initial commit

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Ie3b66d17f6f660c9b9a719210bd86f9f6a6a6964
This commit is contained in:
raf 2026-03-17 23:34:37 +03:00
commit b381e2efbd
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
29 changed files with 1633 additions and 0 deletions

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src/enemy.c Normal file
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#include "enemy.h"
#include "combat.h"
#include "common.h"
#include "map.h"
#include "rng.h"
// Forward declaration
int is_enemy_at(Enemy *enemies, int count, int x, int y);
void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
*count = 0;
// Number of enemies scales with floor
int num_enemies = 3 + floor + rng_int(0, 2);
if (num_enemies > MAX_ENEMIES)
num_enemies = MAX_ENEMIES;
// Enemy types available for this floor
int max_type = 1;
if (floor >= 2)
max_type = 2;
if (floor >= 4)
max_type = 3;
for (int i = 0; i < num_enemies; i++) {
// Find random floor position
int ex, ey;
get_random_floor_tile(map, &ex, &ey, 50);
// Don't spawn on player position
if (ex == p->x && ey == p->y) {
continue;
}
// Don't spawn on other enemies
if (is_enemy_at(enemies, *count, ex, ey)) {
continue;
}
// Create enemy
Enemy e;
e.x = ex;
e.y = ey;
e.alive = 1;
e.type = rng_int(ENEMY_GOBLIN, max_type);
// Stats based on type and floor
switch (e.type) {
case ENEMY_GOBLIN:
e.hp = ENEMY_BASE_HP + floor;
e.attack = ENEMY_BASE_ATTACK;
break;
case ENEMY_SKELETON:
e.hp = ENEMY_BASE_HP + floor + 2;
e.attack = ENEMY_BASE_ATTACK + 1;
break;
case ENEMY_ORC:
e.hp = ENEMY_BASE_HP + floor + 4;
e.attack = ENEMY_BASE_ATTACK + 2;
break;
default:
e.hp = ENEMY_BASE_HP;
e.attack = ENEMY_BASE_ATTACK;
break;
}
enemies[i] = e;
(*count)++;
}
}
// Check if position has an enemy
int is_enemy_at(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) {
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);
}
// 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)
dx = 1;
else if (p->x < e->x)
dx = -1;
if (p->y > e->y)
dy = 1;
else if (p->y < e->y)
dy = -1;
// Try horizontal first, then vertical
int new_x = e->x + dx;
int new_y = e->y;
if (dx != 0 && is_floor(map, new_x, new_y) &&
!is_enemy_at(all_enemies, enemy_count, 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)) {
e->x = new_x;
e->y = new_y;
}
}
}
void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) {
for (int i = 0; i < count; i++) {
Enemy *e = &enemies[i];
if (!e->alive)
continue;
// Check if adjacent to player - attack
if (can_see_player(e, p)) {
// Use combat system
combat_enemy_attack(e, p);
continue;
}
// Otherwise, move toward player
enemy_move_toward_player(e, p, map, enemies, count);
}
}