forked from NotAShelf/rogged
refactor(movement): generalize movement and use vectors
This commit is contained in:
parent
1d738c35d4
commit
d01a54161d
9 changed files with 134 additions and 85 deletions
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@ -25,6 +25,7 @@ pub fn build(b: *std.Build) void {
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"src/main.c",
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"src/map.c",
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"src/player.c",
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"src/movement.c",
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"src/render.c",
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"src/rng.c",
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"src/settings.c",
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@ -4,6 +4,10 @@
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#include "settings.h"
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#include <raylib.h>
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typedef struct {
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int x, y;
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} Vec2;
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// Tile types
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typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
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@ -57,7 +61,7 @@ typedef struct {
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// Player
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typedef struct {
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int x, y;
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Vec2 position;
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int hp, max_hp;
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int attack;
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int defense;
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@ -83,7 +87,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
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// Enemy
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typedef struct {
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int x, y;
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Vec2 position;
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int hp;
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int max_hp;
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int attack;
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49
src/enemy.c
49
src/enemy.c
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@ -2,6 +2,7 @@
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#include "combat.h"
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#include "common.h"
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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 <string.h>
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@ -29,7 +30,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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get_random_floor_tile(map, &ex, &ey, 50);
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// Don't spawn on player position
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if (ex == p->x && ey == p->y) {
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if (ex == p->position.x && ey == p->position.y) {
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continue;
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}
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@ -41,8 +42,8 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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// Create enemy
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Enemy e;
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memset(&e, 0, sizeof(Enemy));
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e.x = ex;
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e.y = ey;
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e.position.x = ex;
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e.position.y = ey;
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e.alive = 1;
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e.type = rng_int(ENEMY_GOBLIN, max_type);
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e.effect_count = 0;
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@ -127,7 +128,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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// Check if position has an enemy
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int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
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for (int i = 0; i < count; i++) {
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if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) {
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if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y) {
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return 1;
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}
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}
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@ -136,45 +137,37 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
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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->x - e->x;
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int dy = p->y - e->y;
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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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}
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// Check if position is occupied by player
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static int is_player_at(Player *p, int x, int y) {
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return (p->x == x && p->y == y);
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}
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// Move enemy toward player
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static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
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int dx = 0, dy = 0;
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if (p->x > e->x)
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if (p->position.x > e->position.x)
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dx = 1;
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else if (p->x < e->x)
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else if (p->position.x < e->position.x)
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dx = -1;
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if (p->y > e->y)
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if (p->position.y > e->position.y)
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dy = 1;
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else if (p->y < e->y)
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else if (p->position.y < e->position.y)
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dy = -1;
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// Try horizontal first, then vertical
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int new_x = e->x + dx;
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int new_y = e->y;
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Vec2 dir = {dx, 0};
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if (dx != 0) {
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MoveResult r = try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
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if (r == MOVE_RESULT_MOVED)
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return;
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}
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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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!is_player_at(p, new_x, new_y)) {
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e->x = new_x;
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} else if (dy != 0) {
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new_x = e->x;
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new_y = e->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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!is_player_at(p, new_x, new_y)) {
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e->x = new_x;
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e->y = new_y;
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}
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dir.x = 0;
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dir.y = dy;
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if (dy != 0) {
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try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
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}
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}
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65
src/main.c
65
src/main.c
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@ -4,6 +4,7 @@
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#include "enemy.h"
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#include "items.h"
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#include "map.h"
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#include "movement.h"
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#include "player.h"
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#include "raylib.h"
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#include "render.h"
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@ -117,8 +118,8 @@ static void init_floor(GameState *gs, int floor_num) {
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gs->floors_reached = 1;
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} else {
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// Move player to new floor position
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gs->player.x = start_x;
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gs->player.y = start_y;
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gs->player.position.x = start_x;
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gs->player.position.y = start_y;
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}
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gs->player.floor = floor_num;
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@ -137,7 +138,8 @@ static void tick_all_effects(GameState *gs) {
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// Player effects
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int player_effect_dmg = combat_tick_effects(&gs->player);
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if (player_effect_dmg > 0) {
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spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0);
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spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, player_effect_dmg,
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0);
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gs->screen_shake = SHAKE_EFFECT_DURATION;
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}
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@ -155,7 +157,7 @@ static void tick_all_effects(GameState *gs) {
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continue;
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int enemy_effect_dmg = combat_tick_enemy_effects(e);
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if (enemy_effect_dmg > 0) {
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spawn_floating_text(gs, e->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0);
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spawn_floating_text(gs, e->position.x * TILE_SIZE + 8, e->position.y * TILE_SIZE, enemy_effect_dmg, 0);
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}
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if (!e->alive) {
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add_log(gs, "Enemy died from effects!");
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@ -173,7 +175,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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return;
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// Check if stepped on stairs
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if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
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if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) {
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gs->awaiting_descend = 1;
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gs->last_message = "Descend to next floor? (Y/N)";
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gs->message_timer = 120;
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@ -182,8 +184,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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// combat feedback - player attacked an enemy this turn
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if (attacked_enemy != NULL) {
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int ex = attacked_enemy->x * TILE_SIZE + 8;
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int ey = attacked_enemy->y * TILE_SIZE;
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int ex = attacked_enemy->position.x * TILE_SIZE + 8;
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int ey = attacked_enemy->position.y * TILE_SIZE;
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if (combat_was_dodged()) {
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spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE);
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@ -224,8 +226,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION;
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gs->damage_taken += combat_get_last_damage();
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gs->times_hit++;
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spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
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combat_was_critical());
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spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE,
