diff --git a/.gitignore b/.gitignore index c9a23f9..a53104b 100644 --- a/.gitignore +++ b/.gitignore @@ -9,5 +9,4 @@ roguelike # Zig .zig-cache -zig-out -*.o +.zig-out diff --git a/Justfile b/Justfile index 86415cf..a425cb3 100644 --- a/Justfile +++ b/Justfile @@ -4,7 +4,7 @@ build: # Build and run dev: - zig build -Dadmin-controls=true run + zig build run # Clean build artifacts clean: diff --git a/build.zig b/build.zig index 2a334b6..e63af2c 100644 --- a/build.zig +++ b/build.zig @@ -3,22 +3,13 @@ const std = @import("std"); pub fn build(b: *std.Build) void { const target = b.standardTargetOptions(.{}); const optimize = b.standardOptimizeOption(.{}); - const admin_controls = b.option(bool, "admin-controls", "Enable in-game development admin controls") orelse false; - const base_c_flags = [_][]const u8{ + const c_flags = [_][]const u8{ "-std=c99", "-Wall", "-Wextra", "-O2", }; - const admin_c_flags = [_][]const u8{ - "-std=c99", - "-Wall", - "-Wextra", - "-O2", - "-DROGGED_ADMIN_CONTROLS=1", - }; - const c_flags = if (admin_controls) &admin_c_flags else &base_c_flags; // RNG library const rng_lib = b.addLibrary(.{ @@ -29,11 +20,11 @@ pub fn build(b: *std.Build) void { .link_libc = true, }), }); - rng_lib.root_module.addCSourceFiles(.{ + rng_lib.addCSourceFiles(.{ .files = &[_][]const u8{"libs/rng/rng.c"}, - .flags = c_flags, + .flags = &c_flags, }); - rng_lib.root_module.addIncludePath(b.path("libs/rng")); + rng_lib.addIncludePath(b.path("libs/rng")); // Map library const map_lib = b.addLibrary(.{ @@ -44,19 +35,19 @@ pub fn build(b: *std.Build) void { .link_libc = true, }), }); - map_lib.root_module.addCSourceFiles(.{ + map_lib.addCSourceFiles(.{ .files = &[_][]const u8{ "libs/map/map.c", "libs/map/utils.c", }, - .flags = c_flags, + .flags = &c_flags, }); // map.h includes common.h and settings.h which live in src/ - map_lib.root_module.addIncludePath(b.path("src")); + map_lib.addIncludePath(b.path("src")); // map.c includes rng/rng.h via libs/ root - map_lib.root_module.addIncludePath(b.path("libs")); + map_lib.addIncludePath(b.path("libs")); // utils.h is co-located with map.c - map_lib.root_module.addIncludePath(b.path("libs/map")); + map_lib.addIncludePath(b.path("libs/map")); // Tileset library const tileset_obj = b.addObject(.{ @@ -67,18 +58,18 @@ pub fn build(b: *std.Build) void { .link_libc = true, }), }); - tileset_obj.root_module.addCSourceFiles(.{ + tileset_obj.addCSourceFiles(.{ .files = &[_][]const u8{ "libs/tileset/tileset.c", "libs/tileset/tileset_paint.c", }, - .flags = c_flags, + .flags = &c_flags, }); // tileset.h includes settings.h which lives in src/ - tileset_obj.root_module.addIncludePath(b.path("src")); + tileset_obj.addIncludePath(b.path("src")); // tileset.c includes tileset.h which is co-located - tileset_obj.root_module.addIncludePath(b.path("libs/tileset")); - tileset_obj.root_module.linkSystemLibrary("raylib", .{}); + tileset_obj.addIncludePath(b.path("libs/tileset")); + tileset_obj.linkSystemLibrary("raylib"); // Zig combat library. This must be compiled as an object and linked // directly to bypassing the archive step, or it yields a corrupt @@ -93,8 +84,8 @@ pub fn build(b: *std.Build) void { }), }); // common.h and settings.h live in src/; rng.h exposed bare from libs/rng - combat_obj.root_module.addIncludePath(b.path("src")); - combat_obj.root_module.addIncludePath(b.path("libs/rng")); + combat_obj.addIncludePath(b.path("src")); + combat_obj.addIncludePath(b.path("libs/rng")); // C sources remaining in src/ const c_sources = [_][]const u8{ @@ -118,24 +109,24 @@ pub fn build(b: *std.Build) void { }), }); - exe.root_module.addCSourceFiles(.{ + exe.addCSourceFiles(.{ .files = &c_sources, - .flags = c_flags, + .flags = &c_flags, }); // src/ for own headers; libs/ so "rng/rng.h" and "map/map.h" resolve - exe.root_module.addIncludePath(b.path("src")); - exe.root_module.addIncludePath(b.path("libs")); + exe.addIncludePath(b.path("src")); + exe.addIncludePath(b.path("libs")); - exe.root_module.linkLibrary(rng_lib); - exe.root_module.linkLibrary(map_lib); - exe.root_module.addObject(tileset_obj); - exe.root_module.addObject(combat_obj); - exe.root_module.linkSystemLibrary("raylib", .{}); - exe.root_module.linkSystemLibrary("m", .{}); - exe.root_module.linkSystemLibrary("pthread", .{}); - exe.root_module.linkSystemLibrary("dl", .{}); - exe.root_module.linkSystemLibrary("rt", .{}); + exe.linkLibrary(rng_lib); + exe.linkLibrary(map_lib); + exe.addObject(tileset_obj); + exe.addObject(combat_obj); + exe.linkSystemLibrary("raylib"); + exe.linkSystemLibrary("m"); + exe.linkSystemLibrary("pthread"); + exe.linkSystemLibrary("dl"); + exe.linkSystemLibrary("rt"); b.installArtifact(exe); diff --git a/build.zig.zon b/build.zig.zon index 96295f2..61fe03c 100644 --- a/build.zig.zon +++ b/build.zig.zon @@ -28,7 +28,7 @@ // Tracks the earliest Zig version that the package considers to be a // supported use case. - .minimum_zig_version = "0.16.0", + .minimum_zig_version = "0.15.2", // This field is optional. // Each dependency must either provide a `url` and `hash`, or a `path`. diff --git a/docs/README.md b/docs/README.md index 722da5e..d9d9ba9 100644 --- a/docs/README.md +++ b/docs/README.md @@ -28,7 +28,7 @@ to be viable. For a semi-complete list of things that need to be done, see the Rogged is built on a relatively simple stack. It uses C99 for the main game logic, and Zig for the combat library. Besides `raylib` and `pkg-config`, you -only need the core Zig tooling. For now the required Zig version is 0.16.0, but +only need the core Zig tooling. For now the required Zig version is 0.15.2, but this might change in the future. Additionally, you will need `clang-format` and `just` for common development tasks in the case you plan to contribute. For building, Zig is enough. @@ -53,7 +53,7 @@ $ just dev ### Manual Build If you are allergic to good tooling and would rather use your system Zig, you -may simply invoke `zig build` after acquiring Zig 0.16.0. +may simply invoke `zig build` after acquiring Zig 0.15.2. ```sh # Full build diff --git a/flake.lock b/flake.lock index 14e3cb3..4b75299 100644 --- a/flake.lock +++ b/flake.lock @@ -2,11 +2,11 @@ "nodes": { "nixpkgs": { "locked": { - "lastModified": 1780749050, - "narHash": "sha256-3av0pIjlOWQ6rDbNOmpUSvbNnJkGORQKKjb4LtCZsIY=", + "lastModified": 1775036866, + "narHash": "sha256-ZojAnPuCdy657PbTq5V0Y+AHKhZAIwSIT2cb8UgAz/U=", "owner": "NixOS", "repo": "nixpkgs", - "rev": "a799d3e3886da994fa307f817a6bc705ae538eeb", + "rev": "6201e203d09599479a3b3450ed24fa81537ebc4e", "type": "github" }, "original": { diff --git a/libs/combat/effects.zig b/libs/combat/effects.zig index 3e105b0..a665422 100644 --- a/libs/combat/effects.zig +++ b/libs/combat/effects.zig @@ -101,18 +101,18 @@ fn compact(effects: [*c]c.StatusEffect, count: [*c]c_int) void { count[0] = @intCast(write); } -fn tickOne(eff: [*c]c.StatusEffect, hp: [*c]c_int) c_int { - if (eff[0].duration <= 0) return 0; +fn tickOne(eff: *c.StatusEffect, hp: *c_int) c_int { + if (eff.duration <= 0) return 0; var dmg: c_int = 0; - switch (eff[0].type) { + switch (eff.type) { c.EFFECT_POISON, c.EFFECT_BLEED, c.EFFECT_BURN => { - dmg = eff[0].intensity; - hp[0] -= dmg; + dmg = eff.intensity; + hp.