diff --git a/src/common.h b/src/common.h index 474e133..52fe274 100644 --- a/src/common.h +++ b/src/common.h @@ -34,8 +34,6 @@ typedef struct { TileType tiles[MAP_HEIGHT][MAP_WIDTH]; Room rooms[MAX_ROOMS]; int room_count; - unsigned char visible[MAP_HEIGHT][MAP_WIDTH]; - unsigned char remembered[MAP_HEIGHT][MAP_WIDTH]; } Map; // Dungeon @@ -104,11 +102,6 @@ typedef struct { int status_chance; int crit_chance; // crit chance percentage (0-100) int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x) - // vision - int vision_range; - int alert; // 1 = aware of player, searching - int last_known_x; // last position where enemy saw player - int last_known_y; // status effects StatusEffect effects[MAX_EFFECTS]; int effect_count; diff --git a/src/enemy.c b/src/enemy.c index 57eff34..a9d4909 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -4,7 +4,6 @@ #include "map.h" #include "movement.h" #include "rng.h" -#include "settings.h" #include // Forward declaration @@ -70,7 +69,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = 0; e.resistance[DMG_FIRE] = -25; e.resistance[DMG_POISON] = 50; - e.vision_range = 7; break; case ENEMY_SKELETON: e.max_hp = ENEMY_BASE_HP + floor + 2; @@ -88,7 +86,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = 50; e.resistance[DMG_FIRE] = 25; e.resistance[DMG_POISON] = 75; - e.vision_range = 6; break; case ENEMY_ORC: e.max_hp = ENEMY_BASE_HP + floor + 4; @@ -106,7 +103,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = -25; e.resistance[DMG_FIRE] = 0; e.resistance[DMG_POISON] = 0; - e.vision_range = 5; break; default: e.max_hp = ENEMY_BASE_HP; @@ -120,7 +116,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.crit_chance = ENEMY_CRIT_CHANCE; e.crit_mult = ENEMY_CRIT_MULT; memset(e.resistance, 0, sizeof(e.resistance)); - e.vision_range = ENEMY_VIEW_RANGE; break; } e.cooldown = e.speed; @@ -140,9 +135,11 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) { return 0; } -// Check if enemy can see player (within view range and line of sight) -static int can_see_player(Enemy *e, Player *p, Map *map) { - return can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, e->vision_range); +// Check if enemy can see player (adjacent) +static int can_see_player(Enemy *e, Player *p) { + int dx = p->position.x - e->position.x; + int dy = p->position.y - e->position.y; + return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1); } @@ -174,88 +171,7 @@ static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_e } } -// Move enemy in a random direction (patrol) -static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) { - if (rng_int(0, 100) > ENEMY_PATROL_MOVE_CHANCE) - return; - - int dx = rng_int(-1, 1); - int dy = rng_int(-1, 1); - - if (dx == 0 && dy == 0) - return; - - int new_x = e->position.x + dx; - int new_y = e->position.y + dy; - - if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { - e->position.x = new_x; - e->position.y = new_y; - } -} - -// Move enemy toward last known player position -static void enemy_move_to_last_known(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) { - int dx = 0, dy = 0; - - if (e->last_known_x > e->position.x) - dx = 1; - else if (e->last_known_x < e->position.x) - dx = -1; - - if (e->last_known_y > e->position.y) - dy = 1; - else if (e->last_known_y < e->position.y) - dy = -1; - - int new_x = e->position.x + dx; - int new_y = e->position.y; - - if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { - e->position.x = new_x; - } else if (dy != 0) { - new_x = e->position.x; - new_y = e->position.y + dy; - if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { - e->position.x = new_x; - e->position.y = new_y; - } - } - - if (e->position.x == e->last_known_x && e->position.y == e->last_known_y) - e->alert = 0; -} - -// Check if position is within alert radius of another enemy -static int is_nearby_enemy(const Enemy *enemies, int count, int x, int y, int radius) { - for (int i = 0; i < count; i++) { - if (!enemies[i].alive) - continue; - int dx = enemies[i].position.x - x; - int dy = enemies[i].position.y - y; - if (dx * dx + dy * dy <= radius * radius) - return 1; - } - return 0; -} - -// Propagate alert to nearby enemies -static void propagate_alert(Enemy *trigger_enemy, Enemy *all_enemies, int enemy_count) { - for (int i = 0; i < enemy_count; i++) { - Enemy *e = &all_enemies[i]; - if (!e->alive || e == trigger_enemy) - continue; - if (e->alert) - continue; - if (is_nearby_enemy(all_enemies, enemy_count, e->position.x, e->position.y, 5)) { - e->alert = 1; - e->last_known_x = trigger_enemy->last_known_x; - e->last_known_y = trigger_enemy->last_known_y; - } - } -} - -// Perform a single action for an enemy (attack if visible, otherwise patrol or search) +// Perform a single action for an enemy (attack if adjacent, otherwise move) void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) { if (!e->alive) return; @@ -264,37 +180,14 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun if (combat_has_effect(e->effects, e->effect_count, EFFECT_STUN)) return; - int can_see = can_see_player(e, p, map); - - // If we can see the player, update alert state and last known position - if (can_see) { - e->alert = 1; - e->last_known_x = p->position.x; - e->last_known_y = p->position.y; - } - - // Attack if adjacent to player - if (can_see && can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, 1)) { + // Check if adjacent to player - attack + if (can_see_player(e, p)) { combat_enemy_attack(e, p); - propagate_alert(e, all_enemies, enemy_count); return; } - // Move toward player if visible - if (can_see) { - enemy_move_toward_player(e, p, map, all_enemies, enemy_count); - propagate_alert(e, all_enemies, enemy_count); - return; - } - - // If alert but can't see player, move toward last known position - if (e->alert) { - enemy_move_to_last_known(e, map, all_enemies, enemy_count); - return; - } - - // Not alert - patrol randomly - enemy_patrol(e, map, all_enemies, enemy_count); + // Otherwise, move toward player + enemy_move_toward_player(e, p, map, all_enemies, enemy_count); } void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) { diff --git a/src/main.c b/src/main.c index b69b438..4db5160 100644 --- a/src/main.c +++ b/src/main.c @@ -123,9 +123,6 @@ static void init_floor(GameState *gs, int floor_num) { } gs->player.floor = floor_num; - // Calculate initial visibility - calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); - // Spawn enemies enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num); @@ -220,9 +217,6 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { } } - // Update visibility based on player's new position - calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); - // Enemy turns - uses speed/cooldown system enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); @@ -254,7 +248,6 @@ static int handle_stun_turn(GameState *gs) { if (gs->game_over) return 1; enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); - calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); if (gs->player.hp <= 0) gs->game_over = 1; gs->last_message = "You are stunned!"; @@ -561,8 +554,8 @@ static void game_loop(void) { cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y}; BeginMode2D(cam); render_map(&gs.map); - render_items(gs.items, gs.item_count, gs.map.visible); - render_enemies(gs.enemies, gs.enemy_count, gs.map.visible); + render_items(gs.items, gs.item_count); + render_enemies(gs.enemies, gs.enemy_count); render_player(&gs.player); EndMode2D(); diff --git a/src/map.c b/src/map.c index b9d5bbc..24016c9 100644 --- a/src/map.c +++ b/src/map.c @@ -1,8 +1,6 @@ #include "map.h" #include "rng.h" -#include "settings.h" #include "utils.h" -#include #include void map_init(Map *map) { @@ -12,8 +10,6 @@ void map_init(Map *map) { map->tiles[y][x] = TILE_WALL; } } - memset(map->visible, 0, sizeof(map->visible)); - memset(map->remembered, 0, sizeof(map->remembered)); map->room_count = 0; } @@ -190,67 +186,3 @@ void dungeon_generate(Dungeon *d, Map *map, int floor_num) { d->room_count = map->room_count; memcpy(d->rooms, map->rooms, sizeof(Room) * map->room_count); } - -int is_in_view_range(int x, int y, int view_x, int view_y, int range) { - int dx = x - view_x; - int dy = y - view_y; - return (dx * dx + dy * dy) <= (range * range); -} - -static int trace_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { - int dx = abs(x2 - x1); - int dy = abs(y2 - y1); - int sx = (x1 < x2) ? 1 : -1; - int sy = (y1 < y2) ? 1 : -1; - int err = dx - dy; - int x = x1; - int y = y1; - - while (1) { - if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) - return 0; - - if (x == x2 && y == y2) - return 1; - - if (map->tiles[y][x] == TILE_WALL && !