diff --git a/assets/fonts/Royal_Decree.ttf b/assets/fonts/Royal_Decree.ttf new file mode 100644 index 0000000..56511e4 Binary files /dev/null and b/assets/fonts/Royal_Decree.ttf differ diff --git a/assets/fonts/Royal_Decree_Bold.ttf b/assets/fonts/Royal_Decree_Bold.ttf new file mode 100644 index 0000000..e4b6f5c Binary files /dev/null and b/assets/fonts/Royal_Decree_Bold.ttf differ diff --git a/assets/fonts/Tomorrow_Night.ttf b/assets/fonts/Tomorrow_Night.ttf new file mode 100644 index 0000000..204c2f6 Binary files /dev/null and b/assets/fonts/Tomorrow_Night.ttf differ diff --git a/assets/fonts/spartan_500.ttf b/assets/fonts/spartan_500.ttf new file mode 100644 index 0000000..94b22ec Binary files /dev/null and b/assets/fonts/spartan_500.ttf differ diff --git a/build.zig b/build.zig index 7109941..76a85b1 100644 --- a/build.zig +++ b/build.zig @@ -4,8 +4,55 @@ pub fn build(b: *std.Build) void { const target = b.standardTargetOptions(.{}); const optimize = b.standardOptimizeOption(.{}); - // Zig combat library - const combat_lib = b.addLibrary(.{ + const c_flags = [_][]const u8{ + "-std=c99", + "-Wall", + "-Wextra", + "-O2", + }; + + // RNG library + const rng_lib = b.addLibrary(.{ + .name = "rng", + .root_module = b.createModule(.{ + .target = target, + .optimize = optimize, + .link_libc = true, + }), + }); + rng_lib.addCSourceFiles(.{ + .files = &[_][]const u8{"libs/rng/rng.c"}, + .flags = &c_flags, + }); + rng_lib.addIncludePath(b.path("libs/rng")); + + // Map library + const map_lib = b.addLibrary(.{ + .name = "map", + .root_module = b.createModule(.{ + .target = target, + .optimize = optimize, + .link_libc = true, + }), + }); + map_lib.addCSourceFiles(.{ + .files = &[_][]const u8{ + "libs/map/map.c", + "libs/map/utils.c", + }, + .flags = &c_flags, + }); + // map.h includes common.h and settings.h which live in src/ + map_lib.addIncludePath(b.path("src")); + // map.c includes rng/rng.h via libs/ root + map_lib.addIncludePath(b.path("libs")); + // utils.h is co-located with map.c + map_lib.addIncludePath(b.path("libs/map")); + + // Zig combat library. This must be compiled as an object and linked + // directly to bypassing the archive step, or it yields a corrupt + // archive that forces the user to clear the cache each time. + const combat_obj = b.addObject(.{ .name = "combat", .root_module = b.createModule(.{ .root_source_file = b.path("libs/combat/combat.zig"), @@ -14,28 +61,20 @@ pub fn build(b: *std.Build) void { .link_libc = true, }), }); - combat_lib.addIncludePath(b.path("src")); - combat_lib.linkSystemLibrary("raylib"); + // common.h and settings.h live in src/; rng.h exposed bare from libs/rng + combat_obj.addIncludePath(b.path("src")); + combat_obj.addIncludePath(b.path("libs/rng")); - // C sources (everything except combat, which is now Zig) + // C sources remaining in src/ const c_sources = [_][]const u8{ "src/audio.c", "src/enemy.c", "src/items.c", "src/main.c", - "src/map.c", + "src/movement.c", "src/player.c", "src/render.c", - "src/rng.c", "src/settings.c", - "src/utils.c", - }; - - const c_flags = [_][]const u8{ - "-std=c99", - "-Wall", - "-Wextra", - "-O2", }; // Main executable @@ -53,8 +92,13 @@ pub fn build(b: *std.Build) void { .flags = &c_flags, }); + // src/ for own headers; libs/ so "rng/rng.h" and "map/map.h" resolve exe.addIncludePath(b.path("src")); - exe.linkLibrary(combat_lib); + exe.addIncludePath(b.path("libs")); + + exe.linkLibrary(rng_lib); + exe.linkLibrary(map_lib); + exe.addObject(combat_obj); exe.linkSystemLibrary("raylib"); exe.linkSystemLibrary("m"); exe.linkSystemLibrary("pthread"); diff --git a/src/map.c b/libs/map/map.c similarity index 72% rename from src/map.c rename to libs/map/map.c index 24016c9..911d487 100644 --- a/src/map.c +++ b/libs/map/map.c @@ -1,6 +1,8 @@ #include "map.h" -#include "rng.h" +#include "rng/rng.h" +#include "settings.h" #include "utils.h" +#include #include void map_init(Map *map) { @@ -10,6 +12,8 @@ void map_init(Map *map) { map->tiles[y][x] = TILE_WALL; } } + memset(map->visible, 0, sizeof(map->visible)); + memset(map->remembered, 0, sizeof(map->remembered)); map->room_count = 0; } @@ -166,9 +170,6 @@ void get_random_floor_tile(Map *map, int *x, int *y, int attempts) { } void dungeon_generate(Dungeon *d, Map *map, int floor_num) { - // Seed RNG with floor number for deterministic generation - rng_seed(floor_num * 12345); - // Initialize map to all walls map_init(map); @@ -186,3 +187,67 @@ void dungeon_generate(Dungeon *d, Map *map, int floor_num) { d->room_count = map->room_count; memcpy(d->rooms, map->rooms, sizeof(Room) * map->room_count); } + +int is_in_view_range(int x, int y, int view_x, int view_y, int range) { + int dx = x - view_x; + int dy = y - view_y; + return (dx * dx + dy * dy) <= (range * range); +} + +static int trace_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { + int dx = abs(x2 - x1); + int dy = abs(y2 - y1); + int sx = (x1 < x2) ? 1 : -1; + int sy = (y1 < y2) ? 1 : -1; + int err = dx - dy; + int x = x1; + int y = y1; + + while (1) { + if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) + return 0; + + if (x == x2 && y == y2) + return 1; + + if (map->tiles[y][x] == TILE_WALL && !(x == x1 && y == y1)) + return 0; + + int e2 = 2 * err; + if (e2 > -dy) { + err -= dy; + x += sx; + } + if (e2 < dx) { + err += dx; + y += sy; + } + } +} + +int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { + if (!in_bounds(x1, y1, MAP_WIDTH, MAP_HEIGHT) || !in_bounds(x2, y2, MAP_WIDTH, MAP_HEIGHT)) + return 0; + return trace_line_of_sight(map, x1, y1, x2, y2); +} + +int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) { + if (!is_in_view_range(to_x, to_y, from_x, from_y, range)) + return 0; + return has_line_of_sight(map, from_x, from_y, to_x, to_y); +} + +void calculate_visibility(Map *map, int x, int y) { + memset(map->visible, 0, sizeof(map->visible)); + + for (int ty = 0; ty < MAP_HEIGHT; ty++) { + for (int tx = 0; tx < MAP_WIDTH; tx++) { + if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) { + if (has_line_of_sight(map, x, y, tx, ty)) { + map->visible[ty][tx] = 1; + map->remembered[ty][tx] = 1; + } + } + } + } +} diff --git a/src/map.h b/libs/map/map.h similarity index 61% rename from src/map.h rename to libs/map/map.h index 3cf6337..84f1119 100644 --- a/src/map.h +++ b/libs/map/map.h @@ -18,4 +18,10 @@ void map_init(Map *map); // Get a random floor tile position void get_random_floor_tile(Map *map, int *x, int *y, int attempts); +// Visibility / Fog of War +int is_in_view_range(int x, int y, int view_x, int view_y, int range); +int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2); +void calculate_visibility(Map *map, int x, int y); +int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range); + #endif // MAP_H diff --git a/src/utils.c b/libs/map/utils.c similarity index 100% rename from src/utils.c rename to libs/map/utils.c diff --git a/src/utils.h b/libs/map/utils.h similarity index 100% rename from src/utils.h rename to libs/map/utils.h diff --git a/src/rng.c b/libs/rng/rng.c similarity index 100% rename from src/rng.c rename to libs/rng/rng.c diff --git a/src/rng.h b/libs/rng/rng.h similarity index 100% rename from src/rng.h rename to libs/rng/rng.h diff --git a/src/audio.c b/src/audio.c index 36db553..93114c2 100644 --- a/src/audio.c +++ b/src/audio.c @@ -1,6 +1,4 @@ #include "audio.h" -#include "raylib.h" -#include "common.h" #include #include diff --git a/src/audio.h b/src/audio.h index 56ecd92..ff71fa6 100644 --- a/src/audio.h +++ b/src/audio.h @@ -1,6 +1,6 @@ #ifndef AUDIO_H #define AUDIO_H -#include "common.h" +#include "game_state.h" // Initialize audio system void audio_init(void); diff --git a/src/common.h b/src/common.h index 61ab044..fe87edf 100644 --- a/src/common.h +++ b/src/common.h @@ -2,7 +2,11 @@ #define COMMON_H #include "settings.h" -#include +#include + +typedef struct { + int x, y; +} Vec2; // Tile types typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType; @@ -30,6 +34,8 @@ typedef struct { TileType tiles[MAP_HEIGHT][MAP_WIDTH]; Room rooms[MAX_ROOMS]; int room_count; + unsigned char visible[MAP_HEIGHT][MAP_WIDTH]; + unsigned char remembered[MAP_HEIGHT][MAP_WIDTH]; } Map; // Dungeon @@ -57,7 +63,7 @@ typedef struct { // Player typedef struct { - int x, y; + Vec2 position; int hp, max_hp; int attack; int defense; @@ -83,7 +89,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType; // Enemy typedef struct { - int x, y; + Vec2 position; int hp; int max_hp; int attack; @@ -98,71 +104,15 @@ typedef struct { int status_chance; int crit_chance; // crit chance percentage (0-100) int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x) + // vision + int vision_range; + int alert; // 1 = aware of player, searching + int last_known_x; // last position where enemy saw player + int last_known_y; // status effects StatusEffect effects[MAX_EFFECTS]; int effect_count; } Enemy; -// Floating damage text -typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel; - -typedef struct { - int x, y; - int value; - int lifetime; // frames remaining - int is_critical; - FloatingLabel label; // label type instead of string - StatusEffectType effect_type; // used to pick color for proc labels -} FloatingText; - -// AudioAssets -typedef struct { - Sound attack1, attack2, attack3; - Sound pickup; - Sound staircase; - Sound dodge1, dodge2, dodge3; - Sound crit; -} AudioAssets; - -// GameState - encapsulates all game state for testability and save/load -typedef struct { - Player player; - Map map; - Dungeon dungeon; - Enemy enemies[MAX_ENEMIES]; - int enemy_count; - Item items[MAX_ITEMS]; - int item_count; - int game_over; - int game_won; - const char *last_message; - int message_timer; - int turn_count; - int awaiting_descend; // 0 = normal, 1 = waiting for Y/N - int show_inventory; // 0 = hidden, 1 = show overlay - int inv_selected; // currently selected inventory index - // action log - char action_log[5][128]; - int log_count; - int log_head; - // visual effects - FloatingText floating_texts[8]; - int floating_count; - int screen_shake; // frames of screen shake remaining - int shake_x; - int shake_y; - AudioAssets sounds; - // Statistics - int total_kills; - int items_collected; - int damage_dealt; - int damage_taken; - int crits_landed; - int times_hit; - int potions_used; - int floors_reached; - int final_score; -} GameState; - #endif // COMMON_H diff --git a/src/enemy.c b/src/enemy.c index 9f72670..6832386 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -1,8 +1,10 @@ #include "enemy.h" #include "combat.h" #include "common.h" -#include "map.h" -#include "rng.h" +#include "map/map.h" +#include "movement.h" +#include "rng/rng.h" +#include "settings.h" #include // Forward declaration @@ -29,7 +31,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { get_random_floor_tile(map, &ex, &ey, 50); // Don't spawn on player position - if (ex == p->x && ey == p->y) { + if (ex == p->position.x && ey == p->position.y) { continue; } @@ -41,8 +43,8 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { // Create enemy Enemy e; memset(&e, 0, sizeof(Enemy)); - e.x = ex; - e.y = ey; + e.position.x = ex; + e.position.y = ey; e.alive = 1; e.type = rng_int(ENEMY_GOBLIN, max_type); e.effect_count = 0; @@ -68,6 +70,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = 0; e.resistance[DMG_FIRE] = -25; e.resistance[DMG_POISON] = 50; + e.vision_range = 7; break; case ENEMY_SKELETON: e.max_hp = ENEMY_BASE_HP + floor + 2; @@ -85,6 +88,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = 50; e.resistance[DMG_FIRE] = 25; e.resistance[DMG_POISON] = 75; + e.vision_range = 6; break; case ENEMY_ORC: e.max_hp = ENEMY_BASE_HP + floor + 4; @@ -102,6 +106,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = -25; e.resistance[DMG_FIRE] = 0; e.resistance[DMG_POISON] = 0; + e.vision_range = 5; break; default: e.max_hp = ENEMY_BASE_HP; @@ -115,6 +120,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.crit_chance = ENEMY_CRIT_CHANCE; e.crit_mult = ENEMY_CRIT_MULT; memset(e.resistance, 0, sizeof(e.resistance)); + e.vision_range = ENEMY_VIEW_RANGE; break; } e.cooldown = e.speed; @@ -127,58 +133,129 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { // Check if position has an enemy int is_enemy_at(const Enemy *enemies, int count, int x, int y) { for (int i = 0; i < count; i++) { - if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) { + if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y) { return 1; } } return 0; } -// Check if enemy can see player (adjacent) -static int can_see_player(Enemy *e, Player *p) { - int dx = p->x - e->x; - int dy = p->y - e->y; - return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1); +// Check if enemy can see player (within view range and line of sight) +static int can_see_player(Enemy *e, Player *p, Map *map) { + return can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, e->vision_range); } -// Check if position is occupied by player -static int is_player_at(Player *p, int x, int y) { - return (p->x == x && p->y == y); -} // Move enemy toward player static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) { int dx = 0, dy = 0; - if (p->x > e->x) + if (p->position.x > e->position.x) dx = 1; - else if (p->x < e->x) + else if (p->position.x < e->position.x) dx = -1; - if (p->y > e->y) + if (p->position.y > e->position.y) dy = 1; - else if (p->y < e->y) + else if (p->position.y < e->position.y) dy = -1; - // Try horizontal first, then vertical - int new_x = e->x + dx; - int new_y = e->y; + Vec2 dir = {dx, 0}; + if (dx != 0) { + MoveResult r = try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false); + if (r == MOVE_RESULT_MOVED) + return; + } - if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) && - !is_player_at(p, new_x, new_y)) { - e->x = new_x; + dir.x = 0; + dir.y = dy; + if (dy != 0) { + try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false); + } +} + +// Move enemy in a random direction (patrol) +static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) { + if (rng_int(0, 100) > ENEMY_PATROL_MOVE_CHANCE) + return; + + int dx = rng_int(-1, 1); + int dy = rng_int(-1, 1); + + if (dx == 0 && dy == 0) + return; + + int new_x = e->position.x + dx; + int new_y = e->position.y + dy; + + if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { + e->position.x = new_x; + e->position.y = new_y; + } +} + +// Move enemy toward last known player position +static void enemy_move_to_last_known(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) { + int dx = 0, dy = 0; + + if (e->last_known_x > e->position.x) + dx = 1; + else if (e->last_known_x < e->position.x) + dx = -1; + + if (e->last_known_y > e->position.y) + dy = 1; + else if (e->last_known_y < e->position.y) + dy = -1; + + int new_x = e->position.x + dx; + int new_y = e->position.y; + + if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { + e->position.x = new_x; } else if (dy != 0) { - new_x = e->x; - new_y = e->y + dy; - if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) && - !is_player_at(p, new_x, new_y)) { - e->x = new_x; - e->y = new_y; + new_x = e->position.x; + new_y = e->position.y + dy; + if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { + e->position.x = new_x; + e->position.y = new_y; + } + } + + if (e->position.x == e->last_known_x && e->position.y == e->last_known_y) + e->alert = 0; +} + +// Check if position is within alert radius of another enemy +static int is_nearby_enemy(const Enemy *enemies, int count, int x, int y, int radius) { + for (int i = 0; i < count; i++) { + if (!enemies[i].alive) + continue; + int dx = enemies[i].position.x - x; + int dy = enemies[i].position.y - y; + if (dx * dx + dy * dy <= radius * radius) + return 1; + } + return 0; +} + +// Propagate alert to nearby enemies +static void propagate_alert(Enemy *trigger_enemy, Enemy *all_enemies, int enemy_count) { + for (int i = 0; i < enemy_count; i++) { + Enemy *e = &all_enemies[i]; + if (!e->alive || e == trigger_enemy) + continue; + if (e->alert) + continue; + if (is_nearby_enemy(all_enemies, enemy_count, e->position.x, e->position.y, 5)) { + e->alert = 1; + e->last_known_x = trigger_enemy->last_known_x; + e->last_known_y = trigger_enemy->last_known_y; } } } -// Perform a single action for an enemy (attack if adjacent, otherwise move) +// Perform a single action for an enemy (attack if visible, otherwise patrol or search) void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) { if (!e->alive) return; @@ -187,14 +264,37 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun if (combat_has_effect(e->effects, e->effect_count, EFFECT_STUN)) return; - // Check if adjacent to player - attack - if (can_see_player(e, p)) { + int can_see = can_see_player(e, p, map); + + // If we can see the player, update alert state and last known position + if (can_see) { + e->alert = 1; + e->last_known_x = p->position.x; + e->last_known_y = p->position.y; + } + + // Attack if adjacent to player + if (can_see && can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, 1)) { combat_enemy_attack(e, p); + propagate_alert(e, all_enemies, enemy_count); return; } - // Otherwise, move toward player - enemy_move_toward_player(e, p, map, all_enemies, enemy_count); + // Move toward player if visible + if (can_see) { + enemy_move_toward_player(e, p, map, all_enemies, enemy_count); + propagate_alert(e, all_enemies, enemy_count); + return; + } + + // If alert but can't see player, move toward last known position + if (e->alert) { + enemy_move_to_last_known(e, map, all_enemies, enemy_count); + return; + } + + // Not alert - patrol randomly + enemy_patrol(e, map, all_enemies, enemy_count); } void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) { diff --git a/src/game_state.h b/src/game_state.h new file mode 100644 index 0000000..e0d7711 --- /dev/null +++ b/src/game_state.h @@ -0,0 +1,70 @@ +#ifndef GAME_STATE_H +#define GAME_STATE_H + +#include "common.h" +#include + +// Floating damage text +typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel; + +typedef struct { + int x, y; + int value; + int lifetime; // frames remaining + int is_critical; + FloatingLabel label; // label type instead of string + StatusEffectType effect_type; // used to pick color for proc labels +} FloatingText; + +// AudioAssets +typedef struct { + Sound attack1, attack2, attack3; + Sound pickup; + Sound staircase; + Sound dodge1, dodge2, dodge3; + Sound crit; +} AudioAssets; + +// GameState - encapsulates all game state for testability and save/load +typedef struct { + Player player; + Map map; + Dungeon dungeon; + Enemy enemies[MAX_ENEMIES]; + int enemy_count; + Item items[MAX_ITEMS]; + int item_count; + int game_over; + int game_won; + const char *last_message; + int message_timer; + int turn_count; + int awaiting_descend; // 0 = normal, 1 = waiting for Y/N + int show_inventory; // 0 = hidden, 1 = show overlay + int inv_selected; // currently selected inventory index + // action log + char action_log[5][128]; + int log_count; + int log_head; + // visual effects + FloatingText floating_texts[8]; + int floating_count; + int screen_shake; // frames of screen shake remaining + int shake_x; + int shake_y; + AudioAssets sounds; + // Statistics + int total_kills; + int items_collected; + int damage_dealt; + int damage_taken; + int crits_landed; + int times_hit; + int potions_used; + int floors_reached; + int final_score; + // Seed for this run + unsigned int run_seed; +} GameState; + +#endif // GAME_STATE_H diff --git a/src/items.c b/src/items.c index e5bf212..27f343d 100644 --- a/src/items.c +++ b/src/items.c @@ -1,6 +1,6 @@ #include "common.h" -#include "map.h" -#include "rng.h" +#include "map/map.h" +#include "rng/rng.h" #include "settings.h" #include diff --git a/src/main.c b/src/main.c index d450d75..404eaa9 100644 --- a/src/main.c +++ b/src/main.c @@ -1,17 +1,20 @@ #include "audio.h" #include "combat.h" -#include "common.h" +#include "game_state.h" #include "enemy.h" #include "items.h" -#include "map.h" +#include "map/map.h" +#include "movement.h" #include "player.h" -#include "raylib.h" #include "render.h" -#include "rng.h" +#include "rng/rng.h" #include "settings.h" +#include #include #include +#include #include +#include // Add message to action log static void add_log(GameState *gs, const char *msg) { @@ -101,11 +104,14 @@ static void update_effects(GameState *gs) { // Initialize a new floor static void init_floor(GameState *gs, int floor_num) { + // Seed RNG with run seed combined with floor number for deterministic generation + rng_seed(gs->run_seed + floor_num * 54321); + // Generate dungeon dungeon_generate(&gs->dungeon, &gs->map, floor_num); // Seed rng for this floor's content - rng_seed(floor_num * 54321); + rng_seed(gs->run_seed + floor_num * 98765); // Find spawn position int start_x, start_y; @@ -117,11 +123,14 @@ static void init_floor(GameState *gs, int floor_num) { gs->floors_reached = 1; } else { // Move player to new floor position - gs->player.x = start_x; - gs->player.y = start_y; + gs->player.position.x = start_x; + gs->player.position.y = start_y; } gs->player.floor = floor_num; + // Calculate initial visibility + calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); + // Spawn enemies enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num); @@ -137,7 +146,8 @@ 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); + spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, player_effect_dmg, + 0); gs->screen_shake = SHAKE_EFFECT_DURATION; } @@ -155,7 +165,7 @@ static void tick_all_effects(GameState *gs) { 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); + spawn_floating_text(gs, e->position.x * TILE_SIZE + 8, e->position.y * TILE_SIZE, enemy_effect_dmg, 0); } if (!e->alive) { add_log(gs, "Enemy died from effects!"); @@ -173,7 +183,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { return; // Check if stepped on stairs - if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) { + if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) { gs->awaiting_descend = 1; gs->last_message = "Descend to next floor? (Y/N)"; gs->message_timer = 120; @@ -182,8 +192,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { // combat feedback - player attacked an enemy this turn if (attacked_enemy != NULL) { - int ex = attacked_enemy->x * TILE_SIZE + 8; - int ey = attacked_enemy->y * TILE_SIZE; + int ex = attacked_enemy->position.x * TILE_SIZE + 8; + int ey = attacked_enemy->position.y * TILE_SIZE; if (combat_was_dodged()) { spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE); @@ -215,6 +225,9 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { } } + // Update visibility based on player's new position + calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); + // Enemy