initial commit

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Ie3b66d17f6f660c9b9a719210bd86f9f6a6a6964
This commit is contained in:
raf 2026-03-17 23:34:37 +03:00
commit b381e2efbd
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
29 changed files with 1633 additions and 0 deletions

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src/main.c Normal file
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#include "audio.h"
#include "combat.h"
#include "common.h"
#include "enemy.h"
#include "items.h"
#include "map.h"
#include "player.h"
#include "raylib.h"
#include "render.h"
#include "rng.h"
#include "settings.h"
#include <stddef.h>
// Global game state
static Player player;
static Map map;
static Dungeon dungeon;
static Enemy enemies[MAX_ENEMIES];
static int enemy_count;
static Item items[MAX_ITEMS];
static int item_count;
static int game_over = 0;
static int game_won = 0;
static const char *last_message = NULL;
static int message_timer = 0;
// Turn counter for enemy movement (enemies move every other turn)
static int turn_count = 0;
// Initialize a new floor
static void init_floor(int floor_num) {
// Generate dungeon
dungeon_generate(&dungeon, &map, floor_num);
// Seed rng for this floor's content
rng_seed(floor_num * 54321);
// Find spawn position
int start_x, start_y;
get_random_floor_tile(&map, &start_x, &start_y, 100);
// Initialize player position if first floor
if (floor_num == 1) {
player_init(&player, start_x, start_y);
} else {
// Move player to new floor position
player.x = start_x;
player.y = start_y;
}
player.floor = floor_num;
// Spawn enemies
enemy_spawn(enemies, &enemy_count, &map, &player, floor_num);
// Spawn items
item_spawn(items, &item_count, &map, floor_num);
// Reset turn counter
turn_count = 0;
}
// Handle player input - returns: 0=continue, -1=quit
static int handle_input(void) {
int dx = 0, dy = 0;
// Check for quit first (always works)
if (IsKeyPressed(KEY_Q)) {
return -1;
}
// Check for restart (works during game over)
if (IsKeyPressed(KEY_R) && game_over) {
game_over = 0;
game_won = 0;
init_floor(1);
return 0;
}
// Check for item usage (U key)
if (IsKeyPressed(KEY_U) && !game_over) {
if (player.inventory_count > 0) {
if (player_use_first_item(&player)) {
last_message = "Used item!";
message_timer = 60;
audio_play_item_pickup();
return 1; // consume a turn
}
}
}
// Movement, use iskeydown for held key repeat, with delay
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) {
dy = -1;
} else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) {
dy = 1;
} else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) {
dx = -1;
} else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) {
dx = 1;
}
if (dx != 0 || dy != 0) {
// Reset combat message
combat_reset_event();
// Player action
int action = player_move(&player, dx, dy, &map, enemies, enemy_count, items,
item_count);
if (action) {
// Increment turn counter
turn_count++;
// Check if stepped on stairs
if (map.tiles[player.y][player.x] == TILE_STAIRS) {
// Go to next floor
if (player.floor < NUM_FLOORS) {
audio_play_stairs();
init_floor(player.floor + 1);
last_message = "Descended to next floor!";
message_timer = 60;
} else {
// Won the game
game_won = 1;
game_over = 1;
}
}
// Check if killed enemy
if (combat_get_last_message() != NULL && !combat_was_player_damage()) {
// Check if enemy died
for (int i = 0; i < enemy_count; i++) {
if (!enemies[i].alive) {
audio_play_enemy_death();
}
}
}
// Enemy turn - only every other turn for fairness
if (turn_count % 2 == 0) {
enemy_update_all(enemies, enemy_count, &player, &map);
}
// Check if player took damage
if (combat_was_player_damage() && combat_get_last_damage() > 0) {
audio_play_player_damage();
}
// Set message
last_message = combat_get_last_message();
message_timer = 60;
// Check game over
if (player.hp <= 0) {
game_over = 1;
}
}
}
return 0;
}
// Main game loop
static void game_loop(void) {
// Initialize first floor
rng_seed(12345);
init_floor(1);
// Disable esc to exit
SetExitKey(0);
while (!WindowShouldClose()) {
// Handle input
if (!game_over) {
int quit = handle_input();
if (quit == -1)
break;
} else {
// Even during game over, check for q/r
if (IsKeyPressed(KEY_Q))
break;
if (IsKeyPressed(KEY_R)) {
game_over = 0;
game_won = 0;
init_floor(1);
}
}
// Update message timer
if (message_timer > 0)
message_timer--;
// Render
BeginDrawing();
ClearBackground(BLACK);
// Draw game elements
render_map(&map);
render_items(items, item_count);
render_enemies(enemies, enemy_count);
render_player(&player);
render_ui(&player);
// Draw message if any
if (last_message != NULL && message_timer > 0) {
render_message(last_message);
}
// Draw game over screen
if (game_over) {
render_game_over();
if (game_won) {
// Draw win message
const char *win_msg = "YOU WIN! ESCAPED THE DUNGEON!";
int msg_w = MeasureText(win_msg, 30);
DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80,
30, GOLD);
}
}
EndDrawing();
// small delay for key repeat control
WaitTime(0.08);
}
}
int main(void) {
// Initialize audio
audio_init();
// Initialize window
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike");
SetTargetFPS(60);
// Run game
game_loop();
// Cleanup
CloseWindow();
audio_close();
return 0;
}