diff --git a/build.zig b/build.zig index 4d6f6b2..7109941 100644 --- a/build.zig +++ b/build.zig @@ -25,7 +25,6 @@ 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", diff --git a/src/common.h b/src/common.h index 474e133..61ab044 100644 --- a/src/common.h +++ b/src/common.h @@ -4,10 +4,6 @@ #include "settings.h" #include -typedef struct { - int x, y; -} Vec2; - // Tile types typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType; @@ -34,8 +30,6 @@ typedef struct { TileType tiles[MAP_HEIGHT][MAP_WIDTH]; Room rooms[MAX_ROOMS]; int room_count; - unsigned char visible[MAP_HEIGHT][MAP_WIDTH]; - unsigned char remembered[MAP_HEIGHT][MAP_WIDTH]; } Map; // Dungeon @@ -63,7 +57,7 @@ typedef struct { // Player typedef struct { - Vec2 position; + int x, y; int hp, max_hp; int attack; int defense; @@ -89,7 +83,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType; // Enemy typedef struct { - Vec2 position; + int x, y; int hp; int max_hp; int attack; @@ -104,11 +98,6 @@ typedef struct { int status_chance; int crit_chance; // crit chance percentage (0-100) int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x) - // vision - int vision_range; - int alert; // 1 = aware of player, searching - int last_known_x; // last position where enemy saw player - int last_known_y; // status effects StatusEffect effects[MAX_EFFECTS]; int effect_count; diff --git a/src/enemy.c b/src/enemy.c index 57eff34..9f72670 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -2,9 +2,7 @@ #include "combat.h" #include "common.h" #include "map.h" -#include "movement.h" #include "rng.h" -#include "settings.h" #include // Forward declaration @@ -31,7 +29,7 @@ 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->position.x && ey == p->position.y) { + if (ex == p->x && ey == p->y) { continue; } @@ -43,8 +41,8 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { // Create enemy Enemy e; memset(&e, 0, sizeof(Enemy)); - e.position.x = ex; - e.position.y = ey; + e.x = ex; + e.y = ey; e.alive = 1; e.type = rng_int(ENEMY_GOBLIN, max_type); e.effect_count = 0; @@ -70,7 +68,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = 0; e.resistance[DMG_FIRE] = -25; e.resistance[DMG_POISON] = 50; - e.vision_range = 7; break; case ENEMY_SKELETON: e.max_hp = ENEMY_BASE_HP + floor + 2; @@ -88,7 +85,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = 50; e.resistance[DMG_FIRE] = 25; e.resistance[DMG_POISON] = 75; - e.vision_range = 6; break; case ENEMY_ORC: e.max_hp = ENEMY_BASE_HP + floor + 4; @@ -106,7 +102,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = -25; e.resistance[DMG_FIRE] = 0; e.resistance[DMG_POISON] = 0; - e.vision_range = 5; break; default: e.max_hp = ENEMY_BASE_HP; @@ -120,7 +115,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.crit_chance = ENEMY_CRIT_CHANCE; e.crit_mult = ENEMY_CRIT_MULT; memset(e.resistance, 0, sizeof(e.resistance)); - e.vision_range = ENEMY_VIEW_RANGE; break; } e.cooldown = e.speed; @@ -133,129 +127,58 @@ 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].position.x == x && enemies[i].position.y == y) { + if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) { return 1; } } return 0; } -// Check if enemy can see player (within view range and line of sight) -static int can_see_player(Enemy *e, Player *p, Map *map) { - return can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, e->vision_range); +// 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); } +// 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->position.x > e->position.x) + if (p->x > e->x) dx = 1; - else if (p->position.x < e->position.x) + else if (p->x < e->x) dx = -1; - if (p->position.y > e->position.y) + if (p->y > e->y) dy = 1; - else if (p->position.y < e->position.y) + else if (p->y < e->y) dy = -1; - 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; - } + // Try horizontal first, then vertical + int new_x = e->x + dx; + int new_y = e->y; - dir.x = 0; - dir.y = dy; - if (dy != 0) { - try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false); - } -} - -// Move enemy in a random direction (patrol) -static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) { - if (rng_int(0, 100) > ENEMY_PATROL_MOVE_CHANCE) - return; - - int dx = rng_int(-1, 1); - int dy = rng_int(-1, 1); - - if (dx == 0 && dy == 0) - return; - - int new_x = e->position.x + dx; - int new_y = e->position.y + dy; - - if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { - e->position.x = new_x; - e->position.y = new_y; - } -} - -// Move enemy toward last known player position -static void enemy_move_to_last_known(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) { - int dx = 0, dy = 0; - - if (e->last_known_x > e->position.x) - dx = 1; - else if (e->last_known_x < e->position.x) - dx = -1; - - if (e->last_known_y > e->position.y) - dy = 1; - else if (e->last_known_y < e->position.y) - dy = -1; - - int new_x = e->position.x + dx; - int new_y = e->position.y; - - if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { - e->position.x = new_x; + 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->position.x; - new_y = e->position.y + dy; - if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { - e->position.x = new_x; - e->position.y = new_y; - } - } - - if (e->position.x == e->last_known_x && e->position.y == e->last_known_y) - e->alert = 0; -} - -// Check if position is within alert radius of another enemy -static int is_nearby_enemy(const Enemy *enemies, int count, int x, int y, int radius) { - for (int i = 0; i < count; i++) { - if (!enemies[i].alive) - continue; - int dx = enemies[i].position.x - x; - int dy = enemies[i].position.y - y; - if (dx * dx + dy * dy <= radius * radius) - return 1; - } - return 0; -} - -// Propagate alert to nearby enemies -static void propagate_alert(Enemy *trigger_enemy, Enemy *all_enemies, int enemy_count) { - for (int i = 0; i < enemy_count; i++) { - Enemy *e = &all_enemies[i]; - if (!e->alive || e == trigger_enemy) - continue; - if (e->alert) - continue; - if (is_nearby_enemy(all_enemies, enemy_count, e->position.x, e->position.y, 5)) { - e->alert = 1; - e->last_known_x = trigger_enemy->last_known_x; - e->last_known_y = trigger_enemy->last_known_y; + 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; } } } -// Perform a single action for an enemy (attack if visible, otherwise patrol or search) +// Perform a single action for an enemy (attack if adjacent, otherwise move) void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) { if (!e->alive) return; @@ -264,37 +187,14 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun if (combat_has_effect(e->effects, e->effect_count, EFFECT_STUN)) return; - int can_see = can_see_player(e, p, map); - - // If we can see the player, update alert state and last known position - if (can_see) { - e->alert = 1; - e->last_known_x = p->position.x; - e->last_known_y = p->position.y; - } - - // Attack if adjacent to player - if (can_see && can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, 1)) { + // Check if adjacent to player - attack + if (can_see_player(e, p)) { combat_enemy_attack(e, p); - propagate_alert(e, all_enemies, enemy_count); return; } - // Move toward player if visible - if (can_see) { - enemy_move_toward_player(e, p, map, all_enemies, enemy_count); - propagate_alert(e, all_enemies, enemy_count); - return; - } - - // If alert but can't see player, move toward last known position - if (e->alert) { - enemy_move_to_last_known(e, map, all_enemies, enemy_count); - return; - } - - // Not alert - patrol randomly - enemy_patrol(e, map, all_enemies, enemy_count); + // Otherwise, move toward player + enemy_move_toward_player(e, p, map, all_enemies, enemy_count); } void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) { diff --git a/src/main.c b/src/main.c index ed3cb51..d450d75 100644 --- a/src/main.c +++ b/src/main.c @@ -4,7 +4,6 @@ #include "enemy.h" #include "items.h" #include "map.h" -#include "movement.h" #include "player.h" #include "raylib.h" #include "render.h" @@ -118,14 +117,11 @@ static void init_floor(GameState *gs, int floor_num) { gs->floors_reached = 1; } else { // Move player to new floor position - gs->player.position.x = start_x; - gs->player.position.y = start_y; + gs->player.x = start_x; + gs->player.y = start_y; } gs->player.floor = floor_num; - // Calculate initial visibility - calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); - // Spawn enemies enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num); @@ -141,8 +137,7 @@ 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.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, player_effect_dmg, - 0); + spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0); gs->screen_shake = SHAKE_EFFECT_DURATION; } @@ -160,7 +155,7 @@ 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->position.x * TILE_SIZE + 8, e->position.y * TILE_SIZE, enemy_effect_dmg, 0); + spawn_floating_text(gs, e->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0); } if (!e->alive) { add_log(gs, "Enemy died from effects!"); @@ -178,7 +173,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { return; // Check if stepped on stairs - if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) { + if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) { gs->awaiting_descend = 1; gs->last_message = "Descend to next floor? (Y/N)"; gs->message_timer = 120; @@ -187,8 +182,8 @@ 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->position.x * TILE_SIZE + 8; - int ey = attacked_enemy->position.y * TILE_SIZE; + int ex = attacked_enemy->x * TILE_SIZE + 8; + int ey = attacked_enemy->y * TILE_SIZE; if (combat_was_dodged()) { spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE); @@ -220,9 +215,6 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { } } - // Update visibility based on player's new position - calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); - // Enemy turns - uses speed/cooldown system enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); @@ -232,8 +224,8 @@ 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.