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Author SHA1 Message Date
3ab42c3f65
build: don't archive libcombat
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I39a9ff0e253cf277bf4959a16e05fcff6a6a6964
2026-04-10 20:07:29 +03:00
26aa295f82
build: move map & rng logic to their own libraries
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I1802469f3baff4576f61accfb5a197d86a6a6964
2026-04-10 20:07:04 +03:00
8 changed files with 81 additions and 84 deletions

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@ -48,14 +48,11 @@ pub fn build(b: *std.Build) void {
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(.{
// Zig combat library. This must be compiled as an object and linked
// directly to bypassing the archive step, or it yields a corrupt
// archive that forces the user to clear the cache each time.
const combat_obj = b.addObject(.{
.name = "combat",
.root_module = b.createModule(.{
.root_source_file = b.path("libs/combat/combat.zig"),
@ -65,10 +62,8 @@ pub fn build(b: *std.Build) void {
}),
});
// 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");
combat_obj.addIncludePath(b.path("src"));
combat_obj.addIncludePath(b.path("libs/rng"));
// C sources remaining in src/
const c_sources = [_][]const u8{
@ -103,7 +98,7 @@ pub fn build(b: *std.Build) void {
exe.linkLibrary(rng_lib);
exe.linkLibrary(map_lib);
exe.linkLibrary(combat_lib);
exe.addObject(combat_obj);
exe.linkSystemLibrary("raylib");
exe.linkSystemLibrary("m");
exe.linkSystemLibrary("pthread");

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@ -1,6 +1,4 @@
#include "audio.h"
#include "raylib.h"
#include "common.h"
#include <math.h>
#include <stddef.h>

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@ -1,6 +1,6 @@
#ifndef AUDIO_H
#define AUDIO_H
#include "common.h"
#include "game_state.h"
// Initialize audio system
void audio_init(void);

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@ -2,7 +2,7 @@
#define COMMON_H
#include "settings.h"
#include <raylib.h>
#include <stdbool.h>
typedef struct {
int x, y;
@ -114,68 +114,5 @@ typedef struct {
int effect_count;
} Enemy;
// Floating damage text
typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
typedef struct {
int x, y;
int value;
int lifetime; // frames remaining
int is_critical;
FloatingLabel label; // label type instead of string
StatusEffectType effect_type; // used to pick color for proc labels
} FloatingText;
// AudioAssets
typedef struct {
Sound attack1, attack2, attack3;
Sound pickup;
Sound staircase;
Sound dodge1, dodge2, dodge3;
Sound crit;
} AudioAssets;
// GameState - encapsulates all game state for testability and save/load
typedef struct {
Player player;
Map map;
Dungeon dungeon;
Enemy enemies[MAX_ENEMIES];
int enemy_count;
Item items[MAX_ITEMS];
int item_count;
int game_over;
int game_won;
const char *last_message;
int message_timer;
int turn_count;
int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
int show_inventory; // 0 = hidden, 1 = show overlay
int inv_selected; // currently selected inventory index
// action log
char action_log[5][128];
int log_count;
int log_head;
// visual effects
FloatingText floating_texts[8];
int floating_count;
int screen_shake; // frames of screen shake remaining
int shake_x;
int shake_y;
AudioAssets sounds;
// Statistics
int total_kills;
int items_collected;
int damage_dealt;
int damage_taken;
int crits_landed;
int times_hit;
int potions_used;
int floors_reached;
int final_score;
// Seed for this run
unsigned int run_seed;
} GameState;
#endif // COMMON_H

70
src/game_state.h Normal file
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@ -0,0 +1,70 @@
#ifndef GAME_STATE_H
#define GAME_STATE_H
#include "common.h"
#include <raylib.h>
// Floating damage text
typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
typedef struct {
int x, y;
int value;
int lifetime; // frames remaining
int is_critical;
FloatingLabel label; // label type instead of string
StatusEffectType effect_type; // used to pick color for proc labels
} FloatingText;
// AudioAssets
typedef struct {
Sound attack1, attack2, attack3;
Sound pickup;
Sound staircase;
Sound dodge1, dodge2, dodge3;
Sound crit;
} AudioAssets;
// GameState - encapsulates all game state for testability and save/load
typedef struct {
Player player;
Map map;
Dungeon dungeon;
Enemy enemies[MAX_ENEMIES];
int enemy_count;
Item items[MAX_ITEMS];
int item_count;
int game_over;
int game_won;
const char *last_message;
int message_timer;
int turn_count;
int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
int show_inventory; // 0 = hidden, 1 = show overlay
int inv_selected; // currently selected inventory index
// action log
char action_log[5][128];
int log_count;
int log_head;
// visual effects
FloatingText floating_texts[8];
int floating_count;
int screen_shake; // frames of screen shake remaining
int shake_x;
int shake_y;
AudioAssets sounds;
// Statistics
int total_kills;
int items_collected;
int damage_dealt;
int damage_taken;
int crits_landed;
int times_hit;
int potions_used;
int floors_reached;
int final_score;
// Seed for this run
unsigned int run_seed;
} GameState;
#endif // GAME_STATE_H

View file

@ -1,12 +1,11 @@
#include "audio.h"
#include "combat.h"
#include "common.h"
#include "game_state.h"
#include "enemy.h"
#include "items.h"
#include "map/map.h"
#include "movement.h"
#include "player.h"
#include "raylib.h"
#include "render.h"
#include "rng/rng.h"
#include "settings.h"

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@ -1,7 +1,5 @@
#include "render.h"
#include "common.h"
#include "items.h"
#include "raylib.h"
#include "settings.h"
#include <stddef.h>
#include <stdio.h>

View file

@ -2,7 +2,7 @@
#ifndef RENDER_H
#define RENDER_H
#include "common.h"
#include "game_state.h"
// HUD colors
#define HUD_BG (Color){25, 20, 15, 255}