Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Ic8055a1cf6bdad1aca13673ea171b4b46a6a6964
515 lines
14 KiB
C
515 lines
14 KiB
C
#include "audio.h"
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#include "combat.h"
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#include "common.h"
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#include "enemy.h"
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#include "items.h"
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#include "map.h"
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#include "player.h"
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#include "raylib.h"
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#include "render.h"
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#include "rng.h"
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#include "settings.h"
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#include <stddef.h>
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#include <stdio.h>
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#include <string.h>
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// Add message to action log
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static void add_log(GameState *gs, const char *msg) {
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strncpy(gs->action_log[gs->log_head], msg, 127);
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gs->action_log[gs->log_head][127] = '\0';
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gs->log_head = (gs->log_head + 1) % 5;
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if (gs->log_count < 5) {
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gs->log_count++;
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}
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}
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// spawn floating damage text
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static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) {
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// Reuse an expired slot if all slots are taken
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int slot = -1;
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if (gs->floating_count < 8) {
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slot = gs->floating_count;
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gs->floating_count++;
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} else {
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for (int i = 0; i < 8; i++) {
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if (gs->floating_texts[i].lifetime <= 0) {
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slot = i;
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break;
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}
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}
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}
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if (slot < 0)
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return;
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gs->floating_texts[slot].x = x;
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gs->floating_texts[slot].y = y;
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gs->floating_texts[slot].value = value;
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gs->floating_texts[slot].lifetime = 60;
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gs->floating_texts[slot].is_critical = is_critical;
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}
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// update floating texts and screen shake
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static void update_effects(GameState *gs) {
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// update floating texts
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for (int i = 0; i < 8; i++) {
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if (gs->floating_texts[i].lifetime > 0) {
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gs->floating_texts[i].lifetime--;
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}
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}
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// update screen shake
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if (gs->screen_shake > 0) {
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gs->screen_shake--;
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gs->shake_x = rng_int(-4, 4);
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gs->shake_y = rng_int(-4, 4);
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} else {
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gs->shake_x = 0;
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gs->shake_y = 0;
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}
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}
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// Initialize a new floor
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static void init_floor(GameState *gs, int floor_num) {
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// Generate dungeon
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dungeon_generate(&gs->dungeon, &gs->map, floor_num);
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// Seed rng for this floor's content
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rng_seed(floor_num * 54321);
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// Find spawn position
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int start_x, start_y;
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get_random_floor_tile(&gs->map, &start_x, &start_y, 100);
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// Initialize player position if first floor
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if (floor_num == 1) {
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player_init(&gs->player, start_x, start_y);
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} else {
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// Move player to new floor position
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gs->player.x = start_x;
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gs->player.y = start_y;
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}
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gs->player.floor = floor_num;
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// Spawn enemies
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enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num);
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// Spawn items
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item_spawn(gs->items, &gs->item_count, &gs->map, floor_num);
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// Reset turn counter
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gs->turn_count = 0;
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}
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// Tick all status effects at the start of a turn
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static void tick_all_effects(GameState *gs) {
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// Player effects
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int player_effect_dmg = combat_tick_effects(&gs->player);
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if (player_effect_dmg > 0) {
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spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0);
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gs->screen_shake = 4;
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}
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// Check if player died from effects
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if (gs->player.hp <= 0) {
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gs->player.hp = 0;
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gs->game_over = 1;
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return;
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}
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// Enemy effects
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for (int i = 0; i < gs->enemy_count; i++) {
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Enemy *e = &gs->enemies[i];
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if (!e->alive)
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continue;
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int enemy_effect_dmg = combat_tick_enemy_effects(e);
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if (enemy_effect_dmg > 0) {
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spawn_floating_text(gs, e->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0);
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}
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if (!e->alive) {
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add_log(gs, "Enemy died from effects!");
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}
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}
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}
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// Handle player input - returns: 0=continue, 1=acted, -1=quit
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static int handle_input(GameState *gs) {
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int dx = 0, dy = 0;
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// Check for quit first (always works)
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if (IsKeyPressed(KEY_Q)) {
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return -1;
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}
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// Check for restart (works during game over)
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if (IsKeyPressed(KEY_R) && gs->game_over) {
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memset(gs, 0, sizeof(GameState));
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init_floor(gs, 1);
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return 0;
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}
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// If player is stunned, wait for any key then consume the turn
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if (combat_has_effect(gs->player.effects, gs->player.effect_count, EFFECT_STUN)) {
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if (!(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP) || IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_A) ||
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IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)))
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return 0;
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gs->turn_count++;
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tick_all_effects(gs);
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if (gs->game_over)
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return 1;
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enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
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if (gs->player.hp <= 0) {
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gs->game_over = 1;
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}
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gs->last_message = "You are stunned!";
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gs->message_timer = 60;
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add_log(gs, "Stunned! Lost a turn.");
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return 1;
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}
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if (gs->show_inventory) {
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if (IsKeyPressed(KEY_I) || IsKeyPressed(KEY_ESCAPE)) {
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gs->show_inventory = 0;
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return 0;
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}
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if (IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) {
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gs->inv_selected++;
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if (gs->inv_selected >= gs->player.inventory_count) {
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gs->inv_selected = 0;
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}
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return 0;
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}
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if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) {
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if (gs->inv_selected == 0) {
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gs->inv_selected = (gs->player.inventory_count > 0) ? gs->player.inventory_count - 1 : 0;
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} else {
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gs->inv_selected--;
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}
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return 0;
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}
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if (IsKeyPressed(KEY_ONE))
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gs->inv_selected = 0;
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if (IsKeyPressed(KEY_TWO))
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gs->inv_selected = 1;
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if (IsKeyPressed(KEY_THREE))
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gs->inv_selected = 2;
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if (IsKeyPressed(KEY_FOUR))
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gs->inv_selected = 3;
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if (IsKeyPressed(KEY_FIVE))
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gs->inv_selected = 4;
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if (IsKeyPressed(KEY_SIX))
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gs->inv_selected = 5;
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if (IsKeyPressed(KEY_SEVEN))
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gs->inv_selected = 6;
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if (IsKeyPressed(KEY_EIGHT))
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gs->inv_selected = 7;
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if (IsKeyPressed(KEY_NINE))
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gs->inv_selected = 8;
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if (IsKeyPressed(KEY_ZERO))
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gs->inv_selected = 9;
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// E to equip selected item
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if (IsKeyPressed(KEY_E)) {
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if (player_equip_item(&gs->player, gs->inv_selected)) {
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gs->last_message = "Item equipped!";
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gs->message_timer = 60;
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add_log(gs, "Equipped item");
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if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
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gs->inv_selected--;
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}
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return 1;
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} else {
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gs->last_message = "Cannot equip that!";
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gs->message_timer = 60;
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}
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}
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// U or Enter to use selected item
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if (IsKeyPressed(KEY_U) || IsKeyPressed(KEY_ENTER)) {
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if (gs->player.inventory_count > 0) {
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Item *item = player_get_inventory_item(&gs->player, gs->inv_selected);
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if (item != NULL) {
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if (item->type == ITEM_POTION) {
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player_use_item(&gs->player, item);
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player_remove_inventory_item(&gs->player, gs->inv_selected);
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gs->last_message = "Used potion!";
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gs->message_timer = 60;
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add_log(gs, "Used potion");
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gs->show_inventory = 0;
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return 1;
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} else {
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gs->last_message = "Equip weapons/armor with E!";
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gs->message_timer = 60;
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}
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}
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}
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}
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// D to drop selected item
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if (IsKeyPressed(KEY_D)) {
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if (gs->player.inventory_count > 0) {
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Item *item = player_get_inventory_item(&gs->player, gs->inv_selected);
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if (item != NULL) {
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char drop_msg[64];
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snprintf(drop_msg, sizeof(drop_msg), "Dropped %s", item_get_name(item));
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if (player_drop_item(&gs->player, gs->inv_selected, gs->items, gs->item_count)) {
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add_log(gs, drop_msg);
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gs->last_message = "Item dropped!";
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gs->message_timer = 60;
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if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
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gs->inv_selected--;
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}
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return 1;
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} else {
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gs->last_message = "Cannot drop!";
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gs->message_timer = 60;
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}
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}
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}
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}
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return 0;
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}
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// Handle descend confirmation
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if (gs->awaiting_descend) {
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if (IsKeyPressed(KEY_Y)) {
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// Descend
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if (gs->player.floor < NUM_FLOORS) {
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audio_play_stairs();
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init_floor(gs, gs->player.floor + 1);
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gs->last_message = "Descended to next floor!";
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gs->message_timer = 60;
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add_log(gs, "Descended stairs");
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gs->awaiting_descend = 0;
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return 1;
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} else {
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gs->game_won = 1;
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gs->game_over = 1;
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gs->awaiting_descend = 0;
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return 1;
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}
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}
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if (IsKeyPressed(KEY_N)) {
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gs->awaiting_descend = 0;
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gs->last_message = "Stayed on floor.";
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gs->message_timer = 60;
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return 1;
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}
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return 0;
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}
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// Check for inventory toggle (I key)
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if (IsKeyPressed(KEY_I) && !gs->game_over) {
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gs->show_inventory = 1;
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gs->inv_selected = 0;
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return 0; // don't consume turn
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}
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// Check for manual item pickup (G key)
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if (IsKeyPressed(KEY_G) && !gs->game_over) {
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Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y);
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if (item != NULL) {
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if (player_pickup(&gs->player, item)) {
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char pickup_msg[64];
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snprintf(pickup_msg, sizeof(pickup_msg), "Picked up %s", item_get_name(item));
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add_log(gs, pickup_msg);
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gs->last_message = "Picked up item!";
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gs->message_timer = 60;
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audio_play_item_pickup();
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return 1;
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} else {
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gs->last_message = "Inventory full!";
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gs->message_timer = 60;
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return 1;
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}
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}
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}
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// Check for item usage (U key - use first potion)
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if (IsKeyPressed(KEY_U) && !gs->game_over) {
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if (gs->player.inventory_count > 0) {
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if (player_use_first_item(&gs->player)) {
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gs->last_message = "Used potion!";
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gs->message_timer = 60;
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audio_play_item_pickup();
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return 1; // consume a turn
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}
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}
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}
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// Movement, use iskeydown for held key repeat, with delay
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if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) {
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dy = -1;
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} else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) {
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dy = 1;
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} else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) {
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dx = -1;
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} else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) {
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dx = 1;
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}
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if (dx != 0 || dy != 0) {
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// Reset combat message
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combat_reset_event();
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// Player action
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int action = player_move(&gs->player, dx, dy, &gs->map, gs->enemies, gs->enemy_count);
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if (action) {
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// Increment turn counter
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gs->turn_count++;
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// Tick status effects at the start of this turn
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tick_all_effects(gs);
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if (gs->game_over)
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return 1;
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// Check if stepped on stairs
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if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
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gs->awaiting_descend = 1;
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gs->last_message = "Descend to next floor? (Y/N)";
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gs->message_timer = 120;
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return 1;
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}
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// combat feedback - player attacked enemy
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if (combat_get_last_damage() > 0 && !combat_was_player_damage()) {
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// find the enemy we attacked
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for (int i = 0; i < gs->enemy_count; i++) {
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if (!gs->enemies[i].alive && combat_get_last_damage() > 0) {
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spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE,
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combat_get_last_damage(), combat_was_critical());
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break;
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}
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}
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}
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// Enemy turns - now uses speed/cooldown system (no more % 2 hack)
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enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
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// Check if player took damage
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if (combat_was_player_damage() && combat_get_last_damage() > 0) {
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audio_play_player_damage();
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gs->screen_shake = 8;
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spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
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combat_was_critical());
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}
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// Set message
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gs->last_message = combat_get_last_message();
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gs->message_timer = 60;
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// Check game over
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if (gs->player.hp <= 0) {
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gs->game_over = 1;
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}
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}
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}
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return 0;
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}
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// Main game loop
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static void game_loop(void) {
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GameState gs;
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memset(&gs, 0, sizeof(GameState));
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// Initialize first floor
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rng_seed(12345);
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init_floor(&gs, 1);
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// Disable esc to exit
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SetExitKey(0);
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while (!WindowShouldClose()) {
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// Handle input
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if (!gs.game_over) {
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// Tick status effects at the start of each frame where input is checked
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// (effects tick once per player action via the acted flag below)
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int quit = handle_input(&gs);
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if (quit == -1)
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break;
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} else {
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// Even during game over, check for q/r
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if (IsKeyPressed(KEY_Q))
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break;
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if (IsKeyPressed(KEY_R)) {
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memset(&gs, 0, sizeof(GameState));
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gs.game_over = 0;
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gs.game_won = 0;
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init_floor(&gs, 1);
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}
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}
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// Update message timer
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if (gs.message_timer > 0)
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gs.message_timer--;
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// Update effects
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update_effects(&gs);
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// Render
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BeginDrawing();
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ClearBackground(BLACK);
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// Draw game elements (with screen shake offset)
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if (gs.screen_shake > 0) {
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// Apply shake offset to drawing
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}
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render_map(&gs.map);
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render_items(gs.items, gs.item_count);
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render_enemies(gs.enemies, gs.enemy_count);
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render_player(&gs.player);
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render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
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render_ui(&gs.player);
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// Draw action log
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render_action_log(gs.action_log, gs.log_count, gs.log_head);
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// Draw inventory overlay if active
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if (gs.show_inventory) {
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render_inventory_overlay(&gs.player, gs.inv_selected);
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}
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// Draw message if any
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if (gs.last_message != NULL && gs.message_timer > 0) {
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render_message(gs.last_message);
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}
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// Draw game over screen
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if (gs.game_over) {
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render_game_over();
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if (gs.game_won) {
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// Draw win message
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const char *win_msg = "YOU WIN! ESCAPED THE DUNGEON!";
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int msg_w = MeasureText(win_msg, 30);
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DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80, 30, GOLD);
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}
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}
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EndDrawing();
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// small delay for key repeat control
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WaitTime(0.08);
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}
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}
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int main(void) {
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// Initialize audio
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audio_init();
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// Initialize window
|
|
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike");
|
|
SetTargetFPS(60);
|
|
|
|
// Run game
|
|
game_loop();
|
|
|
|
// Cleanup
|
|
CloseWindow();
|
|
audio_close();
|
|
|
|
return 0;
|
|
}
|