#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <helianthus.h>
#define WIDTH 285.0
#define HEIGHT 200.0
#define RES 10.0
#define THIKNESS 0.5
#define ALPHA 0.1
#define CELLSIZE 22.5
#define ITEMSIZE 10.0
#define WALLSIZE 15.0
#define WALLJITTER 0.5
#define WALLWIDTH 1.0
#define SRCRES 10.0
#define SCALE 1.0
double itemScale;
double cellScale;
Animation itemTiles[1024];
Animation cellTiles[1024];
int map[256][256];
int itemTilesCount = 0;
int cellTilesCount = 0;
int rows;
int cols;
unsigned int jitterSeed;
Framebuffer framebuffer;
Animation fbAnim;
void shuffle(int *numbers, int count) {
for(int i = 0; i < count; ++i)
numbers[i] = i;
for(int i = 0; i < 2*count; ++i) {
int a = randomNumber(0, count-1);
int b = randomNumber(0, count-1);
int n = numbers[a];
numbers[a] = numbers[b];
numbers[b] = n;
}
}
int lastItem = 1000000;
int itemNumbers[1024];
int genItem() {
if (lastItem >= itemTilesCount)
{ shuffle(itemNumbers, itemTilesCount); lastItem = 0; }
return itemNumbers[lastItem++];
}
int lastCell = 1000000;
int cellNumbers[1024];
int genCell() {
if (lastCell >= cellTilesCount)
{ shuffle(cellNumbers, cellTilesCount); lastCell = 0; }
return cellNumbers[lastCell++];
}
void generateMap() {
for(int y = 0; y < rows; ++y)
for(int x = 0; x < cols; ++x)
map[y][x] = 1000 + genItem();
if (rows >= 2 && cols >= 2 && cellTilesCount > 0) {
int cnt = (rows-1)*(cols-1)/4/10;
cnt += randomNumber(0, cnt/2) - cnt/4;
for(int i = 0; i < cnt; ++i) {
int x = randomNumber(0, cols-2);
int y = randomNumber(0, rows-2);
if ( map[y][x] < 2000
&& map[y][x+1] < 2000
&& map[y+1][x] < 2000
&& map[y+1][x+1] < 2000 )
{
map[y][x] = 2000 + genCell();
map[y][x+1] = map[y+1][x] = map[y+1][x+1] = 3000;
}
}
}
}
void jitter(double x, double y, double k, double *outX, double *outY) {
unsigned int ix = (unsigned int)(int)round(x*2*RES);
unsigned int iy = (unsigned int)(int)round(y*2*RES);
unsigned int random = ix ^ ((iy << 16) | (iy >> 16));
random ^= jitterSeed;
random = (unsigned int)((unsigned long long)random * 48271 % 0x7fffffff);
double randomX = random/(double)0x7fffffff;
random = (unsigned int)((unsigned long long)random * 48271 % 0x7fffffff);
double randomY = random/(double)0x7fffffff;
*outX = x + (randomX*2 - 1)*k;
*outY = y + (randomY*2 - 1)*k;
}
void jitterLine(double x0, double y0, double x1, double y1, double kl, double k) {
double dx = x1 - x0;
double dy = y1 - y0;
double len = sqrt(dx*dx + dy*dy);
int count = round(len/kl) + 1;
if (count < 2) count = 2;
double kx = dx/(count-1);
double ky = dy/(count-1);
for(int i = 0; i < count; ++i) {
double x = x0 + i*kx;
double y = y0 + i*ky;
jitter(x, y, k, &x, &y);
if (i) lineTo(x, y); else moveTo(x, y);
}
strokePath();
}
void drawMap() {
int fw = framebufferGetWidth(framebuffer);
int fh = framebufferGetHeight(framebuffer);
saveState();
target(framebuffer);
background(COLOR_TRANSPARENT);
clear();
translate(fw/2, fh/2);
zoom(RES);
double step = WALLSIZE;
translate(-(cols-1)*step/2, -(rows-1)*step/2);
double cellSize = CELLSIZE*cellScale;
double itemSize = ITEMSIZE*itemScale;
fill(COLOR_WHITE);
noStroke();
for(int y = 0; y < rows; ++y) {
for(int x = 0; x < cols; ++x) {
int m = map[y][x];
if (m < 1000) {
} else
if (m < 2000) {
double xx = x*step - itemSize/2;
double yy = y*step - itemSize/2;
