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//! Temporary grid cells used as building-blocks for dungeon generation.
//! These building blocks are generated and then piece-by-piece used to fill
//! the global tile data.
use crate::api::dungeon_mode::dungeon_generator::DungeonGridCell;
use crate::api::dungeon_mode::GlobalDungeonData;
use crate::api::overlay::OverlayLoadLease;
use crate::ctypes::c_int;
use crate::ffi;
use alloc::vec;
use alloc::vec::Vec;
use core::iter::repeat_with;
/// The capacity of the dungeon grid in both X and Y directions.
pub const GRID_CAPACITY_DIM: usize = 15;
#[allow(clippy::derivable_impls)]
impl Default for ffi::dungeon_grid_cell {
fn default() -> Self {
Self {
start_x: Default::default(),
start_y: Default::default(),
end_x: Default::default(),
end_y: Default::default(),
is_invalid: Default::default(),
field_0x9: Default::default(),
is_room: Default::default(),
is_connected: Default::default(),
field_0xc: Default::default(),
field_0xd: Default::default(),
is_monster_house: Default::default(),
field_0xf: Default::default(),
is_maze_room: Default::default(),
was_merged_into_other_room: Default::default(),
is_merged_room: Default::default(),
is_connected_to_top: Default::default(),
is_connected_to_bottom: Default::default(),
is_connected_to_left: Default::default(),
is_connected_to_right: Default::default(),
should_connect_to_top: Default::default(),
should_connect_to_bottom: Default::default(),
should_connect_to_left: Default::default(),
should_connect_to_right: Default::default(),
field_0x1b: Default::default(),
flag_imperfect: Default::default(),
flag_secondary_structure: Default::default(),
}
}
}
/// This helper struct can be used to create a grid of cells ([`DungeonGridCell`]).
///
/// All coordinates that this struct uses are "ingame" coordinates (so (x, y)), unless
/// otherwise noted.
///
/// It can also take ownership of existing `Vec<DungeonGridCell>` and manipulate them.
///
/// Finally you can convert this struct into its inner `Vec<DungeonGridCell>` using
/// [`Self::into_inner()`]. See the notes on [`Self::new()`] for more information.
///
/// The cell grid is used in one phase of the dungeon generation. Note that most
/// of the generation functions here will generate tiles in the global dungeon struct.
pub struct DungeonGridMutator {
cells: Vec<DungeonGridCell>,
width: usize,
height: usize,
_lease: OverlayLoadLease<29>,
}
impl DungeonGridMutator {
/// Takes ownership of the given `in_cells` and returns a new `DungeonGridMutator`.
///
/// The grid is a vector of grid cells stored in column-major order (!) (such that grid cells
/// with the same x value are stored contiguously (y, x))
///
/// The dimensions passed in must match the dimensions of the `Vec<DungeonGridCell>`,
/// otherwise this will panic.
///
/// Internally the grid has a fixed buffer size / capacity of 15 x 15. If the grid size in the
/// X or Y direction is less than this, so when working with the (raw) grid buffer,
/// you will need to take into account that each column will have 15 rows, where the last
/// (`15-height`) in each column will be uninitialised and that after `width` rows
/// the rest of the array will be uninitialised as well.
///
/// This helper will abstract for you over this, if you query a cell via eg. [`Self::get`],
/// however [`Self::into_inner()`] will still return a vector with 15 x 15 cells, with all
/// missing values initialized with defaults.
///
/// Note that the game usually works with the assumption that there are exactly 15 rows.
/// Using other row sizes may or may not lead to UB with some methods.