* -= dmg; }, else => {}, } - eff[0].duration -= 1; + eff.duration -= 1; return dmg; } diff --git a/libs/map/map.c b/libs/map/map.c index 791aadf..518b89c 100644 --- a/libs/map/map.c +++ b/libs/map/map.c @@ -25,8 +25,7 @@ int is_floor(const Map *map, int x, int y) { if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) return 0; return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS || map->tiles[y][x] == TILE_DOOR_OPEN || - map->tiles[y][x] == TILE_DOOR_RUINED || map->tiles[y][x] == TILE_DOOR_CLOSED || - map->tiles[y][x] == TILE_RUBBLE || map->tiles[y][x] == TILE_SHALLOW_WATER; + map->tiles[y][x] == TILE_DOOR_RUINED || map->tiles[y][x] == TILE_DOOR_CLOSED; } void get_room_center(Room *room, int *cx, int *cy) { @@ -38,25 +37,9 @@ void get_room_center(Room *room, int *cx, int *cy) { static void carve_room(Map *map, Room *room) { for (int y = room->y; y < room->y + room->h; y++) { for (int x = room->x; x < room->x + room->w; x++) { - if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) - continue; - - int local_x = x - room->x; - int local_y = y - room->y; - int carved = 1; - - if ((room->type == ROOM_SHRINE || room->type == ROOM_VAULT) && - ((local_x == 0 && local_y == 0) || (local_x == room->w - 1 && local_y == 0) || - (local_x == 0 && local_y == room->h - 1) || (local_x == room->w - 1 && local_y == room->h - 1))) { - carved = 0; - } - - if (room->type == ROOM_CRYPT && - ((local_x == 0 || local_x == room->w - 1) && (local_y == 0 || local_y == room->h - 1))) - carved = 0; - - if (carved) + if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) { map->tiles[y][x] = TILE_FLOOR; + } } } } @@ -88,125 +71,39 @@ static int room_overlaps(Room *rooms, int count, Room *new_room) { // Add padding to prevent rooms from touching for (int i = 0; i < count; i++) { Room *r = &rooms[i]; - if (!(new_room->x > r->x + r->w + 2 || new_room->x + new_room->w + 2 < r->x || new_room->y > r->y + r->h + 2 || - new_room->y + new_room->h + 2 < r->y)) { + if (!(new_room->x > r->x + r->w || new_room->x + new_room->w < r->x || new_room->y > r->y + r->h || + new_room->y + new_room->h < r->y)) { return 1; } } return 0; } -static RoomType pick_room_type(int floor, int room_index) { - if (room_index == 0) - return ROOM_START; - - int roll = rng_int(0, 99); - if (floor <= 1) { - if (roll < 35) - return ROOM_GUARD; - if (roll < 55) - return ROOM_ARMORY; - if (roll < 75) - return ROOM_SHRINE; - return ROOM_CRYPT; - } - if (floor == 2) { - if (roll < 40) - return ROOM_CISTERN; - if (roll < 60) - return ROOM_GUARD; - if (roll < 80) - return ROOM_SHRINE; - return ROOM_CRYPT; - } - if (floor == 3) { - if (roll < 35) - return ROOM_CRYPT; - if (roll < 60) - return ROOM_LIBRARY; - if (roll < 80) - return ROOM_CISTERN; - return ROOM_VAULT; - } - if (floor == 4) { - if (roll < 35) - return ROOM_FORGE; - if (roll < 55) - return ROOM_ARMORY; - if (roll < 75) - return ROOM_CRYPT; - return ROOM_VAULT; - } - if (roll < 30) - return ROOM_VAULT; - if (roll < 55) - return ROOM_CRYPT; - if (roll < 75) - return ROOM_FORGE; - return ROOM_SHRINE; -} - -static void room_size_for_type(RoomType type, int *w, int *h) { - switch (type) { - case ROOM_START: - *w = rng_int(7, 10); - *h = rng_int(6, 8); - break; - case ROOM_GUARD: - case ROOM_ARMORY: - *w = rng_int(6, 11); - *h = rng_int(5, 8); - break; - case ROOM_SHRINE: - case ROOM_VAULT: - *w = rng_int(7, 11); - *h = rng_int(7, 11); - break; - case ROOM_CISTERN: - *w = rng_int(8, 14); - *h = rng_int(6, 10); - break; - case ROOM_CRYPT: - case ROOM_LIBRARY: - *w = rng_int(8, 13); - *h = rng_int(5, 9); - break; - case ROOM_FORGE: - *w = rng_int(7, 12); - *h = rng_int(6, 9); - break; - } -} - // Generate rooms for this floor static int generate_rooms(Map *map, Room *rooms, int floor) { int room_count = 0; int attempts = 0; - int max_attempts = 250; + int max_attempts = 100; // Room count varies by floor, but capped at max_rooms - int target_rooms = 8 + (floor % 3) + rng_int(0, 3); + int target_rooms = 5 + (floor % 3) + rng_int(0, 3); if (target_rooms > MAX_ROOMS) target_rooms = MAX_ROOMS; while (room_count < target_rooms && attempts < max_attempts) { attempts++; - RoomType type = pick_room_type(floor, room_count); - int w, h; - room_size_for_type(type, &w, &h); + // Random room dimensions + int w = rng_int(5, 12); + int h = rng_int(5, 10); - int x, y; - if (room_count == 0) { - x = rng_int(3, 8); - y = rng_int(3, MAP_HEIGHT - h - 4); - } else { - x = rng_int(2, MAP_WIDTH - w - 3); - y = rng_int(2, MAP_HEIGHT - h - 3); - } + // 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, type}; + 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); @@ -258,103 +155,6 @@ static int tile_in_any_room(int x, int y, Room *rooms, int room_count) { return 0; } -static int tile_in_room(const Room *room, int x, int y) { - return x >= room->x && x < room->x + room->w && y >= room->y && y < room->y + room->h; -} - -Room *map_room_at(Map *map, int x, int y) { - for (int i = 0; i < map->room_count; i++) { - if (tile_in_room(&map->rooms[i], x, y)) - return &map->rooms[i]; - } - return NULL; -} - -static int protected_room_tile(const Room *room, int x, int y) { - int cx, cy; - get_room_center((Room *)room, &cx, &cy); - return (abs(x - cx) <= 1 && abs(y - cy) <= 1) || x == room->x || y == room->y || x == room->x + room->w - 1 || - y == room->y + room->h - 1; -} - -static void set_room_tile(Map *map, const Room *room, int x, int y, TileType tile) { - if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT) || !tile_in_room(room, x, y) || protected_room_tile(room, x, y)) - return; - if (map->tiles[y][x] == TILE_FLOOR) - map->tiles[y][x] = tile; -} - -static void decorate_room(Map *map, const Room *room, int floor) { - int cx, cy; - get_room_center((Room *)room, &cx, &cy); - - switch (room->type) { - case ROOM_START: - if (room->w >= 8 && room->h >= 6) { - set_room_tile(map, room, room->x + 2, room->y + 2, TILE_RUBBLE); - set_room_tile(map, room, room->x + room->w - 3, room->y + room->h - 3, TILE_RUBBLE); - } - break; - case ROOM_GUARD: - for (int y = room->y + 2; y < room->y + room->h - 2; y += 3) { - set_room_tile(map, room, room->x + 2, y, TILE_STATUE); - set_room_tile(map, room, room->x + room->w - 3, y, TILE_STATUE); - } - break; - case ROOM_SHRINE: - set_room_tile(map, room, cx - 2, cy, TILE_STATUE); - set_room_tile(map, room, cx + 2, cy, TILE_STATUE); - set_room_tile(map, room, cx, cy - 2, TILE_RUBBLE); - set_room_tile(map, room, cx, cy + 2, TILE_RUBBLE); - break; - case ROOM_CISTERN: - for (int y = cy - 1; y <= cy + 1; y++) { - for (int x = cx - 2; x <= cx + 2; x++) { - if ((x + y + floor) % 5 != 0) - set_room_tile(map, room, x, y, TILE_SHALLOW_WATER); - } - } - break; - case ROOM_ARMORY: - for (int x = room->x + 2; x < room->x + room->w - 2; x += 3) { - set_room_tile(map, room, x, room->y + 2, TILE_RUBBLE); - set_room_tile(map, room, x, room->y + room->h - 3, TILE_RUBBLE); - } - break; - case ROOM_CRYPT: - for (int x = room->x + 2; x < room->x + room->w - 2; x += 3) { - set_room_tile(map, room, x, cy - 1, TILE_STATUE); - set_room_tile(map, room, x, cy + 1, TILE_RUBBLE); - } - break; - case ROOM_LIBRARY: - for (int y = room->y + 2; y < room->y + room->h - 2; y += 2) { - set_room_tile(map, room, room->x + 2, y, TILE_STATUE); - set_room_tile(map, room, room->x + room->w - 3, y, TILE_RUBBLE); - } - break; - case ROOM_FORGE: - for (int y = cy - 1; y <= cy + 1; y++) { - set_room_tile(map, room, cx - 2, y, TILE_RUBBLE); - set_room_tile(map, room, cx + 2, y, TILE_RUBBLE); - } - set_room_tile(map, room, cx, cy - 2, TILE_STATUE); - break; - case ROOM_VAULT: - set_room_tile(map, room, cx - 2, cy - 2, TILE_STATUE); - set_room_tile(map, room, cx + 2, cy - 2, TILE_STATUE); - set_room_tile(map, room, cx - 2, cy + 2, TILE_STATUE); - set_room_tile(map, room, cx + 2, cy + 2, TILE_STATUE); - break; - } -} - -static void decorate_rooms(Map *map, Room *rooms, int room_count, int floor) { - for (int i = 0; i < room_count; i++) { - decorate_room(map, &rooms[i], floor); - } -} - // Place doors at corridor-room junctions. // Doors sit on corridor tiles, not room tiles, so they occupy the actual doorway. static void place_doors(Map *map, Room *rooms, int room_count) { @@ -387,56 +187,23 @@ static void place_doors(Map *map, Room *rooms, int room_count) { } // Connect all rooms with corridors -static int room_distance2(Room *a, Room *b) { - int ax, ay, bx, by; - get_room_center(a, &ax, &ay); - get_room_center(b, &bx, &by); - int dx = ax - bx; - int dy = ay - by; - return dx * dx + dy * dy; -} - -static void carve_connection(Map *map, Room *a, Room *b) { - int cx1, cy1, cx2, cy2; - get_room_center(a, &cx1, &cy1); - get_room_center(b, &cx2, &cy2); - - if (rng_int(0, 2) == 0) { - int mid_x = (cx1 + cx2) / 2 + rng_int(-3, 3); - carve_h_corridor(map, cx1, mid_x, cy1); - carve_v_corridor(map, mid_x, cy1, cy2); - carve_h_corridor(map, mid_x, cx2, cy2); - } else if (rng_int(0, 1) == 0) { - carve_h_corridor(map, cx1, cx2, cy1); - carve_v_corridor(map, cx2, cy1, cy2); - } else { - carve_v_corridor(map, cx1, cy1, cy2); - carve_h_corridor(map, cx1, cx2, cy2); - } -} - static void connect_rooms(Map *map, Room *rooms, int room_count) { - for (int i = 1; i < room_count; i++) { - int nearest = 0; - int best = room_distance2(&rooms[i], &rooms[0]); - for (int j = 1; j < i; j++) { - int dist = room_distance2(&rooms[i], &rooms[j]); - if (dist < best) { - best = dist; - nearest = j; - } + for (int i = 0; i < room_count - 1; i++) { + int cx1, cy1, cx2, cy2; + 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); + } else { + carve_v_corridor(map, cx1, cy1, cy2); + carve_h_corridor(map, cx1, cx2, cy2); } - carve_connection(map, &rooms[i], &rooms[nearest]); - } - - for (int i = 0; i < room_count; i++) { - if (rng_int(0, 99) >= 28) - continue; - int j = rng_int(0, room_count - 1); - if (i != j) - carve_connection(map, &rooms[i], &rooms[j]); } + // Place doors after all corridors are carved place_doors(map, rooms, room_count); } @@ -517,121 +284,18 @@ void get_random_floor_tile(Map *map, int *x, int *y, int attempts) { } } -int get_room_floor_tile(const Map *map, const Room *room, int *x, int *y) { - *x = -1; - *y = -1; - - int cx = room->x + room->w / 2; - int cy = room->y + room->h / 2; - if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT) && map->tiles[cy][cx] == TILE_FLOOR) { - *x = cx; - *y = cy; - return 1; - } - - for (int radius = 1; radius < room->w + room->h; radius++) { - for (int yy = cy - radius; yy <= cy + radius; yy++) { - for (int xx = cx - radius; xx <= cx + radius; xx++) { - if (!tile_in_room(room, xx, yy) || !in_bounds(xx, yy, MAP_WIDTH, MAP_HEIGHT)) - continue; - if (map->tiles[yy][xx] == TILE_FLOOR) { - *x = xx; - *y = yy; - return 1; - } - } - } - } - - return 0; -} - -int get_random_floor_tile_excluding_room(Map *map, const Room *excluded, int *x, int *y, int attempts) { - *x = -1; - *y = -1; - - for (int i = 0; i < attempts; i++) { - int tx = rng_int(1, MAP_WIDTH - 2); - int ty = rng_int(1, MAP_HEIGHT - 2); - - if (map->tiles[ty][tx] == TILE_FLOOR && (excluded == NULL || !tile_in_room(excluded, tx, ty))) { - *x = tx; - *y = ty; - return 1; - } - } - - for (int ty = 1; ty < MAP_HEIGHT - 1; ty++) { - for (int tx = 1; tx < MAP_WIDTH - 1; tx++) { - if (map->tiles[ty][tx] == TILE_FLOOR && (excluded == NULL || !tile_in_room(excluded, tx, ty))) { - *x = tx; - *y = ty; - return 1; - } - } - } - - return 0; -} - -int map_validate_layout(const Map *map) { - if (map->room_count <= 0) - return 0; - - int sx, sy; - if (!get_room_floor_tile(map, &map->rooms[0], &sx, &sy)) - return 0; - - unsigned char visited[MAP_HEIGHT][MAP_WIDTH]; - Vec2 queue[MAP_HEIGHT * MAP_WIDTH]; - memset(visited, 0, sizeof(visited)); - - int head = 0; - int tail = 0; - queue[tail++] = (Vec2){sx, sy}; - visited[sy][sx] = 1; - - while (head < tail) { - Vec2 p = queue[head++]; - const int dx[4] = {0, 0, 1, -1}; - const int dy[4] = {1, -1, 0, 0}; - for (int i = 0; i < 4; i++) { - int nx = p.x + dx[i]; - int ny = p.y + dy[i]; - if (!in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) || visited[ny][nx] || !is_floor(map, nx, ny)) - continue; - visited[ny][nx] = 1; - queue[tail++] = (Vec2){nx, ny}; - } - } - - int stairs = 0; - for (int y = 0; y < MAP_HEIGHT; y++) { - for (int x = 0; x < MAP_WIDTH; x++) { - if (is_floor(map, x, y) && !visited[y][x]) - return 0; - if (map->tiles[y][x] == TILE_STAIRS) { - if (!visited[y][x]) - return 0; - stairs++; - } - } - } - - return stairs == 1; -} - void dungeon_generate(Dungeon *d, Map *map, int floor_num) { - for (int attempt = 0; attempt < 4; attempt++) { - map_init(map); - map->room_count = generate_rooms(map, map->rooms, floor_num); - connect_rooms(map, map->rooms, map->room_count); - decorate_rooms(map, map->rooms, map->room_count, floor_num); - place_stairs(map, map->rooms, map->room_count); + // Initialize map to all walls + map_init(map); - if (map_validate_layout(map)) - break; - } + // 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; @@ -662,7 +326,7 @@ static int trace_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { return 1; TileType t = map->tiles[y][x]; - if ((t == TILE_WALL || t == TILE_DOOR_CLOSED || t == TILE_STATUE) && !