#include "audio.h" #include "combat.h" #include "common.h" #include "enemy.h" #include "items.h" #include "map.h" #include "player.h" #include "raylib.h" #include "render.h" #include "rng.h" #include "settings.h" #include #include // Initialize a new floor static void init_floor(GameState *gs, int floor_num) { // Generate dungeon dungeon_generate(&gs->dungeon, &gs->map, floor_num); // Seed rng for this floor's content rng_seed(floor_num * 54321); // Find spawn position int start_x, start_y; get_random_floor_tile(&gs->map, &start_x, &start_y, 100); // Initialize player position if first floor if (floor_num == 1) { player_init(&gs->player, start_x, start_y); } else { // Move player to new floor position gs->player.x = start_x; gs->player.y = start_y; } gs->player.floor = floor_num; // Spawn enemies enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num); // Spawn items item_spawn(gs->items, &gs->item_count, &gs->map, floor_num); // Reset turn counter gs->turn_count = 0; } // Handle player input - returns: 0=continue, 1=acted, -1=quit static int handle_input(GameState *gs) { int dx = 0, dy = 0; // Check for quit first (always works) if (IsKeyPressed(KEY_Q)) { return -1; } // Check for restart (works during game over) if (IsKeyPressed(KEY_R) && gs->game_over) { memset(gs, 0, sizeof(GameState)); init_floor(gs, 1); return 0; } // Check for item usage (U key) if (IsKeyPressed(KEY_U) && !gs->game_over) { if (gs->player.inventory_count > 0) { if (player_use_first_item(&gs->player)) { gs->last_message = "Used item!"; gs->message_timer = 60; audio_play_item_pickup(); return 1; // consume a turn } } } // Movement, use iskeydown for held key repeat, with delay if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) { dy = -1; } else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) { dy = 1; } else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) { dx = -1; } else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) { dx = 1; } if (dx != 0 || dy != 0) { // Reset combat message combat_reset_event(); // Check for item at target position before moving int new_x = gs->player.x + dx; int new_y = gs->player.y + dy; int will_pickup = 0; for (int i = 0; i < gs->item_count; i++) { if (!gs->items[i].picked_up && gs->items[i].x == new_x && gs->items[i].y == new_y) { will_pickup = 1; break; } } // Player action int action = player_move(&gs->player, dx, dy, &gs->map, gs->enemies, gs->enemy_count, gs->items, gs->item_count); if (action) { // Play pickup sound if item was picked up if (will_pickup) { audio_play_item_pickup(); } // Increment turn counter gs->turn_count++; // Check if stepped on stairs if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) { // Go to next floor if (gs->player.floor < NUM_FLOORS) { audio_play_stairs(); init_floor(gs, gs->player.floor + 1); gs->last_message = "Descended to next floor!"; gs->message_timer = 60; } else { // Won the game gs->game_won = 1; gs->game_over = 1; } } // Check if killed enemy if (combat_get_last_message() != NULL && !combat_was_player_damage()) { // Check if enemy died for (int i = 0; i < gs->enemy_count; i++) { if (!gs->enemies[i].alive) { audio_play_enemy_death(); } } } // Enemy turn - only every other turn for fairness if (gs->turn_count % 2 == 0) { enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); } // Check if player took damage if (combat_was_player_damage() && combat_get_last_damage() > 0) { audio_play_player_damage(); } // Set message gs->last_message = combat_get_last_message(); gs->message_timer = 60; // Check game over if (gs->player.hp <= 0) { gs->game_over = 1; } } } return 0; } // Main game loop static void game_loop(void) { GameState gs; memset(&gs, 0, sizeof(GameState)); // Initialize first floor rng_seed(12345); init_floor(&gs, 1); // Disable esc to exit SetExitKey(0); while (!WindowShouldClose()) { // Handle input if (!gs.game_over) { int quit = handle_input(&gs); if (quit == -1) break; } else { // Even during game over, check for q/r if (IsKeyPressed(KEY_Q)) break; if (IsKeyPressed(KEY_R)) { memset(&gs, 0, sizeof(GameState)); gs.game_over = 0; gs.game_won = 0; init_floor(&gs, 1); } } // Update message timer if (gs.message_timer > 0) gs.message_timer--; // Render BeginDrawing(); ClearBackground(BLACK); // Draw game elements render_map(&gs.map); render_items(gs.items, gs.item_count); render_enemies(gs.enemies, gs.enemy_count); render_player(&gs.player); render_ui(&gs.player); // Draw message if any if (gs.last_message != NULL && gs.message_timer > 0) { render_message(gs.last_message); } // Draw game over screen if (gs.game_over) { render_game_over(); if (gs.game_won) { // Draw win message const char *win_msg = "YOU WIN! ESCAPED THE DUNGEON!"; int msg_w = MeasureText(win_msg, 30); DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80, 30, GOLD); } } EndDrawing(); // small delay for key repeat control WaitTime(0.08); } } int main(void) { // Initialize audio audio_init(); // Initialize window InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike"); SetTargetFPS(60); // Run game game_loop(); // Cleanup CloseWindow(); audio_close(); return 0; }