build: move map & rng logic to their own libraries
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I1802469f3baff4576f61accfb5a197d86a6a6964
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702b4258e0
commit
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17 changed files with 136 additions and 93 deletions
67
build.zig
67
build.zig
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@ -4,6 +4,51 @@ pub fn build(b: *std.Build) void {
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const target = b.standardTargetOptions(.{});
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const optimize = b.standardOptimizeOption(.{});
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const c_flags = [_][]const u8{
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"-std=c99",
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"-Wall",
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"-Wextra",
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"-O2",
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};
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// RNG library
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const rng_lib = b.addLibrary(.{
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.name = "rng",
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.root_module = b.createModule(.{
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.target = target,
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.optimize = optimize,
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.link_libc = true,
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}),
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});
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rng_lib.addCSourceFiles(.{
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.files = &[_][]const u8{"libs/rng/rng.c"},
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.flags = &c_flags,
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});
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rng_lib.addIncludePath(b.path("libs/rng"));
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// Map library
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const map_lib = b.addLibrary(.{
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.name = "map",
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.root_module = b.createModule(.{
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.target = target,
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.optimize = optimize,
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.link_libc = true,
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}),
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});
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map_lib.addCSourceFiles(.{
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.files = &[_][]const u8{
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"libs/map/map.c",
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"libs/map/utils.c",
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},
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.flags = &c_flags,
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});
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// map.h includes common.h and settings.h which live in src/
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map_lib.addIncludePath(b.path("src"));
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// map.c includes rng/rng.h via libs/ root
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map_lib.addIncludePath(b.path("libs"));
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// utils.h is co-located with map.c
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map_lib.addIncludePath(b.path("libs/map"));
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// Zig combat library
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const combat_lib = b.addLibrary(.{
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.name = "combat",
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@ -14,29 +59,20 @@ pub fn build(b: *std.Build) void {
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.link_libc = true,
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}),
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});
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// common.h and settings.h live in src/; rng.h exposed bare from libs/rng
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combat_lib.addIncludePath(b.path("src"));
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combat_lib.linkSystemLibrary("raylib");
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combat_lib.addIncludePath(b.path("libs/rng"));
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// C sources (everything except combat, which is now Zig)
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// C sources remaining in src/
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const c_sources = [_][]const u8{
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"src/audio.c",
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"src/enemy.c",
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"src/items.c",
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"src/main.c",
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"src/map.c",
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"src/player.c",
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"src/movement.c",
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"src/player.c",
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"src/render.c",
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"src/rng.c",
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"src/settings.c",
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"src/utils.c",
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};
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const c_flags = [_][]const u8{
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"-std=c99",
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"-Wall",
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"-Wextra",
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"-O2",
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};
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// Main executable
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@ -54,7 +90,12 @@ pub fn build(b: *std.Build) void {
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.flags = &c_flags,
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});
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// src/ for own headers; libs/ so "rng/rng.h" and "map/map.h" resolve
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exe.addIncludePath(b.path("src"));
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exe.addIncludePath(b.path("libs"));
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exe.linkLibrary(rng_lib);
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exe.linkLibrary(map_lib);
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exe.linkLibrary(combat_lib);
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exe.linkSystemLibrary("raylib");
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exe.linkSystemLibrary("m");
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@ -1,5 +1,5 @@
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#include "map.h"
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#include "rng.h"
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#include "rng/rng.h"
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#include "settings.h"
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#include "utils.h"
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#include <stdlib.h>
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@ -1,6 +1,4 @@
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#include "audio.h"
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#include "raylib.h"
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#include "common.h"
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#include <math.h>
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#include <stddef.h>
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@ -1,6 +1,6 @@
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#ifndef AUDIO_H
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#define AUDIO_H
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#include "common.h"
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#include "game_state.h"
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// Initialize audio system
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void audio_init(void);
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65
src/common.h
65
src/common.h
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@ -2,7 +2,7 @@
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#define COMMON_H
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#include "settings.h"
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#include <raylib.h>
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#include <stdbool.h>
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typedef struct {
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int x, y;
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@ -114,68 +114,5 @@ typedef struct {
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int effect_count;
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} Enemy;
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// Floating damage text
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typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
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typedef struct {
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int x, y;
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int value;
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int lifetime; // frames remaining
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int is_critical;
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FloatingLabel label; // label type instead of string
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StatusEffectType effect_type; // used to pick color for proc labels
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} FloatingText;
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// AudioAssets
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typedef struct {
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Sound attack1, attack2, attack3;
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Sound pickup;
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Sound staircase;
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Sound dodge1, dodge2, dodge3;
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Sound crit;
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} AudioAssets;
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// GameState - encapsulates all game state for testability and save/load
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typedef struct {
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Player player;
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Map map;
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Dungeon dungeon;
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Enemy enemies[MAX_ENEMIES];
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int enemy_count;
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Item items[MAX_ITEMS];
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int item_count;
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int game_over;
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int game_won;