(x == x1 && y == y1)) + if ((t == TILE_WALL || t == TILE_DOOR_CLOSED) && !(x == x1 && y == y1)) return 0; int e2 = 2 * err; @@ -699,7 +363,7 @@ static int is_solid(const Map *map, int sub_x, int sub_y) { if (tx < 0 || tx >= map_w || ty < 0 || ty >= map_h) return 1; TileType t = map->tiles[ty][tx]; - return t == TILE_WALL || t == TILE_DOOR_CLOSED || t == TILE_STATUE; + return t == TILE_WALL || t == TILE_DOOR_CLOSED; } static float smoothstep_light(float edge0, float edge1, float x) { diff --git a/libs/map/map.h b/libs/map/map.h index 4472a6c..765a28d 100644 --- a/libs/map/map.h +++ b/libs/map/map.h @@ -17,10 +17,6 @@ void map_init(Map *map); // Get a random floor tile position void get_random_floor_tile(Map *map, int *x, int *y, int attempts); -int get_room_floor_tile(const Map *map, const Room *room, int *x, int *y); -int get_random_floor_tile_excluding_room(Map *map, const Room *excluded, int *x, int *y, int attempts); -Room *map_room_at(Map *map, int x, int y); -int map_validate_layout(const Map *map); // Visibility / Fog of War int is_in_view_range(int x, int y, int view_x, int view_y, int range); diff --git a/libs/tileset/tileset_paint.c b/libs/tileset/tileset_paint.c index 8e39a09..0925345 100644 --- a/libs/tileset/tileset_paint.c +++ b/libs/tileset/tileset_paint.c @@ -42,67 +42,44 @@ void paint_wall_tile(Tileset *ts, int id, int variant) { BeginTextureMode(ts->render_target); - int ox = (int)off.x; - int oy = (int)off.y; - Color base = variant == 0 ? (Color){38, 37, 39, 255} : (Color){33, 32, 35, 255}; - Color edge = variant == 0 ? (Color){48, 46, 46, 255} : (Color){42, 40, 41, 255}; - Color shadow = variant == 0 ? (Color){24, 23, 25, 255} : (Color){20, 19, 21, 255}; - Color highlight = variant == 0 ? (Color){56, 54, 52, 255} : (Color){49, 47, 46, 255}; - Color moss = variant == 0 ? (Color){38, 58, 42, 255} : (Color){28, 45, 34, 255}; + // Base color is much darker for better contrast against floor + Color base = variant == 0 ? (Color){45, 42, 38, 255} : (Color){35, 32, 28, 255}; + DrawRectangle((int)off.x, (int)off.y, w, h, base); - DrawRectangle(ox, oy, w, h, base); - lcg_srand((unsigned int)(variant * 4099 + id * 9176)); + // Brick pattern + int brick_h = h / 3; + int brick_w = w / 2; + Color mortar = (Color){25, 22, 18, 255}; + Color brick_light = variant == 0 ? (Color){70, 65, 60, 255} : (Color){50, 47, 43, 255}; + Color brick_dark = variant == 0 ? (Color){40, 37, 33, 255} : (Color){30, 27, 24, 255}; - int row_y = 0; for (int row = 0; row < 3; row++) { - int block_h = row == 2 ? h - row_y : lcg_rand_range(5, 6); - int x = 0; - int stagger = (row % 2) ? lcg_rand_range(-4, 0) : lcg_rand_range(-1, 2); - while (x < w) { - int block_w = lcg_rand_range(7, 12); - int bx = ox + x + stagger; - int by = oy + row_y; - int bw = block_w; - if (bx < ox) { - bw -= ox - bx; - bx = ox; - } - if (bx + bw > ox + w) - bw = ox + w - bx; - if (bw > 0) { - Color face = ((x + row + variant) % 3 == 0) ? edge : base; - DrawRectangle(bx, by, bw, block_h, face); - if (row == 0) - DrawLine(bx, by, bx + bw - 1, by, highlight); - DrawLine(bx, by + block_h - 1, bx + bw - 1, by + block_h - 1, shadow); - if (bw > 5 && block_h > 4 && lcg_rand_range(0, 99) < 18) - DrawPixel(bx + lcg_rand_range(1, bw - 2), by + lcg_rand_range(1, block_h - 2), shadow); - } - x += block_w; + int y = (int)off.y + row * brick_h; + int offset_x = (row % 2 == 0) ? 0 : brick_w / 2; + for (int col = -1; col < 3; col++) { + int x = (int)off.x + offset_x + col * brick_w; + if (x >= (int)off.x + w) + break; + if (x + brick_w <= (int)off.x) + continue; + + // Clip to tile bounds + int draw_x = x < (int)off.x ? (int)off.x : x; + int draw_w = brick_w; + if (draw_x + draw_w > (int)off.x + w) + draw_w = (int)off.x + w - draw_x; + + Color c = ((col + row) % 2 == 0) ? brick_light : brick_dark; + DrawRectangle(draw_x, y, draw_w, brick_h - 1, c); } - row_y += block_h; } - for (int i = 0; i < 3 + variant; i++) { - int px = ox + lcg_rand_range(1, w - 2); - int py = oy + lcg_rand_range(1, h - 2); - DrawPixel(px, py, lcg_rand_range(0, 1) ? highlight : shadow); + // Mortar lines + for (int row = 1; row < 3; row++) { + int y = (int)off.y + row * brick_h; + DrawLine((int)off.x, y, (int)off.x + w - 1, y, mortar); } - if (variant == 1) { - DrawLine(ox + 3, oy + 1, ox + 5, oy + 5, shadow); - DrawLine(ox + 5, oy + 5, ox + 4, oy + 8, shadow); - DrawLine(ox + 11, oy + 4, ox + 8, oy + 7, shadow); - } else { - DrawLine(ox + 9, oy + 2, ox + 12, oy + 5, shadow); - DrawLine(ox + 12, oy + 5, ox + 10, oy + 9, shadow); - DrawPixel(ox + 3, oy + 13, moss); - DrawPixel(ox + 4, oy + 13, moss); - DrawPixel(ox + 4, oy + 14, moss); - } - - DrawRectangle(ox, oy + h - 2, w, 2, (Color){16, 15, 17, 255}); - EndTextureMode(); } @@ -118,44 +95,42 @@ void paint_floor_tile(Tileset *ts, int id, int variant) { BeginTextureMode(ts->render_target); - int ox = (int)off.x; - int oy = (int)off.y; - Color base = variant == 0 ? (Color){61, 58, 55, 255} - : variant == 1 ? (Color){67, 63, 58, 255} - : variant == 2 ? (Color){56, 55, 58, 255} - : (Color){64, 59, 53, 255}; - Color bevel = (Color){86, 82, 75, 255}; - Color seam = (Color){34, 32, 31, 255}; - Color chip = (Color){43, 41, 40, 255}; + // Base stone color - lighter than walls for contrast + Color base = (Color){75, 72, 68, 255}; + DrawRectangle((int)off.x, (int)off.y, w, h, base); - DrawRectangle(ox, oy, w, h, base); + // Seeded noise based on variant lcg_srand((unsigned int)(variant * 7919 + id * 104729)); - int split_x = lcg_rand_range(6, 10); - int split_y = lcg_rand_range(6, 10); - DrawLine(ox + split_x, oy + 1, ox + split_x, oy + h - 