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, - combat_get_last_damage(), combat_was_critical()); + spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(), + combat_was_critical()); } // Set message and check game over @@ -254,7 +246,6 @@ static int handle_stun_turn(GameState *gs) { if (gs->game_over) return 1; enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); - calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); if (gs->player.hp <= 0) gs->game_over = 1; gs->last_message = "You are stunned!"; @@ -397,7 +388,7 @@ 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.position.x, gs->player.position.y); + Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y); if (item != NULL) { if (player_pickup(&gs->player, item)) { gs->items_collected++; @@ -426,45 +417,38 @@ static int handle_movement_input(GameState *gs) { } } - - Vec2 direction = {0, 0}; + // Movement: use IsKeyDown for held-key repeat + int dx = 0, dy = 0; if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) - direction.y = -1; + dy = -1; else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) - direction.y = 1; + dy = 1; else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) - direction.x = -1; + dx = -1; else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) - direction.x = 1; + dx = 1; - if (direction.x == 0 && direction.y == 0) + if (dx == 0 && dy == 0) return 0; // Reset combat event before player acts combat_reset_event(); - - int new_x = gs->player.position.x + direction.x; - int new_y = gs->player.position.y + direction.y; - - Enemy *target = NULL; + int new_x = gs->player.x + dx; + int new_y = gs->player.y + dy; int action = 0; - 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); + // 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); action = 1; - } 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; - } + } else { + action = player_move(&gs->player, dx, dy, &gs->map); } if (action) - post_action(gs, target); + post_action(gs, target); // target is NULL on move, enemy ptr on attack return action; } @@ -557,8 +541,8 @@ static void game_loop(void) { cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y}; BeginMode2D(cam); render_map(&gs.map); - render_items(gs.items, gs.item_count, gs.map.visible); - render_enemies(gs.enemies, gs.enemy_count, gs.map.visible); + render_items(gs.items, gs.item_count); + render_enemies(gs.enemies, gs.enemy_count); render_player(&gs.player); EndMode2D(); diff --git a/src/map.c b/src/map.c index b9d5bbc..24016c9 100644 --- a/src/map.c +++ b/src/map.c @@ -1,8 +1,6 @@ #include "map.h" #include "rng.h" -#include "settings.h" #include "utils.h" -#include #include void map_init(Map *map) { @@ -12,8 +10,6 @@ void map_init(Map *map) { map->tiles[y][x] = TILE_WALL; } } - memset(map->visible, 0, sizeof(map->visible)); - memset(map->remembered, 0, sizeof(map->remembered)); map->room_count = 0; } @@ -190,67 +186,3 @@ void dungeon_generate(Dungeon *d, Map *map, int floor_num) { d->room_count = map->room_count; memcpy(d->rooms, map->rooms, sizeof(Room) * map->room_count); } - -int is_in_view_range(int x, int y, int view_x, int view_y, int range) { - int dx = x - view_x; - int dy = y - view_y; - return (dx * dx + dy * dy) <= (range * range); -} - -static int trace_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { - int dx = abs(x2 - x1); - int dy = abs(y2 - y1); - int sx = (x1 < x2) ? 1 : -1; - int sy = (y1 < y2) ? 1 : -1; - int err = dx - dy; - int x = x1; - int y = y1; - - while (1) { - if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) - return 0; - - if (x == x2 && y == y2) - return 1; - - if (map->tiles[y][x] == TILE_WALL && !(x == x1 && y == y1)) - return 0; - - int e2 = 2 * err; - if (e2 > -dy) { - err -= dy; - x += sx; - } - if (e2 < dx) { - err += dx; - y += sy; - } - } -} - -int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { - if (!in_bounds(x1, y1, MAP_WIDTH, MAP_HEIGHT) || !in_bounds(x2, y2, MAP_WIDTH, MAP_HEIGHT)) - return 0; - return trace_line_of_sight(map, x1, y1, x2, y2); -} - -int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) { - if (!is_in_view_range(to_x, to_y, from_x, from_y, range)) - return 0; - return has_line_of_sight(map, from_x, from_y, to_x, to_y); -} - -void calculate_visibility(Map *map, int x, int y) { - memset(map->visible, 0, sizeof(map->visible)); - - for (int ty = 0; ty < MAP_HEIGHT; ty++) { - for (int tx = 0; tx < MAP_WIDTH; tx++) { - if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) { - if (has_line_of_sight(map, x, y, tx, ty)) { - map->visible[ty][tx] = 1; - map->remembered[ty][tx] = 1; - } - } - } - } -} diff --git a/src/map.h b/src/map.h index 84f1119..3cf6337 100644 --- a/src/map.h +++ b/src/map.h @@ -18,10 +18,4 @@ void map_init(Map *map); // Get a random floor tile position void get_random_floor_tile(Map *map, int *x, int *y, int attempts); -// Visibility / Fog of War -int is_in_view_range(int x, int y, int view_x, int view_y, int range); -int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2); -void calculate_visibility(Map *map, int x, int y); -int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range); - #endif // MAP_H