build: move map & rng logic to their own libraries

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I1802469f3baff4576f61accfb5a197d86a6a6964
This commit is contained in:
raf 2026-04-10 15:17:39 +03:00
commit dd9b7835a6
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
11 changed files with 68 additions and 31 deletions

View file

@ -4,6 +4,56 @@ pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const c_flags = [_][]const u8{
"-std=c99",
"-Wall",
"-Wextra",
"-O2",
};
// RNG library
const rng_lib = b.addLibrary(.{
.name = "rng",
.root_module = b.createModule(.{
.target = target,
.optimize = optimize,
.link_libc = true,
}),
});
rng_lib.addCSourceFiles(.{
.files = &[_][]const u8{"libs/rng/rng.c"},
.flags = &c_flags,
});
rng_lib.addIncludePath(b.path("libs/rng"));
// Map library
const map_lib = b.addLibrary(.{
.name = "map",
.root_module = b.createModule(.{
.target = target,
.optimize = optimize,
.link_libc = true,
}),
});
map_lib.addCSourceFiles(.{
.files = &[_][]const u8{
"libs/map/map.c",
"libs/map/utils.c",
},
.flags = &c_flags,
});
// map.h includes common.h and settings.h which live in src/
map_lib.addIncludePath(b.path("src"));
// map.c includes rng/rng.h via libs/ root
map_lib.addIncludePath(b.path("libs"));
// utils.h is co-located with map.c
map_lib.addIncludePath(b.path("libs/map"));
map_lib.linkLibrary(rng_lib);
// map.c doesn't call raylib, but common.h (via map.h) includes raylib.h;
// add the include path without linking the library into the static archive
const raylib_include = std.mem.trim(u8, b.run(&.{ "pkg-config", "--variable=includedir", "raylib" }), "\n ");
map_lib.addSystemIncludePath(.{ .cwd_relative = raylib_include });
// Zig combat library
const combat_lib = b.addLibrary(.{
.name = "combat",
@ -14,29 +64,22 @@ pub fn build(b: *std.Build) void {
.link_libc = true,
}),
});
// common.h and settings.h live in src/; rng.h exposed bare from libs/rng
combat_lib.addIncludePath(b.path("src"));
combat_lib.addIncludePath(b.path("libs/rng"));
combat_lib.linkLibrary(rng_lib);
combat_lib.linkSystemLibrary("raylib");
// C sources (everything except combat, which is now Zig)
// C sources remaining in src/
const c_sources = [_][]const u8{
"src/audio.c",
"src/enemy.c",
"src/items.c",
"src/main.c",
"src/map.c",
"src/player.c",
"src/movement.c",
"src/player.c",
"src/render.c",
"src/rng.c",
"src/settings.c",
"src/utils.c",
};
const c_flags = [_][]const u8{
"-std=c99",
"-Wall",
"-Wextra",
"-O2",
};
// Main executable
@ -54,7 +97,12 @@ pub fn build(b: *std.Build) void {
.flags = &c_flags,
});
// src/ for own headers; libs/ so "rng/rng.h" and "map/map.h" resolve
exe.addIncludePath(b.path("src"));
exe.addIncludePath(b.path("libs"));
exe.linkLibrary(rng_lib);
exe.linkLibrary(map_lib);
exe.linkLibrary(combat_lib);
exe.linkSystemLibrary("raylib");
exe.linkSystemLibrary("m");

View file

@ -1,5 +1,5 @@
#include "map.h"
#include "rng.h"
#include "rng/rng.h"
#include "settings.h"
#include "utils.h"
#include <stdlib.h>
@ -80,7 +80,6 @@ static int generate_rooms(Map *map, Room *rooms, int floor) {
int attempts = 0;
int max_attempts = 100;
// Room count varies by floor, but capped at max_rooms
int target_rooms = 5 + (floor % 3) + rng_int(0, 3);
if (target_rooms > MAX_ROOMS)
target_rooms = MAX_ROOMS;
@ -88,17 +87,14 @@ static int generate_rooms(Map *map, Room *rooms, int floor) {
while (room_count < target_rooms && attempts < max_attempts) {
attempts++;
// Random room dimensions
int w = rng_int(5, 12);
int h = rng_int(5, 10);
// Random position (within map bounds with 1-tile border)
int x = rng_int(2, MAP_WIDTH - w - 2);
int y = rng_int(2, MAP_HEIGHT - h - 2);
Room new_room = {x, y, w, h};
// Check for overlap
if (!room_overlaps(rooms, room_count, &new_room)) {
rooms[room_count] = new_room;
carve_room(map, &new_room);
@ -116,7 +112,6 @@ static void connect_rooms(Map *map, Room *rooms, int room_count) {
get_room_center(&rooms[i], &cx1, &cy1);
get_room_center(&rooms[i + 1], &cx2, &cy2);
// Carve L-shaped corridor between rooms
if (rng_int(0, 1) == 0) {
carve_h_corridor(map, cx1, cx2, cy1);
carve_v_corridor(map, cx2, cy1, cy2);
@ -134,7 +129,6 @@ static void place_stairs(Map *map, Room *rooms, int room_count) {
int cx, cy;
get_room_center(last_room, &cx, &cy);
// Place stairs at center of last room
if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) {
map->tiles[cy][cx] = TILE_STAIRS;
}
@ -170,19 +164,14 @@ void get_random_floor_tile(Map *map, int *x, int *y, int attempts) {
}
void dungeon_generate(Dungeon *d, Map *map, int floor_num) {
// Initialize map to all walls
map_init(map);
// Generate rooms
map->room_count = generate_rooms(map, map->rooms, floor_num);
// Connect rooms with corridors
connect_rooms(map, map->rooms, map->room_count);
// Place stairs in last room
place_stairs(map, map->rooms, map->room_count);
// Store dungeon state
d->current_floor = floor_num;
d->room_count = map->room_count;
memcpy(d->rooms, map->rooms, sizeof(Room) * map->room_count);

View file

@ -1,9 +1,9 @@
#include "enemy.h"
#include "combat.h"
#include "common.h"
#include "map.h"
#include "map/map.h"
#include "movement.h"
#include "rng.h"
#include "rng/rng.h"
#include "settings.h"
#include <string.h>

View file

@ -1,6 +1,6 @@
#include "common.h"
#include "map.h"
#include "rng.h"
#include "map/map.h"
#include "rng/rng.h"
#include "settings.h"
#include <stddef.h>

View file

@ -3,12 +3,12 @@
#include "common.h"
#include "enemy.h"
#include "items.h"
#include "map.h"
#include "map/map.h"
#include "movement.h"
#include "player.h"
#include "raylib.h"
#include "render.h"
#include "rng.h"
#include "rng/rng.h"
#include "settings.h"
#include <ctype.h>
#include <stddef.h>

View file

@ -1,6 +1,6 @@
#include "movement.h"
#include "enemy.h"
#include "map.h"
#include "map/map.h"
#include <stdbool.h>
// Check if position is occupied by player