(x == x1 && y == y1)) - return 0; - - int e2 = 2 * err; - if (e2 > -dy) { - err -= dy; - x += sx; - } - if (e2 < dx) { - err += dx; - y += sy; - } - } -} - -int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { - if (!in_bounds(x1, y1, MAP_WIDTH, MAP_HEIGHT) || !in_bounds(x2, y2, MAP_WIDTH, MAP_HEIGHT)) - return 0; - return trace_line_of_sight(map, x1, y1, x2, y2); -} - -int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) { - if (!is_in_view_range(to_x, to_y, from_x, from_y, range)) - return 0; - return has_line_of_sight(map, from_x, from_y, to_x, to_y); -} - -void calculate_visibility(Map *map, int x, int y) { - memset(map->visible, 0, sizeof(map->visible)); - - for (int ty = 0; ty < MAP_HEIGHT; ty++) { - for (int tx = 0; tx < MAP_WIDTH; tx++) { - if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) { - if (has_line_of_sight(map, x, y, tx, ty)) { - map->visible[ty][tx] = 1; - map->remembered[ty][tx] = 1; - } - } - } - } -} diff --git a/src/map.h b/src/map.h index 84f1119..3cf6337 100644 --- a/src/map.h +++ b/src/map.h @@ -18,10 +18,4 @@ void map_init(Map *map); // Get a random floor tile position void get_random_floor_tile(Map *map, int *x, int *y, int attempts); -// Visibility / Fog of War -int is_in_view_range(int x, int y, int view_x, int view_y, int range); -int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2); -void calculate_visibility(Map *map, int x, int y); -int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range); - #endif // MAP_H diff --git a/src/render.c b/src/render.c index 2260816..3868474 100644 --- a/src/render.c +++ b/src/render.c @@ -11,31 +11,18 @@ void render_map(const Map *map) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; - int visible = map->visible[y][x]; - int remembered = map->remembered[y][x]; - - if (!visible && !remembered) { - DrawRectangleRec(rect, (Color){5, 5, 10, 255}); - continue; - } - - Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255}; - Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255}; - Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255}; switch (map->tiles[y][x]) { case TILE_WALL: - DrawRectangleRec(rect, wall_color); + DrawRectangleRec(rect, DARKGRAY); break; case TILE_FLOOR: - DrawRectangleRec(rect, floor_color); + DrawRectangleRec(rect, BLACK); break; case TILE_STAIRS: - DrawRectangleRec(rect, stairs_color); - if (visible) - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); - else - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255}); + DrawRectangleRec(rect, (Color){100, 100, 100, 255}); + // Draw stairs marker + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); break; } } @@ -48,12 +35,10 @@ void render_player(const Player *p) { DrawRectangleRec(rect, BLUE); } -void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { +void render_enemies(const Enemy *enemies, int count) { for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; - if (!visible[enemies[i].position.y][enemies[i].position.x]) - continue; Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; @@ -95,12 +80,10 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible } } -void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { +void render_items(const Item *items, int count) { for (int i = 0; i < count; i++) { if (items[i].picked_up) continue; - if (!visible[items[i].y][items[i].x]) - continue; Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; diff --git a/src/render.h b/src/render.h index d68b2c6..7f662ee 100644 --- a/src/render.h +++ b/src/render.h @@ -80,10 +80,10 @@ void render_map(const Map *map); void render_player(const Player *p); // Render all enemies -void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); +void render_enemies(const Enemy *enemies, int count); // Render all items -void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); +void render_items(const Item *items, int count); // Render UI overlay void render_ui(const Player *p, Font *font); diff --git a/src/settings.h b/src/settings.h index 3408a13..b47591e 100644 --- a/src/settings.h +++ b/src/settings.h @@ -78,9 +78,4 @@ // Message timer #define MESSAGE_TIMER_DURATION 60 -// Visibility / Fog of War -#define PLAYER_VIEW_RANGE 8 -#define ENEMY_VIEW_RANGE 6 -#define ENEMY_PATROL_MOVE_CHANCE 30 - #endif // SETTINGS_H