diff --git a/src/movement.c b/src/movement.c deleted file mode 100644 index 0f7fd8f..0000000 --- a/src/movement.c +++ /dev/null @@ -1,29 +0,0 @@ -#include "movement.h" -#include "enemy.h" -#include "map.h" -#include - -// 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; -} diff --git a/src/movement.h b/src/movement.h deleted file mode 100644 index e73a9a0..0000000 --- a/src/movement.h +++ /dev/null @@ -1,17 +0,0 @@ -#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 diff --git a/src/player.c b/src/player.c index ecc9967..3bb4c4d 100644 --- a/src/player.c +++ b/src/player.c @@ -2,12 +2,15 @@ #include "combat.h" #include "common.h" #include "items.h" +#include "map.h" #include "settings.h" +#include "utils.h" +#include #include void player_init(Player *p, int x, int y) { - p->position.x = x; - p->position.y = y; + p->x = x; + p->y = y; p->hp = PLAYER_BASE_HP; p->max_hp = PLAYER_BASE_HP; p->attack = PLAYER_BASE_ATTACK; @@ -40,20 +43,36 @@ 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].position.x == x && enemies[i].position.y == y) + if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) return &enemies[i]; } return NULL; } -void player_on_move(Player *p) { +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; 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) { @@ -209,8 +228,8 @@ 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->position.x; - items[i].y = p->position.y; + items[i].x = p->x; + items[i].y = p->y; items[i].picked_up = 0; // Remove from inventory player_remove_inventory_item(p, inv_index); diff --git a/src/player.h b/src/player.h index 290806a..ca91abf 100644 --- a/src/player.h +++ b/src/player.h @@ -6,8 +6,8 @@ // Initialize player at position void player_init(Player *p, int x, int y); -// Apply status effects, healing, etc -void player_on_move(Player *p); +// 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); // 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); diff --git a/src/render.c b/src/render.c index 430b3e3..3c24e15 100644 --- a/src/render.c +++ b/src/render.c @@ -11,31 +11,18 @@ void render_map(const Map *map) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; - int visible = map->visible[y][x]; - int remembered = map->remembered[y][x]; - - if (!visible && !remembered) { - DrawRectangleRec(rect, (Color){5, 5, 10, 255}); - continue; - } - - Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255}; - Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255}; - Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255}; switch (map->tiles[y][x]) { case TILE_WALL: - DrawRectangleRec(rect, wall_color); + DrawRectangleRec(rect, DARKGRAY); break; case TILE_FLOOR: - DrawRectangleRec(rect, floor_color); + DrawRectangleRec(rect, BLACK); break; case TILE_STAIRS: - DrawRectangleRec(rect, stairs_color); - if (visible) - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); - else - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255}); + DrawRectangleRec(rect, (Color){100, 100, 100, 255}); + // Draw stairs marker + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); break; } } @@ -43,20 +30,17 @@ void render_map(const Map *map) { } void render_player(const Player *p) { - Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE, - (float)TILE_SIZE}; + Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; DrawRectangleRec(rect, BLUE); } -void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { +void render_enemies(const Enemy *enemies, int count) { for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; - if (!visible[enemies[i].position.y][enemies[i].position.x]) - continue; - Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE), - (float)TILE_SIZE, (float)TILE_SIZE}; + Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE), (float)TILE_SIZE, + (float)TILE_SIZE}; // Different colors based on enemy type Color enemy_color; @@ -88,19 +72,17 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible bar_color = (Color){200, 180, 40, 255}; // yellow else bar_color = (Color){200, 60, 60, 255}; // red - Rectangle hp_bar = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE - 4), - (float)hp_pixels, 3}; + Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_pixels, + 3}; DrawRectangleRec(hp_bar, bar_color); } } } -void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { +void render_items(const Item *items, int count) { 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}; diff --git a/src/render.h b/src/render.h index d934ffc..016291f 100644 --- a/src/render.h +++ b/src/render.h @@ -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, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); +void render_enemies(const Enemy *enemies, int count); // Render all items -void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); +void render_items(const Item *items, int count); // Render UI overlay void render_ui(const Player *p); diff --git a/src/settings.h b/src/settings.h index 1b96056..8b8ac54 100644 --- a/src/settings.h +++ b/src/settings.h @@ -63,9 +63,4 @@ // 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