///
/// The maximum values for `width` and `height` are [`GRID_CAPACITY_DIM`],
/// otherwise this function will panic.
pub fn new_from_vec(
in_cells: Vec<DungeonGridCell>,
width: usize,
height: usize,
ov29: OverlayLoadLease<29>,
) -> Self {
assert!(width <= GRID_CAPACITY_DIM && height <= GRID_CAPACITY_DIM);
assert!(in_cells.len() >= width * height);
let mut cells_iter = in_cells.into_iter().peekable();
let mut cells = Vec::with_capacity(GRID_CAPACITY_DIM * (width - 1) + height);
for x in 0..GRID_CAPACITY_DIM {
if x < width {
for y in 0..GRID_CAPACITY_DIM {
cells.push(if y < height {
cells_iter.next().unwrap()
} else {
Default::default()
});
}
} else {
for _ in 0..GRID_CAPACITY_DIM {
cells.push(Default::default())
}
}
if cells_iter.peek().is_none() {
break;
}
}
Self {
cells,
width,
height,
_lease: ov29,
}
}
/// Initialize a dungeon grid with defaults.
///
/// The grid is an array of grid cells stored in column-major order (!) (such that grid cells
/// with the same x value are stored contiguously (y, x)).
///
/// Internally the grid has a fixed buffer size / capacity of 15 x 15. If the grid size in the
/// X or Y direction is less than this, so when working with the (raw) grid buffer,
/// you will need to take into account that each column will have 15 rows, where the last
/// (`15-height`) in each column will be uninitialised and that after `width` rows
/// the rest of the array will be uninitialised as well.
///
/// This helper will abstract for you over this, if you query a cell via eg. [`Self::get`],
/// however [`Self::into_inner()`] ill still return a vector with 15 x 15 cells, with all
/// missing values initialized with defaults.
///
/// `width` must be less than or equal to 15, otherwise this function will panic.
pub fn new(&self, width: usize, ov29: OverlayLoadLease<29>) -> Self {
let height = GRID_CAPACITY_DIM;
assert!(width <= GRID_CAPACITY_DIM);
// The game stops after the last column that had cells, so this is the actual capacity:
let min_grid_size = GRID_CAPACITY_DIM * (width - 1) + height;
let mut cells;
// SAFETY: We know the grid vector will be big enough.
// We also know the height is at least 15, so all cells will be initialized.
unsafe {
cells = repeat_with(Default::default)
.take(min_grid_size)
.collect::<Vec<DungeonGridCell>>();
ffi::InitDungeonGrid(cells.as_mut_ptr() as *mut _, width as i32, height as i32);
}
Self {
cells,
width,
height,
_lease: ov29,
}
}
/// Extract the grid from the mutator, along with its width and height.
///
/// The grid will always be a matrix with 15 rows per column and it might contain extra
/// dangling rows, you need to ignore cells outside of the grid's actual width and height,
/// see the notes for [`Self::new()`] for more information.
pub fn into_inner(self) -> (Vec<DungeonGridCell>, usize, usize) {
debug_assert!(self.cells.len() <= GRID_CAPACITY_DIM * GRID_CAPACITY_DIM);
(self.cells, self.width, self.height)
}
/// Get the cell at the given coordinates.
/// Panics if the coordinates are out of bounds.
pub fn get(&self, x: usize, y: usize) -> &DungeonGridCell {
debug_assert!(self.cells.len() <= GRID_CAPACITY_DIM * GRID_CAPACITY_DIM);
let coords = self.get_coords(x, y);
if coords >= self.cells.len() {
panic!("Grid cell at ({}, {}) is out of bounds", x, y);
}
&self.cells[coords]
}
/// Get the cell at the given coordinates, no extra checking is done, just normal slice
/// indexing is done. This is UB if overflow checks are disabled and the coordinates are oob.
///
/// # Safety
/// The caller needs to make sure `x` and `y` are in bounds.
pub unsafe fn get_unchecked(&self, x: usize, y: usize) -> &DungeonGridCell {
&self.cells[self.get_coords(x, y)]
}
/// Get the cell at the given coordinates, mutably.
/// Panics if the coordinates are out of bounds.
pub fn get_mut(&mut self, x: usize, y: usize) -> &mut DungeonGridCell {
debug_assert!(self.cells.len() <= GRID_CAPACITY_DIM * GRID_CAPACITY_DIM);
let coords = self.get_coords(x, y);
if coords >= self.cells.len() {
panic!("Grid cell at ({}, {}) is out of bounds", x, y);
}
&mut self.cells[coords]
}
/// Get the cell at the given coordinates, mutable, no extra checking is done, just normal
/// slice indexing is done. This is UB if overflow checks are disabled and the coordinates are
/// oob.
