forked from NotAShelf/rogged
Merge pull request 'various: implement fog of war; make enemy AI slightly more intelligent' (#14) from notashelf/push-wlxxmonulyzt into main
Reviewed-on: NotAShelf/rogged#14 Reviewed-by: A.M. Rowsell <amr@noreply.localhost>
This commit is contained in:
commit
09f7e659b5
8 changed files with 238 additions and 21 deletions
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@ -34,6 +34,8 @@ typedef struct {
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TileType tiles[MAP_HEIGHT][MAP_WIDTH];
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Room rooms[MAX_ROOMS];
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int room_count;
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unsigned char visible[MAP_HEIGHT][MAP_WIDTH];
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unsigned char remembered[MAP_HEIGHT][MAP_WIDTH];
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} Map;
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// Dungeon
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@ -102,6 +104,11 @@ typedef struct {
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int status_chance;
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int crit_chance; // crit chance percentage (0-100)
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int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x)
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// vision
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int vision_range;
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int alert; // 1 = aware of player, searching
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int last_known_x; // last position where enemy saw player
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int last_known_y;
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// status effects
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StatusEffect effects[MAX_EFFECTS];
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int effect_count;
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127
src/enemy.c
127
src/enemy.c
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@ -4,6 +4,7 @@
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#include "map.h"
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#include "movement.h"
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#include "rng.h"
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#include "settings.h"
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#include <string.h>
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// Forward declaration
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@ -69,6 +70,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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e.resistance[DMG_PIERCE] = 0;
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e.resistance[DMG_FIRE] = -25;
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e.resistance[DMG_POISON] = 50;
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e.vision_range = 7;
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break;
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case ENEMY_SKELETON:
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e.max_hp = ENEMY_BASE_HP + floor + 2;
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@ -86,6 +88,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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e.resistance[DMG_PIERCE] = 50;
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e.resistance[DMG_FIRE] = 25;
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e.resistance[DMG_POISON] = 75;
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e.vision_range = 6;
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break;
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case ENEMY_ORC:
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e.max_hp = ENEMY_BASE_HP + floor + 4;
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@ -103,6 +106,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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e.resistance[DMG_PIERCE] = -25;
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e.resistance[DMG_FIRE] = 0;
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e.resistance[DMG_POISON] = 0;
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e.vision_range = 5;
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break;
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default:
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e.max_hp = ENEMY_BASE_HP;
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@ -116,6 +120,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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e.crit_chance = ENEMY_CRIT_CHANCE;
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e.crit_mult = ENEMY_CRIT_MULT;
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memset(e.resistance, 0, sizeof(e.resistance));
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e.vision_range = ENEMY_VIEW_RANGE;
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break;
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}
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e.cooldown = e.speed;
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@ -135,11 +140,9 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
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return 0;
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}
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// Check if enemy can see player (adjacent)
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static int can_see_player(Enemy *e, Player *p) {
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int dx = p->position.x - e->position.x;
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int dy = p->position.y - e->position.y;
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return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1);
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// Check if enemy can see player (within view range and line of sight)
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static int can_see_player(Enemy *e, Player *p, Map *map) {
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return can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, e->vision_range);
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}
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@ -171,7 +174,88 @@ static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_e
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}
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}
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// Perform a single action for an enemy (attack if adjacent, otherwise move)
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// Move enemy in a random direction (patrol)
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static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) {
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if (rng_int(0, 100) > ENEMY_PATROL_MOVE_CHANCE)
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return;
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int dx = rng_int(-1, 1);
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int dy = rng_int(-1, 1);
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if (dx == 0 && dy == 0)
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return;
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int new_x = e->position.x + dx;
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int new_y = e->position.y + dy;
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if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) {
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e->position.x = new_x;
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e->position.y = new_y;
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}
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}
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// Move enemy toward last known player position
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static void enemy_move_to_last_known(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) {
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int dx = 0, dy = 0;
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if (e->last_known_x > e->position.x)
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dx = 1;
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else if (e->last_known_x < e->position.x)
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dx = -1;
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if (e->last_known_y > e->position.y)
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dy = 1;
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else if (e->last_known_y < e->position.y)
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dy = -1;
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int new_x = e->position.x + dx;
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int new_y = e->position.y;
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if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) {
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e->position.x = new_x;
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} else if (dy != 0) {
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new_x = e->position.x;
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new_y = e->position.y + dy;
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if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) {
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e->position.x = new_x;
