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//! The game's built-in dungeon generator.
//!
//! **IMPORTANT to know** for this implementation: A lot of functions will not work as expected,
//! since some low level functions just ignore some parameters passed in completely.
//!
//! The generation implementation that is built into the game works directly
//! with the global tile data based on temporary grid cells.
//! This module contains functions that either are high level wrappers or little pieces
//! of the algorithm that don't need dungeon grid cells.
//!
//! To get an instance of the generator, use
//! [`crate::api::dungeon_mode::GlobalDungeonData::get_builtin_dungeon_generator`].
mod grid;
pub use self::grid::{DungeonGridMutator, GRID_CAPACITY_DIM};
use crate::api::dungeon_mode::GlobalDungeonData;
use crate::api::dungeon_mode::dungeon_generator::{
DungeonEntityGeneration, DungeonFloorGeneration,
};
use crate::api::dungeons::FixedRoomId;
use crate::api::enums::HiddenStairsType;
use crate::api::overlay::OverlayLoadLease;
use crate::ctypes::c_int;
use crate::ffi;
//-----------------------------------------------------------------------------------------------//
/// The structure and layout generator for the global dungeon.
///
/// To create instances of this struct use
/// [`crate::api::dungeon_mode::GlobalDungeonData::get_builtin_dungeon_generator`].
pub struct GlobalDungeonStructureGenerator<'a>(
pub(crate) OverlayLoadLease<29>,
pub(crate) &'a mut GlobalDungeonData<'a>,
);
impl<'a> GlobalDungeonStructureGenerator<'a> {
#[doc(hidden)]
pub(crate) fn generate_floor_internal(&mut self) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::GenerateFloor() }
}
/// Handles fixed room generation if the floor contains a fixed room.
pub fn generate_fixed_room(
&mut self,
fixed_room_id: FixedRoomId,
properties: &ffi::floor_properties,
) -> bool {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::GenerateFixedRoom(fixed_room_id, force_mut_ptr!(properties)) > 0 }
}
/// Sets the junction flag (bit 3 of the terrain flags) on any hallway junction tiles in
/// some range [x0, x1), [y0, y1). This leaves tiles within rooms untouched.
pub fn flag_hallway_junctions(&mut self, x0: i32, y0: i32, x1: i32, y1: i32) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::FlagHallwayJunctions(x0, y0, x1, y1) }
}
/// Create a hallway between two points.
///
/// If the two points share no coordinates in common (meaning the line connecting them is
/// diagonal), a "kinked" hallway is created, with the kink at a specified "middle"
/// coordinate (in practice the grid cell boundary). For example, with a kinked horizontal
/// hallway, there are two horizontal lines extending out from the endpoints, connected by a
/// vertical line on the middle x coordinate.
///
/// If a hallway would intersect with an existing open tile (like an existing hallway), the
/// hallway will only be created up to the point where it intersects with the open tile.
///
/// # Arguments
///
/// * `start_x` - The x coordinate of the start of the hallway.
/// * `start_y` - The y coordinate of the start of the hallway.
/// * `end_x` - The x coordinate of the end of the hallway.
/// * `end_y` - The y coordinate of the end of the hallway.
/// * `is_vertical` - vertical flag (true for vertical hallway, false for horizontal).
/// * `middle_x` - Middle x coordinate for kinked horizontal hallways.
/// * `middle_y` - Middle y coordinate for kinked vertical hallways.
pub fn create_hallway(
&mut self,
start_x: i32,
start_y: i32,
end_x: i32,
end_y: i32,
is_vertical: bool,
middle_x: i32,
middle_y: i32,
) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe {
ffi::CreateHallway(
start_x,
start_y,
end_x,
end_y,
is_vertical as ffi::bool_,
middle_x,
middle_y,
)
}
}
/// Finalizes junction tiles by setting the junction flag (bit 3 of the terrain flags) and
/// ensuring open terrain.
///
/// Note that this implementation is slightly buggy. This function scans tiles left-to-right,
/// top-to-bottom, and identifies junctions as any open, non-hallway tile (room_index != 0xFF)
/// adjacent to an open, hallway tile (room_index == 0xFF). This interacts poorly with hallway
/// anchors (room_index == 0xFE). This function sets the room index of any hallway anchors to
/// 0xFF within the same loop, so a hallway anchor may or may not be identified as a junction
/// depending on the orientation of connected hallways.
///
/// For example, in the following configuration, the "o" tile would be marked as a junction
/// because the neighboring hallway tile to its left comes earlier in iteration, while the "o"
/// tile still has the room index 0xFE, causing the algorithm to mistake it for a room tile:
/// ```text
/// xxxxx
/// ---ox
/// xxx|x
/// xxx|x
/// ```
///
/// However, in the following configuration, the "o" tile would NOT be marked as a junction
/// because it comes earlier in iteration than any of its neighboring hallway tiles, so its
/// room index is set to 0xFF before it can be marked as a junction. This is actually the ONLY
/// possible configuration where a hallway anchor will not be marked as a junction.
/// ```text
/// xxxxx
/// xo---
/// x|xxx
/// x|xxx
/// ```
pub fn finalize_junctions(&mut self) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::FinalizeJunctions() }
}
/// Generate a "maze line" from a given starting point, within the given bounds.
///
/// A "maze line" is a random walk starting from (x0, y0). The random walk proceeds with a
/// stride of 2 in a random direction, laying down obstacles as it goes. The random walk
/// terminates when it gets trapped and there are no more neighboring tiles that are open and
/// in-bounds.
pub fn generate_maze_line(
&mut self,
x0: i32,
y0: i32,
x_min: i32,
y_min: i32,
x_max: i32,
y_max: i32,
use_secondary_terrain: bool,
room: u8,
) {
unsafe {
ffi::GenerateMazeLine(
x0,
y0,
x_min,
y_min,
x_max,
y_max,
use_secondary_terrain as ffi::bool_,
room,
)
}
}
/// Checks if a tile position is either in a hallway or next to one.
pub fn is_next_to_hallway(&self, x: i32, y: i32) -> bool {
unsafe { ffi::IsNextToHallway(x, y) > 0 }
}
/// Resolve invalid spawn flags on tiles.
///
/// Spawn flags can be invalid due to terrain. For example, traps can't spawn on obstacles.
/// Spawn flags can also be invalid due to multiple being set on a single tile, in which case
/// one will take precedence. For example, stair spawns trump trap spawns.
pub fn resolve_invalid_spawns(&mut self) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::ResolveInvalidSpawns() }
}
/// Converts all secondary terrain tiles (water/lava) to chasms.
pub fn convert_secondary_terrain_to_chasms(&mut self) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::ConvertSecondaryTerrainToChasms() }
}
/// Converts all wall tiles to chasms.
pub fn convert_walls_to_chasms(&mut self) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::ConvertWallsToChasms() }
}
/// Ensures all tiles with the impassable flag are walls.
pub fn ensure_impassable_tiles_are_walls(&mut self) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::EnsureImpassableTilesAreWalls() }
}
/// Resets the floor in preparation for a floor generation attempt.
///
/// Resets all tiles, resets the border to be impassable, and clears entity spawns.
pub fn reset_floor(&mut self) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::ResetFloor() }
}
/// Generate secondary terrain (water/lava) formations.
///
/// This includes "rivers" that flow from top-to-bottom (or bottom-to-top), as well as "lakes"
/// both standalone and after rivers. Water/lava formations will never cut through rooms, but
/// they can pass through rooms to the opposite side.
///
/// Rivers are generated by a top-down or bottom-up random walk that ends when existing
/// secondary terrain is reached or the walk goes out of bounds. Some rivers also end
/// prematurely in a lake. Lakes are a large collection of secondary terrain generated around
/// a central point.
///
/// # Arguments
/// * `test_flag` - bit index to test in the floor properties room flag bitvector
/// (formations are only generated if the bit is set)
/// * `floor_props` - floor properties
pub fn generate_secondary_terrain_formations(
&mut self,
test_flag: u8,
floor_props: &ffi::floor_properties,
) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::GenerateSecondaryTerrainFormations(test_flag, force_mut_ptr!(floor_props)) }
}
/// Checks that the stairs are reachable from every walkable tile on the floor.
///
/// This runs a graph traversal algorithm that is very similar to breadth-first search
/// (the order in which nodes are visited is slightly different), starting from the stairs.
/// If any tile is walkable but wasn't reached by the traversal algorithm, then the stairs
/// must not be reachable from that tile.
///
/// If `mark_unreachable` is true, this function will instead always return true, but set a
/// special bit on all walkable tiles that aren't reachable from the stairs.
pub fn stairs_are_always_reachable(
&mut self,
x_stairs: i32,
y_stairs: i32,
mark_unreachable: bool,
) -> bool {
// SAFETY: We have a mutable reference to the dungeon.
unsafe {
ffi::StairsAlwaysReachable(x_stairs, y_stairs, mark_unreachable as ffi::bool_) > 0
}
}
/// Reset the inner boundary tile rows (y == 1 and y == 30) to their initial state of all wall
/// tiles, with impassable walls at the edges (x == 0 and x == 55).
pub fn reset_inner_boundary_tile_rows(&mut self) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe { ffi::ResetInnerBoundaryTileRows() }
}
/// Gets the hidden stairs type for a given floor.
///
/// This function reads the floor properties and resolves any randomness
/// into a concrete hidden stairs type.
///
/// Returns None if the game returns an invalid/unknown value.
pub fn get_hidden_stairs_type(
&self,
gen_info: &ffi::dungeon_generation_info,
floor_props: &ffi::floor_properties,
) -> Option<HiddenStairsType> {
unsafe {
ffi::GetHiddenStairsType(force_mut_ptr!(gen_info), force_mut_ptr!(floor_props))
.try_into()
.ok()
}
}
/// Resets hidden stairs spawn information for the floor. This includes the position on the
/// floor generation status as well as the flag indicating whether the spawn was blocked.
pub fn reset_hidden_stairs_spawn(&mut self) {
unsafe { ffi::ResetHiddenStairsSpawn() }
}
/// Spawn stairs at the given location.
///
/// If the hidden stairs type is something other than HIDDEN_STAIRS_NONE, hidden stairs of the
/// specified type will be spawned instead of normal stairs.
///
/// If spawning normal stairs and the current floor is a rescue floor, the room containing
/// the stairs will be converted into a Monster House.
///
/// If attempting to spawn hidden stairs but the spawn is blocked, the floor generation
/// status's hidden stairs spawn position will be updated, but it won't be transferred to the
/// dungeon generation info struct.
pub fn spawn_stairs(
&mut self,
x: u8,
y: u8,
gen_info: &ffi::dungeon_generation_info,
hidden_stairs_type: HiddenStairsType,
) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe {
ffi::SpawnStairs(
[x, y].as_mut_ptr(),
force_mut_ptr!(gen_info),
hidden_stairs_type as ffi::hidden_stairs_type::Type,
)
}
}
}
//-----------------------------------------------------------------------------------------------//
/// The entity generator for the global dungeon.
pub struct GlobalDungeonEntityGenerator(());
impl GlobalDungeonEntityGenerator {
/// Creates a new generator.
///
/// # Safety:
/// The caller needs to make sure that overlay 29 is loaded and it's safe to
/// manipulate the global dungeon.
unsafe fn new() -> Self {
Self(())
}
/// Randomly shuffle an array of spawn positions.
pub fn shuffle_spawn_positions(&self, spawn_positions: &mut [ffi::spawn_position]) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe {
ffi::ShuffleSpawnPositions(spawn_positions.as_mut_ptr(), spawn_positions.len() as c_int)
}
}
}
//-----------------------------------------------------------------------------------------------//
/// The game's builtin dungeon generator.
impl<'a> DungeonFloorGeneration for GlobalDungeonStructureGenerator<'a> {
type EntityGenerator = GlobalDungeonEntityGenerator;
type LayoutGenerator = BuiltinDungeonLayoutGenerators;
/// Generate a dungeon floor.
///
/// This ignores all parameters at the moment and instead reads from the global dungeon struct
/// directly.
///
/// This is the master function that generates the dungeon floor.
///
/// Very loosely speaking, this function first tries to generate a valid floor layout.
/// Then it tries to spawn entities in a valid configuration. Finally, it performs cleanup
/// and post-processing depending on the dungeon.
///
/// If a spawn configuration is invalid, the entire floor layout is scrapped and regenerated.
/// If the generated floor layout is invalid 10 times in a row, or a valid spawn configuration
/// isn't generated within 10 attempts, the generation algorithm aborts and the default
/// one-room Monster House floor is generated as a fallback.
///
/// If not changed by a patch, this function will use the game's default built in generator
/// and generate the floor based on the current global configuration for the floor.
// TODO: Set up global struct here to take param into account?
fn generate_floor(
&mut self,
_width: usize,
_height: usize,
_properties: &ffi::floor_properties,
) -> &mut Self {
self.generate_floor_internal();
self
}
/// Width and height are ignored for most layouts.
fn generate_layout(
&mut self,
layout: &mut Self::LayoutGenerator,
properties: &ffi::floor_properties,
) -> &mut Self {
unsafe {
match layout {
BuiltinDungeonLayoutGenerators::Standard { width, height } => {
ffi::GenerateStandardFloor(*width, *height, force_mut_ptr!(properties))
}
BuiltinDungeonLayoutGenerators::OuterRing => {
ffi::GenerateOuterRingFloor(force_mut_ptr!(properties))
}
BuiltinDungeonLayoutGenerators::Crossroads => {
ffi::GenerateCrossroadsFloor(force_mut_ptr!(properties))
}
BuiltinDungeonLayoutGenerators::Line => {
ffi::GenerateLineFloor(force_mut_ptr!(properties))
}
BuiltinDungeonLayoutGenerators::Cross => {
ffi::GenerateCrossFloor(force_mut_ptr!(properties))
}
BuiltinDungeonLayoutGenerators::Beetle => {
ffi::GenerateBeetleFloor(force_mut_ptr!(properties))
}
BuiltinDungeonLayoutGenerators::OuterRooms { width, height } => {
ffi::GenerateOuterRoomsFloor(*width, *height, force_mut_ptr!(properties))
}
BuiltinDungeonLayoutGenerators::TwoRoomsMonsterHouse => {
ffi::GenerateTwoRoomsWithMonsterHouseFloor()
}
BuiltinDungeonLayoutGenerators::OneRoomMonsterHouse => {
ffi::GenerateOneRoomMonsterHouseFloor()
}
}
}
self
}
fn entities<F: FnOnce(&mut Self::EntityGenerator)>(&mut self, cb: F) -> &mut Self {
// SAFETY: We have a lease on the overlay and a mutable borrow on the global dungeon.
let mut ent = unsafe { GlobalDungeonEntityGenerator::new() };
cb(&mut ent);
self
}
/// This does nothing, this implementation will always update the global struct directly.
fn generate(self, _: &mut GlobalDungeonData) {}
}
/// Builtin generator for entities on a dungeon floor.
impl DungeonEntityGeneration for GlobalDungeonEntityGenerator {
/// Spawn all non-enemy entities, which includes stairs, items, traps, and the player.
///
/// Most entities are spawned randomly on a subset of permissible tiles.
///
/// Stairs are spawned if they don't already exist on the floor, and hidden stairs of the
/// specified type are also spawned if configured as long as there are at least 2 floors left
/// in the dungeon. Stairs can spawn on any tile that has open terrain, is in a room, isn't in
/// a Kecleon shop, doesn't already have an enemy spawn, isn't a hallway junction, and isn't a
/// special tile like a Key door.
///
/// Items are spawned both normally in rooms, as well as in walls and Monster Houses. Normal
/// items can spawn on any tile that has open terrain, is in a room, isn't in a Kecleon shop
/// or Monster House, isn't a hallway junction, and isn't a special tile like a Key door.
/// Buried items can spawn on any wall tile. Monster House items can spawn on any Monster House
/// tile that isn't in a Kecleon shop and isn't a hallway junction.
///
/// Traps are similarly spawned both normally in rooms, as well as in Monster Houses. Normal
/// traps can spawn on any tile that has open terrain, is in a room, isn't in a Kecleon shop,
/// doesn't already have an item or enemy spawn, and isn't a special tile like a Key door.
/// Monster House traps follow the same conditions as Monster House items.
///
/// The player can spawn on any tile that has open terrain, is in a room, isn't in a Kecleon
/// shop, isn't a hallway junction, doesn't already have an item, enemy, or trap spawn, and
/// isn't a special tile like a Key door.
fn spawn_non_enemies(
&mut self,
floor_properties: &ffi::floor_properties,
empty_monster_house: bool,
) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe {
ffi::SpawnNonEnemies(
force_mut_ptr!(floor_properties),
empty_monster_house as ffi::bool_,
)
}
}
/// Spawn all enemies, which includes normal enemies and those in Monster Houses.
///
/// Normal enemies can spawn on any tile that has open terrain, isn't in a Kecleon shop,
/// doesn't already have another entity spawn, and isn't a special tile like a Key door.
///
/// Monster House enemies can spawn on any Monster House tile that isn't in a Kecleon shop,
/// isn't where the player spawns, and isn't a special tile like a Key door.
fn spawn_enemies(
&mut self,
floor_properties: &ffi::floor_properties,
empty_monster_house: bool,
) {
// SAFETY: We have a mutable reference to the dungeon.
unsafe {
ffi::SpawnEnemies(
force_mut_ptr!(floor_properties),
empty_monster_house as ffi::bool_,
)
}
}
}
//-----------------------------------------------------------------------------------------------//
/// Builtin layout generators.
#[derive(Copy, Clone, Default)]
pub enum BuiltinDungeonLayoutGenerators {
/// Broadly speaking, a standard floor is generated as follows:
///
/// 1. Generating the grid
/// 2. Creating a room or hallway anchor in each grid cell
/// 3. Creating hallways between grid cells
/// 4. Generating special features (maze room, Kecleon shop, Monster House, extra hallways,
/// room imperfections, secondary structures)
Standard { width: i32, height: i32 },
/// Floor layout with a 4x2 grid of rooms, surrounded by an outer ring of hallways.
OuterRing,
/// Floor layout with a mesh of hallways on the interior 3x2 grid, surrounded by a
/// boundary of rooms protruding from the interior like spikes, excluding the corner cells.
Crossroads,
/// Floor layout with 5 grid cells in a horizontal line.
Line,
/// Floor layout with 5 rooms arranged in a cross ("plus sign") formation.
Cross,
/// Floor layout in a "beetle" formation, which is created by taking a 3x3 grid
/// of rooms, connecting the rooms within each row, and merging the central column
/// into one big room.
Beetle,
/// Floor layout with a ring of rooms on the grid boundary and nothing in the
/// interior.
///
/// Note that this is bugged, and won't properly connect all the rooms together for
/// `width < 4`.
OuterRooms { width: i32, height: i32 },
/// Floor layout with two rooms (left and right), one of which is a Monster House.
TwoRoomsMonsterHouse,
/// Floor layout with just a large, one-room Monster House.
///
/// This is the default layout if dungeon generation fails.
#[default]
OneRoomMonsterHouse,
}