movement: generalize; use vectors (#16)

Generalized movement, so that all entities move the same.

Reviewed-on: NotAShelf/rogged#16
Reviewed-by: raf <raf@notashelf.dev>
Co-authored-by: Squirrel Modeller <squirrelmodeller@protonmail.com>
Co-committed-by: Squirrel Modeller <squirrelmodeller@protonmail.com>
This commit is contained in:
Squirrel Modeller 2026-04-09 14:11:46 +00:00 committed by raf
commit 4dfe52ae72
9 changed files with 124 additions and 89 deletions

View file

@ -25,6 +25,7 @@ pub fn build(b: *std.Build) void {
"src/main.c",
"src/map.c",
"src/player.c",
"src/movement.c",
"src/render.c",
"src/rng.c",
"src/settings.c",

View file

@ -4,6 +4,10 @@
#include "settings.h"
#include <raylib.h>
typedef struct {
int x, y;
} Vec2;
// Tile types
typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
@ -57,7 +61,7 @@ typedef struct {
// Player
typedef struct {
int x, y;
Vec2 position;
int hp, max_hp;
int attack;
int defense;
@ -83,7 +87,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
// Enemy
typedef struct {
int x, y;
Vec2 position;
int hp;
int max_hp;
int attack;

View file

@ -2,6 +2,7 @@
#include "combat.h"
#include "common.h"
#include "map.h"
#include "movement.h"
#include "rng.h"
#include <string.h>
@ -29,7 +30,7 @@ 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 +42,8 @@ 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;
@ -127,7 +128,7 @@ 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;
}
}
@ -136,45 +137,37 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
// 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;
int dx = p->position.x - e->position.x;
int dy = p->position.y - e->position.y;
return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1);
}
// 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;
} 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;
}
dir.x = 0;
dir.y = dy;
if (dy != 0) {
try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
}
}

View file

@ -4,6 +4,7 @@
#include "enemy.h"
#include "items.h"
#include "map.h"
#include "movement.h"
#include "player.h"
#include "raylib.h"
#include "render.h"
@ -117,8 +118,8 @@ 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;
@ -137,7 +138,8 @@ 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 +157,7 @@ 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 +175,7 @@ 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 +184,8 @@ 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);
@ -224,8 +226,8 @@ 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
@ -388,7 +390,7 @@ 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 +419,45 @@ 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;
}

29
src/movement.c Normal file
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@ -0,0 +1,29 @@
#include "movement.h"
#include "enemy.h"
#include "map.h"
#include <stdbool.h>
// 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;
}

17
src/movement.h Normal file
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@ -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

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@ -2,15 +2,12 @@
#include "combat.h"
#include "common.h"
#include "items.h"
#include "map.h"
#include "settings.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
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);

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@ -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);

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@ -30,7 +30,8 @@ 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);
}
@ -39,8 +40,8 @@ void render_enemies(const Enemy *enemies, int count) {
if (!enemies[i].alive)
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;
@ -72,8 +73,8 @@ 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);
}
}