forked from NotAShelf/rogged
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4 commits
1d738c35d4
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09f7e659b5
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| 09f7e659b5 | |||
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71343311eb |
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f85d28e932 |
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| 4dfe52ae72 |
13 changed files with 357 additions and 105 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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15
src/common.h
15
src/common.h
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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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@ -30,6 +34,8 @@ typedef struct {
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TileType tiles[MAP_HEIGHT][MAP_WIDTH];
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Room rooms[MAX_ROOMS];
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int room_count;
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unsigned char visible[MAP_HEIGHT][MAP_WIDTH];
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unsigned char remembered[MAP_HEIGHT][MAP_WIDTH];
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} Map;
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// Dungeon
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@ -57,7 +63,7 @@ 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 +89,7 @@ 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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@ -98,6 +104,11 @@ typedef struct {
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int status_chance;
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int crit_chance; // crit chance percentage (0-100)
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int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x)
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// vision
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int vision_range;
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int alert; // 1 = aware of player, searching
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int last_known_x; // last position where enemy saw player
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int last_known_y;
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// status effects
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StatusEffect effects[MAX_EFFECTS];
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int effect_count;
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168
src/enemy.c
168
src/enemy.c
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@ -2,7 +2,9 @@
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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 "settings.h"
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#include <string.h>
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// Forward declaration
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@ -29,7 +31,7 @@ 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 +43,8 @@ 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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@ -68,6 +70,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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e.resistance[DMG_PIERCE] = 0;
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e.resistance[DMG_FIRE] = -25;
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e.resistance[DMG_POISON] = 50;
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e.vision_range = 7;
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break;
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case ENEMY_SKELETON:
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e.max_hp = ENEMY_BASE_HP + floor + 2;
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@ -85,6 +88,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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e.resistance[DMG_PIERCE] = 50;
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e.resistance[DMG_FIRE] = 25;
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e.resistance[DMG_POISON] = 75;
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e.vision_range = 6;
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break;
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case ENEMY_ORC:
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e.max_hp = ENEMY_BASE_HP + floor + 4;
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@ -102,6 +106,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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e.resistance[DMG_PIERCE] = -25;
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e.resistance[DMG_FIRE] = 0;
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e.resistance[DMG_POISON] = 0;
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e.vision_range = 5;
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break;
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default:
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e.max_hp = ENEMY_BASE_HP;
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@ -115,6 +120,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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e.crit_chance = ENEMY_CRIT_CHANCE;
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e.crit_mult = ENEMY_CRIT_MULT;
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memset(e.resistance, 0, sizeof(e.resistance));
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e.vision_range = ENEMY_VIEW_RANGE;
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break;
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}
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e.cooldown = e.speed;
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@ -127,58 +133,129 @@ 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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return 0;
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}
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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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return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1);
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// Check if enemy can see player (within view range and line of sight)
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static int can_see_player(Enemy *e, Player *p, Map *map) {
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return can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, e->vision_range);
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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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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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// Move enemy in a random direction (patrol)
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static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) {
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if (rng_int(0, 100) > ENEMY_PATROL_MOVE_CHANCE)
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return;
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int dx = rng_int(-1, 1);
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int dy = rng_int(-1, 1);
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if (dx == 0 && dy == 0)
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return;
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int new_x = e->position.x + dx;
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int new_y = e->position.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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e->position.x = new_x;
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e->position.y = new_y;
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}
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}
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// Move enemy toward last known player position
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static void enemy_move_to_last_known(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) {
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int dx = 0, dy = 0;
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if (e->last_known_x > e->position.x)
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dx = 1;
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else if (e->last_known_x < e->position.x)
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dx = -1;
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if (e->last_known_y > e->position.y)
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dy = 1;
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else if (e->last_known_y < e->position.y)
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dy = -1;
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int new_x = e->position.x + dx;
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int new_y = e->position.y;
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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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e->position.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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new_x = e->position.x;
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new_y = e->position.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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e->position.x = new_x;
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e->position.y = new_y;
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}
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}
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if (e->position.x == e->last_known_x && e->position.y == e->last_known_y)
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e->alert = 0;
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}
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// Check if position is within alert radius of another enemy
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static int is_nearby_enemy(const Enemy *enemies, int count, int x, int y, int radius) {
