forked from NotAShelf/rogged
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36 changed files with 3940 additions and 547 deletions
3
.gitignore
vendored
3
.gitignore
vendored
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@ -9,4 +9,5 @@ roguelike
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# Zig
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.zig-cache
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.zig-out
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zig-out
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*.o
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|
|
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2
Justfile
2
Justfile
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@ -4,7 +4,7 @@ build:
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# Build and run
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dev:
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zig build run
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zig build -Dadmin-controls=true run
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# Clean build artifacts
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clean:
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|
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BIN
assets/fonts/Royal_Decree.ttf
Normal file
BIN
assets/fonts/Royal_Decree.ttf
Normal file
Binary file not shown.
BIN
assets/fonts/Royal_Decree_Bold.ttf
Normal file
BIN
assets/fonts/Royal_Decree_Bold.ttf
Normal file
Binary file not shown.
BIN
assets/fonts/Tomorrow_Night.ttf
Normal file
BIN
assets/fonts/Tomorrow_Night.ttf
Normal file
Binary file not shown.
BIN
assets/fonts/spartan_500.ttf
Normal file
BIN
assets/fonts/spartan_500.ttf
Normal file
Binary file not shown.
125
build.zig
125
build.zig
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@ -3,9 +3,87 @@ const std = @import("std");
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pub fn build(b: *std.Build) void {
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const target = b.standardTargetOptions(.{});
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const optimize = b.standardOptimizeOption(.{});
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const admin_controls = b.option(bool, "admin-controls", "Enable in-game development admin controls") orelse false;
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// Zig combat library
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const combat_lib = b.addLibrary(.{
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const base_c_flags = [_][]const u8{
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"-std=c99",
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"-Wall",
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"-Wextra",
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"-O2",
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};
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const admin_c_flags = [_][]const u8{
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"-std=c99",
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"-Wall",
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"-Wextra",
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"-O2",
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"-DROGGED_ADMIN_CONTROLS=1",
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};
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const c_flags = if (admin_controls) &admin_c_flags else &base_c_flags;
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// RNG library
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const rng_lib = b.addLibrary(.{
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.name = "rng",
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.root_module = b.createModule(.{
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.target = target,
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.optimize = optimize,
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.link_libc = true,
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}),
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});
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rng_lib.root_module.addCSourceFiles(.{
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.files = &[_][]const u8{"libs/rng/rng.c"},
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.flags = c_flags,
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});
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rng_lib.root_module.addIncludePath(b.path("libs/rng"));
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// Map library
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const map_lib = b.addLibrary(.{
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.name = "map",
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.root_module = b.createModule(.{
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.target = target,
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.optimize = optimize,
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.link_libc = true,
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}),
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});
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map_lib.root_module.addCSourceFiles(.{
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.files = &[_][]const u8{
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"libs/map/map.c",
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"libs/map/utils.c",
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},
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.flags = c_flags,
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});
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// map.h includes common.h and settings.h which live in src/
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map_lib.root_module.addIncludePath(b.path("src"));
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// map.c includes rng/rng.h via libs/ root
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map_lib.root_module.addIncludePath(b.path("libs"));
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// utils.h is co-located with map.c
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map_lib.root_module.addIncludePath(b.path("libs/map"));
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// Tileset library
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const tileset_obj = b.addObject(.{
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.name = "tileset",
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.root_module = b.createModule(.{
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.target = target,
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.optimize = optimize,
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.link_libc = true,
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}),
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});
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tileset_obj.root_module.addCSourceFiles(.{
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.files = &[_][]const u8{
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"libs/tileset/tileset.c",
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"libs/tileset/tileset_paint.c",
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},
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.flags = c_flags,
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});
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// tileset.h includes settings.h which lives in src/
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tileset_obj.root_module.addIncludePath(b.path("src"));
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// tileset.c includes tileset.h which is co-located
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tileset_obj.root_module.addIncludePath(b.path("libs/tileset"));
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tileset_obj.root_module.linkSystemLibrary("raylib", .{});
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// Zig combat library. This must be compiled as an object and linked
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// directly to bypassing the archive step, or it yields a corrupt
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// archive that forces the user to clear the cache each time.
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const combat_obj = b.addObject(.{
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.name = "combat",
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.root_module = b.createModule(.{
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.root_source_file = b.path("libs/combat/combat.zig"),
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@ -14,29 +92,20 @@ pub fn build(b: *std.Build) void {
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.link_libc = true,
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}),
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});
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combat_lib.addIncludePath(b.path("src"));
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combat_lib.linkSystemLibrary("raylib");
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// common.h and settings.h live in src/; rng.h exposed bare from libs/rng
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combat_obj.root_module.addIncludePath(b.path("src"));
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combat_obj.root_module.addIncludePath(b.path("libs/rng"));
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// C sources (everything except combat, which is now Zig)
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// C sources remaining in src/
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const c_sources = [_][]const u8{
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"src/audio.c",
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"src/enemy.c",
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"src/items.c",
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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/player.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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"src/utils.c",
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};
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const c_flags = [_][]const u8{
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"-std=c99",
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"-Wall",
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"-Wextra",
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"-O2",
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};
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// Main executable
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@ -49,18 +118,24 @@ pub fn build(b: *std.Build) void {
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}),
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});
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exe.addCSourceFiles(.{
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exe.root_module.addCSourceFiles(.{
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.files = &c_sources,
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.flags = &c_flags,
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.flags = c_flags,
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});
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exe.addIncludePath(b.path("src"));
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exe.linkLibrary(combat_lib);
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exe.linkSystemLibrary("raylib");
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exe.linkSystemLibrary("m");
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exe.linkSystemLibrary("pthread");
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exe.linkSystemLibrary("dl");
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exe.linkSystemLibrary("rt");
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// src/ for own headers; libs/ so "rng/rng.h" and "map/map.h" resolve
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exe.root_module.addIncludePath(b.path("src"));
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exe.root_module.addIncludePath(b.path("libs"));
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exe.root_module.linkLibrary(rng_lib);
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exe.root_module.linkLibrary(map_lib);
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exe.root_module.addObject(tileset_obj);
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exe.root_module.addObject(combat_obj);
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exe.root_module.linkSystemLibrary("raylib", .{});
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exe.root_module.linkSystemLibrary("m", .{});
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exe.root_module.linkSystemLibrary("pthread", .{});
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exe.root_module.linkSystemLibrary("dl", .{});
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exe.root_module.linkSystemLibrary("rt", .{});
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b.installArtifact(exe);
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|
|
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@ -28,7 +28,7 @@
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// Tracks the earliest Zig version that the package considers to be a
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// supported use case.
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.minimum_zig_version = "0.15.2",
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.minimum_zig_version = "0.16.0",
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// This field is optional.
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// Each dependency must either provide a `url` and `hash`, or a `path`.
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|
|
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@ -28,7 +28,7 @@ to be viable. For a semi-complete list of things that need to be done, see the
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Rogged is built on a relatively simple stack. It uses C99 for the main game
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logic, and Zig for the combat library. Besides `raylib` and `pkg-config`, you
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only need the core Zig tooling. For now the required Zig version is 0.15.2, but
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only need the core Zig tooling. For now the required Zig version is 0.16.0, but
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this might change in the future. Additionally, you will need `clang-format` and
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`just` for common development tasks in the case you plan to contribute. For
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building, Zig is enough.
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@ -53,7 +53,7 @@ $ just dev
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### Manual Build
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If you are allergic to good tooling and would rather use your system Zig, you
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may simply invoke `zig build` after acquiring Zig 0.15.2.
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may simply invoke `zig build` after acquiring Zig 0.16.0.
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```sh
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# Full build
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|
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6
flake.lock
generated
6
flake.lock
generated
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@ -2,11 +2,11 @@
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"nodes": {
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"nixpkgs": {
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"locked": {
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"lastModified": 1775036866,
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"narHash": "sha256-ZojAnPuCdy657PbTq5V0Y+AHKhZAIwSIT2cb8UgAz/U=",
|
||||
"lastModified": 1780749050,
|
||||
"narHash": "sha256-3av0pIjlOWQ6rDbNOmpUSvbNnJkGORQKKjb4LtCZsIY=",
|
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"owner": "NixOS",
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"repo": "nixpkgs",
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"rev": "6201e203d09599479a3b3450ed24fa81537ebc4e",
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"rev": "a799d3e3886da994fa307f817a6bc705ae538eeb",
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"type": "github"
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},
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"original": {
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|
|
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@ -101,18 +101,18 @@ fn compact(effects: [*c]c.StatusEffect, count: [*c]c_int) void {
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count[0] = @intCast(write);
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}
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fn tickOne(eff: *c.StatusEffect, hp: *c_int) c_int {
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if (eff.duration <= 0) return 0;
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fn tickOne(eff: [*c]c.StatusEffect, hp: [*c]c_int) c_int {
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if (eff[0].duration <= 0) return 0;
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var dmg: c_int = 0;
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switch (eff.type) {
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switch (eff[0].type) {
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c.EFFECT_POISON, c.EFFECT_BLEED, c.EFFECT_BURN => {
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dmg = eff.intensity;
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hp.* -= dmg;
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dmg = eff[0].intensity;
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hp[0] -= dmg;
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},
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else => {},
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}
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eff.duration -= 1;
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eff[0].duration -= 1;
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return dmg;
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}
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|
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840
libs/map/map.c
Normal file
840
libs/map/map.c
Normal file
|
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@ -0,0 +1,840 @@
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#include "map.h"
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#include "rng/rng.h"
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#include "settings.h"
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#include "utils.h"
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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void map_init(Map *map) {
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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map->tiles[y][x] = TILE_WALL;
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}
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}
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memset(map->light_map, 0, sizeof(map->light_map));
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memset(map->remembered, 0, sizeof(map->remembered));
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memset(map->door_open_from, 255, sizeof(map->door_open_from));
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memset(map->door_anim_timer, 0, sizeof(map->door_anim_timer));
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memset(map->door_anim_target, 0, sizeof(map->door_anim_target));
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map->room_count = 0;
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}
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int is_floor(const Map *map, int x, int y) {
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if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT))
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return 0;
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return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS || map->tiles[y][x] == TILE_DOOR_OPEN ||
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map->tiles[y][x] == TILE_DOOR_RUINED || map->tiles[y][x] == TILE_DOOR_CLOSED ||
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map->tiles[y][x] == TILE_RUBBLE || map->tiles[y][x] == TILE_SHALLOW_WATER;
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}
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void get_room_center(Room *room, int *cx, int *cy) {
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*cx = room->x + room->w / 2;
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*cy = room->y + room->h / 2;
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}
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// Carve a room into the map
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static void carve_room(Map *map, Room *room) {
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for (int y = room->y; y < room->y + room->h; y++) {
|
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for (int x = room->x; x < room->x + room->w; x++) {
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if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT))
|
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continue;
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int local_x = x - room->x;
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int local_y = y - room->y;
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int carved = 1;
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if ((room->type == ROOM_SHRINE || room->type == ROOM_VAULT) &&
|
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((local_x == 0 && local_y == 0) || (local_x == room->w - 1 && local_y == 0) ||
|
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(local_x == 0 && local_y == room->h - 1) || (local_x == room->w - 1 && local_y == room->h - 1))) {
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carved = 0;
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}
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if (room->type == ROOM_CRYPT &&
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((local_x == 0 || local_x == room->w - 1) && (local_y == 0 || local_y == room->h - 1)))
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carved = 0;
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if (carved)
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map->tiles[y][x] = TILE_FLOOR;
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}
|
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}
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||||
}
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||||
|
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// Carve a horizontal corridor
|
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static void carve_h_corridor(Map *map, int x1, int x2, int y) {
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int start = (x1 < x2) ? x1 : x2;
|
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int end = (x1 < x2) ? x2 : x1;
|
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for (int x = start; x <= end; x++) {
|
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if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) {
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map->tiles[y][x] = TILE_FLOOR;
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}
|
||||
}
|
||||
}
|
||||
|
||||
// Carve a vertical corridor
|
||||
static void carve_v_corridor(Map *map, int x, int y1, int y2) {
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int start = (y1 < y2) ? y1 : y2;
|
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int end = (y1 < y2) ? y2 : y1;
|
||||
for (int y = start; y <= end; y++) {
|
||||
if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) {
|
||||
map->tiles[y][x] = TILE_FLOOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if a room overlaps with existing rooms
|
||||
static int room_overlaps(Room *rooms, int count, Room *new_room) {
|
||||
// Add padding to prevent rooms from touching
|
||||
for (int i = 0; i < count; i++) {
|
||||
Room *r = &rooms[i];
|
||||
if (!(new_room->x > r->x + r->w + 2 || new_room->x + new_room->w + 2 < r->x || new_room->y > r->y + r->h + 2 ||
|
||||
new_room->y + new_room->h + 2 < r->y)) {
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static RoomType pick_room_type(int floor, int room_index) {
|
||||
if (room_index == 0)
|
||||
return ROOM_START;
|
||||
|
||||
int roll = rng_int(0, 99);
|
||||
if (floor <= 1) {
|
||||
if (roll < 35)
|
||||
return ROOM_GUARD;
|
||||
if (roll < 55)
|
||||
return ROOM_ARMORY;
|
||||
if (roll < 75)
|
||||
return ROOM_SHRINE;
|
||||
return ROOM_CRYPT;
|
||||
}
|
||||
if (floor == 2) {
|
||||
if (roll < 40)
|
||||
return ROOM_CISTERN;
|
||||
if (roll < 60)
|
||||
return ROOM_GUARD;
|
||||
if (roll < 80)
|
||||
return ROOM_SHRINE;
|
||||
return ROOM_CRYPT;
|
||||
}
|
||||
if (floor == 3) {
|
||||
if (roll < 35)
|
||||
return ROOM_CRYPT;
|
||||
if (roll < 60)
|
||||
return ROOM_LIBRARY;
|
||||
if (roll < 80)
|
||||
return ROOM_CISTERN;
|
||||
return ROOM_VAULT;
|
||||
}
|
||||
if (floor == 4) {
|
||||
if (roll < 35)
|
||||
return ROOM_FORGE;
|
||||
if (roll < 55)
|
||||
return ROOM_ARMORY;
|
||||
if (roll < 75)
|
||||
return ROOM_CRYPT;
|
||||
return ROOM_VAULT;
|
||||
}
|
||||
if (roll < 30)
|
||||
return ROOM_VAULT;
|
||||
if (roll < 55)
|
||||
return ROOM_CRYPT;
|
||||
if (roll < 75)
|
||||
return ROOM_FORGE;
|
||||
return ROOM_SHRINE;
|
||||
}
|
||||
|
||||
static void room_size_for_type(RoomType type, int *w, int *h) {
|
||||
switch (type) {
|
||||
case ROOM_START:
|
||||
*w = rng_int(7, 10);
|
||||
*h = rng_int(6, 8);
|
||||
break;
|
||||
case ROOM_GUARD:
|
||||
case ROOM_ARMORY:
|
||||
*w = rng_int(6, 11);
|
||||
*h = rng_int(5, 8);
|
||||
break;
|
||||
case ROOM_SHRINE:
|
||||
case ROOM_VAULT:
|
||||
*w = rng_int(7, 11);
|
||||
*h = rng_int(7, 11);
|
||||
break;
|
||||
case ROOM_CISTERN:
|
||||
*w = rng_int(8, 14);
|
||||
*h = rng_int(6, 10);
|
||||
break;
|
||||
case ROOM_CRYPT:
|
||||
case ROOM_LIBRARY:
|
||||
*w = rng_int(8, 13);
|
||||
*h = rng_int(5, 9);
|
||||
break;
|
||||
case ROOM_FORGE:
|
||||
*w = rng_int(7, 12);
|
||||
*h = rng_int(6, 9);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Generate rooms for this floor
|
||||
static int generate_rooms(Map *map, Room *rooms, int floor) {
|
||||
int room_count = 0;
|
||||
int attempts = 0;
|
||||
int max_attempts = 250;
|
||||
|
||||
// Room count varies by floor, but capped at max_rooms
|
||||
int target_rooms = 8 + (floor % 3) + rng_int(0, 3);
|
||||
if (target_rooms > MAX_ROOMS)
|
||||
target_rooms = MAX_ROOMS;
|
||||
|
||||
while (room_count < target_rooms && attempts < max_attempts) {
|
||||
attempts++;
|
||||
|
||||
RoomType type = pick_room_type(floor, room_count);
|
||||
int w, h;
|
||||
room_size_for_type(type, &w, &h);
|
||||
|
||||
int x, y;
|
||||
if (room_count == 0) {
|
||||
x = rng_int(3, 8);
|
||||
y = rng_int(3, MAP_HEIGHT - h - 4);
|
||||
} else {
|
||||
x = rng_int(2, MAP_WIDTH - w - 3);
|
||||
y = rng_int(2, MAP_HEIGHT - h - 3);
|
||||
}
|
||||
|
||||
Room new_room = {x, y, w, h, type};
|
||||
|
||||
if (!room_overlaps(rooms, room_count, &new_room)) {
|
||||
rooms[room_count] = new_room;
|
||||
carve_room(map, &new_room);
|
||||
room_count++;
|
||||
}
|
||||
}
|
||||
|
||||
return room_count;
|
||||
}
|
||||
|
||||
// Check if a tile is at a room boundary (adjacent to wall but inside room)
|
||||
static int is_room_boundary(Map *map, int x, int y) {
|
||||
// Must be floor
|
||||
if (map->tiles[y][x] != TILE_FLOOR)
|
||||
return 0;
|
||||
// Must have at least one adjacent wall
|
||||
if (in_bounds(x - 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x - 1] == TILE_WALL)
|
||||
return 1;
|
||||
if (in_bounds(x + 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x + 1] == TILE_WALL)
|
||||
return 1;
|
||||
if (in_bounds(x, y - 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y - 1][x] == TILE_WALL)
|
||||
return 1;
|
||||
if (in_bounds(x, y + 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y + 1][x] == TILE_WALL)
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// A corridor tile is a narrow floor passage with walls on at least 2 sides.
