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No commits in common. "09f7e659b5074d1b8c38a439a78d89c029c7cdc0" and "1d738c35d40b99fc57bb61bb1a944d7361e3a790" have entirely different histories.

13 changed files with 105 additions and 357 deletions

View file

@ -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",

View file

@ -4,10 +4,6 @@
#include "settings.h"
#include <raylib.h>
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;

View file

@ -2,9 +2,7 @@
#include "combat.h"
#include "common.h"
#include "map.h"
#include "movement.h"
#include "rng.h"
#include "settings.h"
#include <string.h>
// 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) {

View file

@ -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();

View file

@ -1,8 +1,6 @@
#include "map.h"
#include "rng.h"
#include "settings.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
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;
}
}
}
}
}

View file

@ -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

View file

@ -1,29 +0,0 @@
#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;
}

View file

@ -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

View file

@ -2,12 +2,15 @@
#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->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);

View file

@ -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);

View file

@ -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};

View file

@ -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);

View file

@ -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