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const char *last_message;
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int message_timer;
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int turn_count;
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int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
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int show_inventory; // 0 = hidden, 1 = show overlay
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int inv_selected; // currently selected inventory index
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// action log
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char action_log[5][128];
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int log_count;
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int log_head;
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// visual effects
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FloatingText floating_texts[8];
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int floating_count;
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int screen_shake; // frames of screen shake remaining
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int shake_x;
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int shake_y;
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AudioAssets sounds;
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// Statistics
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int total_kills;
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int items_collected;
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int damage_dealt;
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int damage_taken;
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int crits_landed;
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int times_hit;
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int potions_used;
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int floors_reached;
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int final_score;
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// Seed for this run
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unsigned int run_seed;
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} GameState;
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#endif // COMMON_H
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@ -1,9 +1,9 @@
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#include "enemy.h"
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#include "combat.h"
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#include "common.h"
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#include "map.h"
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#include "map/map.h"
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#include "movement.h"
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#include "rng.h"
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#include "rng/rng.h"
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#include "settings.h"
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#include <string.h>
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70
src/game_state.h
Normal file
70
src/game_state.h
Normal file
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@ -0,0 +1,70 @@
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#ifndef GAME_STATE_H
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#define GAME_STATE_H
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#include "common.h"
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#include <raylib.h>
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// Floating damage text
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typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
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typedef struct {
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int x, y;
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int value;
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int lifetime; // frames remaining
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int is_critical;
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FloatingLabel label; // label type instead of string
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StatusEffectType effect_type; // used to pick color for proc labels
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} FloatingText;
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// AudioAssets
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typedef struct {
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Sound attack1, attack2, attack3;
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Sound pickup;
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Sound staircase;
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Sound dodge1, dodge2, dodge3;
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Sound crit;
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} AudioAssets;
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// GameState - encapsulates all game state for testability and save/load
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typedef struct {
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Player player;
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Map map;
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Dungeon dungeon;
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Enemy enemies[MAX_ENEMIES];
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int enemy_count;
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Item items[MAX_ITEMS];
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int item_count;
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int game_over;
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int game_won;
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const char *last_message;
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int message_timer;
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int turn_count;
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int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
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int show_inventory; // 0 = hidden, 1 = show overlay
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int inv_selected; // currently selected inventory index
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// action log
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char action_log[5][128];
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int log_count;
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int log_head;
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// visual effects
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FloatingText floating_texts[8];
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int floating_count;
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int screen_shake; // frames of screen shake remaining
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int shake_x;
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int shake_y;
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AudioAssets sounds;
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// Statistics
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int total_kills;
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int items_collected;
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int damage_dealt;
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int damage_taken;
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int crits_landed;
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int times_hit;
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int potions_used;
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int floors_reached;
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int final_score;
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// Seed for this run
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unsigned int run_seed;
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} GameState;
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#endif // GAME_STATE_H
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@ -1,6 +1,6 @@
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#include "common.h"
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#include "map.h"
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#include "rng.h"
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#include "map/map.h"
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#include "rng/rng.h"
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#include "settings.h"
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#include <stddef.h>
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@ -1,14 +1,13 @@
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#include "audio.h"
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#include "combat.h"
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#include "common.h"
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#include "game_state.h"
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#include "enemy.h"
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#include "items.h"
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#include "map.h"
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#include "map/map.h"
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#include "movement.h"
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#include "player.h"
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#include "raylib.h"
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#include "render.h"
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#include "rng.h"
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#include "rng/rng.h"
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#include "settings.h"
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#include <ctype.h>
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#include <stddef.h>
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@ -1,6 +1,6 @@
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#include "movement.h"
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#include "enemy.h"
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#include "map.h"
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#include "map/map.h"
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#include <stdbool.h>
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// Check if position is occupied by player
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@ -1,7 +1,5 @@
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#include "render.h"
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#include "common.h"
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#include "items.h"
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#include "raylib.h"
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#include "settings.h"
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#include <stddef.h>
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#include <stdio.h>
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@ -2,7 +2,7 @@
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#ifndef RENDER_H
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#define RENDER_H
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#include "common.h"
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#include "game_state.h"
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// HUD colors
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#define HUD_BG (Color){25, 20, 15, 255}
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