|
||||
static int is_corridor_tile(const Map *map, int x, int y) {
|
||||
if (map->tiles[y][x] != TILE_FLOOR)
|
||||
return 0;
|
||||
int walls = 0;
|
||||
if (y > 0 && map->tiles[y - 1][x] == TILE_WALL)
|
||||
walls++;
|
||||
if (y < MAP_HEIGHT - 1 && map->tiles[y + 1][x] == TILE_WALL)
|
||||
walls++;
|
||||
if (x > 0 && map->tiles[y][x - 1] == TILE_WALL)
|
||||
walls++;
|
||||
if (x < MAP_WIDTH - 1 && map->tiles[y][x + 1] == TILE_WALL)
|
||||
walls++;
|
||||
return walls >= 2;
|
||||
}
|
||||
|
||||
static int tile_in_any_room(int x, int y, Room *rooms, int room_count) {
|
||||
for (int i = 0; i < room_count; i++) {
|
||||
if (x >= rooms[i].x && x < rooms[i].x + rooms[i].w && y >= rooms[i].y && y < rooms[i].y + rooms[i].h)
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int tile_in_room(const Room *room, int x, int y) {
|
||||
return x >= room->x && x < room->x + room->w && y >= room->y && y < room->y + room->h;
|
||||
}
|
||||
|
||||
Room *map_room_at(Map *map, int x, int y) {
|
||||
for (int i = 0; i < map->room_count; i++) {
|
||||
if (tile_in_room(&map->rooms[i], x, y))
|
||||
return &map->rooms[i];
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static int protected_room_tile(const Room *room, int x, int y) {
|
||||
int cx, cy;
|
||||
get_room_center((Room *)room, &cx, &cy);
|
||||
return (abs(x - cx) <= 1 && abs(y - cy) <= 1) || x == room->x || y == room->y || x == room->x + room->w - 1 ||
|
||||
y == room->y + room->h - 1;
|
||||
}
|
||||
|
||||
static void set_room_tile(Map *map, const Room *room, int x, int y, TileType tile) {
|
||||
if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT) || !tile_in_room(room, x, y) || protected_room_tile(room, x, y))
|
||||
return;
|
||||
if (map->tiles[y][x] == TILE_FLOOR)
|
||||
map->tiles[y][x] = tile;
|
||||
}
|
||||
|
||||
static void decorate_room(Map *map, const Room *room, int floor) {
|
||||
int cx, cy;
|
||||
get_room_center((Room *)room, &cx, &cy);
|
||||
|
||||
switch (room->type) {
|
||||
case ROOM_START:
|
||||
if (room->w >= 8 && room->h >= 6) {
|
||||
set_room_tile(map, room, room->x + 2, room->y + 2, TILE_RUBBLE);
|
||||
set_room_tile(map, room, room->x + room->w - 3, room->y + room->h - 3, TILE_RUBBLE);
|
||||
}
|
||||
break;
|
||||
case ROOM_GUARD:
|
||||
for (int y = room->y + 2; y < room->y + room->h - 2; y += 3) {
|
||||
set_room_tile(map, room, room->x + 2, y, TILE_STATUE);
|
||||
set_room_tile(map, room, room->x + room->w - 3, y, TILE_STATUE);
|
||||
}
|
||||
break;
|
||||
case ROOM_SHRINE:
|
||||
set_room_tile(map, room, cx - 2, cy, TILE_STATUE);
|
||||
set_room_tile(map, room, cx + 2, cy, TILE_STATUE);
|
||||
set_room_tile(map, room, cx, cy - 2, TILE_RUBBLE);
|
||||
set_room_tile(map, room, cx, cy + 2, TILE_RUBBLE);
|
||||
break;
|
||||
case ROOM_CISTERN:
|
||||
for (int y = cy - 1; y <= cy + 1; y++) {
|
||||
for (int x = cx - 2; x <= cx + 2; x++) {
|
||||
if ((x + y + floor) % 5 != 0)
|
||||
set_room_tile(map, room, x, y, TILE_SHALLOW_WATER);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ROOM_ARMORY:
|
||||
for (int x = room->x + 2; x < room->x + room->w - 2; x += 3) {
|
||||
set_room_tile(map, room, x, room->y + 2, TILE_RUBBLE);
|
||||
set_room_tile(map, room, x, room->y + room->h - 3, TILE_RUBBLE);
|
||||
}
|
||||
break;
|
||||
case ROOM_CRYPT:
|
||||
for (int x = room->x + 2; x < room->x + room->w - 2; x += 3) {
|
||||
set_room_tile(map, room, x, cy - 1, TILE_STATUE);
|
||||
set_room_tile(map, room, x, cy + 1, TILE_RUBBLE);
|
||||
}
|
||||
break;
|
||||
case ROOM_LIBRARY:
|
||||
for (int y = room->y + 2; y < room->y + room->h - 2; y += 2) {
|
||||
set_room_tile(map, room, room->x + 2, y, TILE_STATUE);
|
||||
set_room_tile(map, room, room->x + room->w - 3, y, TILE_RUBBLE);
|
||||
}
|
||||
break;
|
||||
case ROOM_FORGE:
|
||||
for (int y = cy - 1; y <= cy + 1; y++) {
|
||||
set_room_tile(map, room, cx - 2, y, TILE_RUBBLE);
|
||||
set_room_tile(map, room, cx + 2, y, TILE_RUBBLE);
|
||||
}
|
||||
set_room_tile(map, room, cx, cy - 2, TILE_STATUE);
|
||||
break;
|
||||
case ROOM_VAULT:
|
||||
set_room_tile(map, room, cx - 2, cy - 2, TILE_STATUE);
|
||||
set_room_tile(map, room, cx + 2, cy - 2, TILE_STATUE);
|
||||
set_room_tile(map, room, cx - 2, cy + 2, TILE_STATUE);
|
||||
set_room_tile(map, room, cx + 2, cy + 2, TILE_STATUE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void decorate_rooms(Map *map, Room *rooms, int room_count, int floor) {
|
||||
for (int i = 0; i < room_count; i++) {
|
||||
decorate_room(map, &rooms[i], floor);
|
||||
}
|
||||
}
|
||||
|
||||
// Place doors at corridor-room junctions.
|
||||
// Doors sit on corridor tiles, not room tiles, so they occupy the actual doorway.
|
||||
static void place_doors(Map *map, Room *rooms, int room_count) {
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < MAP_WIDTH; x++) {
|
||||
if (map->tiles[y][x] != TILE_FLOOR)
|
||||
continue;
|
||||
if (!is_corridor_tile(map, x, y))
|
||||
continue;
|
||||
// Don't place doors inside rooms — corridors are between rooms
|
||||
if (tile_in_any_room(x, y, rooms, room_count))
|
||||
continue;
|
||||
// Corridor must be adjacent to a room floor tile
|
||||
const int dx[4] = {0, 0, 1, -1};
|
||||
const int dy[4] = {1, -1, 0, 0};
|
||||
for (int i = 0; i < 4; i++) {
|
||||
int nx = x + dx[i];
|
||||
int ny = y + dy[i];
|
||||
if (!in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT))
|
||||
continue;
|
||||
if (map->tiles[ny][nx] != TILE_FLOOR)
|
||||
continue;
|
||||
if (tile_in_any_room(nx, ny, rooms, room_count)) {
|
||||
map->tiles[y][x] = TILE_DOOR_CLOSED;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Connect all rooms with corridors
|
||||
static int room_distance2(Room *a, Room *b) {
|
||||
int ax, ay, bx, by;
|
||||
get_room_center(a, &ax, &ay);
|
||||
get_room_center(b, &bx, &by);
|
||||
int dx = ax - bx;
|
||||
int dy = ay - by;
|
||||
return dx * dx + dy * dy;
|
||||
}
|
||||
|
||||
static void carve_connection(Map *map, Room *a, Room *b) {
|
||||
int cx1, cy1, cx2, cy2;
|
||||
get_room_center(a, &cx1, &cy1);
|
||||
get_room_center(b, &cx2, &cy2);
|
||||
|
||||
if (rng_int(0, 2) == 0) {
|
||||
int mid_x = (cx1 + cx2) / 2 + rng_int(-3, 3);
|
||||
carve_h_corridor(map, cx1, mid_x, cy1);
|
||||
carve_v_corridor(map, mid_x, cy1, cy2);
|
||||
carve_h_corridor(map, mid_x, cx2, cy2);
|
||||
} else if (rng_int(0, 1) == 0) {
|
||||
carve_h_corridor(map, cx1, cx2, cy1);
|
||||
carve_v_corridor(map, cx2, cy1, cy2);
|
||||
} else {
|
||||
carve_v_corridor(map, cx1, cy1, cy2);
|
||||
carve_h_corridor(map, cx1, cx2, cy2);
|
||||
}
|
||||
}
|
||||
|
||||
static void connect_rooms(Map *map, Room *rooms, int room_count) {
|
||||
for (int i = 1; i < room_count; i++) {
|
||||
int nearest = 0;
|
||||
int best = room_distance2(&rooms[i], &rooms[0]);
|
||||
for (int j = 1; j < i; j++) {
|
||||
int dist = room_distance2(&rooms[i], &rooms[j]);
|
||||
if (dist < best) {
|
||||
best = dist;
|
||||
nearest = j;
|
||||
}
|
||||
}
|
||||
carve_connection(map, &rooms[i], &rooms[nearest]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < room_count; i++) {
|
||||
if (rng_int(0, 99) >= 28)
|
||||
continue;
|
||||
int j = rng_int(0, room_count - 1);
|
||||
if (i != j)
|
||||
carve_connection(map, &rooms[i], &rooms[j]);
|
||||
}
|
||||
|
||||
place_doors(map, rooms, room_count);
|
||||
}
|
||||
|
||||
// Place stairs in the last room (furthest from start)
|
||||
static void place_stairs(Map *map, Room *rooms, int room_count) {
|
||||
if (room_count > 0) {
|
||||
Room *last_room = &rooms[room_count - 1];
|
||||
int cx, cy;
|
||||
get_room_center(last_room, &cx, &cy);
|
||||
|
||||
// Ensure stairs are placed on a floor tile, not a wall
|
||||
if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT) && map->tiles[cy][cx] == TILE_FLOOR) {
|
||||
map->tiles[cy][cx] = TILE_STAIRS;
|
||||
return;
|
||||
}
|
||||
|
||||
// 3x3 fallback
|
||||
for (int dy = -1; dy <= 1; dy++) {
|
||||
for (int dx = -1; dx <= 1; dx++) {
|
||||
int nx = cx + dx;
|
||||
int ny = cy + dy;
|
||||
if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) {
|
||||
map->tiles[ny][nx] = TILE_STAIRS;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Expanded fallback: scan the room for any floor tile
|
||||
for (int dy = 0; dy < last_room->h; dy++) {
|
||||
for (int dx = 0; dx < last_room->w; dx++) {
|
||||
int nx = last_room->x + dx;
|
||||
int ny = last_room->y + dy;
|
||||
if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) {
|
||||
map->tiles[ny][nx] = TILE_STAIRS;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Final fallback: force the center tile to stairs regardless of type
|
||||
fprintf(stderr, "Warning: No floor tile found for stairs at room center (%d, %d). Forcing stairs placement.\n", cx,
|
||||
cy);
|
||||
if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) {
|
||||
if (map->tiles[cy][cx] == TILE_WALL) {
|
||||
map->tiles[cy][cx] = TILE_FLOOR;
|
||||
}
|
||||
map->tiles[cy][cx] = TILE_STAIRS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get a random floor tile (for player/enemy spawn)
|
||||
void get_random_floor_tile(Map *map, int *x, int *y, int attempts) {
|
||||
*x = -1;
|
||||
*y = -1;
|
||||
|
||||
for (int i = 0; i < attempts; i++) {
|
||||
int tx = rng_int(1, MAP_WIDTH - 2);
|
||||
int ty = rng_int(1, MAP_HEIGHT - 2);
|
||||
|
||||
if (map->tiles[ty][tx] == TILE_FLOOR) {
|
||||
*x = tx;
|
||||
*y = ty;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: search from top-left
|
||||
for (int ty = 1; ty < MAP_HEIGHT - 1; ty++) {
|
||||
for (int tx = 1; tx < MAP_WIDTH - 1; tx++) {
|
||||
if (map->tiles[ty][tx] == TILE_FLOOR) {
|
||||
*x = tx;
|
||||
*y = ty;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int get_room_floor_tile(const Map *map, const Room *room, int *x, int *y) {
|
||||
*x = -1;
|
||||
*y = -1;
|
||||
|
||||
int cx = room->x + room->w / 2;
|
||||
int cy = room->y + room->h / 2;
|
||||
if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT) && map->tiles[cy][cx] == TILE_FLOOR) {
|
||||
*x = cx;
|
||||
*y = cy;
|
||||
return 1;
|
||||
}
|
||||
|
||||
for (int radius = 1; radius < room->w + room->h; radius++) {
|
||||
for (int yy = cy - radius; yy <= cy + radius; yy++) {
|
||||
for (int xx = cx - radius; xx <= cx + radius; xx++) {
|
||||
if (!tile_in_room(room, xx, yy) || !in_bounds(xx, yy, MAP_WIDTH, MAP_HEIGHT))
|
||||
continue;
|
||||
if (map->tiles[yy][xx] == TILE_FLOOR) {
|
||||
*x = xx;
|
||||
*y = yy;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int get_random_floor_tile_excluding_room(Map *map, const Room *excluded, int *x, int *y, int attempts) {
|
||||
*x = -1;
|
||||
*y = -1;
|
||||
|
||||
for (int i = 0; i < attempts; i++) {
|
||||
int tx = rng_int(1, MAP_WIDTH - 2);
|
||||
int ty = rng_int(1, MAP_HEIGHT - 2);
|
||||
|
||||
if (map->tiles[ty][tx] == TILE_FLOOR && (excluded == NULL || !tile_in_room(excluded, tx, ty))) {
|
||||
*x = tx;
|
||||
*y = ty;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
for (int ty = 1; ty < MAP_HEIGHT - 1; ty++) {
|
||||
for (int tx = 1; tx < MAP_WIDTH - 1; tx++) {
|
||||
if (map->tiles[ty][tx] == TILE_FLOOR && (excluded == NULL || !tile_in_room(excluded, tx, ty))) {
|
||||
*x = tx;
|
||||
*y = ty;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int map_validate_layout(const Map *map) {
|
||||
if (map->room_count <= 0)
|
||||
return 0;
|
||||
|
||||
int sx, sy;
|
||||
if (!get_room_floor_tile(map, &map->rooms[0], &sx, &sy))
|
||||
return 0;
|
||||
|
||||
unsigned char visited[MAP_HEIGHT][MAP_WIDTH];
|
||||
Vec2 queue[MAP_HEIGHT * MAP_WIDTH];
|
||||
memset(visited, 0, sizeof(visited));
|
||||
|
||||
int head = 0;
|
||||
int tail = 0;
|
||||
queue[tail++] = (Vec2){sx, sy};
|
||||
visited[sy][sx] = 1;
|
||||
|
||||
while (head < tail) {
|
||||
Vec2 p = queue[head++];
|
||||
const int dx[4] = {0, 0, 1, -1};
|
||||
const int dy[4] = {1, -1, 0, 0};
|
||||
for (int i = 0; i < 4; i++) {
|
||||
int nx = p.x + dx[i];
|
||||
int ny = p.y + dy[i];
|
||||
if (!in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) || visited[ny][nx] || !is_floor(map, nx, ny))
|
||||
continue;
|
||||
visited[ny][nx] = 1;
|
||||
queue[tail++] = (Vec2){nx, ny};
|
||||
}
|
||||
}
|
||||
|
||||
int stairs = 0;
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < MAP_WIDTH; x++) {
|
||||
if (is_floor(map, x, y) && !visited[y][x])
|
||||
return 0;
|
||||
if (map->tiles[y][x] == TILE_STAIRS) {
|
||||
if (!visited[y][x])
|
||||
return 0;
|
||||
stairs++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return stairs == 1;
|
||||
}
|
||||
|
||||
void dungeon_generate(Dungeon *d, Map *map, int floor_num) {
|
||||
for (int attempt = 0; attempt < 4; attempt++) {
|
||||
map_init(map);
|
||||
map->room_count = generate_rooms(map, map->rooms, floor_num);
|
||||
connect_rooms(map, map->rooms, map->room_count);
|
||||
decorate_rooms(map, map->rooms, map->room_count, floor_num);
|
||||
place_stairs(map, map->rooms, map->room_count);
|
||||
|
||||
if (map_validate_layout(map))
|
||||
break;
|
||||
}
|
||||
|
||||
// Store dungeon state
|
||||
d->current_floor = 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;
|
||||
|
||||
TileType t = map->tiles[y][x];
|
||||
if ((t == TILE_WALL || t == TILE_DOOR_CLOSED || t == TILE_STATUE) && !(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;
|
||||
if (!has_line_of_sight(map, from_x, from_y, to_x, to_y))
|
||||
return 0;
|
||||
return tile_brightness(map, to_x, to_y) > LIGHT_SIGHT_THRESHOLD;
|
||||
}
|
||||
|
||||
static int is_solid(const Map *map, int sub_x, int sub_y) {
|
||||
int map_w = MAP_WIDTH;
|
||||
int map_h = MAP_HEIGHT;
|
||||
int tx = sub_x / SUB_TILE_RES;
|
||||
int ty = sub_y / SUB_TILE_RES;
|
||||