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e->position.y = new_y;
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}
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}
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if (e->position.x == e->last_known_x && e->position.y == e->last_known_y)
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e->alert = 0;
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}
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// Check if position is within alert radius of another enemy
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static int is_nearby_enemy(const Enemy *enemies, int count, int x, int y, int radius) {
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for (int i = 0; i < count; i++) {
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if (!enemies[i].alive)
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continue;
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int dx = enemies[i].position.x - x;
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int dy = enemies[i].position.y - y;
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if (dx * dx + dy * dy <= radius * radius)
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return 1;
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}
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return 0;
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}
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// Propagate alert to nearby enemies
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static void propagate_alert(Enemy *trigger_enemy, Enemy *all_enemies, int enemy_count) {
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for (int i = 0; i < enemy_count; i++) {
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Enemy *e = &all_enemies[i];
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if (!e->alive || e == trigger_enemy)
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continue;
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if (e->alert)
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continue;
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if (is_nearby_enemy(all_enemies, enemy_count, e->position.x, e->position.y, 5)) {
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e->alert = 1;
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e->last_known_x = trigger_enemy->last_known_x;
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e->last_known_y = trigger_enemy->last_known_y;
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}
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}
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}
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// Perform a single action for an enemy (attack if visible, otherwise patrol or search)
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void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
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if (!e->alive)
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return;
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@ -180,14 +264,37 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun
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if (combat_has_effect(e->effects, e->effect_count, EFFECT_STUN))
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return;
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// Check if adjacent to player - attack
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if (can_see_player(e, p)) {
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int can_see = can_see_player(e, p, map);
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// If we can see the player, update alert state and last known position
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if (can_see) {
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e->alert = 1;
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e->last_known_x = p->position.x;
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e->last_known_y = p->position.y;
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}
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// Attack if adjacent to player
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if (can_see && can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, 1)) {
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combat_enemy_attack(e, p);
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propagate_alert(e, all_enemies, enemy_count);
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return;
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}
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// Otherwise, move toward player
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enemy_move_toward_player(e, p, map, all_enemies, enemy_count);
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// Move toward player if visible
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if (can_see) {
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enemy_move_toward_player(e, p, map, all_enemies, enemy_count);
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propagate_alert(e, all_enemies, enemy_count);
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return;
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}
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// If alert but can't see player, move toward last known position
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if (e->alert) {
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enemy_move_to_last_known(e, map, all_enemies, enemy_count);
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return;
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}
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// Not alert - patrol randomly
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enemy_patrol(e, map, all_enemies, enemy_count);
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}
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void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) {
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11
src/main.c
11
src/main.c
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@ -123,6 +123,9 @@ static void init_floor(GameState *gs, int floor_num) {
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}
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gs->player.floor = floor_num;
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// Calculate initial visibility
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calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
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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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@ -217,6 +220,9 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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}
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}
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// Update visibility based on player's new position
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calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
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// Enemy turns - uses speed/cooldown system
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enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
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@ -248,6 +254,7 @@ static int handle_stun_turn(GameState *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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calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
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if (gs->player.hp <= 0)
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gs->game_over = 1;
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gs->last_message = "You are stunned!";
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@ -550,8 +557,8 @@ static void game_loop(void) {
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cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y};
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BeginMode2D(cam);
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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_items(gs.items, gs.item_count, gs.map.visible);
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render_enemies(gs.enemies, gs.enemy_count, gs.map.visible);
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render_player(&gs.player);
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EndMode2D();
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68
src/map.c
68
src/map.c
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@ -1,6 +1,8 @@
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#include "map.h"
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#include "rng.h"
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#include "settings.h"
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#include "utils.h"
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#include <stdlib.h>
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#include <string.h>
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void map_init(Map *map) {
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@ -10,6 +12,8 @@ void map_init(Map *map) {
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map->tiles[y][x] = TILE_WALL;
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}
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}
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memset(map->visible, 0, sizeof(map->visible));
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memset(map->remembered, 0, sizeof(map->remembered));