turns - uses speed/cooldown system enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); @@ -224,8 +237,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION; gs->damage_taken += combat_get_last_damage(); gs->times_hit++; - spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(), - combat_was_critical()); + spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, + combat_get_last_damage(), combat_was_critical()); } // Set message and check game over @@ -246,6 +259,7 @@ static int handle_stun_turn(GameState *gs) { if (gs->game_over) return 1; enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); + calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); if (gs->player.hp <= 0) gs->game_over = 1; gs->last_message = "You are stunned!"; @@ -388,7 +402,7 @@ static int handle_movement_input(GameState *gs) { // Check for manual item pickup (G key) if (IsKeyPressed(KEY_G)) { - Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y); + Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.position.x, gs->player.position.y); if (item != NULL) { if (player_pickup(&gs->player, item)) { gs->items_collected++; @@ -417,38 +431,45 @@ static int handle_movement_input(GameState *gs) { } } - // Movement: use IsKeyDown for held-key repeat - int dx = 0, dy = 0; - 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) + Vec2 direction = {0, 0}; + if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) + direction.y = -1; + else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) + direction.y = 1; + else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) + direction.x = -1; + else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) + direction.x = 1; + + if (direction.x == 0 && direction.y == 0) return 0; // Reset combat event before player acts combat_reset_event(); - int new_x = gs->player.x + dx; - int new_y = gs->player.y + dy; + + int new_x = gs->player.position.x + direction.x; + int new_y = gs->player.position.y + direction.y; + + Enemy *target = NULL; int action = 0; - // Attack enemy at target tile, or move into it - Enemy *target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y); - if (target != NULL) { - player_attack(&gs->player, target); + MoveResult result = + try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true); + if (result == MOVE_RESULT_MOVED) { + player_on_move(&gs->player); action = 1; - } else { - action = player_move(&gs->player, dx, dy, &gs->map); + } else if (result == MOVE_RESULT_BLOCKED_ENEMY) { + target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y); + if (target != NULL) { + player_attack(&gs->player, target); + action = 1; + } } if (action) - post_action(gs, target); // target is NULL on move, enemy ptr on attack + post_action(gs, target); return action; } @@ -462,7 +483,13 @@ static int handle_input(GameState *gs) { // Check for restart (works during game over) if (IsKeyPressed(KEY_R) && gs->game_over) { memset(gs, 0, sizeof(GameState)); + // Generate a new random seed for the new run + gs->run_seed = (unsigned int)time(NULL); init_floor(gs, 1); + // Update window title with new seed + char title[128]; + snprintf(title, sizeof(title), "Roguelike - Seed: %u", gs->run_seed); + SetWindowTitle(title); return 0; } @@ -492,12 +519,16 @@ void load_audio_assets(GameState *gs) { } // Main game loop -static void game_loop(void) { +static void game_loop(unsigned int run_seed) { GameState gs; memset(&gs, 0, sizeof(GameState)); + gs.run_seed = run_seed; + // load external assets + // sound load_audio_assets(&gs); + // font + Font fontTTF = LoadFontEx("./assets/fonts/spartan_500.ttf", 36, NULL, 0); // Initialize first floor - rng_seed(12345); init_floor(&gs, 1); // Disable esc to exit @@ -517,10 +548,16 @@ static void game_loop(void) { break; if (IsKeyPressed(KEY_R)) { memset(&gs, 0, sizeof(GameState)); + // Generate a new random seed for the new run + gs.run_seed = (unsigned int)time(NULL); gs.game_over = 0; gs.game_won = 0; load_audio_assets(&gs); init_floor(&gs, 1); + // Update window title with new seed + char title[128]; + snprintf(title, sizeof(title), "Roguelike - Seed: %u", gs.run_seed); + SetWindowTitle(title); } } @@ -541,28 +578,31 @@ static void game_loop(void) { cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y}; BeginMode2D(cam); render_map(&gs.map); - render_items(gs.items, gs.item_count); - render_enemies(gs.enemies, gs.enemy_count); + render_items(gs.items, gs.item_count, gs.map.visible); + render_enemies(gs.enemies, gs.enemy_count, gs.map.visible); render_player(&gs.player); EndMode2D(); // Floating texts follow world shake render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y); - render_ui(&gs.player); + render_ui(&gs.player, &fontTTF); // Draw action log - render_action_log(gs.action_log, gs.log_count, gs.log_head); + render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF); // Draw inventory overlay if active if (gs.show_inventory) { - render_inventory_overlay(&gs.player, gs.inv_selected); + render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF); } // Draw message if any if (gs.last_message != NULL && gs.message_timer > 0) { - render_message(gs.last_message); + render_message(gs.last_message, &fontTTF); } + // Draw persistent seed display in top right + render_seed_display(gs.run_seed); + // Draw game over screen if (gs.game_over) { // Compute final score @@ -573,7 +613,7 @@ static void game_loop(void) { } render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken, gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count, - gs.final_score); + gs.final_score, gs.run_seed, &fontTTF); } EndDrawing(); @@ -583,17 +623,67 @@ static void game_loop(void) { } } -int main(void) { +// Check if a string is a valid unsigned integer +static int is_valid_uint(const char *str) { + if (str == NULL || *str == '\0') + return 0; + // Check for optional leading + + if (*str == '+') + str++; + // Must have at least one digit + if (*str == '\0') + return 0; + // All characters must be digits + for (const char *p = str; *p != '\0'; p++) { + if (!isdigit((unsigned char)*p)) + return 0; + } + return 1; +} + +int main(int argc, char **argv) { + // Parse command-line arguments + unsigned int run_seed = 0; + int seed_provided = 0; + + for (int i = 1; i < argc; i++) { + if (strcmp(argv[i], "--seed") == 0) { + if (i + 1 >= argc) { + fprintf(stderr, "Error: --seed requires a value\n"); + fprintf(stderr, "Usage: %s [--seed ]\n", argv[0]); + return 1; + } + const char *seed_str = argv[i + 1]; + if (!is_valid_uint(seed_str)) { + fprintf(stderr, "Error: Invalid seed value: %s\n", seed_str); + fprintf(stderr, "Seed must be a non-negative integer\n"); + return 1; + } + run_seed = (unsigned int)strtoul(seed_str, NULL, 10); + seed_provided = 1; + i++; // Skip the value + } + } + + // If no seed provided, generate random seed from time + if (!seed_provided) { + run_seed = (unsigned int)time(NULL); + } + + printf("Starting game with seed: %u\n", run_seed); + // Initialize audio audio_init(); // Initialize random number generator SetRandomSeed(88435); - // Initialize window - InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike"); + // Initialize window with seed in title + char title[128]; + snprintf(title, sizeof(title), "Roguelike - Seed: %u", run_seed); + InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, title); SetTargetFPS(60); // Run game - game_loop(); + game_loop(run_seed); // Cleanup CloseWindow(); diff --git a/src/movement.c b/src/movement.c new file mode 100644 index 0000000..89e74e1 --- /dev/null +++ b/src/movement.c @@ -0,0 +1,29 @@ +#include "movement.h" +#include "enemy.h" +#include "map/map.h" +#include + +// Check if position is occupied by player +static int is_player_at(Player *p, int x, int y) { + return (p->position.x == x && p->position.y == y); +} + +MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count, + bool moving_is_player) { + int new_x = p->x + direction.x; + int new_y = p->y + direction.y; + + if (!is_floor(map, new_x, new_y)) + return MOVE_RESULT_BLOCKED_WALL; + + if (is_enemy_at(enemies, enemy_count, new_x, new_y)) + return MOVE_RESULT_BLOCKED_ENEMY; + if (!moving_is_player) { + if (is_player_at(player, new_x, new_y)) + return MOVE_RESULT_BLOCKED_PLAYER; + } + + p->x = new_x; + p->y = new_y; + return MOVE_RESULT_MOVED; +} diff --git a/src/movement.h b/src/movement.h new file mode 100644 index 0000000..e73a9a0 --- /dev/null +++ b/src/movement.h @@ -0,0 +1,17 @@ +#ifndef MOVEMENT_H +#define MOVEMENT_H + +#include "common.h" + +typedef enum { + MOVE_RESULT_MOVED, + MOVE_RESULT_BLOCKED_WALL, + MOVE_RESULT_BLOCKED_PLAYER, + MOVE_RESULT_BLOCKED_ENEMY +} MoveResult; + +// Attempts to move entity in a given direction. Returns outcome of action. +MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count, + bool moving_is_player); + +#endif // MOVEMENT_H diff --git a/src/player.c b/src/player.c index 3bb4c4d..ecc9967 100644 --- a/src/player.c +++ b/src/player.c @@ -2,15 +2,12 @@ #include "combat.h" #include "common.h" #include "items.h" -#include "map.h" #include "settings.h" -#include "utils.h" -#include #include void player_init(Player *p, int x, int y) { - p->x = x; - p->y = y; + p->position.x = x; + p->position.y = y; p->hp = PLAYER_BASE_HP; p->max_hp = PLAYER_BASE_HP; p->attack = PLAYER_BASE_ATTACK; @@ -43,36 +40,20 @@ Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y) { if (count > MAX_ENEMIES) count = MAX_ENEMIES; for (int i = 0; i < count; i++) { - if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) + if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y) return &enemies[i]; } return NULL; } -int player_move(Player *p, int dx, int dy, Map *map) { - int new_x = p->x + dx; - int new_y = p->y + dy; - - // Check bounds - if (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT)) - return 0; - - // Check if walkable - if (!is_floor(map, new_x, new_y)) - return 0; - - // Move player - p->x = new_x; - p->y = new_y; +void player_on_move(Player *p) { p->step_count += 1; - // Regen suppressed while poisoned, bleeding, or burning if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp && !combat_has_effect(p->effects, p->effect_count, EFFECT_POISON) && !combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) && !combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) { p->hp += 1; } - return 1; } void player_attack(Player *p, Enemy *e) { @@ -228,8 +209,8 @@ int player_drop_item(Player *p, int inv_index, Item *items, int item_count) { if (items[i].picked_up) { // Place dropped item at this position items[i] = *item; - items[i].x = p->x; - items[i].y = p->y; + items[i].x = p->position.x; + items[i].y = p->position.y; items[i].picked_up = 0; // Remove from inventory player_remove_inventory_item(p, inv_index); diff --git a/src/player.h b/src/player.h index ca91abf..290806a 100644 --- a/src/player.h +++ b/src/player.h @@ -6,8 +6,8 @@ // Initialize player at position void player_init(Player *p, int x, int y); -// Move player to (x+dx, y+dy); returns 1 if moved, 0 if blocked -int player_move(Player *p, int dx, int dy, Map *map); +// Apply status effects, healing, etc +void player_on_move(Player *p); // Find a living enemy at tile (x, y); returns NULL if none Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y); diff --git a/src/render.c b/src/render.c index 350901c..6a5882a 100644 --- a/src/render.c +++ b/src/render.c @@ -1,7 +1,5 @@ #include "render.h" -#include "common.h" #include "items.h" -#include "raylib.h" #include "settings.h" #include #include @@ -11,18 +9,31 @@ void render_map(const Map *map) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; + int visible = map->visible[y][x]; + int remembered = map->remembered[y][x]; + + if (!visible && !remembered) { + DrawRectangleRec(rect, (Color){5, 5, 10, 255}); + continue; + } + + Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255}; + Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255}; + Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255}; switch (map->tiles[y][x]) { case TILE_WALL: - DrawRectangleRec(rect, DARKGRAY); + DrawRectangleRec(rect, wall_color); break; case TILE_FLOOR: - DrawRectangleRec(rect, BLACK); + DrawRectangleRec(rect, floor_color); break; case TILE_STAIRS: - DrawRectangleRec(rect, (Color){100, 100, 100, 255}); - // Draw stairs marker - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); + DrawRectangleRec(rect, stairs_color); + if (visible) + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); + else + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255}); break; } } @@ -30,17 +41,20 @@ void render_map(const Map *map) { } void render_player(const Player *p) { - Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; + Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE, + (float)TILE_SIZE}; DrawRectangleRec(rect, BLUE); } -void render_enemies(const Enemy *enemies, int count) { +void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; + if (!visible[enemies[i].position.y][enemies[i].position.x]) + continue; - Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE), (float)TILE_SIZE, - (float)TILE_SIZE}; + Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE), + (float)TILE_SIZE, (float)TILE_SIZE}; // Different colors based on enemy type Color enemy_color; @@ -72,17 +86,19 @@ void render_enemies(const Enemy *enemies, int count) { bar_color = (Color){200, 180, 40, 255}; // yellow else bar_color = (Color){200, 60, 60, 255}; // red - Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_pixels, - 3}; + Rectangle hp_bar = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE - 4), + (float)hp_pixels, 3}; DrawRectangleRec(hp_bar, bar_color); } } } -void render_items(const Item *items, int count) { +void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { for (int i = 0; i < count; i++) { if (items[i].picked_up) continue; + if (!visible[items[i].y][items[i].x]) + continue; Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; @@ -108,33 +124,36 @@ void render_items(const Item *items, int count) { } } -static void draw_hud_background(int hud_y, int hud_height, Color hud_bg, Color hud_border, Color magic_a, Color magic_b ) { - // Main HUD background with border - Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height}; - DrawRectangleRec(ui_bg, hud_bg); - DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border); - DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, magic_a); - DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, magic_b); // Magic number 2, probably offset from window bottom -} +void render_ui(const Player *p, Font *font) { + // HUD Panel + const int hud_y = MAP_HEIGHT * TILE_SIZE; + const int hud_height = 60; + const Color hud_bg = {25, 20, 15, 255}; // dark parchment + const Color hud_border = {139, 119, 89, 255}; // bronze/brown border + const Color text_dim = {160, 150, 140, 255}; // dimmed text + const Color text_bright = {240, 230, 220, 255}; // bright text -static void draw_section_divider(int hud_y, int section_x, int border_gap, int hud_height, Color magic_a, Color magic_b) { - DrawLine(section_x, hud_y + border_gap, section_x, hud_y + hud_height - border_gap, magic_a); - DrawLine(section_x + 1, hud_y + border_gap, section_x + 1, hud_y + hud_height - border_gap, magic_b); -} + // Main HUD background with border + Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height}; + DrawRectangleRec(ui_bg, hud_bg); + DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border); + DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, (Color){60, 55, 50, 255}); + DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, (Color){15, 12, 10, 255}); + + // Section dividers + int section1_end = 180; // after portrait + HP bar + int section2_end = 310; // after stats + int section3_end = 480; // after equipment + + DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); + DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); + + DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); + DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); -static void draw_player_life( - const Player *p, int hud_y, Color text_bright, Color text_dim, Color full_health, - Color low_health, Color crit_health, Color hp_background, Color hp_outline - ) { - // HP Bar, to the right of portrait int portrait_x = 8; int portrait_y = hud_y + 8; int portrait_size = 44; - int bar_x = portrait_x + portrait_size + 8; - int bar_y = hud_y + 22; - int bar_width = 100; - int bar_height = 16; - // FIXME: for now this is just a blue square indicating the player. Once we // model the player, add classes, sprites, etc. this will need to be revisited. @@ -142,23 +161,30 @@ static void draw_player_life( DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE); DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255}); + // HP Bar, to the right of portrait + int bar_x = portrait_x + portrait_size + 8; + int bar_y = hud_y + 20; + int bar_width = 100; + int bar_height = 16; + // HP Label, above bar - DrawText("HP", bar_x, bar_y - 11, 9, text_dim); + // Vector2 hp_width = MeasureTextEx(*font, "HP", BIG_FONT, NAR_CHAR_SPACE); + DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 17}, BIG_FONT, NAR_CHAR_SPACE, text_dim); // HP Bar background - DrawRectangle(bar_x, bar_y, bar_width, bar_height, hp_background); - DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, hp_outline); + DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); + DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, (Color){80, 70, 60, 255}); // HP Bar fill float hp_percent = (float)p->hp / p->max_hp; int fill_width = (int)(bar_width * hp_percent); Color hp_color; if (hp_percent > 0.6f) { - hp_color = full_health; + hp_color = (Color){60, 180, 60, 255}; } else if (hp_percent > 0.3f) { - hp_color = low_health; + hp_color = (Color){200, 180, 40, 255}; } else { - hp_color = crit_health; + hp_color = (Color){200, 60, 60, 255}; } if (fill_width > 0) { @@ -168,8 +194,9 @@ static void draw_player_life( // HP text, centered in bar char hp_text[32]; snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); - int hp_text_w = MeasureText(hp_text, 10); - DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 3, 10, WHITE); + int hp_text_w = MeasureText(hp_text, 12); + DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT, + SMALL_CHAR_SPACE, WHITE); // Status effects int effect_x = bar_x; @@ -204,118 +231,80 @@ static void draw_player_life( if (p->effects[i].duration > 0) { char eff_text[16]; snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); - DrawText(eff_text, effect_x, effect_y, 9, eff_color); + DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color); effect_x += 28; } } -} + int stats_x = section1_end + 15; + int stats_y = hud_y + 12; + int stat_spacing = 40; -static void draw_player_stats( - const Player *p, int hud_y, int stats_x, Color text_bright, Color text_dim -) { - int stats_y = hud_y + 12; - int stat_spacing = 40; + // Floor + char floor_text[16]; + snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); + DrawTextEx(*font, floor_text, (Vector2){stats_x, stats_y}, 16, NORM_CHAR_SPACE, text_bright); + DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); - char floor_text[16]; - snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); - DrawText(floor_text, stats_x, stats_y, 14, text_bright); - DrawText("Floor", stats_x, stats_y + 16, 9, text_dim); + // ATK + char atk_text[16]; + snprintf(atk_text, sizeof(atk_text), "%d", p->attack); + DrawTextEx(*font, atk_text, (Vector2){stats_x + stat_spacing, stats_y}, 16, NORM_CHAR_SPACE, YELLOW); + DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); - char atk_text[16]; - snprintf(atk_text, sizeof(atk_text), "%d", p->attack); - DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW); - DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim); + // DEF + char def_text[16]; + snprintf(def_text, sizeof(def_text), "%d", p->defense); + DrawTextEx(*font, def_text, (Vector2){stats_x + stat_spacing * 2, stats_y}, 16, NORM_CHAR_SPACE, + (Color){100, 150, 255, 255}); + DrawTextEx(*font, "DEF", (Vector2){stats_x + stat_spacing * 2, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); - char def_text[16]; - snprintf(def_text, sizeof(def_text), "%d", p->defense); - DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255}); - DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim); -} + int equip_x = section2_end + 15; + int equip_y = hud_y + 8; -static void draw_equipment( - const Player *p, int hud_y, int equip_x, Color text_dim -) { - int equip_y = hud_y + 8; - - DrawText("WEAPON", equip_x, equip_y, 9, text_dim); - if (p->has_weapon) { - const char *weapon_name = item_get_name(&p->equipped_weapon); - if (weapon_name) { - char weapon_text[64]; - snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", - weapon_name, p->equipped_weapon.power, - dmg_class_get_short(p->equipped_weapon.dmg_class)); - DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255}); - } - } else { - DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255}); + // Weapon slot + DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); + if (p->has_weapon) { + const char *weapon_name = item_get_name(&p->equipped_weapon); + if (weapon_name) { + char weapon_text[64]; + snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power, + dmg_class_get_short(p->equipped_weapon.dmg_class)); + DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255}); } + } else { + DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); + } - DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim); - if (p->has_armor) { - const char *armor_name = item_get_name(&p->equipped_armor); - if (armor_name) { - char armor_text[48]; - snprintf(armor_text, sizeof(armor_text), "%s +%d", - armor_name, p->equipped_armor.power); - DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255}); - } - } else { - DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255}); + // Armor slot + DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); + if (p->has_armor) { + const char *armor_name = item_get_name(&p->equipped_armor); + if (armor_name) { + char armor_text[48]; + snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power); + DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255}); } + } else { + DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); + } + + int ctrl_x = section3_end + 20; + int ctrl_y = hud_y + 14; + + DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT, + MED_CHAR_SPACE, (Color){139, 119, 89, 255}); + DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, MEDIUM_FONT, MED_CHAR_SPACE, + (Color){139, 119, 89, 255}); + + // INV count in top-right corner of HUD + char inv_text[16]; + snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY); + int inv_width = MeasureText(inv_text, 10); + DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN); } -static void draw_controls_inv(const Player *p, int hud_y, int ctrl_x, Color controls_color) { - int ctrl_y = hud_y + 14; - DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", - ctrl_x, ctrl_y, 11, controls_color); - DrawText("[E] Equip [D] Drop [Q] Quit", - ctrl_x, ctrl_y + 16, 11, controls_color); - - char inv_text[16]; - snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY); - int inv_width = MeasureText(inv_text, 10); - DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN); -} - -void render_ui(const Player *p) { - // HUD Panel - const int hud_y = MAP_HEIGHT * TILE_SIZE; - const int hud_height = 60; - const Color hud_bg = {25, 20, 15, 255}; // dark parchment - const Color hud_border = {139, 119, 89, 255}; // bronze/brown border - const Color text_dim = {160, 150, 140, 255}; // dimmed text - const Color text_bright = {240, 230, 220, 255}; // bright text - const Color magic_color_a = {60, 55, 50, 255}; // I don't know what exactly this is (may be top/left colouring) - const Color magic_color_b = {15, 12, 10, 255}; // See above (may be bottom/right colouring) - const Color full_health = {60, 180, 60, 255}; - const Color low_health = {200, 180, 40, 255}; - const Color crit_health = {200, 60, 60, 255}; - const Color health_bar_background = {20, 15, 15, 255}; - const Color health_bar_outline = {80, 70, 60, 255}; - - draw_hud_background(hud_y, hud_height, hud_bg, hud_border, magic_color_a, magic_color_b); - - // Section dividers - int section1_end = 180; // after portrait + HP bar - int section2_end = 310; // after stats - int section3_end = 480; // after equipment - - draw_section_divider(hud_y, section1_end, 5, hud_height, magic_color_a, magic_color_b); - draw_section_divider(hud_y, section2_end, 5, hud_height, magic_color_a, magic_color_b); - - draw_player_life(p, hud_y, text_bright, text_dim, full_health, low_health, - crit_health, health_bar_background, health_bar_outline); - - draw_player_stats(p, hud_y, section1_end + 15, text_bright, text_dim); - - draw_equipment(p, hud_y, section2_end + 15, text_dim); - - draw_controls_inv(p, hud_y, section3_end + 20, hud_border); -} - -void render_action_log(const char log[5][128], int count, int head) { +void render_action_log(const char log[5][128], int count, int head, Font *font) { // Roguelike scroll/log panel styling const int log_width = 250; const int log_height = 90; @@ -337,10 +326,11 @@ void render_action_log(const char log[5][128], int count, int head) { // Title bar DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); - DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255}); + DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, log_y + 6}, MEDIUM_FONT, NAR_CHAR_SPACE, + (Color){180, 160, 130, 255}); // Separator line under title - DrawLine(log_x + 4, log_y + 22, log_x + log_width - 4, log_y + 22, log_border_dark); + DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark); // Log entries int text_x = log_x + 8; @@ -362,15 +352,16 @@ void render_action_log(const char log[5][128], int count, int head) { } else { text_color = (Color){120, 110, 100, 200}; // oldest: dim } - DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color); + DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, NORM_FONT, SMALL_CHAR_SPACE, + text_color); } } } -void render_inventory_overlay(const Player *p, int selected) { +void render_inventory_overlay(const Player *p, int selected, Font *font) { // Overlay dimensions int ov_width = 360; - int ov_height = 337; + int ov_height = 320; Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60, (float)ov_width, (float)ov_height}; DrawRectangleRec(overlay, (Color){12, 12, 12, 252}); @@ -378,13 +369,15 @@ void render_inventory_overlay(const Player *p, int selected) { // Title const char *title = "INVENTORY"; - int title_w = MeasureText(title, 24); - DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE); + // int title_w = MeasureText(title, 24); + Vector2 t_w = MeasureTextEx(*font, title, 30, NORM_CHAR_SPACE); + DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10}, HUGE_FONT, + NORM_CHAR_SPACE, WHITE); // Draw each inventory slot char slot_text[64]; int row_height = 26; - int start_y = overlay.y + 50; + int start_y = overlay.y + 40; for (int i = 0; i < MAX_INVENTORY; i++) { int y_pos = start_y + (i * row_height); @@ -394,14 +387,15 @@ void render_inventory_overlay(const Player *p, int selected) { // Selection highlight if (i == selected) { - DrawRectangle((int)overlay.x + 6, y_pos - 2, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255}); - DrawRectangleLines((int)overlay.x + 6, y_pos - 2, (int)overlay.width - 12, row_height - 2, + DrawRectangle((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255}); + DrawRectangleLines((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2, (Color){180, 160, 80, 255}); } // Slot number snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255}); + DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, + (Color){80, 80, 80, 255}); // Item name const char *name = item_get_name(item); @@ -409,31 +403,31 @@ void render_inventory_overlay(const Player *p, int selected) { Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255} : (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255} : (Color){140, 140, 255, 255}; - DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color); + DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, name_color); } - // Power snprintf(slot_text, sizeof(slot_text), "+%d", item->power); - DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW); + DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, YELLOW); // Action if (item->type == ITEM_POTION) { - DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN); + DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GREEN); } else { - DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD); + DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GOLD); } } else { // Empty slot snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255}); + DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, + (Color){40, 40, 40, 255}); } } // Instructions at bottom const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close"; - int hint_w = MeasureText(hint, 12); - DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12, - (Color){65, 65, 65, 255}); + Vector2 hint_w = MeasureTextEx(*font, hint, SMALL_FONT, NAR_CHAR_SPACE); + DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2.0f, overlay.y + overlay.height - 22}, + SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255}); } static Color label_color(FloatingText *ft, int alpha) { @@ -521,7 +515,7 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak } void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits, - int times_hit, int potions, int floors, int turns, int score) { + int times_hit, int potions, int floors, int turns, int score, unsigned int seed, Font *font) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); @@ -531,13 +525,14 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i int title_font_size = 60; Color title_color = is_victory ? GOLD : RED; int title_width = MeasureText(title, title_font_size); - DrawText(title, (SCREEN_WIDTH - title_width) / 2, 30, title_font_size, title_color); + DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE, + title_color); // Stats box int box_x = SCREEN_WIDTH / 2 - 200; int box_y = 110; int box_w = 400; - int box_h = 320; + int box_h = 350; DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240}); DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255}); @@ -551,72 +546,80 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i Color value_color = WHITE; // Column 1 - DrawText("Kills:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", kills); - DrawText(line, col1_x + 80, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Items:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", items); - DrawText(line, col1_x + 80, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Damage Dealt:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", damage_dealt); - DrawText(line, col1_x + 140, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Damage Taken:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", damage_taken); - DrawText(line, col1_x + 140, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Crits:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", crits); - DrawText(line, col1_x + 80, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Times Hit:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", times_hit); - DrawText(line, col1_x + 80, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; // Column 2 int col2_row_y = box_y + 20; - DrawText("Potions:", col2_x, col2_row_y, 18, label_color); + DrawTextEx(*font, "Potions:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", potions); - DrawText(line, col2_x + 80, col2_row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); col2_row_y += line_height; - DrawText("Floors:", col2_x, col2_row_y, 18, label_color); + DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", floors); - DrawText(line, col2_x + 80, col2_row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); col2_row_y += line_height; - DrawText("Turns:", col2_x, col2_row_y, 18, label_color); + DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", turns); - DrawText(line, col2_x + 80, col2_row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); col2_row_y += line_height; // Score: placed below the last row of the longer column (6 items, row_y is already there) row_y += 10; - DrawText("SCORE:", col1_x, row_y, 22, GOLD); + DrawTextEx(*font, "SCORE:", (Vector2){col1_x, row_y}, 22, NORM_CHAR_SPACE, GOLD); snprintf(line, sizeof(line), "%d", score); - DrawText(line, col1_x + 90, row_y, 22, GOLD); + DrawTextEx(*font, line, (Vector2){col1_x + 90, col2_row_y}, 22, NORM_CHAR_SPACE, GOLD); + row_y += 35; + // Seed display + DrawTextEx(*font, "SEED:", (Vector2){col1_x, row_y}, 18, SMALL_CHAR_SPACE, label_color); + snprintf(line, sizeof(line), "%u", seed); + DrawTextEx(*font, line, (Vector2){col1_x + 60, row_y}, 18, SMALL_CHAR_SPACE, END_SEED); + + // Instructions if (is_victory) { const char *subtitle = "Press R to play again or Q to quit"; int sub_width = MeasureText(subtitle, 20); - DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); + DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, + LIGHTGRAY); } else { const char *subtitle = "Press R to restart or Q to quit"; int sub_width = MeasureText(subtitle, 20); - DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); + DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, + LIGHTGRAY); } } -// Floating message popup -void render_message(const char *message) { +void render_message(const char *message, Font *font) { if (message == NULL) return; @@ -651,8 +654,8 @@ void render_message(const char *message) { longest_line_width = current_line_width; // Measure full message - int total_msg_width = MeasureText(message, font_size); - int box_width = total_msg_width + (padding_x * 2); + Vector2 total_msg_width = MeasureTextEx(*font, message, font_size, NORM_CHAR_SPACE); + int box_width = total_msg_width.x + (padding_x * 2); // If message is too long, use wrapped width if (box_width > max_box_width) { @@ -676,7 +679,7 @@ void render_message(const char *message) { DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, (Color){180, 180, 180, 255}); // Draw text centered - int text_x = (SCREEN_WIDTH - total_msg_width) / 2; + int text_x = (SCREEN_WIDTH - total_msg_width.x) / 2; int text_y = (SCREEN_HEIGHT - font_size) / 2; // For wrapped text, draw at box center with padding @@ -685,5 +688,20 @@ void render_message(const char *message) { text_y = (int)box_y + padding_y; } - DrawText(message, text_x, text_y, font_size, WHITE); + DrawTextEx(*font, message, (Vector2){text_x, text_y}, font_size, NORM_CHAR_SPACE, WHITE); +} + +void render_seed_display(unsigned int seed) { + char seed_text[64]; + snprintf(seed_text, sizeof(seed_text), "Seed: %u", seed); + + const int font_size = 14; + int text_width = MeasureText(seed_text, font_size); + + // Position at top right with padding + int x = SCREEN_WIDTH - text_width - 10; + int y = 5; + + // Draw with non-obstructive dim text color + DrawText(seed_text, x, y, font_size, TEXT_DIM); } diff --git a/src/render.h b/src/render.h index 016291f..3dd376a 100644 --- a/src/render.h +++ b/src/render.h @@ -1,7 +1,8 @@ + #ifndef RENDER_H #define RENDER_H -#include "common.h" +#include "game_state.h" // HUD colors #define HUD_BG (Color){25, 20, 15, 255} @@ -68,6 +69,7 @@ #define END_OVERLAY (Color){0, 0, 0, 210} #define END_BOX_BG (Color){20, 20, 20, 240} #define END_BOX_BORDER (Color){100, 100, 100, 255} +#define END_SEED (Color){150, 200, 255, 255} // Portrait placeholder // FIXME: remove when player sprites are available @@ -80,28 +82,31 @@ void render_map(const Map *map); void render_player(const Player *p); // Render all enemies -void render_enemies(const Enemy *enemies, int count); +void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); // Render all items -void render_items(const Item *items, int count); +void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); // Render UI overlay -void render_ui(const Player *p); +void render_ui(const Player *p, Font *font); // Render action log (bottom left corner) -void render_action_log(const char log[5][128], int count, int head); +void render_action_log(const char log[5][128], int count, int head, Font *font); // Render inventory selection overlay -void render_inventory_overlay(const Player *p, int selected); +void render_inventory_overlay(const Player *p, int selected, Font *font); // Render floating damage text void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y); // Render end screen (victory or death) with stats breakdown void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits, - int times_hit, int potions, int floors, int turns, int score); + int times_hit, int potions, int floors, int turns, int score, unsigned int seed, Font *font); // Render a message popup -void render_message(const char *message); +void render_message(const char *message, Font *font); + +// Render seed display at top right of screen +void render_seed_display(unsigned int seed); #endif // RENDER_H diff --git a/src/settings.h b/src/settings.h index 8b8ac54..3408a13 100644 --- a/src/settings.h +++ b/src/settings.h @@ -8,6 +8,21 @@ #define SCREEN_WIDTH (MAP_WIDTH * TILE_SIZE) #define SCREEN_HEIGHT (MAP_HEIGHT * TILE_SIZE) +// Font constants +#define NORM_CHAR_SPACE 4.0f +#define MED_CHAR_SPACE 2.5f +#define SMALL_CHAR_SPACE 1.6f +#define NAR_CHAR_SPACE 1.0f +#define CRAMPED_CHAR_SPACE 0.5f + +#define TINY_FONT 8 +#define SMALL_FONT 10 +#define NORM_FONT 12 +#define MEDIUM_FONT 14 +#define LARGE_FONT 18 +#define BIG_FONT 22 +#define HUGE_FONT 30 + // Game Limits #define MAX_ENEMIES 64 #define MAX_ITEMS 128 @@ -63,4 +78,9 @@ // Message timer #define MESSAGE_TIMER_DURATION 60 +// Visibility / Fog of War +#define PLAYER_VIEW_RANGE 8 +#define ENEMY_VIEW_RANGE 6 +#define ENEMY_PATROL_MOVE_CHANCE 30 + #endif // SETTINGS_H