2, seam); - DrawLine(ox + 1, oy + split_y, ox + w - 2, oy + split_y, seam); - DrawLine(ox + 1, oy + 1, ox + w - 2, oy + 1, bevel); - DrawLine(ox + 1, oy + 1, ox + 1, oy + h - 2, bevel); - DrawLine(ox + 1, oy + h - 2, ox + w - 2, oy + h - 2, seam); - DrawLine(ox + w - 2, oy + 1, ox + w - 2, oy + h - 2, seam); - - int num_dots = 14 + variant * 5; + // Dithered noise dots - lighter shades + int num_dots = 8 + variant * 4; for (int i = 0; i < num_dots; i++) { - int px = ox + lcg_rand_range(1, w - 2); - int py = oy + lcg_rand_range(1, h - 2); - Color c = lcg_rand_range(0, 2) == 0 ? bevel : chip; + int px = (int)off.x + lcg_rand_range(1, w - 2); + int py = (int)off.y + lcg_rand_range(1, h - 2); + int shade = lcg_rand_range(0, 3); + Color c; + if (shade == 0) + c = (Color){85, 82, 78, 255}; + else if (shade == 1) + c = (Color){65, 62, 58, 255}; + else + c = (Color){90, 87, 83, 255}; DrawPixel(px, py, c); } - if (variant >= 1) { - int crack_x = ox + lcg_rand_range(3, w - 4); - int crack_y = oy + lcg_rand_range(3, h - 4); - DrawPixel(crack_x, crack_y, seam); - DrawPixel(crack_x + 1, crack_y, seam); - DrawPixel(crack_x + 1, crack_y + 1, seam); - if (variant >= 2) - DrawPixel(crack_x + 2, crack_y + 2, seam); + // Occasional crack line + if (variant >= 2) { + int crack_x = (int)off.x + lcg_rand_range(2, w - 3); + int crack_y = (int)off.y + lcg_rand_range(2, h - 3); + int crack_len = lcg_rand_range(2, 4); + int crack_dir = lcg_rand_range(0, 1); // 0 = horizontal, 1 = vertical + Color crack_color = (Color){55, 52, 48, 255}; + for (int i = 0; i < crack_len; i++) { + if (crack_dir == 0) + DrawPixel(crack_x + i, crack_y, crack_color); + else + DrawPixel(crack_x, crack_y + i, crack_color); + } } EndTextureMode(); @@ -173,25 +148,32 @@ void paint_stairs_tile(Tileset *ts, int id) { BeginTextureMode(ts->render_target); - int ox = (int)off.x; - int oy = (int)off.y; - DrawRectangle(ox, oy, w, h, (Color){31, 29, 27, 255}); + // Dark stone background + DrawRectangle((int)off.x, (int)off.y, w, h, (Color){40, 38, 35, 255}); - Color face = (Color){82, 76, 68, 255}; - Color lip = (Color){118, 106, 84, 255}; - Color drop = (Color){28, 25, 23, 255}; - for (int i = 0; i < 4; i++) { - int y = oy + 3 + i * 3; - int inset = i + 1; - DrawRectangle(ox + inset, y, w - inset * 2, 2, face); - DrawLine(ox + inset, y, ox + w - inset - 1, y, lip); - DrawLine(ox + inset, y + 2, ox + w - inset - 1, y + 2, drop); + // Stair steps (3 steps) + int step_h = h / 4; + Color step_light = (Color){100, 95, 90, 255}; + Color step_dark = (Color){60, 57, 53, 255}; + + for (int i = 0; i < 3; i++) { + int y = (int)off.y + h - (i + 1) * step_h; + int inset = i * 2; + int x = (int)off.x + inset; + DrawRectangle(x, y, w - inset * 2, step_h - 1, step_light); + DrawLine(x, y + step_h - 1, x + w - inset * 2 - 1, y + step_h - 1, step_dark); } - DrawLine(ox + 4, oy + 2, ox + 11, oy + 2, (Color){120, 111, 93, 255}); - DrawPixel(ox + 7, oy + 1, (Color){142, 134, 114, 255}); - DrawPixel(ox + 8, oy + 1, (Color){142, 134, 114, 255}); - DrawRectangle(ox + 6, oy + 13, 4, 1, (Color){12, 10, 9, 255}); + // ">" symbol on top step + int top_y = (int)off.y + 2; + int cx = (int)off.x + w / 2; + Color arrow = (Color){180, 175, 170, 255}; + DrawPixel(cx, top_y, arrow); + DrawPixel(cx - 1, top_y + 1, arrow); + DrawPixel(cx + 1, top_y + 1, arrow); + DrawPixel(cx - 2, top_y + 2, arrow); + DrawPixel(cx + 2, top_y + 2, arrow); + DrawPixel(cx, top_y + 3, arrow); EndTextureMode(); } @@ -652,22 +634,23 @@ void paint_door_closed_tile(Tileset *ts, int id) { BeginTextureMode(ts->render_target); - Color iron = (Color){35, 32, 30, 255}; - Color wood_dark = (Color){72, 47, 30, 255}; - Color wood_mid = (Color){111, 73, 42, 255}; - Color wood_light = (Color){151, 103, 58, 255}; + // Wooden door frame + Color wood_dark = (Color){100, 70, 40, 255}; + Color wood_light = (Color){140, 100, 60, 255}; + Color wood_mid = (Color){120, 85, 50, 255}; - DrawRectangle(ox, oy, w, h, iron); - DrawRectangle(ox + 2, oy + 1, w - 4, h - 2, wood_dark); - DrawRectangle(ox + 3, oy + 2, 3, h - 4, wood_mid); - DrawRectangle(ox + 7, oy + 2, 3, h - 4, wood_light); - DrawRectangle(ox + 11, oy + 2, 2, h - 4, wood_mid); - DrawRectangle(ox + 2, oy + 5, w - 4, 2, iron); - DrawRectangle(ox + 2, oy + 11, w - 4, 2, iron); - DrawPixel(ox + 4, oy + 3, (Color){180, 129, 72, 255}); - DrawPixel(ox + 8, oy + 9, (Color){84, 53, 32, 255}); - DrawPixel(ox + 12, oy + 8, (Color){208, 169, 69, 255}); - DrawPixel(ox + 12, oy + 9, (Color){166, 124, 51, 255}); + // Frame + DrawRectangle(ox, oy, w, h, wood_dark); + // Panels + DrawRectangle(ox + 2, oy + 2, w - 4, h - 4, wood_mid); + // Inner panel + DrawRectangle(ox + 4, oy + 4, w - 8, h - 8, wood_light); + // Cross pattern + DrawRectangle(ox + 7, oy + 2, 2, h - 4, wood_dark); + DrawRectangle(ox + 2, oy + 7, w - 4, 2, wood_dark); + // Handle + DrawPixel(ox + 12, oy + 8, (Color){200, 180, 50, 255}); + DrawPixel(ox + 12, oy + 9, (Color){200, 180, 50, 255}); EndTextureMode(); } @@ -686,19 +669,17 @@ void paint_door_open_tile(Tileset *ts, int id) { BeginTextureMode(ts->render_target); - Color floor = (Color){58, 55, 52, 255}; - Color seam = (Color){32, 30, 29, 255}; - Color wood_dark = (Color){72, 47, 30, 255}; - Color wood_light = (Color){131, 88, 49, 255}; + // Open door - shows floor with door frame on sides + Color floor = (Color){75, 72, 68, 255}; + Color wood_dark = (Color){100, 70, 40, 255}; + // Floor DrawRectangle(ox, oy, w, h, floor); - DrawLine(ox + 7, oy + 1, ox + 7, oy + h - 2, seam); - DrawLine(ox + 1, oy + 8, ox + w - 2, oy + 8, seam); + // Door frame on left side (open) DrawRectangle(ox, oy, 3, h, wood_dark); - DrawRectangle(ox + 2, oy + 2, 2, h - 4, wood_light); - DrawPixel(ox + 1, oy + 4, (Color){72, 72, 72, 255}); - DrawPixel(ox + 1, oy + 11, (Color){72, 72, 72, 255}); - DrawRectangle(ox + 4, oy + 13, 6, 1, (Color){25, 20, 17, 255}); + // Hinges + DrawPixel(ox + 1, oy + 4, (Color){80, 80, 80, 255}); + DrawPixel(ox + 1, oy + 12, (Color){80, 80, 80, 255}); EndTextureMode(); } diff --git a/nix/package.nix b/nix/package.nix index 03498a3..0177a10 100644 --- a/nix/package.nix +++ b/nix/package.nix @@ -20,7 +20,6 @@ stdenv.mkDerivation { (s + /libs) (s + /src) (s + /build.zig) - (s + /build.zig.zon) ]; }; diff --git a/src/common.h b/src/common.h index 3de5ecf..8df2f72 100644 --- a/src/common.h +++ b/src/common.h @@ -9,17 +9,7 @@ typedef struct { } Vec2; // Tile types -typedef enum { - TILE_WALL, - TILE_FLOOR, - TILE_STAIRS, - TILE_DOOR_CLOSED, - TILE_DOOR_OPEN, - TILE_DOOR_RUINED, - TILE_RUBBLE, - TILE_SHALLOW_WATER, - TILE_STATUE, -} TileType; +typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS, TILE_DOOR_CLOSED, TILE_DOOR_OPEN, TILE_DOOR_RUINED } TileType; // Status effect types typedef enum { EFFECT_NONE, EFFECT_POISON, EFFECT_STUN, EFFECT_BLEED, EFFECT_WEAKEN, EFFECT_BURN } StatusEffectType; @@ -35,21 +25,8 @@ typedef struct { } StatusEffect; // Room -typedef enum { - ROOM_START, - ROOM_GUARD, - ROOM_SHRINE, - ROOM_CISTERN, - ROOM_ARMORY, - ROOM_CRYPT, - ROOM_LIBRARY, - ROOM_FORGE, - ROOM_VAULT, -} RoomType; - typedef struct { int x, y, w, h; - RoomType type; } Room; // Light source for sub-tile lighting system diff --git a/src/enemy.c b/src/enemy.c index ffa59d1..084a954 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -26,14 +26,16 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { if (floor >= 4) max_type = 3; - Room *start_room = map_room_at(map, p->position.x, p->position.y); + // Get the player's starting room (first room) to exclude from enemy spawn + Room *start_room = NULL; + if (map->room_count > 0) { + start_room = &map->rooms[0]; + } - int attempts = 0; - while (*count < num_enemies && attempts < num_enemies * 40) { - attempts++; + for (int i = 0; i < num_enemies; i++) { + // Find random floor position int ex, ey; - if (!get_random_floor_tile_excluding_room(map, start_room, &ex, &ey, 80)) - break; + get_random_floor_tile(map, &ex, &ey, 50); // Don't spawn on player position if (ex == p->position.x && ey == p->position.y) { @@ -159,7 +161,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { break; } - enemies[*count] = e; + enemies[i] = e; (*count)++; } } diff --git a/src/main.c b/src/main.c index 66abfd8..1b8383c 100644 --- a/src/main.c +++ b/src/main.c @@ -118,9 +118,7 @@ static void init_floor(GameState *gs, int floor_num) { // Find spawn position int start_x, start_y; - if (gs->map.room_count <= 0 || !get_room_floor_tile(&gs->map, &gs->map.rooms[0], &start_x, &start_y)) { - get_random_floor_tile(&gs->map, &start_x, &start_y, 100); - } + get_random_floor_tile(&gs->map, &start_x, &start_y, 100); // Initialize player position if first floor if (floor_num == 1) { @@ -150,151 +148,6 @@ static void init_floor(GameState *gs, int floor_num) { gs->turn_count = 0; } -#ifdef ROGGED_ADMIN_CONTROLS -static void admin_recompute_lighting(GameState *gs) { - LightSource player_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE}; - LightSource sources[1 + 32]; - sources[0] = player_light; - memcpy(sources + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource)); - compute_lighting(&gs->map, sources, 1 + gs->static_light_count); -} - -static void admin_reveal_map(GameState *gs) { - for (int y = 0; y < MAP_HEIGHT; y++) { - for (int x = 0; x < MAP_WIDTH; x++) { - gs->map.remembered[y][x] = 1; - } - } -} - -static void admin_apply_fullbright(GameState *gs) { - memset(gs->map.light_map, 255, sizeof(gs->map.light_map)); - admin_reveal_map(gs); -} - -static void admin_kill_enemies(GameState *gs) { - for (int i = 0; i < gs->enemy_count; i++) { - if (gs->enemies[i].alive) { - gs->enemies[i].alive = 0; - gs->enemies[i].hp = 0; - } - } -} - -static void admin_teleport_to_stairs(GameState *gs) { - for (int y = 0; y < MAP_HEIGHT; y++) { - for (int x = 0; x < MAP_WIDTH; x++) { - if (gs->map.tiles[y][x] == TILE_STAIRS) { - gs->player.position.x = x; - gs->player.position.y = y; - gs->awaiting_descend = 1; - gs->last_message = "Admin: teleported to stairs"; - gs->message_timer = 90; - admin_recompute_lighting(gs); - return; - } - } - } -} - -static int admin_button(Rectangle rect, const char *label) { - Vector2 mouse = GetMousePosition(); - int hovered = CheckCollisionPointRec(mouse, rect); - DrawRectangleRec(rect, hovered ? (Color){72, 62, 48, 235} : (Color){44, 42, 46, 235}); - DrawRectangleLines((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height, - hovered ? (Color){210, 180, 110, 255} : (Color){112, 104, 92, 255}); - DrawText(label, (int)rect.x + 8, (int)rect.y + 5, SMALL_FONT, (Color){235, 228, 210, 255}); - return hovered && IsMouseButtonPressed(MOUSE_LEFT_BUTTON); -} - -static void admin_controls(GameState *gs, int *visible, int *fullbright) { - if (IsKeyPressed(KEY_F1)) - *visible = !*visible; - - DrawRectangle(8, 8, 142, 22, (Color){10, 10, 12, 190}); - DrawText("F1 Admin", 16, 13, SMALL_FONT, (Color){220, 190, 110, 255}); - - if (!*visible) - return; - - const int x = 20; - const int start_y = 84; - const int w = 166; - const int h = 24; - const int gap = 8; - const int button_count = 10; - const int panel_padding_bottom = 16; - Rectangle panel = {8, 34, 190, - (float)(start_y - 34 + button_count * h + (button_count - 1) * gap + panel_padding_bottom)}; - DrawRectangleRec(panel, (Color){12, 12, 15, 225}); - DrawRectangleLines((int)panel.x, (int)panel.y, (int)panel.width, (int)panel.height, (Color){170, 145, 90, 255}); - DrawText("Admin Controls", 20, 46, NORM_FONT, (Color){230, 205, 130, 255}); - DrawText("development build only", 20, 62, TINY_FONT, (Color){170, 164, 150, 255}); - - int y = start_y; - - if (admin_button((Rectangle){x, y, w, h}, "Heal full")) { - gs->player.hp = gs->player.max_hp; - gs->game_over = 0; - gs->last_message = "Admin: healed"; - gs->message_timer = 60; - } - y += h + gap; - - if (admin_button((Rectangle){x, y, w, h}, "+10 max HP")) { - gs->player.max_hp += 10; - gs->player.hp = gs->player.max_hp; - } - y += h + gap; - - if (admin_button((Rectangle){x, y, w, h}, "+2 attack")) - gs->player.attack += 2; - y += h + gap; - - if (admin_button((Rectangle){x, y, w, h}, "+2 defense")) - gs->player.defense += 2; - y += h + gap; - - if (admin_button((Rectangle){x, y, w, h}, "Reveal map")) - admin_reveal_map(gs); - y += h + gap; - - char fullbright_label[32]; - snprintf(fullbright_label, sizeof(fullbright_label), "Fullbright: %s", *fullbright ? "on" : "off"); - if (admin_button((Rectangle){x, y, w, h}, fullbright_label)) { - *fullbright = !*fullbright; - if (*fullbright) { - admin_apply_fullbright(gs); - } else { - admin_recompute_lighting(gs); - } - } - y += h + gap; - - if (admin_button((Rectangle){x, y, w, h}, "Kill enemies")) - admin_kill_enemies(gs); - y += h + gap; - - if (admin_button((Rectangle){x, y, w, h}, "Teleport stairs")) - admin_teleport_to_stairs(gs); - y += h + gap; - - if (admin_button((Rectangle){x, y, w, h}, "Reroll floor")) { - init_floor(gs, gs->player.floor); - gs->last_message = "Admin: rerolled floor"; - gs->message_timer = 60; - } - y += h + gap; - - if (admin_button((Rectangle){x, y, w, h}, "Next floor")) { - int next_floor = gs->player.floor < NUM_FLOORS ? gs->player.floor + 1 : gs->player.floor; - init_floor(gs, next_floor); - gs->last_message = "Admin: advanced floor"; - gs->message_timer = 60; - } -} -#endif - // Tick all status effects at the start of a turn static void tick_all_effects(GameState *gs) { // Player effects @@ -764,10 +617,6 @@ static void game_loop(unsigned int run_seed, FontManager *fm) { SetExitKey(0); int frame_counter = 0; -#ifdef ROGGED_ADMIN_CONTROLS - int admin_visible = 1; - int admin_fullbright = 0; -#endif while (!WindowShouldClose()) { frame_counter++; @@ -843,11 +692,6 @@ static void game_loop(unsigned int run_seed, FontManager *fm) { if (gs.player.flash_timer > 0) gs.player.flash_timer--; -#ifdef ROGGED_ADMIN_CONTROLS - if (admin_fullbright) - admin_apply_fullbright(&gs); -#endif - // Render BeginDrawing(); ClearBackground(BLACK); @@ -900,10 +744,6 @@ static void game_loop(unsigned int run_seed, FontManager *fm) { gs.final_score, gs.run_seed, fm); } -#ifdef ROGGED_ADMIN_CONTROLS - admin_controls(&gs, &admin_visible, &admin_fullbright); -#endif - EndDrawing(); // small delay for key repeat control diff --git a/src/render.c b/src/render.c index 5c627a1..c88584e 100644 --- a/src/render.c +++ b/src/render.c @@ -103,57 +103,6 @@ static Color color_lerp(Color a, Color b, float t) { (unsigned char)(a.b + (int)((b.b - a.b) * t)), (unsigned char)(a.a + (int)((b.a - a.a) * t))}; } -static float light_factor_from_brightness(int brightness) { - float base_light = brightness > 0 ? AMBIENT_LIGHT_FACTOR : REMEMBERED_LIGHT_FACTOR; - return base_light + (1.0f - base_light) * powf((float)brightness / 255.0f, LIGHT_EXPONENT); -} - -static int sample_light(const Map *map, int tx, int ty, int sx, int sy) { - int base_x = tx * SUB_TILE_RES + sx; - int base_y = ty * SUB_TILE_RES + sy; - int sum = 0; - int count = 0; - for (int dy = -1; dy <= 1; dy++) { - for (int dx = -1; dx <= 1; dx++) { - int x = base_x + dx; - int y = base_y + dy; - if (x < 0 || y < 0 || x >= MAP_WIDTH * SUB_TILE_RES || y >= MAP_HEIGHT * SUB_TILE_RES) - continue; - sum += map->light_map[y][x]; - count++; - } - } - return count > 0 ? sum / count : 0; -} - -static Color tint_for_light(const Map *map, int tx, int ty, int sx, int sy, int is_opaque, float dim) { - float factor = light_factor_from_brightness(sample_light(map, tx, ty, sx, sy)) * dim; - if (is_opaque) - factor = AMBIENT_LIGHT_FACTOR + 0.92f * factor; - int value = (int)(255.0f * factor); - if (value > 255) - value = 255; - return (Color){(unsigned char)value, (unsigned char)value, (unsigned char)value, 255}; -} - -static void draw_lit_texture_tile(const Map *map, const Tileset *tileset, Rectangle src, Rectangle dst, int tx, int ty, - int is_opaque, float dim) { - const int parts = 4; - float src_w = src.width / (float)parts; - float src_h = src.height / (float)parts; - float dst_w = dst.width / (float)parts; - float dst_h = dst.height / (float)parts; - for (int py = 0; py < parts; py++) { - for (int px = 0; px < parts; px++) { - int sx = (px * SUB_TILE_RES) / parts + SUB_TILE_RES / (parts * 2); - int sy = (py * SUB_TILE_RES) / parts + SUB_TILE_RES / (parts * 2); - Rectangle s = {src.x + src_w * px, src.y + src_h * py, src_w, src_h}; - Rectangle d = {dst.x + dst_w * px, dst.y + dst_h * py, dst_w + 0.5f, dst_h + 0.5f}; - DrawTexturePro(tileset->atlas, s, d, (Vector2){0, 0}, 0.0f, tint_for_light(map, tx, ty, sx, sy, is_opaque, dim)); - } - } -} - void render_map(const Map *map, const Tileset *tileset) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { @@ -166,7 +115,8 @@ void render_map(const Map *map, const Tileset *tileset) { continue; } - float light_factor = light_factor_from_brightness(brightness); + float base_light = brightness > 0 ? AMBIENT_LIGHT_FACTOR : REMEMBERED_LIGHT_FACTOR; + float light_factor = base_light + (1.0f - base_light) * powf((float)brightness / 255.0f, LIGHT_EXPONENT); if (is_deep_corridor(map, x, y)) light_factor *= 0.82f; @@ -190,18 +140,10 @@ void render_map(const Map *map, const Tileset *tileset) { case TILE_DOOR_RUINED: tile_id = TILE_DOOR_OPEN_SPRITE; break; - case TILE_RUBBLE: - case TILE_SHALLOW_WATER: - tile_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4); - break; - case TILE_STATUE: - tile_id = TILE_WALL_0 + ((x * 7 + y * 13) % 2); - break; } int is_door = (map->tiles[y][x] == TILE_DOOR_CLOSED || map->tiles[y][x] == TILE_DOOR_OPEN); int tile_drawn = 0; - int decor_base_drawn = 0; // Draw floor underneath doors using tileset if available, so the // floor matches adjacent tiles @@ -209,42 +151,35 @@ void render_map(const Map *map, const Tileset *tileset) { int floor_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4); Rectangle floor_src = tileset_get_region(tileset, floor_id); if (floor_src.width > 0) { - draw_lit_texture_tile(map, tileset, floor_src, dst, x, y, 0, 1.0f); + int fv = (int)(255.0f * light_factor); + if (fv > 255) + fv = 255; + Color ftint = (Color){(unsigned char)fv, (unsigned char)fv, (unsigned char)fv, 255}; + DrawTexturePro(tileset->atlas, floor_src, dst, (Vector2){0, 0}, 0.0f, ftint); tile_drawn = 1; } } - int is_decor = - map->tiles[y][x] == TILE_RUBBLE || map->tiles[y][x] == TILE_SHALLOW_WATER || map->tiles[y][x] == TILE_STATUE; - if (tile_id >= 0 && tileset != NULL && tileset->finalized && !is_door && !is_decor) { + if (tile_id >= 0 && tileset != NULL && tileset->finalized && !is_door) { Rectangle src = tileset_get_region(tileset, tile_id); if (src.width > 0) { - int is_opaque = (map->tiles[y][x] == TILE_WALL || map->tiles[y][x] == TILE_STATUE); - draw_lit_texture_tile(map, tileset, src, dst, x, y, is_opaque, is_deep_corridor(map, x, y) ? 0.82f : 1.0f); + int is_opaque = (map->tiles[y][x] == TILE_WALL); + float wall_dim = is_opaque ? (AMBIENT_LIGHT_FACTOR + 0.92f * light_factor) : light_factor; + int tv = (int)(255.0f * wall_dim); + if (tv > 255) + tv = 255; + Color tint = (Color){(unsigned char)tv, (unsigned char)tv, (unsigned char)tv, 255}; + DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, tint); tile_drawn = 1; } } - if (is_decor && tileset != NULL && tileset->finalized) { - int base_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4); - Rectangle src = tileset_get_region(tileset, base_id); - if (src.width > 0) { - draw_lit_texture_tile(map, tileset, src, dst, x, y, 0, 1.0f); - decor_base_drawn = 1; - } - } - if (!tile_drawn || is_door) { Color wall_color = color_lerp((Color){42, 42, 52, 255}, DARKGRAY, light_factor); Color floor_color = color_lerp((Color){32, 32, 42, 255}, BLACK, light_factor); Color stairs_color = color_lerp((Color){85, 80, 70, 255}, (Color){180, 160, 100, 255}, light_factor); Color door_color = color_lerp((Color){38, 34, 30, 255}, (Color){120, 92, 58, 255}, light_factor); Color door_handle_color = color_lerp((Color){42, 38, 32, 255}, (Color){145, 122, 82, 255}, light_factor); - int is_currently_lit = brightness > 0; - if (is_door && !is_currently_lit) { - door_color = (Color){30, 27, 24, 255}; - door_handle_color = (Color){34, 31, 27, 255}; - } switch (map->tiles[y][x]) { case TILE_WALL: @@ -252,6 +187,23 @@ void render_map(const Map *map, const Tileset *tileset) { break; case TILE_FLOOR: DrawRectangleRec(dst, floor_color); + // Torch flicker: warm tint on floor tiles adjacent to stairs + { + int is_adjacent_to_stairs = 0; + for (int dy = -1; dy <= 1 && !is_adjacent_to_stairs; dy++) { + for (int dx = -1; dx <= 1 && !is_adjacent_to_stairs; dx++) { + int nx = x + dx; + int ny = y + dy; + if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_STAIRS) { + is_adjacent_to_stairs = 1; + } + } + } + if (is_adjacent_to_stairs && light_factor > 0.05f) { + int flicker = (int)(sinf(GetTime() * 5.0f) * 15.0f); + DrawRectangleRec(dst, (Color){40 + flicker, 25, 10, 60}); + } + } // Grid lines if (DRAW_GRID_LINES && light_factor > 0.05f) { DrawRectangleLines((int)dst.x, (int)dst.y, (int)dst.width, (int)dst.height, (Color){20, 20, 20, 80}); @@ -304,13 +256,11 @@ void render_map(const Map *map, const Tileset *tileset) { int open_x = swing_to_left ? x * TILE_SIZE + 1 : x * TILE_SIZE + 13; int px = (int)(closed_x + (open_x - closed_x) * t); int alpha = (int)(255 * (1.0f - t * 0.45f)); - if (!is_currently_lit) - alpha = (int)(alpha * 0.55f); int width = (int)(2 + (1 - t)); // 2px closed, 1px open Color panel_color = door_color; panel_color.a = alpha; DrawRectangle(px, y * TILE_SIZE + 1, width, TILE_SIZE - 2, panel_color); - if (t < 0.5f && is_currently_lit) { + if (t < 0.5f && light_factor > 0.05f) { int hx = px + (swing_to_left ? -1 : width + 1); Color handle_color = door_handle_color; handle_color.a = alpha; @@ -331,13 +281,11 @@ void render_map(const Map *map, const Tileset *tileset) { int open_y = swing_up ? y * TILE_SIZE + 1 : y * TILE_SIZE + 13; int py = (int)(closed_y + (open_y - closed_y) * t); int alpha = (int)(255 * (1.0f - t * 0.45f)); - if (!is_currently_lit) - alpha = (int)(alpha * 0.55f); int height = (int)(2 + (1 - t)); // 2px closed, 1px open Color panel_color = door_color; panel_color.a = alpha; DrawRectangle(x * TILE_SIZE + 1, py, TILE_SIZE - 2, height, panel_color); - if (t < 0.5f && is_currently_lit) { + if (t < 0.5f && light_factor > 0.05f) { int hy = py + (swing_up ? -1 : height + 1); Color handle_color = door_handle_color; handle_color.a = alpha; @@ -356,72 +304,6 @@ void render_map(const Map *map, const Tileset *tileset) { (Color){120, 90, 60, 255}); } break; - case TILE_RUBBLE: - if (!decor_base_drawn) - DrawRectangleRec(dst, floor_color); - if (light_factor > 0.05f) { - Color stone = color_lerp((Color){54, 50, 46, 255}, (Color){126, 118, 102, 255}, light_factor); - Color light = color_lerp((Color){72, 68, 60, 255}, (Color){166, 156, 132, 255}, light_factor); - Color dark = color_lerp((Color){22, 20, 19, 255}, (Color){67, 60, 52, 255}, light_factor); - int ox = x * TILE_SIZE; - int oy = y * TILE_SIZE; - DrawRectangle(ox + 3, oy + 12, 10, 2, (Color){0, 0, 0, 55}); - DrawRectangle(ox + 5, oy + 7, 5, 5, dark); - DrawRectangle(ox + 6, oy + 6, 5, 5, stone); - DrawLine(ox + 6, oy + 6, ox + 10, oy + 6, light); - DrawRectangle(ox + 2, oy + 10, 5, 3, dark); - DrawRectangle(ox + 3, oy + 9, 5, 3, stone); - DrawPixel(ox + 4, oy + 9, light); - DrawRectangle(ox + 10, oy + 10, 4, 3, dark); - DrawRectangle(ox + 10, oy + 9, 4, 3, stone); - DrawPixel(ox + 12, oy + 9, light); - DrawPixel(ox + 5, oy + 13, stone); - DrawPixel(ox + 12, oy + 13, stone); - } - break; - case TILE_SHALLOW_WATER: - if (!decor_base_drawn) - DrawRectangleRec(dst, floor_color); - if (light_factor > 0.05f) { - Color water = color_lerp((Color){12, 30, 39, 165}, (Color){36, 94, 116, 175}, light_factor); - Color edge = color_lerp((Color){7, 18, 24, 170}, (Color){23, 62, 76, 180}, light_factor); - Color glint = color_lerp((Color){48, 91, 105, 130}, (Color){128, 184, 196, 155}, light_factor); - int shimmer = (int)(sinf(GetTime() * 2.0f + (float)(x + y)) * 10.0f); - int ox = x * TILE_SIZE; - int oy = y * TILE_SIZE; - DrawRectangle(ox + 3, oy + 5, 10, 7, water); - DrawRectangle(ox + 4, oy + 4, 8, 1, water); - DrawRectangle(ox + 4, oy + 12, 8, 1, edge); - DrawPixel(ox + 2, oy + 7, edge); - DrawPixel(ox + 13, oy + 9, edge); - glint.a = (unsigned char)(glint.a + shimmer); - DrawLine(ox + 5, oy + 7, ox + 10, oy + 7, glint); - DrawLine(ox + 7, oy + 10, ox + 12, oy + 10, glint); - } - break; - case TILE_STATUE: - if (!decor_base_drawn) - DrawRectangleRec(dst, floor_color); - if (light_factor > 0.05f) { - Color stone = color_lerp((Color){52, 52, 56, 255}, (Color){142, 138, 128, 255}, light_factor); - Color shade = color_lerp((Color){22, 22, 26, 255}, (Color){68, 66, 64, 255}, light_factor); - Color light = color_lerp((Color){78, 78, 82, 255}, (Color){176, 170, 150, 255}, light_factor); - int ox = x * TILE_SIZE; - int oy = y * TILE_SIZE; - DrawRectangle(ox + 3, oy + 12, 10, 2, (Color){0, 0, 0, 70}); - DrawRectangle(ox + 4, oy + 11, 8, 3, shade); - DrawRectangle(ox + 5, oy + 10, 6, 2, stone); - DrawRectangle(ox + 5, oy + 5, 6, 6, shade); - DrawRectangle(ox + 6, oy + 4, 5, 6, stone); - DrawRectangle(ox + 5, oy + 7, 1, 3, shade); - DrawRectangle(ox + 11, oy + 7, 1, 3, shade); - DrawRectangle(ox + 6, oy + 2, 4, 3, stone); - DrawRectangle(ox + 7, oy + 1, 2, 1, light); - DrawPixel(ox + 7, oy + 6, light); - DrawPixel(ox + 9, oy + 6, shade); - DrawLine(ox + 6, oy + 10, ox + 10, oy + 10, light); - } - break; } } @@ -438,9 +320,12 @@ void render_player(const Player *p, const Tileset *tileset, int frame_counter) { Rectangle dst = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; + // Soft radial glow under the player int cx = p->position.x * TILE_SIZE + TILE_SIZE / 2; int cy = p->position.y * TILE_SIZE + TILE_SIZE / 2; - DrawEllipse(cx, cy + 5, 6.0f, 3.0f, (Color){0, 0, 0, 60}); + DrawCircle(cx, cy, 14.0f, (Color){255, 220, 100, 20}); + DrawCircle(cx, cy, 10.0f, (Color){255, 230, 150, 35}); + DrawCircle(cx, cy, 6.0f, (Color){255, 240, 180, 55}); if (tileset != NULL && tileset->finalized) { int tile_id = p->sprite_tile_id;