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for (int i = 0; i < count; i++) {
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if (!enemies[i].alive)
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continue;
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int dx = enemies[i].position.x - x;
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int dy = enemies[i].position.y - y;
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if (dx * dx + dy * dy <= radius * radius)
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return 1;
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}
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return 0;
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}
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// Propagate alert to nearby enemies
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static void propagate_alert(Enemy *trigger_enemy, Enemy *all_enemies, int enemy_count) {
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for (int i = 0; i < enemy_count; i++) {
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Enemy *e = &all_enemies[i];
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if (!e->alive || e == trigger_enemy)
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continue;
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if (e->alert)
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continue;
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if (is_nearby_enemy(all_enemies, enemy_count, e->position.x, e->position.y, 5)) {
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e->alert = 1;
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e->last_known_x = trigger_enemy->last_known_x;
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e->last_known_y = trigger_enemy->last_known_y;
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}
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}
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}
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// Perform a single action for an enemy (attack if adjacent, otherwise move)
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// Perform a single action for an enemy (attack if visible, otherwise patrol or search)
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void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
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if (!e->alive)
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return;
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@ -187,14 +264,37 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun
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if (combat_has_effect(e->effects, e->effect_count, EFFECT_STUN))
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return;
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// Check if adjacent to player - attack
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if (can_see_player(e, p)) {
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int can_see = can_see_player(e, p, map);
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// If we can see the player, update alert state and last known position
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if (can_see) {
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e->alert = 1;
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e->last_known_x = p->position.x;
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e->last_known_y = p->position.y;
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}
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// Attack if adjacent to player
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if (can_see && can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, 1)) {
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combat_enemy_attack(e, p);
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propagate_alert(e, all_enemies, enemy_count);
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return;
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}
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// Otherwise, move toward player
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enemy_move_toward_player(e, p, map, all_enemies, enemy_count);
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// Move toward player if visible
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if (can_see) {
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enemy_move_toward_player(e, p, map, all_enemies, enemy_count);
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propagate_alert(e, all_enemies, enemy_count);
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return;
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}
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// If alert but can't see player, move toward last known position
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if (e->alert) {
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enemy_move_to_last_known(e, map, all_enemies, enemy_count);
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return;
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}
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// Not alert - patrol randomly
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enemy_patrol(e, map, all_enemies, enemy_count);
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}
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void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) {
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80
src/main.c
80
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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@ -117,11 +118,14 @@ 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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// Calculate initial visibility
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calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
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// Spawn enemies
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enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num);
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@ -137,7 +141,8 @@ 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 +160,7 @@ 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 +178,7 @@ 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 +187,8 @@ 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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@ -215,6 +220,9 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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}
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}
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// Update visibility based on player's new position
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calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
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// Enemy turns - uses speed/cooldown system
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enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
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@ -224,8 +232,8 @@ 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();
|
||||
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
|
||||
|
|
@ -246,6 +254,7 @@ 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!";
|
||||
|
|
@ -388,7 +397,7 @@ 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 +426,45 @@ 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;
|
||||
}
|
||||
|
|
@ -541,8 +557,8 @@ 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);
|
||||
render_enemies(gs.enemies, gs.enemy_count);
|
||||
render_items(gs.items, gs.item_count, gs.map.visible);
|
||||
render_enemies(gs.enemies, gs.enemy_count, gs.map.visible);
|
||||
render_player(&gs.player);
|
||||
EndMode2D();
|
||||
|
||||
|
|
|
|||
68
src/map.c
68
src/map.c
|
|
@ -1,6 +1,8 @@
|
|||
#include "map.h"
|
||||
#include "rng.h"
|
||||
#include "settings.h"
|
||||
#include "utils.h"
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
void map_init(Map *map) {
|
||||
|
|
@ -10,6 +12,8 @@ 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;
|
||||
}
|
||||
|
||||
|
|
@ -186,3 +190,67 @@ 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -18,4 +18,10 @@ 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
|
||||
|
|
|
|||
29
src/movement.c
Normal file
29
src/movement.c
Normal file
|
|
@ -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
17
src/movement.h
Normal file
|
|
@ -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
|
||||
31
src/player.c
31
src/player.c
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
42
src/render.c
42
src/render.c
|
|
@ -11,18 +11,31 @@ 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, DARKGRAY);
|
||||
DrawRectangleRec(rect, wall_color);
|
||||
break;
|
||||
case TILE_FLOOR:
|
||||
DrawRectangleRec(rect, BLACK);
|
||||
DrawRectangleRec(rect, floor_color);
|
||||
break;
|
||||
case TILE_STAIRS:
|
||||
DrawRectangleRec(rect, (Color){100, 100, 100, 255});
|
||||
// Draw stairs marker
|
||||
DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
|
||||
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});
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -30,17 +43,20 @@ 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);
|
||||
}
|
||||
|
||||
void render_enemies(const Enemy *enemies, int count) {
|
||||
void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) {
|
||||
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].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;
|
||||
|
|
@ -72,17 +88,19 @@ 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void render_items(const Item *items, int count) {
|
||||
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) {
|
||||
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};
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]);
|
||||
|
||||
// Render all items
|
||||
void render_items(const Item *items, int count);
|
||||
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]);
|
||||
|
||||
// Render UI overlay
|
||||
void render_ui(const Player *p);
|
||||
|
|
|
|||
|
|
@ -63,4 +63,9 @@
|
|||
// 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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue