diff --git a/build.zig b/build.zig index 7109941..4d6f6b2 100644 --- a/build.zig +++ b/build.zig @@ -25,6 +25,7 @@ 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 08761c0..474e133 100644 --- a/src/common.h +++ b/src/common.h @@ -4,6 +4,10 @@ #include "settings.h" #include +typedef struct { + int x, y; +} Vec2; + // Tile types typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType; @@ -59,7 +63,7 @@ typedef struct { // Player typedef struct { - int x, y; + Vec2 position; int hp, max_hp; int attack; int defense; @@ -85,7 +89,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType; // Enemy typedef struct { - int x, y; + Vec2 position; int hp; int max_hp; int attack; diff --git a/src/enemy.c b/src/enemy.c index 0169096..57eff34 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -2,6 +2,7 @@ #include "combat.h" #include "common.h" #include "map.h" +#include "movement.h" #include "rng.h" #include "settings.h" #include @@ -30,7 +31,7 @@ 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->x && ey == p->y) { + if (ex == p->position.x && ey == p->position.y) { continue; } @@ -42,8 +43,8 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { // Create enemy Enemy e; memset(&e, 0, sizeof(Enemy)); - e.x = ex; - e.y = ey; + e.position.x = ex; + e.position.y = ey; e.alive = 1; e.type = rng_int(ENEMY_GOBLIN, max_type); e.effect_count = 0; @@ -132,7 +133,7 @@ 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].x == x && enemies[i].y == y) { + if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y) { return 1; } } @@ -141,43 +142,35 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) { // 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->x, e->y, p->x, p->y, e->vision_range); + return can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, e->vision_range); } -// 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->x > e->x) + if (p->position.x > e->position.x) dx = 1; - else if (p->x < e->x) + else if (p->position.x < e->position.x) dx = -1; - if (p->y > e->y) + if (p->position.y > e->position.y) dy = 1; - else if (p->y < e->y) + else if (p->position.y < e->position.y) dy = -1; - // Try horizontal first, then vertical - int new_x = e->x + dx; - int new_y = e->y; + 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; + } - 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->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; - } + dir.x = 0; + dir.y = dy; + if (dy != 0) { + try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false); } } @@ -192,12 +185,12 @@ static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count if (dx == 0 && dy == 0) return; - int new_x = e->x + dx; - int new_y = e->y + dy; + 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->x = new_x; - e->y = new_y; + e->position.x = new_x; + e->position.y = new_y; } } @@ -205,31 +198,31 @@ static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count 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->x) + if (e->last_known_x > e->position.x) dx = 1; - else if (e->last_known_x < e->x) + else if (e->last_known_x < e->position.x) dx = -1; - if (e->last_known_y > e->y) + if (e->last_known_y > e->position.y) dy = 1; - else if (e->last_known_y < e->y) + else if (e->last_known_y < e->position.y) dy = -1; - int new_x = e->x + dx; - int new_y = e->y; + 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->x = new_x; + e->position.x = new_x; } else if (dy != 0) { - new_x = e->x; - new_y = e->y + dy; + 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->x = new_x; - e->y = new_y; + e->position.x = new_x; + e->position.y = new_y; } } - if (e->x == e->last_known_x && e->y == e->last_known_y) + if (e->position.x == e->last_known_x && e->position.y == e->last_known_y) e->alert = 0; } @@ -238,8 +231,8 @@ static int is_nearby_enemy(const Enemy *enemies, int count, int x, int y, int ra for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; - int dx = enemies[i].x - x; - int dy = enemies[i].y - y; + int dx = enemies[i].position.x - x; + int dy = enemies[i].position.y - y; if (dx * dx + dy * dy <= radius * radius) return 1; } @@ -254,7 +247,7 @@ static void propagate_alert(Enemy *trigger_enemy, Enemy *all_enemies, int enemy_ continue; if (e->alert) continue; - if (is_nearby_enemy(all_enemies, enemy_count, e->x, e->y, 5)) { + 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; @@ -276,12 +269,12 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun // If we can see the player, update alert state and last known position if (can_see) { e->alert = 1; - e->last_known_x = p->x; - e->last_known_y = p->y; + 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->x, e->y, p->x, p->y, 1)) { + if (can_see && can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, 1)) { combat_enemy_attack(e, p); propagate_alert(e, all_enemies, enemy_count); return; diff --git a/src/main.c b/src/main.c index aa367ab..ed3cb51 100644 --- a/src/main.c +++ b/src/main.c @@ -4,6 +4,7 @@ #include "enemy.h" #include "items.h" #include "map.h" +#include "movement.h" #include "player.h" #include "raylib.h" #include "render.h" @@ -117,13 +118,13 @@ static void init_floor(GameState *gs, int floor_num) { gs->floors_reached = 1; } else { // Move player to new floor position - gs->player.x = start_x; - gs->player.y = start_y; + gs->player.position.x = start_x; + gs->player.position.y = start_y; } gs->player.floor = floor_num; // Calculate initial visibility - calculate_visibility(&gs->map, gs->player.x, gs->player.y); + 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); @@ -140,7 +141,8 @@ 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.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, 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); gs->screen_shake = SHAKE_EFFECT_DURATION; } @@ -158,7 +160,7 @@ 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->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0); + spawn_floating_text(gs, e->position.x * TILE_SIZE + 8, e->position.y * TILE_SIZE, enemy_effect_dmg, 0); } if (!e->alive) { add_log(gs, "Enemy died from effects!"); @@ -176,7 +178,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { return; // Check if stepped on stairs - if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) { + if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) { gs->awaiting_descend = 1; gs->last_message = "Descend to next floor? (Y/N)"; gs->message_timer = 120; @@ -185,8 +187,8 @@ 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->x * TILE_SIZE + 8; - int ey = attacked_enemy->y * TILE_SIZE; + int ex = attacked_enemy->position.x * TILE_SIZE + 8; + int ey = attacked_enemy->position.y * TILE_SIZE; if (combat_was_dodged()) { spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE); @@ -219,7 +221,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { } // Update visibility based on player's new position - calculate_visibility(&gs->map, gs->player.x, gs->player.y); + 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); @@ -230,8 +232,8 @@ 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.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 @@ -252,7 +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.x, gs->player.y); + 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!"; @@ -395,7 +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++; @@ -424,38 +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; } diff --git a/src/movement.c b/src/movement.c new file mode 100644 index 0000000..0f7fd8f --- /dev/null +++ b/src/movement.c @@ -0,0 +1,29 @@ +#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 new file mode 100644 index 0000000..e73a9a0 --- /dev/null +++ b/src/movement.h @@ -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 diff --git a/src/player.c b/src/player.c index 3bb4c4d..ecc9967 100644 --- a/src/player.c +++ b/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 #include 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); diff --git a/src/player.h b/src/player.h index ca91abf..290806a 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); -// 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); diff --git a/src/render.c b/src/render.c index 206843d..430b3e3 100644 --- a/src/render.c +++ b/src/render.c @@ -43,7 +43,8 @@ void render_map(const Map *map) { } void render_player(const Player *p) { - Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; + Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE, + (float)TILE_SIZE}; DrawRectangleRec(rect, BLUE); } @@ -51,11 +52,11 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; - if (!visible[enemies[i].y][enemies[i].x]) + 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; @@ -87,8 +88,8 @@ 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].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); } }