///
/// # Safety
/// The caller needs to make sure `x` and `y` are in bounds.
pub unsafe fn get_mut_unchecked(&mut self, x: usize, y: usize) -> &mut DungeonGridCell {
let coords = self.get_coords(x, y);
&mut self.cells[coords]
}
/// Merges two vertically stacked rooms into one larger room.
///
/// # Arguments
/// * `_dungeon` - Reference to global dungeon struct.
/// * `x` - x grid coordinate of the rooms to merge
/// * `y` - y grid coordinate of the rooms to merge
/// * `dy` - dy, where the lower room has a y grid coordinate of y+dy
pub fn merge_rooms_vertically(
&mut self,
_dungeon: &mut GlobalDungeonData,
x: i32,
y: i32,
dy: i32,
) {
assert!(x >= 0 && y >= 0 && dy >= 0);
assert!(
x as usize <= self.width
&& y as usize <= self.height
&& (y + dy) as usize <= self.height
);
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe { ffi::MergeRoomsVertically(x, y, dy, self.cells.as_mut_ptr()) }
}
/// Generate extra hallways on the floor via a series of random walks.
///
/// Each random walk starts from a random tile in a random room, leaves the room in a
/// random cardinal direction, and from there tunnels through obstacles through a series of
/// random turns, leaving open terrain in its wake. The random walk stops when it reaches open
/// terrain, goes out of bounds, or reaches an impassable obstruction.
pub fn generate_extra_hallways(
&mut self,
_dungeon: &mut GlobalDungeonData,
number_extra_hallways: i32,
) {
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::GenerateExtraHallways(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
number_extra_hallways,
)
}
}
/// Get the grid cell positions for a given set of floor grid dimensions. Width and height
/// must be positive.
pub fn get_grid_positions(
width: i32,
height: i32,
_ov29: &OverlayLoadLease<29>,
) -> (Vec<i32>, Vec<i32>) {
assert!(width > 0 && height > 0);
let mut x_positions = vec![0; width as usize];
let mut y_positions = vec![0; height as usize];
// SAFETY: We have a lease.
unsafe {
ffi::GetGridPositions(
x_positions.as_mut_ptr(),
y_positions.as_mut_ptr(),
width,
height,
)
};
(x_positions, y_positions)
}
/// Randomly selects a subset of grid cells to become rooms.
///
/// The given number of grid cells will become rooms. If any of the selected grid cells are
/// invalid, fewer rooms will be generated. The number of rooms assigned will always be at
/// least 2 and never exceed 36.
///
/// Cells not marked as rooms will become hallway anchors. A hallway anchor is a single tile
/// in a non-room grid cell to which hallways will be connected later, thus "anchoring"
/// hallway generation.
///
/// `number_rooms` is the number of rooms; if positive, a random value between
/// \[n_rooms, n_rooms+2\] will be used. If negative, |n_rooms| will be used exactly.
pub fn assign_rooms(&mut self, _dungeon: &mut GlobalDungeonData, number_rooms: i32) {
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::AssignRooms(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
number_rooms,
)
}
}
/// Creates rooms and hallway anchors in each grid cell as designated by [`Self::assign_rooms`].
///
/// This function creates a rectangle of open terrain for each room (with some margin relative
/// to the grid cell border). A single open tile is created in hallway anchor cells, and a
/// hallway anchor indicator is set for later reference.
///
/// Panics if any start position is invalid.
///
/// # Arguments
/// * `starts_x` - Array of the starting x coordinates of each grid column
/// * `starts_y` - Array of the starting y coordinates of each grid row
/// * `room_flags` - Only uses bit 2 (mask: 0b100), which enables room imperfections
pub fn create_rooms_and_anchors(
&mut self,
_dungeon: &mut GlobalDungeonData,
starts_x: &mut [i32],
starts_y: &mut [i32],
room_flags: u32,
) {
self.assert_start_positions_valid(starts_x, starts_y);
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::CreateRoomsAndAnchors(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
starts_x.as_mut_ptr(),
starts_y.as_mut_ptr(),
room_flags,
)
}
}
/// Try to generate secondary structures in flagged rooms.
///
/// If a valid room with no special features is flagged to have a secondary structure, try to
/// generate a random one in the room, based on the result of a dice roll:
///
/// ```text
/// 0: no secondary structure
/// 1: maze, or a central water/lava "plus sign" as fallback, or a single water/lava tile in
/// the center as a second fallback
/// 2: checkerboard pattern of water/lava
/// 3: central pool of water/lava
/// 4: central "island" with items and a Warp Tile, surrounded by a "moat" of water/lava
/// 5: horizontal or vertical divider of water/lava splitting the room in two
/// ```
///
/// If the room isn't the right shape, dimension, or otherwise doesn't support the selected
/// secondary structure, it is left untouched.
pub fn generate_secondary_structures(
&mut self,
_dungeon: &mut GlobalDungeonData,
_number_rooms: i32,
) {
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::GenerateSecondaryStructures(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
)
}
}
/// Randomly assigns connections between adjacent grid cells.
///
/// Connections are created via a random walk with momentum, starting from the grid cell at
/// (cursor x, cursor y). A connection is drawn in a random direction from the current cursor,
/// and this process is repeated a certain number of times (the "floor connectivity" specified
/// in the floor properties). The direction of the random walk has "momentum"; there's a 50%
/// chance it will be the same as the previous step (or rotated counterclockwise if on the
/// boundary).
///
/// This helps to reduce the number of dead ends and forks in the road caused by the random
/// walk "doubling back" on itself.
///
/// If dead ends are disabled in the floor properties, there is an additional phase to remove
/// dead end hallway anchors (only hallway anchors, not rooms) by drawing additional
/// connections. Note that the actual implementation contains a bug: the grid cell validity
/// checks use the wrong index, so connections may be drawn to invalid cells.
///
/// Panics if the cursor positions are out of bounds.
pub fn assign_grid_cell_connections(
&mut self,
_dungeon: &mut GlobalDungeonData,
cursor_x: i32,
cursor_y: i32,
floor_properties: &ffi::floor_properties,
) {
assert!(
cursor_x >= 0
&& (cursor_x as usize) < self.width
&& cursor_y >= 0
&& (cursor_y as usize) < self.height
);
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::AssignGridCellConnections(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
cursor_x,
cursor_y,
force_mut_ptr!(floor_properties),
)
}
}
/// Create grid cell connections either by creating hallways or merging rooms.
///
/// When creating a hallway connecting a hallway anchor, the exact anchor coordinates are used
/// as the endpoint. When creating a hallway connecting a room, a random point on the room edge
/// facing the hallway is used as the endpoint. The grid cell boundaries are used as the middle
/// coordinates for kinks (see [`super::GlobalDungeonStructureGenerator::create_hallway`]).
///
/// If room merging is enabled, there is a 9.75% chance that two connected rooms will be merged
/// into a single larger room (9.75% comes from two 5% rolls, one for each of the two rooms
/// being merged). A room can only participate in a merge once.
pub fn create_grid_cell_connections(
&mut self,
_dungeon: &mut GlobalDungeonData,
starts_x: &mut [i32],
starts_y: &mut [i32],
enable_room_merging: bool,
) {
self.assert_start_positions_valid(starts_x, starts_y);
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::CreateGridCellConnections(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
starts_x.as_mut_ptr(),
starts_y.as_mut_ptr(),
(!enable_room_merging) as ffi::bool_,
)
}
}
/// Attempt to generate room imperfections for each room in the floor layout, if enabled.
///
/// Each room has a 40% chance of having imperfections if its grid cell is flagged to allow
/// room imperfections. Imperfections are generated by randomly growing the walls of the room
/// inwards for a certain number of iterations, starting from the corners.
pub fn generate_room_imperfections(&mut self, _dungeon: &mut GlobalDungeonData) {
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::GenerateRoomImperfections(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
)
}
}
/// Ensure the grid forms a connected graph (all valid cells are reachable) by adding hallways
/// to unreachable grid cells.
///
/// If a grid cell cannot be connected for some reason, remove it entirely.
pub fn ensure_connected_grid(
&mut self,
_dungeon: &mut GlobalDungeonData,
starts_x: &mut [i32],
starts_y: &mut [i32],
) {
self.assert_start_positions_valid(starts_x, starts_y);
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::EnsureConnectedGrid(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
starts_x.as_mut_ptr(),
starts_y.as_mut_ptr(),
)
}
}
/// A Kecleon shop will be generated with a probability determined by the Kecleon shop spawn
/// chance parameter (percentage from 0 to 100).
///
/// A Kecleon shop will be generated in a random room that is valid, connected, has no other
/// special features, and has dimensions of at least 5x4. Kecleon shops will occupy the entire
/// room interior, leaving a one tile margin from the room walls.
pub fn generate_kecleon_shop(&mut self, _dungeon: &mut GlobalDungeonData, spawn_chance: u8) {
assert!(spawn_chance <= 100);
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::GenerateKecleonShop(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
spawn_chance as c_int,
)
}
}
//// Possibly generate a Monster House on the floor.
///
/// A Monster House will be generated with a probability determined by the Monster House
/// spawn chance parameter, and only if the current floor can support one (no non-Monster-House
/// outlaw missions or special floor types). A Monster House will be generated in a random room
/// that is valid, connected, and is not a merged or maze room.
///
/// `spawn_chance` is the percentage chance that a Monster House will be generated (0-100).
pub fn generate_monster_house(&mut self, _dungeon: &mut GlobalDungeonData, spawn_chance: u8) {
assert!(spawn_chance <= 100);
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::GenerateMonsterHouse(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
spawn_chance as c_int,
)
}
}
/// Possibly generate a maze room on the floor.
///
/// A maze room will be generated with a probability determined by the maze room chance
/// parameter. A maze will be generated in a random room that is valid, connected, has odd
/// dimensions, and has no other features.
///
/// `spawn_chance` is the percentage chance that a Monster House will be generated (0-100).
pub fn generate_maze_room(&mut self, _dungeon: &mut GlobalDungeonData, spawn_chance: u8) {
assert!(spawn_chance <= 100);
// SAFETY: We have a mutable reference to the global dungeon data.
unsafe {
ffi::GenerateMazeRoom(
self.cells.as_mut_ptr(),
self.width as i32,
self.height as i32,
spawn_chance as c_int,
)
}
}
/// Generate a maze room within a given grid cell.
/// A "maze" is generated within the room using a series of random walks to place obstacle
/// terrain (walls or secondary terrain) in a maze-like arrangement. "Maze lines"
/// (see [`super::GlobalDungeonStructureGenerator::generate_maze_line`]) are
/// generated using every other tile around the room's border, as well as every other interior
/// tile, as a starting point.
/// This ensures that there are stripes of walkable open terrain surrounded by stripes of
/// obstacles (the maze walls).
pub fn generate_maze<'a>(
&'a self,
cell: &'a mut ffi::dungeon_grid_cell,
secondary_terrain_instead_of_walls: bool,
) {
unsafe {
ffi::GenerateMaze(
cell as *mut _,
secondary_terrain_instead_of_walls as ffi::bool_,
)
}
}
/// Set spawn flag 5 (0b100000 or 0x20) on all tiles in a room.
pub fn set_spawn_flag_5<'a>(&'a self, cell: &'a mut ffi::dungeon_grid_cell) {
unsafe { ffi::SetSpawnFlag5(cell as *mut _) }
}
fn get_coords(&self, x: usize, y: usize) -> usize {
x * GRID_CAPACITY_DIM + y
}
fn assert_start_positions_valid(&self, starts_x: &[i32], starts_y: &[i32]) {
for x in starts_x {
assert!(*x >= 0 && *x < self.width as i32);
}
for y in starts_y {
assert!(*y >= 0 && *y < self.height as i32);
}
}
}