rectTextured(itemTiles[m - 1000], xx, yy, itemSize, itemSize);
} else
if (m < 3000) {
double xx = x*step + step/2 - cellSize/2;
double yy = y*step + step/2 - cellSize/2;
rectTextured(cellTiles[m - 2000], xx, yy, cellSize, cellSize);
}
}
}
noFill();
stroke(COLOR_BLACK);
strokeWidth(THIKNESS);
jitterSeed = randomNumber(0, 0x7fffffff);
double t = WALLWIDTH/2.0;
double k = WALLJITTER;
double kl = 2*k;
for(int y = 0; y < rows; ++y) {
for(int x = 0; x <= cols; ++x) {
if (x > 0 && x < cols) {
if (map[y][x-1] >= 2000 && map[y][x-1] < 3000) continue;
if (y > 0 && map[y][x-1] >= 3000 && map[y-1][x-1] >= 2000 && map[y-1][x-1] < 3000) continue;
}
double xx = (x - 0.5)*step;
double yy = (y - 0.5)*step;
jitterLine(xx-t, yy, xx-t, yy+step, kl, k);
jitterLine(xx+t, yy, xx+t, yy+step, kl, k);
}
}
for(int x = 0; x < cols; ++x) {
for(int y = 0; y <= rows; ++y) {
if (y > 0 && y < rows) {
if (map[y-1][x] >= 2000 && map[y-1][x] < 3000) continue;
if (x > 0 && map[y-1][x] >= 3000 && map[y-1][x-1] >= 2000 && map[y-1][x-1] < 3000) continue;
}
double xx = (x - 0.5)*step;
double yy = (y - 0.5)*step;
jitterLine(xx, yy-t, xx+step, yy-t, kl, k);
jitterLine(xx, yy+t, xx+step, yy+t, kl, k);
}
}
viewportSave("data/output/generated-dungeon3.png");
restoreState();
}
void generate() {
generateMap();
drawMap();
}
Animation subImage(int width, int height, unsigned char *pixels, int x, int y, int w, int h) {
if (x < 0 || y < 0 || x + w > width || y + h > height || !pixels)
return NULL;
unsigned char *px = calloc(4, w*h);
for(int i = 0; i < h; ++i)
memcpy(px + i*w*4, pixels + ((y+i)*width + x)*4, w*4);
Animation anim = createAnimationFromImage(w, h, px, FALSE);
free(px);
return anim;
}
void init() {
int w = 0;
int h = 0;
unsigned char *px = NULL;
imageLoad("data/dungeon3.png", &w, &h, &px);
int is = 128;
int cs = 256;
itemScale = is/(ITEMSIZE*SRCRES);
cellScale = cs/(CELLSIZE*SRCRES);
int ix0 = (int)round((1*ITEMSIZE + (1 - itemScale)*ITEMSIZE/2)*SRCRES);
int iy0 = ix0;
int idx = (int)round(2*ITEMSIZE*SRCRES);
int idy = idx;
int cx0 = (int)round((1*ITEMSIZE + (1 - cellScale)*CELLSIZE/2)*SRCRES);
int cy0 = (int)round((5*ITEMSIZE + (1 - cellScale)*CELLSIZE/2)*SRCRES);
int cdx = (int)round(3*ITEMSIZE*SRCRES);
int y = iy0;
for(int i = 0; i < 6; ++i)
if ((itemTiles[itemTilesCount] = subImage(w, h, px, ix0 + i*idx, y, is, is)))
++itemTilesCount;
y += idy;
for(int i = 0; i < 6; ++i)
if ((itemTiles[itemTilesCount] = subImage(w, h, px, ix0 + i*idx, y, is, is)))
++itemTilesCount;
y = cy0;
for(int i = 0; i < 3; ++i)
if ((cellTiles[cellTilesCount] = subImage(w, h, px, cx0 + i*cdx, y, cs, cs)))
++cellTilesCount;
free(px);
cols = (int)floor(WIDTH/WALLSIZE + 0.001) - 1;
rows = (int)floor(HEIGHT/WALLSIZE + 0.001) - 1;
int fw = ceil(WIDTH*RES - 0.001);
int fh = ceil(HEIGHT*RES - 0.001);
framebuffer = createFramebuffer(fw, fh);
fbAnim = createAnimationFromFramebuffer(framebuffer);
generate();
}
void draw() {
background(COLOR_WHITE);
double w = windowGetWidth();
double h = windowGetHeight();
if (keyWentDown("space")) generate();
saveState();
translate(w/2, h/2);
zoom(w/WIDTH);
fill(COLOR_WHITE);
noStroke();
rectTextured(fbAnim, -WIDTH/2.0, -HEIGHT/2.0, WIDTH, HEIGHT);
restoreState();
}
int main() {
windowSetVariableFrameRate();
windowSetResizable(TRUE);
windowSetInit(&init);
windowSetDraw(&draw);
windowRun();
}