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map->room_count = 0;
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}
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@ -186,3 +190,67 @@ void dungeon_generate(Dungeon *d, Map *map, int floor_num) {
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d->room_count = map->room_count;
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memcpy(d->rooms, map->rooms, sizeof(Room) * map->room_count);
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}
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int is_in_view_range(int x, int y, int view_x, int view_y, int range) {
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int dx = x - view_x;
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int dy = y - view_y;
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return (dx * dx + dy * dy) <= (range * range);
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}
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static int trace_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) {
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int dx = abs(x2 - x1);
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int dy = abs(y2 - y1);
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int sx = (x1 < x2) ? 1 : -1;
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int sy = (y1 < y2) ? 1 : -1;
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int err = dx - dy;
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int x = x1;
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int y = y1;
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while (1) {
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if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT))
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return 0;
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if (x == x2 && y == y2)
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return 1;
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if (map->tiles[y][x] == TILE_WALL && !(x == x1 && y == y1))
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return 0;
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int e2 = 2 * err;
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if (e2 > -dy) {
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err -= dy;
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x += sx;
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}
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if (e2 < dx) {
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err += dx;
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y += sy;
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}
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}
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}
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int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) {
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if (!in_bounds(x1, y1, MAP_WIDTH, MAP_HEIGHT) || !in_bounds(x2, y2, MAP_WIDTH, MAP_HEIGHT))
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return 0;
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return trace_line_of_sight(map, x1, y1, x2, y2);
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}
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int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) {
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if (!is_in_view_range(to_x, to_y, from_x, from_y, range))
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return 0;
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return has_line_of_sight(map, from_x, from_y, to_x, to_y);
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}
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void calculate_visibility(Map *map, int x, int y) {
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memset(map->visible, 0, sizeof(map->visible));
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for (int ty = 0; ty < MAP_HEIGHT; ty++) {
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for (int tx = 0; tx < MAP_WIDTH; tx++) {
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if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) {
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if (has_line_of_sight(map, x, y, tx, ty)) {
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map->visible[ty][tx] = 1;
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map->remembered[ty][tx] = 1;
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}
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}
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}
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}
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}
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@ -18,4 +18,10 @@ void map_init(Map *map);
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// Get a random floor tile position
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void get_random_floor_tile(Map *map, int *x, int *y, int attempts);
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// Visibility / Fog of War
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int is_in_view_range(int x, int y, int view_x, int view_y, int range);
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int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2);
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void calculate_visibility(Map *map, int x, int y);
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int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range);
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#endif // MAP_H
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31
src/render.c
31
src/render.c
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@ -11,18 +11,31 @@ void render_map(const Map *map) {
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
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int visible = map->visible[y][x];
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int remembered = map->remembered[y][x];
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if (!visible && !remembered) {
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DrawRectangleRec(rect, (Color){5, 5, 10, 255});
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continue;
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}
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Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255};
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Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255};
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Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255};
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switch (map->tiles[y][x]) {
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case TILE_WALL:
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DrawRectangleRec(rect, DARKGRAY);
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DrawRectangleRec(rect, wall_color);
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break;
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case TILE_FLOOR:
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DrawRectangleRec(rect, BLACK);
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DrawRectangleRec(rect, floor_color);
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break;
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case TILE_STAIRS:
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DrawRectangleRec(rect, (Color){100, 100, 100, 255});
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// Draw stairs marker
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
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DrawRectangleRec(rect, stairs_color);
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if (visible)
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
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else
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255});
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break;
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}
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}
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@ -35,10 +48,12 @@ void render_player(const Player *p) {
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DrawRectangleRec(rect, BLUE);
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}
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void render_enemies(const Enemy *enemies, int count) {
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void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) {
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for (int i = 0; i < count; i++) {
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if (!enemies[i].alive)
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continue;
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if (!visible[enemies[i].position.y][enemies[i].position.x])
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continue;
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Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
|
||||
(float)TILE_SIZE, (float)TILE_SIZE};
|
||||
|
|
@ -80,10 +95,12 @@ void render_enemies(const Enemy *enemies, int count) {
|
|||
}
|
||||
}
|
||||
|
||||
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};
|
||||
|
|
|
|||
|
|
@ -80,10 +80,10 @@ 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);
|
||||
|
|
|
|||
|
|
@ -63,4 +63,9 @@
|
|||
// 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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue