#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 #include #include // Add message to action log static void add_log(GameState *gs, const char *msg) { strncpy(gs->action_log[gs->log_head], msg, 127); gs->action_log[gs->log_head][127] = '\0'; gs->log_head = (gs->log_head + 1) % 5; if (gs->log_count < 5) { gs->log_count++; } } // spawn floating damage text static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) { // Reuse an expired slot if all slots are taken int slot = -1; if (gs->floating_count < 8) { slot = gs->floating_count; gs->floating_count++; } else { for (int i = 0; i < 8; i++) { if (gs->floating_texts[i].lifetime <= 0) { slot = i; break; } } } if (slot < 0) return; gs->floating_texts[slot].x = x; gs->floating_texts[slot].y = y; gs->floating_texts[slot].value = value; gs->floating_texts[slot].lifetime = 60; gs->floating_texts[slot].is_critical = is_critical; } // update floating texts and screen shake static void update_effects(GameState *gs) { // update floating texts for (int i = 0; i < 8; i++) { if (gs->floating_texts[i].lifetime > 0) { gs->floating_texts[i].lifetime--; } } // update screen shake if (gs->screen_shake > 0) { gs->screen_shake--; gs->shake_x = rng_int(-4, 4); gs->shake_y = rng_int(-4, 4); } else { gs->shake_x = 0; gs->shake_y = 0; } } // Initialize a new floor static void init_floor(GameState *gs, int floor_num) { // Generate dungeon dungeon_generate(&gs->dungeon, &gs->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(&gs->map, &start_x, &start_y, 100); // Initialize player position if first floor if (floor_num == 1) { player_init(&gs->player, start_x, start_y); } else { // Move player to new floor position gs->player.x = start_x; gs->player.y = start_y; } gs->player.floor = floor_num; // Spawn enemies enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num); // Spawn items item_spawn(gs->items, &gs->item_count, &gs->map, floor_num); // Reset turn counter gs->turn_count = 0; } // Tick all status effects at the start of a turn static void tick_all_effects(GameState *gs) { // Player effects int player_effect_dmg = combat_tick_effects(&gs->player); if (player_effect_dmg > 0) { spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0); gs->screen_shake = 4; } // Check if player died from effects if (gs->player.hp <= 0) { gs->player.hp = 0; gs->game_over = 1; return; } // Enemy effects for (int i = 0; i < gs->enemy_count; i++) { Enemy *e = &gs->enemies[i]; if (!e->alive) continue; int enemy_effect_dmg = combat_tick_enemy_effects(e); if (enemy_effect_dmg > 0) { spawn_floating_text(gs, e->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0); } if (!e->alive) { add_log(gs, "Enemy died from effects!"); } } } // Handle player input - returns: 0=continue, 1=acted, -1=quit static int handle_input(GameState *gs) { 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) && gs->game_over) { memset(gs, 0, sizeof(GameState)); init_floor(gs, 1); return 0; } // If player is stunned, wait for any key then consume the turn if (combat_has_effect(gs->player.effects, gs->player.effect_count, EFFECT_STUN)) { if (!(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP) || IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))) return 0; gs->turn_count++; tick_all_effects(gs); if (gs->game_over) return 1; enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); if (gs->player.hp <= 0) { gs->game_over = 1; } gs->last_message = "You are stunned!"; gs->message_timer = 60; add_log(gs, "Stunned! Lost a turn."); return 1; } if (gs->show_inventory) { if (IsKeyPressed(KEY_I) || IsKeyPressed(KEY_ESCAPE)) { gs->show_inventory = 0; return 0; } if (IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) { gs->inv_selected++; if (gs->inv_selected >= gs->player.inventory_count) { gs->inv_selected = 0; } return 0; } if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) { if (gs->inv_selected == 0) { gs->inv_selected = (gs->player.inventory_count > 0) ? gs->player.inventory_count - 1 : 0; } else { gs->inv_selected--; } return 0; } if (IsKeyPressed(KEY_ONE)) gs->inv_selected = 0; if (IsKeyPressed(KEY_TWO)) gs->inv_selected = 1; if (IsKeyPressed(KEY_THREE)) gs->inv_selected = 2; if (IsKeyPressed(KEY_FOUR)) gs->inv_selected = 3; if (IsKeyPressed(KEY_FIVE)) gs->inv_selected = 4; if (IsKeyPressed(KEY_SIX)) gs->inv_selected = 5; if (IsKeyPressed(KEY_SEVEN)) gs->inv_selected = 6; if (IsKeyPressed(KEY_EIGHT)) gs->inv_selected = 7; if (IsKeyPressed(KEY_NINE)) gs->inv_selected = 8; if (IsKeyPressed(KEY_ZERO)) gs->inv_selected = 9; // E to equip selected item if (IsKeyPressed(KEY_E)) { if (player_equip_item(&gs->player, gs->inv_selected)) { gs->last_message = "Item equipped!"; gs->message_timer = 60; add_log(gs, "Equipped item"); if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) { gs->inv_selected--; } return 1; } else { gs->last_message = "Cannot equip that!"; gs->message_timer = 60; } } // U or Enter to use selected item if (IsKeyPressed(KEY_U) || IsKeyPressed(KEY_ENTER)) { if (gs->player.inventory_count > 0) { Item *item = player_get_inventory_item(&gs->player, gs->inv_selected); if (item != NULL) { if (item->type == ITEM_POTION) { player_use_item(&gs->player, item); player_remove_inventory_item(&gs->player, gs->inv_selected); gs->last_message = "Used potion!"; gs->message_timer = 60; add_log(gs, "Used potion"); gs->show_inventory = 0; return 1; } else { gs->last_message = "Equip weapons/armor with E!"; gs->message_timer = 60; } } } } // D to drop selected item if (IsKeyPressed(KEY_D)) { if (gs->player.inventory_count > 0) { Item *item = player_get_inventory_item(&gs->player, gs->inv_selected); if (item != NULL) { char drop_msg[64]; snprintf(drop_msg, sizeof(drop_msg), "Dropped %s", item_get_name(item)); if (player_drop_item(&gs->player, gs->inv_selected, gs->items, gs->item_count)) { add_log(gs, drop_msg); gs->last_message = "Item dropped!"; gs->message_timer = 60; if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) { gs->inv_selected--; } return 1; } else { gs->last_message = "Cannot drop!"; gs->message_timer = 60; } } } } return 0; } // Handle descend confirmation if (gs->awaiting_descend) { if (IsKeyPressed(KEY_Y)) { // Descend if (gs->player.floor < NUM_FLOORS) { audio_play_stairs(); init_floor(gs, gs->player.floor + 1); gs->last_message = "Descended to next floor!"; gs->message_timer = 60; add_log(gs, "Descended stairs"); gs->awaiting_descend = 0; return 1; } else { gs->game_won = 1; gs->game_over = 1; gs->awaiting_descend = 0; return 1; } } if (IsKeyPressed(KEY_N)) { gs->awaiting_descend = 0; gs->last_message = "Stayed on floor."; gs->message_timer = 60; return 1; } return 0; } // Check for inventory toggle (I key) if (IsKeyPressed(KEY_I) && !gs->game_over) { gs->show_inventory = 1; gs->inv_selected = 0; return 0; // don't consume turn } // Check for manual item pickup (G key) if (IsKeyPressed(KEY_G) && !gs->game_over) { Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y); if (item != NULL) { if (player_pickup(&gs->player, item)) { char pickup_msg[64]; snprintf(pickup_msg, sizeof(pickup_msg), "Picked up %s", item_get_name(item)); add_log(gs, pickup_msg); gs->last_message = "Picked up item!"; gs->message_timer = 60; audio_play_item_pickup(); return 1; } else { gs->last_message = "Inventory full!"; gs->message_timer = 60; return 1; } } } // Check for item usage (U key - use first potion) if (IsKeyPressed(KEY_U) && !gs->game_over) { if (gs->player.inventory_count > 0) { if (player_use_first_item(&gs->player)) { gs->last_message = "Used potion!"; gs->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(&gs->player, dx, dy, &gs->map, gs->enemies, gs->enemy_count); if (action) { // Increment turn counter gs->turn_count++; // Tick status effects at the start of this turn tick_all_effects(gs); if (gs->game_over) return 1; // Check if stepped on stairs if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) { gs->awaiting_descend = 1; gs->last_message = "Descend to next floor? (Y/N)"; gs->message_timer = 120; return 1; } // combat feedback - player attacked enemy if (combat_get_last_damage() > 0 && !combat_was_player_damage()) { // find the enemy we attacked for (int i = 0; i < gs->enemy_count; i++) { if (!gs->enemies[i].alive && combat_get_last_damage() > 0) { spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE, combat_get_last_damage(), combat_was_critical()); break; } } } // Enemy turns - now uses speed/cooldown system (no more % 2 hack) enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); // Check if player took damage if (combat_was_player_damage() && combat_get_last_damage() > 0) { audio_play_player_damage(); gs->screen_shake = 8; spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(), combat_was_critical()); } // Set message gs->last_message = combat_get_last_message(); gs->message_timer = 60; // Check game over if (gs->player.hp <= 0) { gs->game_over = 1; } } } return 0; } // Main game loop static void game_loop(void) { GameState gs; memset(&gs, 0, sizeof(GameState)); // Initialize first floor rng_seed(12345); init_floor(&gs, 1); // Disable esc to exit SetExitKey(0); while (!WindowShouldClose()) { // Handle input if (!gs.game_over) { // Tick status effects at the start of each frame where input is checked // (effects tick once per player action via the acted flag below) int quit = handle_input(&gs); if (quit == -1) break; } else { // Even during game over, check for q/r if (IsKeyPressed(KEY_Q)) break; if (IsKeyPressed(KEY_R)) { memset(&gs, 0, sizeof(GameState)); gs.game_over = 0; gs.game_won = 0; init_floor(&gs, 1); } } // Update message timer if (gs.message_timer > 0) gs.message_timer--; // Update effects update_effects(&gs); // Render BeginDrawing(); ClearBackground(BLACK); // Draw game elements (with screen shake offset) if (gs.screen_shake > 0) { // Apply shake offset to drawing } render_map(&gs.map); render_items(gs.items, gs.item_count); render_enemies(gs.enemies, gs.enemy_count); render_player(&gs.player); render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y); render_ui(&gs.player); // Draw action log render_action_log(gs.action_log, gs.log_count, gs.log_head); // Draw inventory overlay if active if (gs.show_inventory) { render_inventory_overlay(&gs.player, gs.inv_selected); } // Draw message if any if (gs.last_message != NULL && gs.message_timer > 0) { render_message(gs.last_message); } // Draw game over screen if (gs.game_over) { render_game_over(); if (gs.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; }