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combat_get_last_damage(), combat_was_critical());
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}
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// Set message and check game over
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@ -388,7 +390,7 @@ static int handle_movement_input(GameState *gs) {
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// Check for manual item pickup (G key)
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if (IsKeyPressed(KEY_G)) {
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Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y);
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Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.position.x, gs->player.position.y);
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if (item != NULL) {
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if (player_pickup(&gs->player, item)) {
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gs->items_collected++;
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@ -417,38 +419,43 @@ static int handle_movement_input(GameState *gs) {
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}
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}
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// Movement: use IsKeyDown for held-key repeat
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int dx = 0, dy = 0;
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if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
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dy = -1;
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else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
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dy = 1;
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else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
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dx = -1;
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else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
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dx = 1;
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if (dx == 0 && dy == 0)
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Vec2 direction = {0, 0};
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if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
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direction.y = -1;
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else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
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direction.y = 1;
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else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
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direction.x = -1;
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else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
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direction.x = 1;
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if (direction.x == 0 && direction.y == 0)
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return 0;
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// Reset combat event before player acts
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combat_reset_event();
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int new_x = gs->player.x + dx;
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int new_y = gs->player.y + dy;
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int new_x = gs->player.position.x + direction.x;
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int new_y = gs->player.position.y + direction.y;
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Enemy *target = NULL;
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int action = 0;
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// Attack enemy at target tile, or move into it
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Enemy *target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
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if (target != NULL) {
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MoveResult result =
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try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true);
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if (result == MOVE_RESULT_MOVED) {
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player_on_move(&gs->player);
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action = 1;
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} else if (result == MOVE_RESULT_BLOCKED_ENEMY) {
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target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
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player_attack(&gs->player, target);
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action = 1;
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} else {
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action = player_move(&gs->player, dx, dy, &gs->map);
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}
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if (action)
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post_action(gs, target); // target is NULL on move, enemy ptr on attack
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post_action(gs, target);
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return action;
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}
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29
src/movement.c
Normal file
29
src/movement.c
Normal file
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@ -0,0 +1,29 @@
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#include "movement.h"
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#include "enemy.h"
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#include "map.h"
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#include <stdbool.h>
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// Check if position is occupied by player
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static int is_player_at(Player *p, int x, int y) {
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return (p->position.x == x && p->position.y == y);
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}
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MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count,
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bool moving_is_player) {
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int new_x = p->x + direction.x;
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int new_y = p->y + direction.y;
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if (!is_floor(map, new_x, new_y))
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return MOVE_RESULT_BLOCKED_WALL;
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if (is_enemy_at(enemies, enemy_count, new_x, new_y))
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return MOVE_RESULT_BLOCKED_ENEMY;
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if (!moving_is_player) {
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if (is_player_at(player, new_x, new_y))
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return MOVE_RESULT_BLOCKED_PLAYER;
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}
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p->x = new_x;
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p->y = new_y;
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return MOVE_RESULT_MOVED;
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}
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17
src/movement.h
Normal file
17
src/movement.h
Normal file
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@ -0,0 +1,17 @@
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#ifndef MOVEMENT_H
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#define MOVEMENT_H
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#include "common.h"
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typedef enum {
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MOVE_RESULT_MOVED,
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MOVE_RESULT_BLOCKED_WALL,
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MOVE_RESULT_BLOCKED_PLAYER,
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MOVE_RESULT_BLOCKED_ENEMY
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} MoveResult;
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// Attempts to move entity in a given direction. Returns outcome of action.
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MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count,
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bool moving_is_player);
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#endif // MOVEMENT_H
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41
src/player.c
41
src/player.c
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@ -2,15 +2,13 @@
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#include "combat.h"
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#include "common.h"
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#include "items.h"
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#include "map.h"
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#include "movement.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 player_init(Player *p, int x, int y) {
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p->x = x;
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p->y = y;
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p->position.x = x;
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p->position.y = y;
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p->hp = PLAYER_BASE_HP;
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p->max_hp = PLAYER_BASE_HP;
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p->attack = PLAYER_BASE_ATTACK;
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@ -43,29 +41,18 @@ Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y) {
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if (count > MAX_ENEMIES)
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count = MAX_ENEMIES;
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for (int i = 0; i < count; i++) {
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if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y)
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if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y)
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return &enemies[i];
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}
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return NULL;
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}
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int player_move(Player *p, int dx, int dy, Map *map) {
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int new_x = p->x + dx;
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int new_y = p->y + dy;
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// Check bounds
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if (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT))
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int player_move(Player *p, Vec2 direction, Map *map, Enemy *enemies, int enemy_count) {
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MoveResult result = try_move_entity(&p->position, direction, map, p, enemies, enemy_count, true);
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if (result != MOVE_RESULT_MOVED)
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return 0;
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// Check if walkable
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if (!is_floor(map, new_x, new_y))
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return 0;
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// Move player
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p->x = new_x;
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p->y = new_y;
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p->step_count += 1;
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// Regen suppressed while poisoned, bleeding, or burning
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if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp &&
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!combat_has_effect(p->effects, p->effect_count, EFFECT_POISON) &&
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!combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) &&
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@ -75,6 +62,16 @@ int player_move(Player *p, int dx, int dy, Map *map) {
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return 1;
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}
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void player_on_move(Player *p) {
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p->step_count += 1;
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if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp &&
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!combat_has_effect(p->effects, p->effect_count, EFFECT_POISON) &&
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!combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) &&
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!combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) {
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p->hp += 1;
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}
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}
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void player_attack(Player *p, Enemy *e) {
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// Use combat system
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combat_player_attack(p, e);
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@ -228,8 +225,8 @@ int player_drop_item(Player *p, int inv_index, Item *items, int item_count) {
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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);
|
||||
|
|
|
|||
|
|
@ -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 effect, healing ect
|
||||
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);
|
||||
|
|
|
|||
11
src/render.c
11
src/render.c
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue