#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 // Global game state static Player player; static Map map; static Dungeon dungeon; static Enemy enemies[MAX_ENEMIES]; static int enemy_count; static Item items[MAX_ITEMS]; static int item_count; static int game_over = 0; static int game_won = 0; static const char *last_message = NULL; static int message_timer = 0; // Turn counter for enemy movement (enemies move every other turn) static int turn_count = 0; // Initialize a new floor static void init_floor(int floor_num) { // Generate dungeon dungeon_generate(&dungeon, &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(&map, &start_x, &start_y, 100); // Initialize player position if first floor if (floor_num == 1) { player_init(&player, start_x, start_y); } else { // Move player to new floor position player.x = start_x; player.y = start_y; } player.floor = floor_num; // Spawn enemies enemy_spawn(enemies, &enemy_count, &map, &player, floor_num); // Spawn items item_spawn(items, &item_count, &map, floor_num); // Reset turn counter turn_count = 0; } // Handle player input - returns: 0=continue, -1=quit static int handle_input(void) { 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) && game_over) { game_over = 0; game_won = 0; init_floor(1); return 0; } // Check for item usage (U key) if (IsKeyPressed(KEY_U) && !game_over) { if (player.inventory_count > 0) { if (player_use_first_item(&player)) { last_message = "Used item!"; 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(&player, dx, dy, &map, enemies, enemy_count, items, item_count); if (action) { // Increment turn counter turn_count++; // Check if stepped on stairs if (map.tiles[player.y][player.x] == TILE_STAIRS) { // Go to next floor if (player.floor < NUM_FLOORS) { audio_play_stairs(); init_floor(player.floor + 1); last_message = "Descended to next floor!"; message_timer = 60; } else { // Won the game game_won = 1; game_over = 1; } } // Check if killed enemy if (combat_get_last_message() != NULL && !combat_was_player_damage()) { // Check if enemy died for (int i = 0; i < enemy_count; i++) { if (!enemies[i].alive) { audio_play_enemy_death(); } } } // Enemy turn - only every other turn for fairness if (turn_count % 2 == 0) { enemy_update_all(enemies, enemy_count, &player, &map); } // Check if player took damage if (combat_was_player_damage() && combat_get_last_damage() > 0) { audio_play_player_damage(); } // Set message last_message = combat_get_last_message(); message_timer = 60; // Check game over if (player.hp <= 0) { game_over = 1; } } } return 0; } // Main game loop static void game_loop(void) { // Initialize first floor rng_seed(12345); init_floor(1); // Disable esc to exit SetExitKey(0); while (!WindowShouldClose()) { // Handle input if (!game_over) { int quit = handle_input(); if (quit == -1) break; } else { // Even during game over, check for q/r if (IsKeyPressed(KEY_Q)) break; if (IsKeyPressed(KEY_R)) { game_over = 0; game_won = 0; init_floor(1); } } // Update message timer if (message_timer > 0) message_timer--; // Render BeginDrawing(); ClearBackground(BLACK); // Draw game elements render_map(&map); render_items(items, item_count); render_enemies(enemies, enemy_count); render_player(&player); render_ui(&player); // Draw message if any if (last_message != NULL && message_timer > 0) { render_message(last_message); } // Draw game over screen if (game_over) { render_game_over(); if (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; }