if (tx < 0 || tx >= map_w || ty < 0 || ty >= map_h)
|
||||
return 1;
|
||||
TileType t = map->tiles[ty][tx];
|
||||
return t == TILE_WALL || t == TILE_DOOR_CLOSED || t == TILE_STATUE;
|
||||
}
|
||||
|
||||
static float smoothstep_light(float edge0, float edge1, float x) {
|
||||
float t = (x - edge0) / (edge1 - edge0);
|
||||
if (t < 0.0f)
|
||||
return 0.0f;
|
||||
if (t > 1.0f)
|
||||
return 1.0f;
|
||||
return t * t * (3.0f - 2.0f * t);
|
||||
}
|
||||
|
||||
static int trace_sub_los(const Map *map, int sx, int sy, int tx, int ty) {
|
||||
int dx = abs(tx - sx);
|
||||
int dy = abs(ty - sy);
|
||||
int step_x = (sx < tx) ? 1 : -1;
|
||||
int step_y = (sy < ty) ? 1 : -1;
|
||||
int err = dx - dy;
|
||||
int x = sx, y = sy;
|
||||
|
||||
while (1) {
|
||||
if (x == tx && y == ty)
|
||||
return 1;
|
||||
if (is_solid(map, x, y) && !(x == sx && y == sy))
|
||||
return 0;
|
||||
int e2 = 2 * err;
|
||||
if (e2 > -dy) {
|
||||
err -= dy;
|
||||
x += step_x;
|
||||
}
|
||||
if (e2 < dx) {
|
||||
err += dx;
|
||||
y += step_y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void compute_lighting(Map *map, const LightSource *sources, int num_sources) {
|
||||
memset(map->light_map, 0, sizeof(map->light_map));
|
||||
|
||||
int map_sub_w = MAP_WIDTH * SUB_TILE_RES;
|
||||
int map_sub_h = MAP_HEIGHT * SUB_TILE_RES;
|
||||
|
||||
for (int si = 0; si < num_sources; si++) {
|
||||
int cx = sources[si].x * SUB_TILE_RES + SUB_TILE_RES / 2;
|
||||
int cy = sources[si].y * SUB_TILE_RES + SUB_TILE_RES / 2;
|
||||
int range_sub = sources[si].range * SUB_TILE_RES;
|
||||
int intensity = sources[si].intensity;
|
||||
|
||||
for (int dy = -range_sub; dy <= range_sub; dy++) {
|
||||
for (int dx = -range_sub; dx <= range_sub; dx++) {
|
||||
int sub_x = cx + dx;
|
||||
int sub_y = cy + dy;
|
||||
|
||||
if (sub_x < 0 || sub_x >= map_sub_w || sub_y < 0 || sub_y >= map_sub_h)
|
||||
continue;
|
||||
|
||||
int dist_sq = dx * dx + dy * dy;
|
||||
if (dist_sq > range_sub * range_sub)
|
||||
continue;
|
||||
|
||||
if (!trace_sub_los(map, cx, cy, sub_x, sub_y))
|
||||
continue;
|
||||
|
||||
float dist = sqrtf((float)dist_sq);
|
||||
float t = dist / (float)range_sub;
|
||||
float brightness = 1.0f - smoothstep_light(0.35f, 1.0f, t);
|
||||
int val = (int)(brightness * (float)intensity);
|
||||
|
||||
if (val > map->light_map[sub_y][sub_x])
|
||||
map->light_map[sub_y][sub_x] = (unsigned char)val;
|
||||
}
|
||||
}
|
||||
|
||||
int src_x = sources[si].x;
|
||||
int src_y = sources[si].y;
|
||||
int src_range = sources[si].range;
|
||||
int src_intensity = sources[si].intensity;
|
||||
|
||||
for (int ty = 0; ty < MAP_HEIGHT; ty++) {
|
||||
for (int tx = 0; tx < MAP_WIDTH; tx++) {
|
||||
if (map->tiles[ty][tx] != TILE_WALL && map->tiles[ty][tx] != TILE_DOOR_CLOSED)
|
||||
continue;
|
||||
if (!is_in_view_range(tx, ty, src_x, src_y, src_range))
|
||||
continue;
|
||||
if (!has_line_of_sight(map, src_x, src_y, tx, ty))
|
||||
continue;
|
||||
|
||||
int dx = tx - src_x;
|
||||
int dy = ty - src_y;
|
||||
float t = sqrtf((float)(dx * dx + dy * dy)) / (float)src_range;
|
||||
float fb = 1.0f - smoothstep_light(0.35f, 1.0f, t);
|
||||
int val = (int)(fb * (float)src_intensity);
|
||||
|
||||
int base_x = tx * SUB_TILE_RES;
|
||||
int base_y = ty * SUB_TILE_RES;
|
||||
for (int cy2 = 0; cy2 < SUB_TILE_RES; cy2++) {
|
||||
for (int cx2 = 0; cx2 < SUB_TILE_RES; cx2++) {
|
||||
if (val > map->light_map[base_y + cy2][base_x + cx2])
|
||||
map->light_map[base_y + cy2][base_x + cx2] = (unsigned char)val;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int ty = 0; ty < MAP_HEIGHT; ty++) {
|
||||
for (int tx = 0; tx < MAP_WIDTH; tx++) {
|
||||
int max_bright = 0;
|
||||
int bx = tx * SUB_TILE_RES;
|
||||
int by = ty * SUB_TILE_RES;
|
||||
for (int dy = 0; dy < SUB_TILE_RES; dy++) {
|
||||
for (int dx = 0; dx < SUB_TILE_RES; dx++) {
|
||||
int v = map->light_map[by + dy][bx + dx];
|
||||
if (v > max_bright)
|
||||
max_bright = v;
|
||||
}
|
||||
}
|
||||
if (max_bright > LIGHT_SIGHT_THRESHOLD)
|
||||
map->remembered[ty][tx] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int tile_brightness(const Map *map, int tx, int ty) {
|
||||
int sum = 0;
|
||||
int base_x = tx * SUB_TILE_RES;
|
||||
int base_y = ty * SUB_TILE_RES;
|
||||
for (int dy = 0; dy < SUB_TILE_RES; dy++) {
|
||||
for (int dx = 0; dx < SUB_TILE_RES; dx++) {
|
||||
sum += map->light_map[base_y + dy][base_x + dx];
|
||||
}
|
||||
}
|
||||
return sum / (SUB_TILE_RES * SUB_TILE_RES);
|
||||
}
|
||||
|
||||
int is_tile_revealed(const Map *map, int tx, int ty) {
|
||||
return tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD;
|
||||
}
|
||||
33
libs/map/map.h
Normal file
33
libs/map/map.h
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
#ifndef MAP_H
|
||||
#define MAP_H
|
||||
|
||||
#include "common.h"
|
||||
|
||||
// Check if a tile is walkable floor
|
||||
int is_floor(const Map *map, int x, int y);
|
||||
|
||||
// Get room center coordinates
|
||||
void get_room_center(Room *room, int *cx, int *cy);
|
||||
|
||||
// Generate a new dungeon floor
|
||||
void dungeon_generate(Dungeon *d, Map *map, int floor_num);
|
||||
|
||||
// Initialize map to all walls
|
||||
void map_init(Map *map);
|
||||
|
||||
// Get a random floor tile position
|
||||
void get_random_floor_tile(Map *map, int *x, int *y, int attempts);
|
||||
int get_room_floor_tile(const Map *map, const Room *room, int *x, int *y);
|
||||
int get_random_floor_tile_excluding_room(Map *map, const Room *excluded, int *x, int *y, int attempts);
|
||||
Room *map_room_at(Map *map, int x, int y);
|
||||
int map_validate_layout(const Map *map);
|
||||
|
||||
// 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 compute_lighting(Map *map, const LightSource *sources, int num_sources);
|
||||
int tile_brightness(const Map *map, int tx, int ty);
|
||||
int is_tile_revealed(const Map *map, int tx, int ty);
|
||||
int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range);
|
||||
|
||||
#endif // MAP_H
|
||||
118
libs/tileset/tileset.c
Normal file
118
libs/tileset/tileset.c
Normal file
|
|
@ -0,0 +1,118 @@
|
|||
#include "tileset.h"
|
||||
#include <stddef.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
int tileset_init(Tileset *ts, int tile_w, int tile_h) {
|
||||
if (ts == NULL)
|
||||
return 0;
|
||||
if (tile_w <= 0 || tile_h <= 0)
|
||||
return 0;
|
||||
|
||||
memset(ts, 0, sizeof(Tileset));
|
||||
|
||||
ts->tile_w = tile_w;
|
||||
ts->tile_h = tile_h;
|
||||
|
||||
// Compute grid dimensions to fit MAX_TILE_ID tiles
|
||||
ts->atlas_cols = 4; // 4 columns
|
||||
ts->atlas_rows = (MAX_TILE_ID + ts->atlas_cols - 1) / ts->atlas_cols; // round up
|
||||
|
||||
int atlas_w = ts->atlas_cols * tile_w;
|
||||
int atlas_h = ts->atlas_rows * tile_h;
|
||||
|
||||
// Validate atlas dimensions are reasonable
|
||||
if (atlas_w <= 0 || atlas_h <= 0 || atlas_w > 4096 || atlas_h > 4096)
|
||||
return 0;
|
||||
|
||||
ts->render_target = LoadRenderTexture(atlas_w, atlas_h);
|
||||
if (!IsRenderTextureValid(ts->render_target))
|
||||
return 0;
|
||||
|
||||
// Clear to transparent so unpainted regions don't show artifacts
|
||||
BeginTextureMode(ts->render_target);
|
||||
ClearBackground(BLANK);
|
||||
EndTextureMode();
|
||||
|
||||
ts->finalized = 0;
|
||||
ts->tile_count = 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int tileset_register(Tileset *ts, int id) {
|
||||
if (ts == NULL)
|
||||
return 0;
|
||||
if (id < 0 || id >= MAX_TILE_ID)
|
||||
return 0;
|
||||
if (ts->render_target.id == 0)
|
||||
return 0;
|
||||
if (ts->finalized)
|
||||
return 0;
|
||||
if (ts->regions[id].width != 0)
|
||||
return 0; // already registered
|
||||
|
||||
int col = id % ts->atlas_cols;
|
||||
int row = id / ts->atlas_cols;
|
||||
|
||||
ts->regions[id] =
|
||||
(Rectangle){(float)(col * ts->tile_w), (float)(row * ts->tile_h), (float)ts->tile_w, (float)ts->tile_h};
|
||||
ts->tile_count++;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int tileset_finalize(Tileset *ts) {
|
||||
if (ts == NULL)
|
||||
return 0;
|
||||
if (ts->render_target.id == 0)
|
||||
return 0;
|
||||
if (ts->finalized)
|
||||
return 1; // already finalized
|
||||
|
||||
// Convert RenderTexture to regular Texture2D
|
||||
// RenderTexture textures are flipped vertically in raylib, so we need to handle that
|
||||
Texture2D old_texture = ts->render_target.texture;
|
||||
|
||||
// Create a new texture from the render texture data
|
||||
Image img = LoadImageFromTexture(old_texture);
|
||||
if (img.data == NULL) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Flip image vertically because RenderTexture is upside-down
|
||||
ImageFlipVertical(&img);
|
||||
|
||||
Texture2D new_tex = LoadTextureFromImage(img);
|
||||
UnloadImage(img);
|
||||
|
||||
if (new_tex.id == 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Unload the old render texture and replace with the new regular texture
|
||||
UnloadRenderTexture(ts->render_target);
|
||||
ts->render_target.id = 0;
|
||||
ts->atlas = new_tex;
|
||||
ts->finalized = 1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
Rectangle tileset_get_region(const Tileset *ts, int id) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return (Rectangle){0, 0, 0, 0};
|
||||
if (!ts->finalized)
|
||||
return (Rectangle){0, 0, 0, 0};
|
||||
return ts->regions[id];
|
||||
}
|
||||
|
||||
void tileset_destroy(Tileset *ts) {
|
||||
if (ts == NULL)
|
||||
return;
|
||||
if (ts->finalized) {
|
||||
if (ts->atlas.id != 0)
|
||||
UnloadTexture(ts->atlas);
|
||||
} else {
|
||||
if (ts->render_target.id != 0)
|
||||
UnloadRenderTexture(ts->render_target);
|
||||
}
|
||||
memset(ts, 0, sizeof(Tileset));
|
||||
}
|
||||
91
libs/tileset/tileset.h
Normal file
91
libs/tileset/tileset.h
Normal file
|
|
@ -0,0 +1,91 @@
|
|||
#ifndef TILESET_H
|
||||
#define TILESET_H
|
||||
|
||||
#include "settings.h"
|
||||
#include <raylib.h>
|
||||
|
||||
// Maximum number of tiles that can be registered in a single atlas
|
||||
#define MAX_TILE_ID 32
|
||||
|
||||
// Tile IDs for map tiles (variants for visual variety)
|
||||
#define TILE_WALL_0 0
|
||||
#define TILE_WALL_1 1
|
||||
#define TILE_FLOOR_0 2
|
||||
#define TILE_FLOOR_1 3
|
||||
#define TILE_FLOOR_2 4
|
||||
#define TILE_FLOOR_3 5
|
||||
#define TILE_STAIRS_SPRITE 6
|
||||
|
||||
// Sprite IDs for entities
|
||||
#define SPRITE_PLAYER 7
|
||||
#define SPRITE_PLAYER_WALK_0 8
|
||||
#define SPRITE_PLAYER_WALK_1 9
|
||||
#define SPRITE_PLAYER_ATTACK 10
|
||||
#define SPRITE_ENEMY_GOBLIN 11
|
||||
#define SPRITE_ENEMY_GOBLIN_WALK_0 12
|
||||
#define SPRITE_ENEMY_GOBLIN_WALK_1 13
|
||||
#define SPRITE_ENEMY_GOBLIN_ATTACK 14
|
||||
#define SPRITE_ENEMY_SKELETON 15
|
||||
#define SPRITE_ENEMY_SKELETON_WALK_0 16
|
||||
#define SPRITE_ENEMY_SKELETON_WALK_1 17
|
||||
#define SPRITE_ENEMY_SKELETON_ATTACK 18
|
||||
#define SPRITE_ENEMY_ORC 19
|
||||
#define SPRITE_ENEMY_ORC_WALK_0 20
|
||||
#define SPRITE_ENEMY_ORC_WALK_1 21
|
||||
#define SPRITE_ENEMY_ORC_ATTACK 22
|
||||
#define SPRITE_ITEM_POTION 23
|
||||
#define SPRITE_ITEM_WEAPON 24
|
||||
#define SPRITE_ITEM_ARMOR 25
|
||||
|
||||
// Door tiles
|
||||
#define TILE_DOOR_CLOSED_SPRITE 26
|
||||
#define TILE_DOOR_OPEN_SPRITE 27
|
||||
|
||||
// Effect/status sprites
|
||||
#define SPRITE_EFFECT_BURN 28
|
||||
#define SPRITE_EFFECT_POISON 29
|
||||
#define SPRITE_EFFECT_BLOCK 30
|
||||
#define SPRITE_SLASH_EFFECT 31
|
||||
|
||||
// Total count of defined tiles
|
||||
#define NUM_TILE_IDS 32
|
||||
|
||||
// Tileset encapsulates a GPU texture atlas with sub-rectangle regions per tile ID.
|
||||
// The atlas is built at startup by painting into a RenderTexture, then finalized
|
||||
// into a regular Texture2D for efficient drawing via DrawTexturePro.
|
||||
typedef struct {
|
||||
RenderTexture2D render_target; // RenderTexture for painting (valid before finalize)
|
||||
Texture2D atlas; // GPU texture (valid after finalize)
|
||||
int tile_w; // width of each tile in pixels
|
||||
int tile_h; // height of each tile in pixels
|
||||
Rectangle regions[MAX_TILE_ID]; // sub-rectangles within atlas for each tile ID
|
||||
int tile_count; // number of registered tiles
|
||||
int atlas_cols; // number of columns in the atlas grid
|
||||
int atlas_rows; // number of rows in the atlas grid
|
||||
int finalized; // 1 after tileset_finalize called, 0 otherwise
|
||||
} Tileset;
|
||||
|
||||
// Initialize a tileset with the given tile dimensions.
|
||||
// Computes atlas grid size based on MAX_TILE_ID and allocates a RenderTexture.
|
||||
// Returns 0 on failure (e.g., RenderTexture allocation failed), non-zero on success.
|
||||
int tileset_init(Tileset *ts, int tile_w, int tile_h);
|
||||
|
||||
// Register a tile ID with its atlas region.
|
||||
// The region is computed automatically based on tile_w/tile_h and the ID index.
|
||||
// Returns 0 if the ID is out of bounds or already registered, non-zero on success.
|
||||
int tileset_register(Tileset *ts, int id);
|
||||
|
||||
// Finalize the tileset: converts the internal RenderTexture into a regular Texture2D
|
||||
// suitable for DrawTexturePro. After this call, painting functions must not be used.
|
||||
// Returns 0 on failure, non-zero on success.
|
||||
int tileset_finalize(Tileset *ts);
|
||||
|
||||
// Get the atlas sub-rectangle for a given tile ID.
|
||||
// Returns a zeroed Rectangle if the ID is invalid or not registered.
|
||||
Rectangle tileset_get_region(const Tileset *ts, int id);
|
||||
|
||||
// Destroy a tileset, unloading the atlas texture and zeroing the struct.
|
||||
// Safe to call on a zero-initialized or already-destroyed tileset.
|
||||
void tileset_destroy(Tileset *ts);
|
||||
|
||||
#endif // TILESET_H
|
||||
892
libs/tileset/tileset_paint.c
Normal file
892
libs/tileset/tileset_paint.c
Normal file
|
|
@ -0,0 +1,892 @@
|
|||
#include "tileset_paint.h"
|
||||
#include <stddef.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
// Simple LCG for deterministic noise (seeded by position)
|
||||
static unsigned int lcg_seed = 0;
|
||||
static void lcg_srand(unsigned int seed) {
|
||||
lcg_seed = seed;
|
||||
}
|
||||
static unsigned int lcg_rand(void) {
|
||||
lcg_seed = lcg_seed * 1103515245 + 12345;
|
||||
return lcg_seed;
|
||||
}
|
||||
|
||||
static int lcg_rand_range(int min, int max) {
|
||||
if (max <= min)
|
||||
return min;
|
||||
return min + (int)(lcg_rand() % (unsigned int)(max - min + 1));
|
||||
}
|
||||
|
||||
// Get the RenderTexture target for painting a specific tile ID
|
||||
static RenderTexture2D get_target(Tileset *ts) {
|
||||
return ts->render_target;
|
||||
}
|
||||
|
||||
// Compute screen offset for a tile ID within the atlas
|
||||
static Vector2 get_paint_offset(Tileset *ts, int id) {
|
||||
int col = id % ts->atlas_cols;
|
||||
int row = id / ts->atlas_cols;
|
||||
return (Vector2){(float)(col * ts->tile_w), (float)(row * ts->tile_h)};
|
||||
}
|
||||
|
||||
void paint_wall_tile(Tileset *ts, int id, int variant) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int w = ts->tile_w;
|
||||
int h = ts->tile_h;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
Color base = variant == 0 ? (Color){38, 37, 39, 255} : (Color){33, 32, 35, 255};
|
||||
Color edge = variant == 0 ? (Color){48, 46, 46, 255} : (Color){42, 40, 41, 255};
|
||||
Color shadow = variant == 0 ? (Color){24, 23, 25, 255} : (Color){20, 19, 21, 255};
|
||||
Color highlight = variant == 0 ? (Color){56, 54, 52, 255} : (Color){49, 47, 46, 255};
|
||||
Color moss = variant == 0 ? (Color){38, 58, 42, 255} : (Color){28, 45, 34, 255};
|
||||
|
||||
DrawRectangle(ox, oy, w, h, base);
|
||||
lcg_srand((unsigned int)(variant * 4099 + id * 9176));
|
||||
|
||||
int row_y = 0;
|
||||
for (int row = 0; row < 3; row++) {
|
||||
int block_h = row == 2 ? h - row_y : lcg_rand_range(5, 6);
|
||||
int x = 0;
|
||||
int stagger = (row % 2) ? lcg_rand_range(-4, 0) : lcg_rand_range(-1, 2);
|
||||
while (x < w) {
|
||||
int block_w = lcg_rand_range(7, 12);
|
||||
int bx = ox + x + stagger;
|
||||
int by = oy + row_y;
|
||||
int bw = block_w;
|
||||
if (bx < ox) {
|
||||
bw -= ox - bx;
|
||||
bx = ox;
|
||||
}
|
||||
if (bx + bw > ox + w)
|
||||
bw = ox + w - bx;
|
||||
if (bw > 0) {
|
||||
Color face = ((x + row + variant) % 3 == 0) ? edge : base;
|
||||
DrawRectangle(bx, by, bw, block_h, face);
|
||||
if (row == 0)
|
||||
DrawLine(bx, by, bx + bw - 1, by, highlight);
|
||||
DrawLine(bx, by + block_h - 1, bx + bw - 1, by + block_h - 1, shadow);
|
||||
if (bw > 5 && block_h > 4 && lcg_rand_range(0, 99) < 18)
|
||||
DrawPixel(bx + lcg_rand_range(1, bw - 2), by + lcg_rand_range(1, block_h - 2), shadow);
|
||||
}
|
||||
x += block_w;
|
||||
}
|
||||
row_y += block_h;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3 + variant; i++) {
|
||||
int px = ox + lcg_rand_range(1, w - 2);
|
||||
int py = oy + lcg_rand_range(1, h - 2);
|
||||
DrawPixel(px, py, lcg_rand_range(0, 1) ? highlight : shadow);
|
||||
}
|
||||
|
||||
if (variant == 1) {
|
||||
DrawLine(ox + 3, oy + 1, ox + 5, oy + 5, shadow);
|
||||
DrawLine(ox + 5, oy + 5, ox + 4, oy + 8, shadow);
|
||||
DrawLine(ox + 11, oy + 4, ox + 8, oy + 7, shadow);
|
||||
} else {
|
||||
DrawLine(ox + 9, oy + 2, ox + 12, oy + 5, shadow);
|
||||
DrawLine(ox + 12, oy + 5, ox + 10, oy + 9, shadow);
|
||||
DrawPixel(ox + 3, oy + 13, moss);
|
||||
DrawPixel(ox + 4, oy + 13, moss);
|
||||
DrawPixel(ox + 4, oy + 14, moss);
|
||||
}
|
||||
|
||||
DrawRectangle(ox, oy + h - 2, w, 2, (Color){16, 15, 17, 255});
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_floor_tile(Tileset *ts, int id, int variant) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int w = ts->tile_w;
|
||||
int h = ts->tile_h;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
Color base = variant == 0 ? (Color){61, 58, 55, 255}
|
||||
: variant == 1 ? (Color){67, 63, 58, 255}
|
||||
: variant == 2 ? (Color){56, 55, 58, 255}
|
||||
: (Color){64, 59, 53, 255};
|
||||
Color bevel = (Color){86, 82, 75, 255};
|
||||
Color seam = (Color){34, 32, 31, 255};
|
||||
Color chip = (Color){43, 41, 40, 255};
|
||||
|
||||
DrawRectangle(ox, oy, w, h, base);
|
||||
lcg_srand((unsigned int)(variant * 7919 + id * 104729));
|
||||
|
||||
int split_x = lcg_rand_range(6, 10);
|
||||
int split_y = lcg_rand_range(6, 10);
|
||||
DrawLine(ox + split_x, oy + 1, ox + split_x, oy + h - 2, seam);
|
||||
DrawLine(ox + 1, oy + split_y, ox + w - 2, oy + split_y, seam);
|
||||
DrawLine(ox + 1, oy + 1, ox + w - 2, oy + 1, bevel);
|
||||
DrawLine(ox + 1, oy + 1, ox + 1, oy + h - 2, bevel);
|
||||
DrawLine(ox + 1, oy + h - 2, ox + w - 2, oy + h - 2, seam);
|
||||
DrawLine(ox + w - 2, oy + 1, ox + w - 2, oy + h - 2, seam);
|
||||
|
||||
int num_dots = 14 + variant * 5;
|
||||
for (int i = 0; i < num_dots; i++) {
|
||||
int px = ox + lcg_rand_range(1, w - 2);
|
||||
int py = oy + lcg_rand_range(1, h - 2);
|
||||
Color c = lcg_rand_range(0, 2) == 0 ? bevel : chip;
|
||||
DrawPixel(px, py, c);
|
||||
}
|
||||
|
||||
if (variant >= 1) {
|
||||
int crack_x = ox + lcg_rand_range(3, w - 4);
|
||||
int crack_y = oy + lcg_rand_range(3, h - 4);
|
||||
DrawPixel(crack_x, crack_y, seam);
|
||||
DrawPixel(crack_x + 1, crack_y, seam);
|
||||
DrawPixel(crack_x + 1, crack_y + 1, seam);
|
||||
if (variant >= 2)
|
||||
DrawPixel(crack_x + 2, crack_y + 2, seam);
|
||||
}
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_stairs_tile(Tileset *ts, int id) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int w = ts->tile_w;
|
||||
int h = ts->tile_h;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
DrawRectangle(ox, oy, w, h, (Color){31, 29, 27, 255});
|
||||
|
||||
Color face = (Color){82, 76, 68, 255};
|
||||
Color lip = (Color){118, 106, 84, 255};
|
||||
Color drop = (Color){28, 25, 23, 255};
|
||||
for (int i = 0; i < 4; i++) {
|
||||
int y = oy + 3 + i * 3;
|
||||
int inset = i + 1;
|
||||
DrawRectangle(ox + inset, y, w - inset * 2, 2, face);
|
||||
DrawLine(ox + inset, y, ox + w - inset - 1, y, lip);
|
||||
DrawLine(ox + inset, y + 2, ox + w - inset - 1, y + 2, drop);
|
||||
}
|
||||
|
||||
DrawLine(ox + 4, oy + 2, ox + 11, oy + 2, (Color){120, 111, 93, 255});
|
||||
DrawPixel(ox + 7, oy + 1, (Color){142, 134, 114, 255});
|
||||
DrawPixel(ox + 8, oy + 1, (Color){142, 134, 114, 255});
|
||||
DrawRectangle(ox + 6, oy + 13, 4, 1, (Color){12, 10, 9, 255});
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
static void draw_player_base(Tileset *ts, int id, int leg_offset_left, int leg_offset_right, int arm_offset_left,
|
||||
int arm_offset_right) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int w = ts->tile_w;
|
||||
int h = ts->tile_h;
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
|
||||
// Clear to transparent
|
||||
DrawRectangle(ox, oy, w, h, BLANK);
|
||||
|
||||
// Simple adventurer silhouette (16x16)
|
||||
Color skin = (Color){230, 200, 160, 255};
|
||||
Color tunic = (Color){60, 100, 180, 255};
|
||||
Color pants = (Color){80, 60, 40, 255};
|
||||
Color boots = (Color){50, 40, 30, 255};
|
||||
Color hair = (Color){120, 80, 40, 255};
|
||||
|
||||
// Head (3x3)
|
||||
DrawRectangle(ox + 6, oy + 2, 4, 3, skin);
|
||||
// Hair
|
||||
DrawRectangle(ox + 6, oy + 1, 4, 1, hair);
|
||||
DrawPixel(ox + 5, oy + 2, hair);
|
||||
DrawPixel(ox + 10, oy + 2, hair);
|
||||
|
||||
// Body/tunic (4x5)
|
||||
DrawRectangle(ox + 5, oy + 5, 6, 5, tunic);
|
||||
// Belt
|
||||
DrawRectangle(ox + 5, oy + 9, 6, 1, (Color){120, 80, 30, 255});
|
||||
|
||||
// Legs with offset for walking animation
|
||||
DrawRectangle(ox + 6 + leg_offset_left, oy + 10, 2, 4, pants);
|
||||
DrawRectangle(ox + 8 + leg_offset_right, oy + 10, 2, 4, pants);
|
||||
|
||||
// Boots with offset
|
||||
DrawRectangle(ox + 6 + leg_offset_left, oy + 14, 2, 2, boots);
|
||||
DrawRectangle(ox + 8 + leg_offset_right, oy + 14, 2, 2, boots);
|
||||
|
||||
// Arms with offset
|
||||
DrawRectangle(ox + 3 + arm_offset_left, oy + 6, 2, 3, skin);
|
||||
DrawRectangle(ox + 11 + arm_offset_right, oy + 6, 2, 3, skin);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_player_tile(Tileset *ts, int id) {
|
||||
// Idle pose - no offsets
|
||||
draw_player_base(ts, id, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
void paint_player_walk_tile(Tileset *ts, int id, int frame) {
|
||||
// Frame 0: left leg forward, right leg back
|
||||
// Frame 1: right leg forward, left leg back
|
||||
int leg_left = (frame == 0) ? -1 : 1;
|
||||
int leg_right = (frame == 0) ? 1 : -1;
|
||||
int arm_left = (frame == 0) ? 1 : -1;
|
||||
int arm_right = (frame == 0) ? -1 : 1;
|
||||
draw_player_base(ts, id, leg_left, leg_right, arm_left, arm_right);
|
||||
}
|
||||
|
||||
void paint_player_attack_tile(Tileset *ts, int id) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int w = ts->tile_w;
|
||||
int h = ts->tile_h;
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
|
||||
// Clear to transparent
|
||||
DrawRectangle(ox, oy, w, h, BLANK);
|
||||
|
||||
// Attack pose - lunging forward with sword arm extended
|
||||
Color skin = (Color){230, 200, 160, 255};
|
||||
Color tunic = (Color){60, 100, 180, 255};
|
||||
Color pants = (Color){80, 60, 40, 255};
|
||||
Color boots = (Color){50, 40, 30, 255};
|
||||
Color hair = (Color){120, 80, 40, 255};
|
||||
Color steel = (Color){180, 180, 190, 255};
|
||||
|
||||
// Head (3x3)
|
||||
DrawRectangle(ox + 7, oy + 2, 4, 3, skin);
|
||||
// Hair
|
||||
DrawRectangle(ox + 7, oy + 1, 4, 1, hair);
|
||||
DrawPixel(ox + 6, oy + 2, hair);
|
||||
DrawPixel(ox + 11, oy + 2, hair);
|
||||
|
||||
// Body/tunic (4x5) - shifted right for lunge
|
||||
DrawRectangle(ox + 6, oy + 5, 6, 5, tunic);
|
||||
// Belt
|
||||
DrawRectangle(ox + 6, oy + 9, 6, 1, (Color){120, 80, 30, 255});
|
||||
|
||||
// Legs - left forward, right back
|
||||
DrawRectangle(ox + 5, oy + 10, 2, 4, pants);
|
||||
DrawRectangle(ox + 9, oy + 10, 2, 4, pants);
|
||||
|
||||
// Boots
|
||||
DrawRectangle(ox + 5, oy + 14, 2, 2, boots);
|
||||
DrawRectangle(ox + 9, oy + 14, 2, 2, boots);
|
||||
|
||||
// Left arm (back)
|
||||
DrawRectangle(ox + 4, oy + 6, 2, 3, skin);
|
||||
|
||||
// Right arm extended forward with sword
|
||||
DrawRectangle(ox + 12, oy + 6, 3, 2, skin);
|
||||
// Sword blade
|
||||
DrawRectangle(ox + 14, oy + 4, 1, 6, steel);
|
||||
// Sword hilt
|
||||
DrawRectangle(ox + 13, oy + 7, 3, 1, (Color){100, 80, 40, 255});
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Draw goblin base with configurable leg/arm offsets
|
||||
static void draw_goblin_base(Tileset *ts, int id, int leg_left, int leg_right, int arm_left, int arm_right) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
Color skin = (Color){80, 140, 60, 255};
|
||||
Color dark = (Color){50, 90, 35, 255};
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
|
||||
|
||||
// Head (large, hunched forward)
|
||||
DrawRectangle(ox + 4, oy + 3, 8, 6, skin);
|
||||
// Eyes (angry)
|
||||
DrawPixel(ox + 5, oy + 5, (Color){200, 50, 50, 255});
|
||||
DrawPixel(ox + 10, oy + 5, (Color){200, 50, 50, 255});
|
||||
// Ears (pointy)
|
||||
DrawPixel(ox + 3, oy + 4, skin);
|
||||
DrawPixel(ox + 12, oy + 4, skin);
|
||||
// Body (small, hunched)
|
||||
DrawRectangle(ox + 5, oy + 9, 6, 4, dark);
|
||||
// Legs with offsets
|
||||
DrawRectangle(ox + 5 + leg_left, oy + 13, 2, 3, skin);
|
||||
DrawRectangle(ox + 9 + leg_right, oy + 13, 2, 3, skin);
|
||||
// Arms with offsets
|
||||
DrawRectangle(ox + 3 + arm_left, oy + 10, 2, 2, skin);
|
||||
DrawRectangle(ox + 11 + arm_right, oy + 10, 2, 2, skin);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Draw skeleton base with configurable leg/arm offsets
|
||||
static void draw_skeleton_base(Tileset *ts, int id, int leg_left, int leg_right, int arm_left, int arm_right) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
Color bone = (Color){220, 220, 210, 255};
|
||||
Color dark_bone = (Color){180, 180, 170, 255};
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
|
||||
|
||||
// Skull
|
||||
DrawRectangle(ox + 5, oy + 2, 6, 5, bone);
|
||||
// Eye sockets
|
||||
DrawPixel(ox + 6, oy + 4, (Color){20, 20, 20, 255});
|
||||
DrawPixel(ox + 9, oy + 4, (Color){20, 20, 20, 255});
|
||||
// Ribs
|
||||
for (int i = 0; i < 3; i++) {
|
||||
DrawRectangle(ox + 4, oy + 8 + i * 2, 8, 1, bone);
|
||||
}
|
||||
// Spine
|
||||
DrawRectangle(ox + 7, oy + 7, 2, 6, dark_bone);
|
||||
// Legs with offsets
|
||||
DrawRectangle(ox + 5 + leg_left, oy + 13, 2, 3, bone);
|
||||
DrawRectangle(ox + 9 + leg_right, oy + 13, 2, 3, bone);
|
||||
// Arms with offsets
|
||||
DrawRectangle(ox + 3 + arm_left, oy + 8, 2, 3, bone);
|
||||
DrawRectangle(ox + 11 + arm_right, oy + 8, 2, 3, bone);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Draw orc base with configurable leg/arm offsets
|
||||
static void draw_orc_base(Tileset *ts, int id, int leg_left, int leg_right, int arm_left, int arm_right) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
Color skin = (Color){60, 100, 45, 255};
|
||||
Color dark = (Color){40, 70, 30, 255};
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
|
||||
|
||||
// Large head
|
||||
DrawRectangle(ox + 3, oy + 2, 10, 7, skin);
|
||||
// Small angry eyes
|
||||
DrawPixel(ox + 5, oy + 5, (Color){250, 250, 50, 255});
|
||||
DrawPixel(ox + 10, oy + 5, (Color){250, 250, 50, 255});
|
||||
// Tusks
|
||||
DrawPixel(ox + 6, oy + 7, (Color){240, 240, 220, 255});
|
||||
DrawPixel(ox + 9, oy + 7, (Color){240, 240, 220, 255});
|
||||
// Broad body
|
||||
DrawRectangle(ox + 3, oy + 9, 10, 5, dark);
|
||||
// Thick legs with offsets
|
||||
DrawRectangle(ox + 4 + leg_left, oy + 14, 3, 2, skin);
|
||||
DrawRectangle(ox + 9 + leg_right, oy + 14, 3, 2, skin);
|
||||
// Thick arms with offsets
|
||||
DrawRectangle(ox + 1 + arm_left, oy + 10, 3, 3, skin);
|
||||
DrawRectangle(ox + 12 + arm_right, oy + 10, 3, 3, skin);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_enemy_tile(Tileset *ts, int id, int enemy_type) {
|
||||
// Idle pose - no offsets
|
||||
switch (enemy_type) {
|
||||
case 0:
|
||||
draw_goblin_base(ts, id, 0, 0, 0, 0);
|
||||
break;
|
||||
case 1:
|
||||
draw_skeleton_base(ts, id, 0, 0, 0, 0);
|
||||
break;
|
||||
case 2:
|
||||
draw_orc_base(ts, id, 0, 0, 0, 0);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void paint_enemy_walk_tile(Tileset *ts, int id, int enemy_type, int frame) {
|
||||
// Frame 0: left leg forward, right leg back
|
||||
// Frame 1: right leg forward, left leg back
|
||||
int leg_left = (frame == 0) ? -1 : 1;
|
||||
int leg_right = (frame == 0) ? 1 : -1;
|
||||
int arm_left = (frame == 0) ? 1 : -1;
|
||||
int arm_right = (frame == 0) ? -1 : 1;
|
||||
|
||||
switch (enemy_type) {
|
||||
case 0:
|
||||
draw_goblin_base(ts, id, leg_left, leg_right, arm_left, arm_right);
|
||||
break;
|
||||
case 1:
|
||||
draw_skeleton_base(ts, id, leg_left, leg_right, arm_left, arm_right);
|
||||
break;
|
||||
case 2:
|
||||
draw_orc_base(ts, id, leg_left, leg_right, arm_left, arm_right);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void paint_enemy_attack_tile(Tileset *ts, int id, int enemy_type) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
|
||||
|
||||
switch (enemy_type) {
|
||||
case 0: {
|
||||
// Goblin attack - lunging with dagger
|
||||
Color skin = (Color){80, 140, 60, 255};
|
||||
Color dark = (Color){50, 90, 35, 255};
|
||||
Color steel = (Color){180, 180, 190, 255};
|
||||
// Head (leaning forward)
|
||||
DrawRectangle(ox + 6, oy + 3, 8, 6, skin);
|
||||
DrawPixel(ox + 7, oy + 5, (Color){200, 50, 50, 255});
|
||||
DrawPixel(ox + 12, oy + 5, (Color){200, 50, 50, 255});
|
||||
// Body
|
||||
DrawRectangle(ox + 7, oy + 9, 6, 4, dark);
|
||||
// Left leg back
|
||||
DrawRectangle(ox + 5, oy + 13, 2, 3, skin);
|
||||
// Right leg forward
|
||||
DrawRectangle(ox + 11, oy + 13, 2, 3, skin);
|
||||
// Left arm back
|
||||
DrawRectangle(ox + 4, oy + 10, 2, 2, skin);
|
||||
// Right arm extended with dagger
|
||||
DrawRectangle(ox + 14, oy + 9, 2, 2, skin);
|
||||
DrawRectangle(ox + 15, oy + 7, 1, 4, steel);
|
||||
break;
|
||||
}
|
||||
case 1: {
|
||||
// Skeleton attack - swinging sword
|
||||
Color bone = (Color){220, 220, 210, 255};
|
||||
Color dark_bone = (Color){180, 180, 170, 255};
|
||||
Color steel = (Color){180, 180, 190, 255};
|
||||
// Skull
|
||||
DrawRectangle(ox + 6, oy + 2, 6, 5, bone);
|
||||
DrawPixel(ox + 7, oy + 4, (Color){20, 20, 20, 255});
|
||||
DrawPixel(ox + 10, oy + 4, (Color){20, 20, 20, 255});
|
||||
// Ribs
|
||||
for (int i = 0; i < 3; i++) {
|
||||
DrawRectangle(ox + 5, oy + 8 + i * 2, 8, 1, bone);
|
||||
}
|
||||
// Spine
|
||||
DrawRectangle(ox + 8, oy + 7, 2, 6, dark_bone);
|
||||
// Legs
|
||||
DrawRectangle(ox + 6, oy + 13, 2, 3, bone);
|
||||
DrawRectangle(ox + 10, oy + 13, 2, 3, bone);
|
||||
// Left arm back
|
||||
DrawRectangle(ox + 4, oy + 8, 2, 3, bone);
|
||||
// Right arm extended with sword
|
||||
DrawRectangle(ox + 13, oy + 7, 3, 2, bone);
|
||||
DrawRectangle(ox + 15, oy + 5, 1, 6, steel);
|
||||
break;
|
||||
}
|
||||
case 2: {
|
||||
// Orc attack - overhead smash
|
||||
Color skin = (Color){60, 100, 45, 255};
|
||||
Color dark = (Color){40, 70, 30, 255};
|
||||
Color steel = (Color){180, 180, 190, 255};
|
||||
// Head
|
||||
DrawRectangle(ox + 4, oy + 2, 10, 7, skin);
|
||||
DrawPixel(ox + 6, oy + 5, (Color){250, 250, 50, 255});
|
||||
DrawPixel(ox + 11, oy + 5, (Color){250, 250, 50, 255});
|
||||
// Tusks
|
||||
DrawPixel(ox + 7, oy + 7, (Color){240, 240, 220, 255});
|
||||
DrawPixel(ox + 10, oy + 7, (Color){240, 240, 220, 255});
|
||||
// Body
|
||||
DrawRectangle(ox + 4, oy + 9, 10, 5, dark);
|
||||
// Legs
|
||||
DrawRectangle(ox + 5, oy + 14, 3, 2, skin);
|
||||
DrawRectangle(ox + 10, oy + 14, 3, 2, skin);
|
||||
// Left arm back
|
||||
DrawRectangle(ox + 2, oy + 10, 3, 3, skin);
|
||||
// Right arm raised with club
|
||||
DrawRectangle(ox + 13, oy + 4, 3, 3, skin);
|
||||
DrawRectangle(ox + 14, oy + 1, 2, 5, steel);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_item_tile(Tileset *ts, int id, int item_type) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int w = ts->tile_w;
|
||||
int h = ts->tile_h;
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
DrawRectangle(ox, oy, w, h, BLANK);
|
||||
|
||||
switch (item_type) {
|
||||
case 0: {
|
||||
// Flask shape
|
||||
Color glass = (Color){200, 60, 60, 255};
|
||||
Color liquid = (Color){255, 80, 80, 255};
|
||||
Color highlight = (Color){255, 150, 150, 255};
|
||||
// Neck
|
||||
DrawRectangle(ox + 6, oy + 2, 4, 3, glass);
|
||||
// Body
|
||||
DrawRectangle(ox + 4, oy + 5, 8, 8, liquid);
|
||||
// Cork
|
||||
DrawRectangle(ox + 6, oy + 1, 4, 1, (Color){160, 120, 60, 255});
|
||||
// Highlight
|
||||
DrawPixel(ox + 5, oy + 6, highlight);
|
||||
DrawPixel(ox + 5, oy + 7, highlight);
|
||||
break;
|
||||
}
|
||||
case 1: {
|
||||
// Sword
|
||||
Color blade = (Color){220, 220, 230, 255};
|
||||
Color hilt = (Color){160, 120, 40, 255};
|
||||
Color guard = (Color){140, 140, 150, 255};
|
||||
// Blade
|
||||
DrawRectangle(ox + 7, oy + 2, 2, 9, blade);
|
||||
// Tip
|
||||
DrawPixel(ox + 7, oy + 1, blade);
|
||||
DrawPixel(ox + 8, oy + 1, blade);
|
||||
// Guard
|
||||
DrawRectangle(ox + 5, oy + 11, 6, 1, guard);
|
||||
// Hilt
|
||||
DrawRectangle(ox + 7, oy + 12, 2, 3, hilt);
|
||||
// Pommel
|
||||
DrawPixel(ox + 7, oy + 15, guard);
|
||||
DrawPixel(ox + 8, oy + 15, guard);
|
||||
break;
|
||||
}
|
||||
case 2: {
|
||||
// Chestplate
|
||||
Color metal = (Color){100, 120, 160, 255};
|
||||
Color dark_metal = (Color){70, 85, 115, 255};
|
||||
Color highlight = (Color){140, 160, 200, 255};
|
||||
// Main plate
|
||||
DrawRectangle(ox + 4, oy + 3, 8, 9, metal);
|
||||
// Collar
|
||||
DrawRectangle(ox + 5, oy + 2, 6, 1, dark_metal);
|
||||
// Vertical ridge
|
||||
DrawRectangle(ox + 7, oy + 3, 2, 9, highlight);
|
||||
// Bottom trim
|
||||
DrawRectangle(ox + 4, oy + 11, 8, 1, dark_metal);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_door_closed_tile(Tileset *ts, int id) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
int w = ts->tile_w;
|
||||
int h = ts->tile_h;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
|
||||
Color iron = (Color){35, 32, 30, 255};
|
||||
Color wood_dark = (Color){72, 47, 30, 255};
|
||||
Color wood_mid = (Color){111, 73, 42, 255};
|
||||
Color wood_light = (Color){151, 103, 58, 255};
|
||||
|
||||
DrawRectangle(ox, oy, w, h, iron);
|
||||
DrawRectangle(ox + 2, oy + 1, w - 4, h - 2, wood_dark);
|
||||
DrawRectangle(ox + 3, oy + 2, 3, h - 4, wood_mid);
|
||||
DrawRectangle(ox + 7, oy + 2, 3, h - 4, wood_light);
|
||||
DrawRectangle(ox + 11, oy + 2, 2, h - 4, wood_mid);
|
||||
DrawRectangle(ox + 2, oy + 5, w - 4, 2, iron);
|
||||
DrawRectangle(ox + 2, oy + 11, w - 4, 2, iron);
|
||||
DrawPixel(ox + 4, oy + 3, (Color){180, 129, 72, 255});
|
||||
DrawPixel(ox + 8, oy + 9, (Color){84, 53, 32, 255});
|
||||
DrawPixel(ox + 12, oy + 8, (Color){208, 169, 69, 255});
|
||||
DrawPixel(ox + 12, oy + 9, (Color){166, 124, 51, 255});
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_door_open_tile(Tileset *ts, int id) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
int w = ts->tile_w;
|
||||
int h = ts->tile_h;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
|
||||
Color floor = (Color){58, 55, 52, 255};
|
||||
Color seam = (Color){32, 30, 29, 255};
|
||||
Color wood_dark = (Color){72, 47, 30, 255};
|
||||
Color wood_light = (Color){131, 88, 49, 255};
|
||||
|
||||
DrawRectangle(ox, oy, w, h, floor);
|
||||
DrawLine(ox + 7, oy + 1, ox + 7, oy + h - 2, seam);
|
||||
DrawLine(ox + 1, oy + 8, ox + w - 2, oy + 8, seam);
|
||||
DrawRectangle(ox, oy, 3, h, wood_dark);
|
||||
DrawRectangle(ox + 2, oy + 2, 2, h - 4, wood_light);
|
||||
DrawPixel(ox + 1, oy + 4, (Color){72, 72, 72, 255});
|
||||
DrawPixel(ox + 1, oy + 11, (Color){72, 72, 72, 255});
|
||||
DrawRectangle(ox + 4, oy + 13, 6, 1, (Color){25, 20, 17, 255});
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_effect_burn_tile(Tileset *ts, int id) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
|
||||
|
||||
// Fire effect - orange/red flames
|
||||
Color flame1 = (Color){255, 100, 20, 255};
|
||||
Color flame2 = (Color){255, 180, 40, 255};
|
||||
Color flame3 = (Color){255, 60, 10, 255};
|
||||
|
||||
// Flame shapes
|
||||
DrawRectangle(ox + 4, oy + 8, 2, 6, flame1);
|
||||
DrawRectangle(ox + 7, oy + 6, 2, 8, flame2);
|
||||
DrawRectangle(ox + 10, oy + 9, 2, 5, flame3);
|
||||
DrawPixel(ox + 5, oy + 5, flame2);
|
||||
DrawPixel(ox + 8, oy + 4, flame1);
|
||||
DrawPixel(ox + 11, oy + 7, flame2);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_effect_poison_tile(Tileset *ts, int id) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
|
||||
|
||||
// Poison effect - green bubbles/drops
|
||||
Color poison1 = (Color){50, 200, 50, 255};
|
||||
Color poison2 = (Color){30, 150, 30, 255};
|
||||
Color poison3 = (Color){80, 255, 80, 255};
|
||||
|
||||
// Bubbles
|
||||
DrawRectangle(ox + 5, oy + 4, 3, 3, poison1);
|
||||
DrawRectangle(ox + 9, oy + 7, 2, 2, poison2);
|
||||
DrawRectangle(ox + 4, oy + 10, 2, 2, poison3);
|
||||
DrawRectangle(ox + 8, oy + 11, 3, 2, poison1);
|
||||
DrawPixel(ox + 11, oy + 5, poison3);
|
||||
DrawPixel(ox + 6, oy + 13, poison2);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_effect_block_tile(Tileset *ts, int id) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
|
||||
|
||||
// Block/shield effect - blue shield shape
|
||||
Color shield = (Color){80, 130, 220, 255};
|
||||
Color shield_light = (Color){120, 170, 255, 255};
|
||||
Color shield_dark = (Color){50, 90, 180, 255};
|
||||
|
||||
// Shield outline
|
||||
DrawRectangle(ox + 4, oy + 2, 8, 12, shield);
|
||||
// Inner highlight
|
||||
DrawRectangle(ox + 6, oy + 4, 4, 8, shield_light);
|
||||
// Border
|
||||
DrawRectangle(ox + 4, oy + 2, 8, 1, shield_dark);
|
||||
DrawRectangle(ox + 4, oy + 13, 8, 1, shield_dark);
|
||||
DrawRectangle(ox + 4, oy + 2, 1, 12, shield_dark);
|
||||
DrawRectangle(ox + 11, oy + 2, 1, 12, shield_dark);
|
||||
// Cross in center
|
||||
DrawRectangle(ox + 7, oy + 6, 2, 4, shield_dark);
|
||||
DrawRectangle(ox + 6, oy + 7, 4, 2, shield_dark);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
void paint_slash_effect_tile(Tileset *ts, int id) {
|
||||
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
|
||||
return;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return;
|
||||
|
||||
Vector2 off = get_paint_offset(ts, id);
|
||||
int ox = (int)off.x;
|
||||
int oy = (int)off.y;
|
||||
|
||||
BeginTextureMode(ts->render_target);
|
||||
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
|
||||
|
||||
// Slash effect - white/gray diagonal slash
|
||||
Color slash = (Color){255, 255, 255, 255};
|
||||
Color slash_trail = (Color){200, 200, 220, 255};
|
||||
|
||||
// Main slash line (diagonal)
|
||||
DrawRectangle(ox + 2, oy + 12, 3, 2, slash);
|
||||
DrawRectangle(ox + 4, oy + 10, 3, 2, slash);
|
||||
DrawRectangle(ox + 6, oy + 8, 3, 2, slash);
|
||||
DrawRectangle(ox + 8, oy + 6, 3, 2, slash);
|
||||
DrawRectangle(ox + 10, oy + 4, 3, 2, slash);
|
||||
DrawRectangle(ox + 12, oy + 2, 2, 2, slash);
|
||||
// Trail
|
||||
DrawPixel(ox + 3, oy + 11, slash_trail);
|
||||
DrawPixel(ox + 5, oy + 9, slash_trail);
|
||||
DrawPixel(ox + 7, oy + 7, slash_trail);
|
||||
DrawPixel(ox + 9, oy + 5, slash_trail);
|
||||
DrawPixel(ox + 11, oy + 3, slash_trail);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
int tileset_paint_all(Tileset *ts) {
|
||||
if (ts == NULL)
|
||||
return 0;
|
||||
if (ts->render_target.id == 0 || ts->finalized)
|
||||
return 0;
|
||||
|
||||
// Register all tile IDs first
|
||||
for (int id = 0; id < NUM_TILE_IDS; id++) {
|
||||
if (!tileset_register(ts, id))
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Paint map tiles
|
||||
paint_wall_tile(ts, TILE_WALL_0, 0);
|
||||
paint_wall_tile(ts, TILE_WALL_1, 1);
|
||||
paint_floor_tile(ts, TILE_FLOOR_0, 0);
|
||||
paint_floor_tile(ts, TILE_FLOOR_1, 1);
|
||||
paint_floor_tile(ts, TILE_FLOOR_2, 2);
|
||||
paint_floor_tile(ts, TILE_FLOOR_3, 3);
|
||||
paint_stairs_tile(ts, TILE_STAIRS_SPRITE);
|
||||
|
||||
// Paint entity sprites
|
||||
paint_player_tile(ts, SPRITE_PLAYER);
|
||||
paint_player_walk_tile(ts, SPRITE_PLAYER_WALK_0, 0);
|
||||
paint_player_walk_tile(ts, SPRITE_PLAYER_WALK_1, 1);
|
||||
paint_player_attack_tile(ts, SPRITE_PLAYER_ATTACK);
|
||||
|
||||
// Enemy goblin sprites
|
||||
paint_enemy_tile(ts, SPRITE_ENEMY_GOBLIN, 0);
|
||||
paint_enemy_walk_tile(ts, SPRITE_ENEMY_GOBLIN_WALK_0, 0, 0);
|
||||
paint_enemy_walk_tile(ts, SPRITE_ENEMY_GOBLIN_WALK_1, 0, 1);
|
||||
paint_enemy_attack_tile(ts, SPRITE_ENEMY_GOBLIN_ATTACK, 0);
|
||||
|
||||
// Enemy skeleton sprites
|
||||
paint_enemy_tile(ts, SPRITE_ENEMY_SKELETON, 1);
|
||||
paint_enemy_walk_tile(ts, SPRITE_ENEMY_SKELETON_WALK_0, 1, 0);
|
||||
paint_enemy_walk_tile(ts, SPRITE_ENEMY_SKELETON_WALK_1, 1, 1);
|
||||
paint_enemy_attack_tile(ts, SPRITE_ENEMY_SKELETON_ATTACK, 1);
|
||||
|
||||
// Enemy orc sprites
|
||||
paint_enemy_tile(ts, SPRITE_ENEMY_ORC, 2);
|
||||
paint_enemy_walk_tile(ts, SPRITE_ENEMY_ORC_WALK_0, 2, 0);
|
||||
paint_enemy_walk_tile(ts, SPRITE_ENEMY_ORC_WALK_1, 2, 1);
|
||||
paint_enemy_attack_tile(ts, SPRITE_ENEMY_ORC_ATTACK, 2);
|
||||
|
||||
paint_item_tile(ts, SPRITE_ITEM_POTION, 0);
|
||||
paint_item_tile(ts, SPRITE_ITEM_WEAPON, 1);
|
||||
paint_item_tile(ts, SPRITE_ITEM_ARMOR, 2);
|
||||
|
||||
// Door tiles
|
||||
paint_door_closed_tile(ts, TILE_DOOR_CLOSED_SPRITE);
|
||||
paint_door_open_tile(ts, TILE_DOOR_OPEN_SPRITE);
|
||||
|
||||
// Effect sprites
|
||||
paint_effect_burn_tile(ts, SPRITE_EFFECT_BURN);
|
||||
paint_effect_poison_tile(ts, SPRITE_EFFECT_POISON);
|
||||
paint_effect_block_tile(ts, SPRITE_EFFECT_BLOCK);
|
||||
paint_slash_effect_tile(ts, SPRITE_SLASH_EFFECT);
|
||||
|
||||
return 1;
|
||||
}
|
||||
66
libs/tileset/tileset_paint.h
Normal file
66
libs/tileset/tileset_paint.h
Normal file
|
|
@ -0,0 +1,66 @@
|
|||
#ifndef TILESET_PAINT_H
|
||||
#define TILESET_PAINT_H
|
||||
|
||||
#include "tileset.h"
|
||||
|
||||
// Forward declarations for types used in painting
|
||||
typedef enum { ENEMY_GOBLIN_FWD, ENEMY_SKELETON_FWD, ENEMY_ORC_FWD } EnemyType_Paint;
|
||||
typedef enum { ITEM_POTION_FWD, ITEM_WEAPON_FWD, ITEM_ARMOR_FWD } ItemType_Paint;
|
||||
|
||||
// Paint a wall tile with brick-like pattern.
|
||||
// variant: 0 or 1 for shade variation.
|
||||
void paint_wall_tile(Tileset *ts, int id, int variant);
|
||||
|
||||
// Paint a floor tile with stone/dithered pattern.
|
||||
// variant: 0-3 for different noise patterns.
|
||||
void paint_floor_tile(Tileset *ts, int id, int variant);
|
||||
|
||||
// Paint a stairs tile with depth illusion.
|
||||
void paint_stairs_tile(Tileset *ts, int id);
|
||||
|
||||
// Paint the player sprite (adventurer silhouette).
|
||||
void paint_player_tile(Tileset *ts, int id);
|
||||
|
||||
// Paint a player walking animation frame.
|
||||
// frame: 0 or 1 for the two walk frames.
|
||||
void paint_player_walk_tile(Tileset *ts, int id, int frame);
|
||||
|
||||
// Paint a player attacking animation frame.
|
||||
void paint_player_attack_tile(Tileset *ts, int id);
|
||||
|
||||
// Paint an enemy sprite based on type.
|
||||
void paint_enemy_tile(Tileset *ts, int id, int enemy_type);
|
||||
|
||||
// Paint an enemy walking animation frame.
|
||||
// frame: 0 or 1 for the two walk frames.
|
||||
void paint_enemy_walk_tile(Tileset *ts, int id, int enemy_type, int frame);
|
||||
|
||||
// Paint an enemy attacking animation frame.
|
||||
void paint_enemy_attack_tile(Tileset *ts, int id, int enemy_type);
|
||||
|
||||
// Paint an item sprite based on type.
|
||||
void paint_item_tile(Tileset *ts, int id, int item_type);
|
||||
|
||||
// Paint a closed door tile.
|
||||
void paint_door_closed_tile(Tileset *ts, int id);
|
||||
|
||||
// Paint an open door tile.
|
||||
void paint_door_open_tile(Tileset *ts, int id);
|
||||
|
||||
// Paint a burning/fire effect sprite.
|
||||
void paint_effect_burn_tile(Tileset *ts, int id);
|
||||
|
||||
// Paint a poison effect sprite.
|
||||
void paint_effect_poison_tile(Tileset *ts, int id);
|
||||
|
||||
// Paint a block/shield effect sprite.
|
||||
void paint_effect_block_tile(Tileset *ts, int id);
|
||||
|
||||
// Paint a slash attack effect sprite.
|
||||
void paint_slash_effect_tile(Tileset *ts, int id);
|
||||
|
||||
// Convenience: paint and register all tiles in one call.
|
||||
// Returns 0 on failure, non-zero on success.
|
||||
int tileset_paint_all(Tileset *ts);
|
||||
|
||||
#endif // TILESET_PAINT_H
|
||||
|
|
@ -20,6 +20,7 @@ stdenv.mkDerivation {
|
|||
(s + /libs)
|
||||
(s + /src)
|
||||
(s + /build.zig)
|
||||
(s + /build.zig.zon)
|
||||
];
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,4 @@
|
|||
#include "audio.h"
|
||||
#include "raylib.h"
|
||||
#include "common.h"
|
||||
#include <math.h>
|
||||
#include <stddef.h>
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#ifndef AUDIO_H
|
||||
#define AUDIO_H
|
||||
#include "common.h"
|
||||
#include "game_state.h"
|
||||
|
||||
// Initialize audio system
|
||||
void audio_init(void);
|
||||
|
|
|
|||
215
src/common.h
215
src/common.h
|
|
@ -2,14 +2,24 @@
|
|||
#define COMMON_H
|
||||
|
||||
#include "settings.h"
|
||||
#include <raylib.h>
|
||||
#include <stdbool.h>
|
||||
|
||||
typedef struct {
|
||||
int x, y;
|
||||
} Vec2;
|
||||
|
||||
// Tile types
|
||||
typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
|
||||
typedef enum {
|
||||
TILE_WALL,
|
||||
TILE_FLOOR,
|
||||
TILE_STAIRS,
|
||||
TILE_DOOR_CLOSED,
|
||||
TILE_DOOR_OPEN,
|
||||
TILE_DOOR_RUINED,
|
||||
TILE_RUBBLE,
|
||||
TILE_SHALLOW_WATER,
|
||||
TILE_STATUE,
|
||||
} TileType;
|
||||
|
||||
// Status effect types
|
||||
typedef enum { EFFECT_NONE, EFFECT_POISON, EFFECT_STUN, EFFECT_BLEED, EFFECT_WEAKEN, EFFECT_BURN } StatusEffectType;
|
||||
|
|
@ -25,15 +35,40 @@ typedef struct {
|
|||
} StatusEffect;
|
||||
|
||||
// Room
|
||||
typedef enum {
|
||||
ROOM_START,
|
||||
ROOM_GUARD,
|
||||
ROOM_SHRINE,
|
||||
ROOM_CISTERN,
|
||||
ROOM_ARMORY,
|
||||
ROOM_CRYPT,
|
||||
ROOM_LIBRARY,
|
||||
ROOM_FORGE,
|
||||
ROOM_VAULT,
|
||||
} RoomType;
|
||||
|
||||
typedef struct {
|
||||
int x, y, w, h;
|
||||
RoomType type;
|
||||
} Room;
|
||||
|
||||
// Light source for sub-tile lighting system
|
||||
typedef struct {
|
||||
int x, y;
|
||||
int intensity;
|
||||
int range;
|
||||
} LightSource;
|
||||
|
||||
// Map
|
||||
typedef struct {
|
||||
TileType tiles[MAP_HEIGHT][MAP_WIDTH];
|
||||
Room rooms[MAX_ROOMS];
|
||||
int room_count;
|
||||
unsigned char light_map[MAP_HEIGHT * SUB_TILE_RES][MAP_WIDTH * SUB_TILE_RES];
|
||||
unsigned char remembered[MAP_HEIGHT][MAP_WIDTH];
|
||||
unsigned char door_open_from[MAP_HEIGHT][MAP_WIDTH]; // 0=N,1=S,2=E,3=W,255=closed
|
||||
unsigned char door_anim_timer[MAP_HEIGHT][MAP_WIDTH];
|
||||
unsigned char door_anim_target[MAP_HEIGHT][MAP_WIDTH]; // 0=closed, 1=open
|
||||
} Map;
|
||||
|
||||
// Dungeon
|
||||
|
|
@ -47,126 +82,166 @@ typedef struct {
|
|||
typedef enum { ITEM_POTION, ITEM_WEAPON, ITEM_ARMOR } ItemType;
|
||||
|
||||
// Item
|
||||
|
||||
typedef struct {
|
||||
int x, y;
|
||||
|
||||
ItemType type;
|
||||
|
||||
int power;
|
||||
|
||||
int floor;
|
||||
|
||||
int picked_up;
|
||||
|
||||
DamageClass dmg_class;
|
||||
|
||||
int crit_chance;
|
||||
|
||||
int crit_multiplier;
|
||||
|
||||
int status_chance;
|
||||
|
||||
// rendering
|
||||
|
||||
int sprite_tile_id; // tile ID for rendering
|
||||
|
||||
} Item;
|
||||
|
||||
// Player animation states
|
||||
typedef enum { PLAYER_ANIM_IDLE, PLAYER_ANIM_WALK, PLAYER_ANIM_ATTACK } PlayerAnimState;
|
||||
|
||||
// Player
|
||||
|
||||
typedef struct {
|
||||
Vec2 position;
|
||||
|
||||
int hp, max_hp;
|
||||
|
||||
int attack;
|
||||
|
||||
int defense;
|
||||
|
||||
int floor;
|
||||
|
||||
int step_count;
|
||||
int speed; // actions per 100 ticks (100 = 1 action per turn)
|
||||
|
||||
int speed; // actions per 100 ticks (100 = 1 action per turn)
|
||||
|
||||
int cooldown; // countdown to next action (0 = can act)
|
||||
int dodge; // dodge chance percentage
|
||||
int block; // flat damage reduction on successful block roll
|
||||
|
||||
int dodge; // dodge chance percentage
|
||||
|
||||
int block; // flat damage reduction on successful block roll
|
||||
|
||||
Item equipped_weapon;
|
||||
|
||||
int has_weapon;
|
||||
|
||||
Item equipped_armor;
|
||||
|
||||
int has_armor;
|
||||
|
||||
Item inventory[MAX_INVENTORY];
|
||||
|
||||
int inventory_count;
|
||||
|
||||
// status effects
|
||||
|
||||
StatusEffect effects[MAX_EFFECTS];
|
||||
|
||||
int effect_count;
|
||||
|
||||
// animation
|
||||
|
||||
PlayerAnimState anim_state;
|
||||
|
||||
int anim_frame; // current animation frame
|
||||
|
||||
int anim_timer; // frames until next frame
|
||||
|
||||
int facing_right; // 1 = facing right, 0 = facing left
|
||||
|
||||
// rendering
|
||||
|
||||
int sprite_tile_id; // tile ID for rendering
|
||||
|
||||
// visual effects
|
||||
|
||||
int flash_timer; // damage flash frames remaining
|
||||
|
||||
} Player;
|
||||
|
||||
// Enemy types
|
||||
typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
|
||||
|
||||
// Enemy animation states
|
||||
typedef enum { ENEMY_ANIM_IDLE, ENEMY_ANIM_WALK, ENEMY_ANIM_ATTACK } EnemyAnimState;
|
||||
|
||||
// Enemy
|
||||
|
||||
typedef struct {
|
||||
Vec2 position;
|
||||
|
||||
int hp;
|
||||
|
||||
int max_hp;
|
||||
|
||||
int attack;
|
||||
|
||||
int alive;
|
||||
|
||||
EnemyType type;
|
||||
int speed; // actions per 100 ticks
|
||||
|
||||
int speed; // actions per 100 ticks
|
||||
|
||||
int cooldown; // countdown to next action
|
||||
int dodge; // dodge chance percentage
|
||||
int block; // flat damage reduction
|
||||
|
||||
int dodge; // dodge chance percentage
|
||||
|
||||
int block; // flat damage reduction
|
||||
|
||||
int resistance[NUM_DMG_CLASSES];
|
||||
|
||||
DamageClass dmg_class;
|
||||
|
||||
int status_chance;
|
||||
|
||||
int crit_chance; // crit chance percentage (0-100)
|
||||
int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x)
|
||||
|
||||
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;
|
||||
|
||||
// animation
|
||||
|
||||
EnemyAnimState anim_state;
|
||||
|
||||
int anim_frame; // current animation frame
|
||||
|
||||
int anim_timer; // frames until next frame
|
||||
|
||||
int facing_right; // 1 = facing right, 0 = facing left
|
||||
|
||||
// rendering
|
||||
|
||||
int sprite_tile_id; // tile ID for rendering
|
||||
|
||||
} Enemy;
|
||||
|
||||
// Floating damage text
|
||||
typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
|
||||
|
||||
typedef struct {
|
||||
int x, y;
|
||||
int value;
|
||||
int lifetime; // frames remaining
|
||||
int is_critical;
|
||||
FloatingLabel label; // label type instead of string
|
||||
StatusEffectType effect_type; // used to pick color for proc labels
|
||||
} FloatingText;
|
||||
|
||||
// AudioAssets
|
||||
typedef struct {
|
||||
Sound attack1, attack2, attack3;
|
||||
Sound pickup;
|
||||
Sound staircase;
|
||||
Sound dodge1, dodge2, dodge3;
|
||||
Sound crit;
|
||||
} AudioAssets;
|
||||
|
||||
// GameState - encapsulates all game state for testability and save/load
|
||||
typedef struct {
|
||||
Player player;
|
||||
Map map;
|
||||
Dungeon dungeon;
|
||||
Enemy enemies[MAX_ENEMIES];
|
||||
int enemy_count;
|
||||
Item items[MAX_ITEMS];
|
||||
int item_count;
|
||||
int game_over;
|
||||
int game_won;
|
||||
const char *last_message;
|
||||
int message_timer;
|
||||
int turn_count;
|
||||
int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
|
||||
int show_inventory; // 0 = hidden, 1 = show overlay
|
||||
int inv_selected; // currently selected inventory index
|
||||
// action log
|
||||
char action_log[5][128];
|
||||
int log_count;
|
||||
int log_head;
|
||||
// visual effects
|
||||
FloatingText floating_texts[8];
|
||||
int floating_count;
|
||||
int screen_shake; // frames of screen shake remaining
|
||||
int shake_x;
|
||||
int shake_y;
|
||||
AudioAssets sounds;
|
||||
// Statistics
|
||||
int total_kills;
|
||||
int items_collected;
|
||||
int damage_dealt;
|
||||
int damage_taken;
|
||||
int crits_landed;
|
||||
int times_hit;
|
||||
int potions_used;
|
||||
int floors_reached;
|
||||
int final_score;
|
||||
} GameState;
|
||||
|
||||
|
||||
#endif // COMMON_H
|
||||
|
|
|
|||
203
src/enemy.c
203
src/enemy.c
|
|
@ -1,9 +1,11 @@
|
|||
#include "enemy.h"
|
||||
#include "combat.h"
|
||||
#include "common.h"
|
||||
#include "map.h"
|
||||
#include "map/map.h"
|
||||
#include "movement.h"
|
||||
#include "rng.h"
|
||||
#include "rng/rng.h"
|
||||
#include "settings.h"
|
||||
#include "tileset/tileset.h"
|
||||
#include <string.h>
|
||||
|
||||
// Forward declaration
|
||||
|
|
@ -24,16 +26,28 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
|
|||
if (floor >= 4)
|
||||
max_type = 3;
|
||||
|
||||
for (int i = 0; i < num_enemies; i++) {
|
||||
// Find random floor position
|
||||
Room *start_room = map_room_at(map, p->position.x, p->position.y);
|
||||
|
||||
int attempts = 0;
|
||||
while (*count < num_enemies && attempts < num_enemies * 40) {
|
||||
attempts++;
|
||||
int ex, ey;
|
||||
get_random_floor_tile(map, &ex, &ey, 50);
|
||||
if (!get_random_floor_tile_excluding_room(map, start_room, &ex, &ey, 80))
|
||||
break;
|
||||
|
||||
// Don't spawn on player position
|
||||
if (ex == p->position.x && ey == p->position.y) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Don't spawn in the starting room
|
||||
if (start_room != NULL) {
|
||||
if (ex >= start_room->x && ex < start_room->x + start_room->w && ey >= start_room->y &&
|
||||
ey < start_room->y + start_room->h) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Don't spawn on other enemies
|
||||
if (is_enemy_at(enemies, *count, ex, ey)) {
|
||||
continue;
|
||||
|
|
@ -69,6 +83,7 @@ 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;
|
||||
|
|
@ -86,6 +101,7 @@ 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;
|
||||
|
|
@ -103,6 +119,7 @@ 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;
|
||||
|
|
@ -116,11 +133,33 @@ 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;
|
||||
|
||||
enemies[i] = e;
|
||||
// Initialize animation state
|
||||
e.anim_state = ENEMY_ANIM_IDLE;
|
||||
e.anim_frame = 0;
|
||||
e.anim_timer = 0;
|
||||
e.facing_right = (e.position.x < p->position.x) ? 1 : 0;
|
||||
// Set sprite tile ID based on enemy type
|
||||
switch (e.type) {
|
||||
case ENEMY_GOBLIN:
|
||||
e.sprite_tile_id = SPRITE_ENEMY_GOBLIN;
|
||||
break;
|
||||
case ENEMY_SKELETON:
|
||||
e.sprite_tile_id = SPRITE_ENEMY_SKELETON;
|
||||
break;
|
||||
case ENEMY_ORC:
|
||||
e.sprite_tile_id = SPRITE_ENEMY_ORC;
|
||||
break;
|
||||
default:
|
||||
e.sprite_tile_id = SPRITE_ENEMY_GOBLIN;
|
||||
break;
|
||||
}
|
||||
|
||||
enemies[*count] = e;
|
||||
(*count)++;
|
||||
}
|
||||
}
|
||||
|
|
@ -135,11 +174,9 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
|
|||
return 0;
|
||||
}
|
||||
|
||||
// Check if enemy can see player (adjacent)
|
||||
static int can_see_player(Enemy *e, Player *p) {
|
||||
int dx = p->position.x - e->position.x;
|
||||
int dy = p->position.y - e->position.y;
|
||||
return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1);
|
||||
// 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);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -171,7 +208,88 @@ static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_e
|
|||
}
|
||||
}
|
||||
|
||||
// Perform a single action for an enemy (attack if adjacent, otherwise move)
|
||||
// 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;
|
||||
} 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Perform a single action for an enemy (attack if visible, otherwise patrol or search)
|
||||
void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
|
||||
if (!e->alive)
|
||||
return;
|
||||
|
|
@ -180,14 +298,56 @@ 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;
|
||||
|
||||
// Check if adjacent to player - attack
|
||||
if (can_see_player(e, p)) {
|
||||
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)) {
|
||||
e->anim_state = ENEMY_ANIM_ATTACK;
|
||||
e->anim_timer = 12;
|
||||
e->facing_right = (e->position.x < p->position.x) ? 1 : 0;
|
||||
combat_enemy_attack(e, p);
|
||||
propagate_alert(e, all_enemies, enemy_count);
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise, move toward player
|
||||
enemy_move_toward_player(e, p, map, all_enemies, enemy_count);
|
||||
// Move toward player if visible
|
||||
if (can_see) {
|
||||
int old_x = e->position.x;
|
||||
int old_y = e->position.y;
|
||||
enemy_move_toward_player(e, p, map, all_enemies, enemy_count);
|
||||
if (e->position.x != old_x || e->position.y != old_y) {
|
||||
e->anim_state = ENEMY_ANIM_WALK;
|
||||
e->anim_timer = 8;
|
||||
e->facing_right = (e->position.x < p->position.x) ? 1 : 0;
|
||||
}
|
||||
propagate_alert(e, all_enemies, enemy_count);
|
||||
return;
|
||||
}
|
||||
|
||||
// If alert but can't see player, move toward last known position
|
||||
if (e->alert) {
|
||||
int old_x = e->position.x;
|
||||
int old_y = e->position.y;
|
||||
enemy_move_to_last_known(e, map, all_enemies, enemy_count);
|
||||
if (e->position.x != old_x || e->position.y != old_y) {
|
||||
e->anim_state = ENEMY_ANIM_WALK;
|
||||
e->anim_timer = 8;
|
||||
if (e->position.x != old_x) {
|
||||
e->facing_right = (e->position.x < old_x) ? 0 : 1;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Not alert - patrol randomly
|
||||
enemy_patrol(e, map, all_enemies, enemy_count);
|
||||
}
|
||||
|
||||
void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) {
|
||||
|
|
@ -197,6 +357,17 @@ void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) {
|
|||
if (!e->alive)
|
||||
continue;
|
||||
|
||||
// Update animation timer
|
||||
if (e->anim_timer > 0) {
|
||||
e->anim_timer--;
|
||||
if (e->anim_timer <= 0) {
|
||||
e->anim_state = ENEMY_ANIM_IDLE;
|
||||
e->anim_frame = 0;
|
||||
} else if (e->anim_state == ENEMY_ANIM_WALK) {
|
||||
e->anim_frame = (e->anim_timer / 4) % 2;
|
||||
}
|
||||
}
|
||||
|
||||
e->cooldown -= e->speed;
|
||||
if (e->cooldown <= 0) {
|
||||
enemy_act(e, p, map, enemies, count);
|
||||
|
|
|
|||
80
src/game_state.h
Normal file
80
src/game_state.h
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
#ifndef GAME_STATE_H
|
||||
#define GAME_STATE_H
|
||||
|
||||
#include "common.h"
|
||||
#include "tileset/tileset.h"
|
||||
#include <raylib.h>
|
||||
|
||||
// Floating damage text
|
||||
typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
|
||||
|
||||
typedef struct {
|
||||
int x, y;
|
||||
int value;
|
||||
int lifetime; // frames remaining
|
||||
int is_critical;
|
||||
FloatingLabel label; // label type instead of string
|
||||
StatusEffectType effect_type; // used to pick color for proc labels
|
||||
} FloatingText;
|
||||
|
||||
// AudioAssets
|
||||
typedef struct {
|
||||
Sound attack1, attack2, attack3;
|
||||
Sound pickup;
|
||||
Sound staircase;
|
||||
Sound dodge1, dodge2, dodge3;
|
||||
Sound crit;
|
||||
} AudioAssets;
|
||||
|
||||
// GameState - encapsulates all game state for testability and save/load
|
||||
typedef struct {
|
||||
Player player;
|
||||
Map map;
|
||||
Dungeon dungeon;
|
||||
Enemy enemies[MAX_ENEMIES];
|
||||
int enemy_count;
|
||||
Item items[MAX_ITEMS];
|
||||
int item_count;
|
||||
int game_over;
|
||||
int game_won;
|
||||
const char *last_message;
|
||||
int message_timer;
|
||||
int turn_count;
|
||||
int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
|
||||
int show_inventory; // 0 = hidden, 1 = show overlay
|
||||
int inv_selected; // currently selected inventory index
|
||||
// action log
|
||||
char action_log[5][128];
|
||||
int log_count;
|
||||
int log_head;
|
||||
// visual effects
|
||||
FloatingText floating_texts[8];
|
||||
int floating_count;
|
||||
int screen_shake; // frames of screen shake remaining
|
||||
int shake_x;
|
||||
int shake_y;
|
||||
AudioAssets sounds;
|
||||
// Statistics
|
||||
int total_kills;
|
||||
int items_collected;
|
||||
int damage_dealt;
|
||||
int damage_taken;
|
||||
int crits_landed;
|
||||
int times_hit;
|
||||
int potions_used;
|
||||
int floors_reached;
|
||||
int final_score;
|
||||
// Seed for this run
|
||||
unsigned int run_seed;
|
||||
// Tileset atlas for rendering
|
||||
Tileset tileset;
|
||||
// Sub-tile lighting
|
||||
LightSource static_lights[32];
|
||||
int static_light_count;
|
||||
// Slash effect timer for attack animations
|
||||
int slash_timer; // frames remaining for slash effect
|
||||
int slash_x, slash_y; // position of slash effect
|
||||
DamageClass slash_dmg_class; // damage type for slash visual
|
||||
} GameState;
|
||||
|
||||
#endif // GAME_STATE_H
|
||||
21
src/items.c
21
src/items.c
|
|
@ -1,7 +1,8 @@
|
|||
#include "common.h"
|
||||
#include "map.h"
|
||||
#include "rng.h"
|
||||
#include "map/map.h"
|
||||
#include "rng/rng.h"
|
||||
#include "settings.h"
|
||||
#include "tileset/tileset.h"
|
||||
#include <stddef.h>
|
||||
|
||||
typedef struct {
|
||||
|
|
@ -77,6 +78,22 @@ void item_spawn(Item items[], int *count, Map *map, int floor) {
|
|||
item.power = 1 + rng_int(0, floor / 2);
|
||||
}
|
||||
|
||||
// Set sprite tile ID based on item type
|
||||
switch (item.type) {
|
||||
case ITEM_POTION:
|
||||
item.sprite_tile_id = SPRITE_ITEM_POTION;
|
||||
break;
|
||||
case ITEM_WEAPON:
|
||||
item.sprite_tile_id = SPRITE_ITEM_WEAPON;
|
||||
break;
|
||||
case ITEM_ARMOR:
|
||||
item.sprite_tile_id = SPRITE_ITEM_ARMOR;
|
||||
break;
|
||||
default:
|
||||
item.sprite_tile_id = SPRITE_ITEM_POTION;
|
||||
break;
|
||||
}
|
||||
|
||||
items[*count] = item;
|
||||
(*count)++;
|
||||
}
|
||||
|
|
|
|||
438
src/main.c
438
src/main.c
|
|
@ -1,18 +1,23 @@
|
|||
#include "audio.h"
|
||||
#include "combat.h"
|
||||
#include "common.h"
|
||||
#include "game_state.h"
|
||||
#include "enemy.h"
|
||||
#include "items.h"
|
||||
#include "map.h"
|
||||
#include "map/map.h"
|
||||
#include "map/utils.h"
|
||||
#include "movement.h"
|
||||
#include "player.h"
|
||||
#include "raylib.h"
|
||||
#include "render.h"
|
||||
#include "rng.h"
|
||||
#include "rng/rng.h"
|
||||
#include "settings.h"
|
||||
#include "tileset/tileset.h"
|
||||
#include "tileset/tileset_paint.h"
|
||||
#include <ctype.h>
|
||||
#include <stddef.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
|
||||
// Add message to action log
|
||||
static void add_log(GameState *gs, const char *msg) {
|
||||
|
|
@ -102,15 +107,20 @@ static void update_effects(GameState *gs) {
|
|||
|
||||
// Initialize a new floor
|
||||
static void init_floor(GameState *gs, int floor_num) {
|
||||
// Seed RNG with run seed combined with floor number for deterministic generation
|
||||
rng_seed(gs->run_seed + floor_num * 54321);
|
||||
|
||||
// Generate dungeon
|
||||
dungeon_generate(&gs->dungeon, &gs->map, floor_num);
|
||||
|
||||
// Seed rng for this floor's content
|
||||
rng_seed(floor_num * 54321);
|
||||
rng_seed(gs->run_seed + floor_num * 98765);
|
||||
|
||||
// Find spawn position
|
||||
int start_x, start_y;
|
||||
get_random_floor_tile(&gs->map, &start_x, &start_y, 100);
|
||||
if (gs->map.room_count <= 0 || !get_room_floor_tile(&gs->map, &gs->map.rooms[0], &start_x, &start_y)) {
|
||||
get_random_floor_tile(&gs->map, &start_x, &start_y, 100);
|
||||
}
|
||||
|
||||
// Initialize player position if first floor
|
||||
if (floor_num == 1) {
|
||||
|
|
@ -123,6 +133,13 @@ static void init_floor(GameState *gs, int floor_num) {
|
|||
}
|
||||
gs->player.floor = floor_num;
|
||||
|
||||
// Set initial player light and compute visibility
|
||||
LightSource player_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
|
||||
LightSource sources[1 + 32];
|
||||
sources[0] = player_light;
|
||||
memcpy(sources + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
|
||||
compute_lighting(&gs->map, sources, 1 + gs->static_light_count);
|
||||
|
||||
// Spawn enemies
|
||||
enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num);
|
||||
|
||||
|
|
@ -133,6 +150,151 @@ static void init_floor(GameState *gs, int floor_num) {
|
|||
gs->turn_count = 0;
|
||||
}
|
||||
|
||||
#ifdef ROGGED_ADMIN_CONTROLS
|
||||
static void admin_recompute_lighting(GameState *gs) {
|
||||
LightSource player_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
|
||||
LightSource sources[1 + 32];
|
||||
sources[0] = player_light;
|
||||
memcpy(sources + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
|
||||
compute_lighting(&gs->map, sources, 1 + gs->static_light_count);
|
||||
}
|
||||
|
||||
static void admin_reveal_map(GameState *gs) {
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < MAP_WIDTH; x++) {
|
||||
gs->map.remembered[y][x] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void admin_apply_fullbright(GameState *gs) {
|
||||
memset(gs->map.light_map, 255, sizeof(gs->map.light_map));
|
||||
admin_reveal_map(gs);
|
||||
}
|
||||
|
||||
static void admin_kill_enemies(GameState *gs) {
|
||||
for (int i = 0; i < gs->enemy_count; i++) {
|
||||
if (gs->enemies[i].alive) {
|
||||
gs->enemies[i].alive = 0;
|
||||
gs->enemies[i].hp = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void admin_teleport_to_stairs(GameState *gs) {
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < MAP_WIDTH; x++) {
|
||||
if (gs->map.tiles[y][x] == TILE_STAIRS) {
|
||||
gs->player.position.x = x;
|
||||
gs->player.position.y = y;
|
||||
gs->awaiting_descend = 1;
|
||||
gs->last_message = "Admin: teleported to stairs";
|
||||
gs->message_timer = 90;
|
||||
admin_recompute_lighting(gs);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static int admin_button(Rectangle rect, const char *label) {
|
||||
Vector2 mouse = GetMousePosition();
|
||||
int hovered = CheckCollisionPointRec(mouse, rect);
|
||||
DrawRectangleRec(rect, hovered ? (Color){72, 62, 48, 235} : (Color){44, 42, 46, 235});
|
||||
DrawRectangleLines((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height,
|
||||
hovered ? (Color){210, 180, 110, 255} : (Color){112, 104, 92, 255});
|
||||
DrawText(label, (int)rect.x + 8, (int)rect.y + 5, SMALL_FONT, (Color){235, 228, 210, 255});
|
||||
return hovered && IsMouseButtonPressed(MOUSE_LEFT_BUTTON);
|
||||
}
|
||||
|
||||
static void admin_controls(GameState *gs, int *visible, int *fullbright) {
|
||||
if (IsKeyPressed(KEY_F1))
|
||||
*visible = !*visible;
|
||||
|
||||
DrawRectangle(8, 8, 142, 22, (Color){10, 10, 12, 190});
|
||||
DrawText("F1 Admin", 16, 13, SMALL_FONT, (Color){220, 190, 110, 255});
|
||||
|
||||
if (!*visible)
|
||||
return;
|
||||
|
||||
const int x = 20;
|
||||
const int start_y = 84;
|
||||
const int w = 166;
|
||||
const int h = 24;
|
||||
const int gap = 8;
|
||||
const int button_count = 10;
|
||||
const int panel_padding_bottom = 16;
|
||||
Rectangle panel = {8, 34, 190,
|
||||
(float)(start_y - 34 + button_count * h + (button_count - 1) * gap + panel_padding_bottom)};
|
||||
DrawRectangleRec(panel, (Color){12, 12, 15, 225});
|
||||
DrawRectangleLines((int)panel.x, (int)panel.y, (int)panel.width, (int)panel.height, (Color){170, 145, 90, 255});
|
||||
DrawText("Admin Controls", 20, 46, NORM_FONT, (Color){230, 205, 130, 255});
|
||||
DrawText("development build only", 20, 62, TINY_FONT, (Color){170, 164, 150, 255});
|
||||
|
||||
int y = start_y;
|
||||
|
||||
if (admin_button((Rectangle){x, y, w, h}, "Heal full")) {
|
||||
gs->player.hp = gs->player.max_hp;
|
||||
gs->game_over = 0;
|
||||
gs->last_message = "Admin: healed";
|
||||
gs->message_timer = 60;
|
||||
}
|
||||
y += h + gap;
|
||||
|
||||
if (admin_button((Rectangle){x, y, w, h}, "+10 max HP")) {
|
||||
gs->player.max_hp += 10;
|
||||
gs->player.hp = gs->player.max_hp;
|
||||
}
|
||||
y += h + gap;
|
||||
|
||||
if (admin_button((Rectangle){x, y, w, h}, "+2 attack"))
|
||||
gs->player.attack += 2;
|
||||
y += h + gap;
|
||||
|
||||
if (admin_button((Rectangle){x, y, w, h}, "+2 defense"))
|
||||
gs->player.defense += 2;
|
||||
y += h + gap;
|
||||
|
||||
if (admin_button((Rectangle){x, y, w, h}, "Reveal map"))
|
||||
admin_reveal_map(gs);
|
||||
y += h + gap;
|
||||
|
||||
char fullbright_label[32];
|
||||
snprintf(fullbright_label, sizeof(fullbright_label), "Fullbright: %s", *fullbright ? "on" : "off");
|
||||
if (admin_button((Rectangle){x, y, w, h}, fullbright_label)) {
|
||||
*fullbright = !*fullbright;
|
||||
if (*fullbright) {
|
||||
admin_apply_fullbright(gs);
|
||||
} else {
|
||||
admin_recompute_lighting(gs);
|
||||
}
|
||||
}
|
||||
y += h + gap;
|
||||
|
||||
if (admin_button((Rectangle){x, y, w, h}, "Kill enemies"))
|
||||
admin_kill_enemies(gs);
|
||||
y += h + gap;
|
||||
|
||||
if (admin_button((Rectangle){x, y, w, h}, "Teleport stairs"))
|
||||
admin_teleport_to_stairs(gs);
|
||||
y += h + gap;
|
||||
|
||||
if (admin_button((Rectangle){x, y, w, h}, "Reroll floor")) {
|
||||
init_floor(gs, gs->player.floor);
|
||||
gs->last_message = "Admin: rerolled floor";
|
||||
gs->message_timer = 60;
|
||||
}
|
||||
y += h + gap;
|
||||
|
||||
if (admin_button((Rectangle){x, y, w, h}, "Next floor")) {
|
||||
int next_floor = gs->player.floor < NUM_FLOORS ? gs->player.floor + 1 : gs->player.floor;
|
||||
init_floor(gs, next_floor);
|
||||
gs->last_message = "Admin: advanced floor";
|
||||
gs->message_timer = 60;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Tick all status effects at the start of a turn
|
||||
static void tick_all_effects(GameState *gs) {
|
||||
// Player effects
|
||||
|
|
@ -174,19 +336,18 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
|
|||
if (gs->game_over)
|
||||
return;
|
||||
|
||||
// Check if stepped on 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;
|
||||
return;
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
// Trigger slash effect
|
||||
gs->slash_timer = 8;
|
||||
gs->slash_x = attacked_enemy->position.x;
|
||||
gs->slash_y = attacked_enemy->position.y;
|
||||
// Use player's equipped weapon damage class, or default to slash
|
||||
gs->slash_dmg_class = gs->player.has_weapon ? gs->player.equipped_weapon.dmg_class : DMG_SLASH;
|
||||
|
||||
if (combat_was_dodged()) {
|
||||
spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE);
|
||||
audio_play_dodge(gs);
|
||||
|
|
@ -217,6 +378,26 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
|
|||
}
|
||||
}
|
||||
|
||||
// Close doors that the player moved away from before recomputing lighting.
|
||||
for (int dy = 0; dy < MAP_HEIGHT; dy++) {
|
||||
for (int dx = 0; dx < MAP_WIDTH; dx++) {
|
||||
if (gs->map.tiles[dy][dx] == TILE_DOOR_OPEN) {
|
||||
if (gs->player.position.x != dx || gs->player.position.y != dy) {
|
||||
gs->map.tiles[dy][dx] = TILE_DOOR_CLOSED;
|
||||
gs->map.door_anim_target[dy][dx] = 0;
|
||||
gs->map.door_anim_timer[dy][dx] = DOOR_ANIM_FRAMES;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update visibility based on player's new position
|
||||
LightSource p_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
|
||||
LightSource srcs[1 + 32];
|
||||
srcs[0] = p_light;
|
||||
memcpy(srcs + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
|
||||
compute_lighting(&gs->map, srcs, 1 + gs->static_light_count);
|
||||
|
||||
// Enemy turns - uses speed/cooldown system
|
||||
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
|
||||
|
||||
|
|
@ -226,6 +407,7 @@ 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++;
|
||||
gs->player.flash_timer = 4; // Trigger damage flash
|
||||
spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE,
|
||||
combat_get_last_damage(), combat_was_critical());
|
||||
}
|
||||
|
|
@ -236,6 +418,13 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
|
|||
|
||||
if (gs->player.hp <= 0)
|
||||
gs->game_over = 1;
|
||||
|
||||
// Check if stepped on stairs AFTER enemy turns
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// If player is stunned, wait for any key then consume the turn
|
||||
|
|
@ -248,6 +437,25 @@ 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);
|
||||
// Close doors that the player moved away from before recomputing lighting.
|
||||
for (int dy = 0; dy < MAP_HEIGHT; dy++) {
|
||||
for (int dx = 0; dx < MAP_WIDTH; dx++) {
|
||||
if (gs->map.tiles[dy][dx] == TILE_DOOR_OPEN) {
|
||||
if (gs->player.position.x != dx || gs->player.position.y != dy) {
|
||||
gs->map.tiles[dy][dx] = TILE_DOOR_CLOSED;
|
||||
gs->map.door_anim_target[dy][dx] = 0;
|
||||
gs->map.door_anim_timer[dy][dx] = DOOR_ANIM_FRAMES;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
{
|
||||
LightSource l = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
|
||||
LightSource s[1 + 32];
|
||||
s[0] = l;
|
||||
memcpy(s + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
|
||||
compute_lighting(&gs->map, s, 1 + gs->static_light_count);
|
||||
}
|
||||
if (gs->player.hp <= 0)
|
||||
gs->game_over = 1;
|
||||
gs->last_message = "You are stunned!";
|
||||
|
|
@ -419,7 +627,6 @@ static int handle_movement_input(GameState *gs) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
Vec2 direction = {0, 0};
|
||||
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
|
||||
direction.y = -1;
|
||||
|
|
@ -436,7 +643,6 @@ static int handle_movement_input(GameState *gs) {
|
|||
// 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;
|
||||
|
||||
|
|
@ -447,11 +653,27 @@ static int handle_movement_input(GameState *gs) {
|
|||
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);
|
||||
// Set walk animation
|
||||
gs->player.anim_state = PLAYER_ANIM_WALK;
|
||||
gs->player.anim_frame = 0;
|
||||
gs->player.anim_timer = 8; // frames to show each walk frame
|
||||
// Update facing direction
|
||||
if (direction.x != 0)
|
||||
gs->player.facing_right = (direction.x > 0);
|
||||
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);
|
||||
// Set attack animation
|
||||
gs->player.anim_state = PLAYER_ANIM_ATTACK;
|
||||
gs->player.anim_frame = 0;
|
||||
gs->player.anim_timer = 12; // frames to show attack
|
||||
// Face the enemy
|
||||
if (target->position.x > gs->player.position.x)
|
||||
gs->player.facing_right = 1;
|
||||
else if (target->position.x < gs->player.position.x)
|
||||
gs->player.facing_right = 0;
|
||||
action = 1;
|
||||
}
|
||||
}
|
||||
|
|
@ -471,7 +693,13 @@ static int handle_input(GameState *gs) {
|
|||
// Check for restart (works during game over)
|
||||
if (IsKeyPressed(KEY_R) && gs->game_over) {
|
||||
memset(gs, 0, sizeof(GameState));
|
||||
// Generate a new random seed for the new run
|
||||
gs->run_seed = (unsigned int)time(NULL);
|
||||
init_floor(gs, 1);
|
||||
// Update window title with new seed
|
||||
char title[128];
|
||||
snprintf(title, sizeof(title), "Roguelike - Seed: %u", gs->run_seed);
|
||||
SetWindowTitle(title);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
@ -501,18 +729,48 @@ void load_audio_assets(GameState *gs) {
|
|||
}
|
||||
|
||||
// Main game loop
|
||||
static void game_loop(void) {
|
||||
static void game_loop(unsigned int run_seed, FontManager *fm) {
|
||||
GameState gs;
|
||||
memset(&gs, 0, sizeof(GameState));
|
||||
gs.run_seed = run_seed;
|
||||
// load external assets
|
||||
// sound
|
||||
load_audio_assets(&gs);
|
||||
// font
|
||||
init_fonts(fm);
|
||||
// Initialize tileset atlas
|
||||
if (!tileset_init(&gs.tileset, TILE_SIZE, TILE_SIZE)) {
|
||||
fprintf(stderr, "Failed to initialize tileset\n");
|
||||
destroy_fonts(fm);
|
||||
return;
|
||||
}
|
||||
if (!tileset_paint_all(&gs.tileset)) {
|
||||
fprintf(stderr, "Failed to paint tiles\n");
|
||||
tileset_destroy(&gs.tileset);
|
||||
destroy_fonts(fm);
|
||||
return;
|
||||
}
|
||||
if (!tileset_finalize(&gs.tileset)) {
|
||||
fprintf(stderr, "Failed to finalize tileset\n");
|
||||
tileset_destroy(&gs.tileset);
|
||||
destroy_fonts(fm);
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize first floor
|
||||
rng_seed(12345);
|
||||
init_floor(&gs, 1);
|
||||
|
||||
// Disable esc to exit
|
||||
SetExitKey(0);
|
||||
|
||||
int frame_counter = 0;
|
||||
#ifdef ROGGED_ADMIN_CONTROLS
|
||||
int admin_visible = 1;
|
||||
int admin_fullbright = 0;
|
||||
#endif
|
||||
while (!WindowShouldClose()) {
|
||||
frame_counter++;
|
||||
|
||||
// Handle input
|
||||
if (!gs.game_over) {
|
||||
// Tick status effects at the start of each frame where input is checked
|
||||
|
|
@ -526,10 +784,23 @@ static void game_loop(void) {
|
|||
break;
|
||||
if (IsKeyPressed(KEY_R)) {
|
||||
memset(&gs, 0, sizeof(GameState));
|
||||
// Generate a new random seed for the new run
|
||||
gs.run_seed = (unsigned int)time(NULL);
|
||||
gs.game_over = 0;
|
||||
gs.game_won = 0;
|
||||
load_audio_assets(&gs);
|
||||
init_fonts(fm);
|
||||
// Re-initialize tileset for new run
|
||||
if (!tileset_init(&gs.tileset, TILE_SIZE, TILE_SIZE) || !tileset_paint_all(&gs.tileset) ||
|
||||
!tileset_finalize(&gs.tileset)) {
|
||||
fprintf(stderr, "Failed to re-initialize tileset\n");
|
||||
break;
|
||||
}
|
||||
init_floor(&gs, 1);
|
||||
// Update window title with new seed
|
||||
char title[128];
|
||||
snprintf(title, sizeof(title), "Roguelike - Seed: %u", gs.run_seed);
|
||||
SetWindowTitle(title);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -540,6 +811,43 @@ static void game_loop(void) {
|
|||
// Update effects
|
||||
update_effects(&gs);
|
||||
|
||||
// Update slash effect timer
|
||||
if (gs.slash_timer > 0)
|
||||
gs.slash_timer--;
|
||||
|
||||
// Door animations are visual, so they tick every rendered frame.
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < MAP_WIDTH; x++) {
|
||||
if (gs.map.door_anim_timer[y][x] > 0) {
|
||||
gs.map.door_anim_timer[y][x]--;
|
||||
if (gs.map.door_anim_timer[y][x] == 0 && gs.map.door_anim_target[y][x] == 0)
|
||||
gs.map.door_open_from[y][x] = 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update player animation
|
||||
if (gs.player.anim_timer > 0) {
|
||||
gs.player.anim_timer--;
|
||||
if (gs.player.anim_timer <= 0) {
|
||||
// Animation finished, return to idle
|
||||
gs.player.anim_state = PLAYER_ANIM_IDLE;
|
||||
gs.player.anim_frame = 0;
|
||||
} else if (gs.player.anim_state == PLAYER_ANIM_WALK) {
|
||||
// Toggle walk frame every 4 frames
|
||||
gs.player.anim_frame = (gs.player.anim_timer / 4) % 2;
|
||||
}
|
||||
}
|
||||
|
||||
// Update player damage flash
|
||||
if (gs.player.flash_timer > 0)
|
||||
gs.player.flash_timer--;
|
||||
|
||||
#ifdef ROGGED_ADMIN_CONTROLS
|
||||
if (admin_fullbright)
|
||||
admin_apply_fullbright(&gs);
|
||||
#endif
|
||||
|
||||
// Render
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
|
|
@ -549,29 +857,36 @@ static void game_loop(void) {
|
|||
cam.zoom = 1.0f;
|
||||
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_player(&gs.player);
|
||||
render_map(&gs.map, &gs.tileset);
|
||||
render_items(gs.items, gs.item_count, &gs.map, &gs.tileset);
|
||||
render_enemies(gs.enemies, gs.enemy_count, &gs.map, &gs.tileset, frame_counter);
|
||||
render_player(&gs.player, &gs.tileset, frame_counter);
|
||||
// Draw slash effect on top of entities
|
||||
if (gs.slash_timer > 0) {
|
||||
render_slash_effect(gs.slash_x, gs.slash_y, gs.slash_dmg_class, gs.slash_timer);
|
||||
}
|
||||
EndMode2D();
|
||||
|
||||
// Floating texts follow world shake
|
||||
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
|
||||
render_ui(&gs.player);
|
||||
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y, fm);
|
||||
render_ui(&gs.player, &gs.tileset, fm);
|
||||
|
||||
// Draw action log
|
||||
render_action_log(gs.action_log, gs.log_count, gs.log_head);
|
||||
render_action_log(gs.action_log, gs.log_count, gs.log_head, fm);
|
||||
|
||||
// Draw inventory overlay if active
|
||||
if (gs.show_inventory) {
|
||||
render_inventory_overlay(&gs.player, gs.inv_selected);
|
||||
render_inventory_overlay(&gs.player, gs.inv_selected, fm);
|
||||
}
|
||||
|
||||
// Draw message if any
|
||||
if (gs.last_message != NULL && gs.message_timer > 0) {
|
||||
render_message(gs.last_message);
|
||||
render_message(gs.last_message, fm);
|
||||
}
|
||||
|
||||
// Draw persistent seed display in top right
|
||||
render_seed_display(gs.run_seed);
|
||||
|
||||
// Draw game over screen
|
||||
if (gs.game_over) {
|
||||
// Compute final score
|
||||
|
|
@ -582,27 +897,86 @@ static void game_loop(void) {
|
|||
}
|
||||
render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken,
|
||||
gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count,
|
||||
gs.final_score);
|
||||
gs.final_score, gs.run_seed, fm);
|
||||
}
|
||||
|
||||
#ifdef ROGGED_ADMIN_CONTROLS
|
||||
admin_controls(&gs, &admin_visible, &admin_fullbright);
|
||||
#endif
|
||||
|
||||
EndDrawing();
|
||||
|
||||
// small delay for key repeat control
|
||||
WaitTime(0.08);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
destroy_fonts(fm);
|
||||
}
|
||||
|
||||
int main(void) {
|
||||
// Check if a string is a valid unsigned integer
|
||||
static int is_valid_uint(const char *str) {
|
||||
if (str == NULL || *str == '\0')
|
||||
return 0;
|
||||
// Check for optional leading +
|
||||
if (*str == '+')
|
||||
str++;
|
||||
// Must have at least one digit
|
||||
if (*str == '\0')
|
||||
return 0;
|
||||
// All characters must be digits
|
||||
for (const char *p = str; *p != '\0'; p++) {
|
||||
if (!isdigit((unsigned char)*p))
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
// Parse command-line arguments
|
||||
unsigned int run_seed = 0;
|
||||
int seed_provided = 0;
|
||||
|
||||
for (int i = 1; i < argc; i++) {
|
||||
if (strcmp(argv[i], "--seed") == 0) {
|
||||
if (i + 1 >= argc) {
|
||||
fprintf(stderr, "Error: --seed requires a value\n");
|
||||
fprintf(stderr, "Usage: %s [--seed <number>]\n", argv[0]);
|
||||
return 1;
|
||||
}
|
||||
const char *seed_str = argv[i + 1];
|
||||
if (!is_valid_uint(seed_str)) {
|
||||
fprintf(stderr, "Error: Invalid seed value: %s\n", seed_str);
|
||||
fprintf(stderr, "Seed must be a non-negative integer\n");
|
||||
return 1;
|
||||
}
|
||||
run_seed = (unsigned int)strtoul(seed_str, NULL, 10);
|
||||
seed_provided = 1;
|
||||
i++; // Skip the value
|
||||
}
|
||||
}
|
||||
|
||||
// If no seed provided, generate random seed from time
|
||||
if (!seed_provided) {
|
||||
run_seed = (unsigned int)time(NULL);
|
||||
}
|
||||
|
||||
printf("Starting game with seed: %u\n", run_seed);
|
||||
|
||||
// Initialize audio
|
||||
audio_init();
|
||||
// Initialize random number generator
|
||||
SetRandomSeed(88435);
|
||||
// Initialize window
|
||||
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike");
|
||||
// Initialize window with seed in title
|
||||
char title[128];
|
||||
snprintf(title, sizeof(title), "Roguelike - Seed: %u", run_seed);
|
||||
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, title);
|
||||
SetTargetFPS(60);
|
||||
|
||||
// Run game
|
||||
game_loop();
|
||||
FontManager fm;
|
||||
init_fonts(&fm);
|
||||
game_loop(run_seed, &fm);
|
||||
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
|
|
|
|||
188
src/map.c
188
src/map.c
|
|
@ -1,188 +0,0 @@
|
|||
#include "map.h"
|
||||
#include "rng.h"
|
||||
#include "utils.h"
|
||||
#include <string.h>
|
||||
|
||||
void map_init(Map *map) {
|
||||
// Fill entire map with walls
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < MAP_WIDTH; x++) {
|
||||
map->tiles[y][x] = TILE_WALL;
|
||||
}
|
||||
}
|
||||
map->room_count = 0;
|
||||
}
|
||||
|
||||
int is_floor(const Map *map, int x, int y) {
|
||||
if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT))
|
||||
return 0;
|
||||
return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS;
|
||||
}
|
||||
|
||||
void get_room_center(Room *room, int *cx, int *cy) {
|
||||
*cx = room->x + room->w / 2;
|
||||
*cy = room->y + room->h / 2;
|
||||
}
|
||||
|
||||
// Carve a room into the map
|
||||
static void carve_room(Map *map, Room *room) {
|
||||
for (int y = room->y; y < room->y + room->h; y++) {
|
||||
for (int x = room->x; x < room->x + room->w; x++) {
|
||||
if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) {
|
||||
map->tiles[y][x] = TILE_FLOOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Carve a horizontal corridor
|
||||
static void carve_h_corridor(Map *map, int x1, int x2, int y) {
|
||||
int start = (x1 < x2) ? x1 : x2;
|
||||
int end = (x1 < x2) ? x2 : x1;
|
||||
for (int x = start; x <= end; x++) {
|
||||
if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) {
|
||||
map->tiles[y][x] = TILE_FLOOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Carve a vertical corridor
|
||||
static void carve_v_corridor(Map *map, int x, int y1, int y2) {
|
||||
int start = (y1 < y2) ? y1 : y2;
|
||||
int end = (y1 < y2) ? y2 : y1;
|
||||
for (int y = start; y <= end; y++) {
|
||||
if (in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) {
|
||||
map->tiles[y][x] = TILE_FLOOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if a room overlaps with existing rooms
|
||||
static int room_overlaps(Room *rooms, int count, Room *new_room) {
|
||||
// Add padding to prevent rooms from touching
|
||||
for (int i = 0; i < count; i++) {
|
||||
Room *r = &rooms[i];
|
||||
if (!(new_room->x > r->x + r->w || new_room->x + new_room->w < r->x || new_room->y > r->y + r->h ||
|
||||
new_room->y + new_room->h < r->y)) {
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Generate rooms for this floor
|
||||
static int generate_rooms(Map *map, Room *rooms, int floor) {
|
||||
int room_count = 0;
|
||||
int attempts = 0;
|
||||
int max_attempts = 100;
|
||||
|
||||
// Room count varies by floor, but capped at max_rooms
|
||||
int target_rooms = 5 + (floor % 3) + rng_int(0, 3);
|
||||
if (target_rooms > MAX_ROOMS)
|
||||
target_rooms = MAX_ROOMS;
|
||||
|
||||
while (room_count < target_rooms && attempts < max_attempts) {
|
||||
attempts++;
|
||||
|
||||
// Random room dimensions
|
||||
int w = rng_int(5, 12);
|
||||
int h = rng_int(5, 10);
|
||||
|
||||
// Random position (within map bounds with 1-tile border)
|
||||
int x = rng_int(2, MAP_WIDTH - w - 2);
|
||||
int y = rng_int(2, MAP_HEIGHT - h - 2);
|
||||
|
||||
Room new_room = {x, y, w, h};
|
||||
|
||||
// Check for overlap
|
||||
if (!room_overlaps(rooms, room_count, &new_room)) {
|
||||
rooms[room_count] = new_room;
|
||||
carve_room(map, &new_room);
|
||||
room_count++;
|
||||
}
|
||||
}
|
||||
|
||||
return room_count;
|
||||
}
|
||||
|
||||
// Connect all rooms with corridors
|
||||
static void connect_rooms(Map *map, Room *rooms, int room_count) {
|
||||
for (int i = 0; i < room_count - 1; i++) {
|
||||
int cx1, cy1, cx2, cy2;
|
||||
get_room_center(&rooms[i], &cx1, &cy1);
|
||||
get_room_center(&rooms[i + 1], &cx2, &cy2);
|
||||
|
||||
// Carve L-shaped corridor between rooms
|
||||
if (rng_int(0, 1) == 0) {
|
||||
carve_h_corridor(map, cx1, cx2, cy1);
|
||||
carve_v_corridor(map, cx2, cy1, cy2);
|
||||
} else {
|
||||
carve_v_corridor(map, cx1, cy1, cy2);
|
||||
carve_h_corridor(map, cx1, cx2, cy2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Place stairs in the last room (furthest from start)
|
||||
static void place_stairs(Map *map, Room *rooms, int room_count) {
|
||||
if (room_count > 0) {
|
||||
Room *last_room = &rooms[room_count - 1];
|
||||
int cx, cy;
|
||||
get_room_center(last_room, &cx, &cy);
|
||||
|
||||
// Place stairs at center of last room
|
||||
if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) {
|
||||
map->tiles[cy][cx] = TILE_STAIRS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get a random floor tile (for player/enemy spawn)
|
||||
void get_random_floor_tile(Map *map, int *x, int *y, int attempts) {
|
||||
*x = -1;
|
||||
*y = -1;
|
||||
|
||||
for (int i = 0; i < attempts; i++) {
|
||||
int tx = rng_int(1, MAP_WIDTH - 2);
|
||||
int ty = rng_int(1, MAP_HEIGHT - 2);
|
||||
|
||||
if (map->tiles[ty][tx] == TILE_FLOOR) {
|
||||
*x = tx;
|
||||
*y = ty;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: search from top-left
|
||||
for (int ty = 1; ty < MAP_HEIGHT - 1; ty++) {
|
||||
for (int tx = 1; tx < MAP_WIDTH - 1; tx++) {
|
||||
if (map->tiles[ty][tx] == TILE_FLOOR) {
|
||||
*x = tx;
|
||||
*y = ty;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dungeon_generate(Dungeon *d, Map *map, int floor_num) {
|
||||
// Seed RNG with floor number for deterministic generation
|
||||
rng_seed(floor_num * 12345);
|
||||
|
||||
// Initialize map to all walls
|
||||
map_init(map);
|
||||
|
||||
// Generate rooms
|
||||
map->room_count = generate_rooms(map, map->rooms, floor_num);
|
||||
|
||||
// Connect rooms with corridors
|
||||
connect_rooms(map, map->rooms, map->room_count);
|
||||
|
||||
// Place stairs in last room
|
||||
place_stairs(map, map->rooms, map->room_count);
|
||||
|
||||
// Store dungeon state
|
||||
d->current_floor = floor_num;
|
||||
d->room_count = map->room_count;
|
||||
memcpy(d->rooms, map->rooms, sizeof(Room) * map->room_count);
|
||||
}
|
||||
21
src/map.h
21
src/map.h
|
|
@ -1,21 +0,0 @@
|
|||
#ifndef MAP_H
|
||||
#define MAP_H
|
||||
|
||||
#include "common.h"
|
||||
|
||||
// Check if a tile is walkable floor
|
||||
int is_floor(const Map *map, int x, int y);
|
||||
|
||||
// Get room center coordinates
|
||||
void get_room_center(Room *room, int *cx, int *cy);
|
||||
|
||||
// Generate a new dungeon floor
|
||||
void dungeon_generate(Dungeon *d, Map *map, int floor_num);
|
||||
|
||||
// Initialize map to all walls
|
||||
void map_init(Map *map);
|
||||
|
||||
// Get a random floor tile position
|
||||
void get_random_floor_tile(Map *map, int *x, int *y, int attempts);
|
||||
|
||||
#endif // MAP_H
|
||||
|
|
@ -1,6 +1,7 @@
|
|||
#include "movement.h"
|
||||
#include "enemy.h"
|
||||
#include "map.h"
|
||||
#include "map/map.h"
|
||||
#include "map/utils.h"
|
||||
#include <stdbool.h>
|
||||
|
||||
// Check if position is occupied by player
|
||||
|
|
@ -8,11 +9,33 @@ static int is_player_at(Player *p, int x, int y) {
|
|||
return (p->position.x == x && p->position.y == y);
|
||||
}
|
||||
|
||||
static int direction_to_door_open_from(Vec2 dir) {
|
||||
if (dir.y == -1)
|
||||
return 0; // N
|
||||
if (dir.y == 1)
|
||||
return 1; // S
|
||||
if (dir.x == 1)
|
||||
return 2; // E
|
||||
if (dir.x == -1)
|
||||
return 3; // W
|
||||
return 255;
|
||||
}
|
||||
|
||||
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 (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT))
|
||||
return MOVE_RESULT_BLOCKED_WALL;
|
||||
|
||||
if (map->tiles[new_y][new_x] == TILE_DOOR_CLOSED) {
|
||||
map->tiles[new_y][new_x] = TILE_DOOR_OPEN;
|
||||
map->door_open_from[new_y][new_x] = direction_to_door_open_from(direction);
|
||||
map->door_anim_target[new_y][new_x] = 1;
|
||||
map->door_anim_timer[new_y][new_x] = DOOR_ANIM_FRAMES;
|
||||
}
|
||||
|
||||
if (!is_floor(map, new_x, new_y))
|
||||
return MOVE_RESULT_BLOCKED_WALL;
|
||||
|
||||
|
|
|
|||
|
|
@ -3,6 +3,7 @@
|
|||
#include "common.h"
|
||||
#include "items.h"
|
||||
#include "settings.h"
|
||||
#include "tileset/tileset.h"
|
||||
#include <string.h>
|
||||
|
||||
void player_init(Player *p, int x, int y) {
|
||||
|
|
@ -28,6 +29,13 @@ void player_init(Player *p, int x, int y) {
|
|||
p->effect_count = 0;
|
||||
memset(p->effects, 0, sizeof(p->effects));
|
||||
|
||||
// Initialize animation state
|
||||
p->anim_state = PLAYER_ANIM_IDLE;
|
||||
p->anim_frame = 0;
|
||||
p->anim_timer = 0;
|
||||
p->facing_right = 1;
|
||||
p->sprite_tile_id = SPRITE_PLAYER;
|
||||
|
||||
// Initialize inventory to empty
|
||||
for (int i = 0; i < MAX_INVENTORY; i++) {
|
||||
p->inventory[i].picked_up = 1; // mark as invalid
|
||||
|
|
|
|||
992
src/render.c
992
src/render.c
File diff suppressed because it is too large
Load diff
65
src/render.h
65
src/render.h
|
|
@ -1,7 +1,7 @@
|
|||
#ifndef RENDER_H
|
||||
#define RENDER_H
|
||||
|
||||
#include "common.h"
|
||||
#include "game_state.h"
|
||||
|
||||
// HUD colors
|
||||
#define HUD_BG (Color){25, 20, 15, 255}
|
||||
|
|
@ -68,40 +68,75 @@
|
|||
#define END_OVERLAY (Color){0, 0, 0, 210}
|
||||
#define END_BOX_BG (Color){20, 20, 20, 240}
|
||||
#define END_BOX_BORDER (Color){100, 100, 100, 255}
|
||||
#define END_SEED (Color){150, 200, 255, 255}
|
||||
|
||||
// Portrait placeholder
|
||||
// FIXME: remove when player sprites are available
|
||||
#define PORTRAIT_BG (Color){30, 30, 45, 255}
|
||||
|
||||
// Render the map tiles
|
||||
void render_map(const Map *map);
|
||||
// Font manager encapsulates all loaded fonts with role-based mapping
|
||||
typedef struct {
|
||||
Font title_font; // Royal_Decree_Bold.ttf -- end/title screens
|
||||
Font hud_font; // Tomorrow_Night.ttf -- HUD and log panels
|
||||
Font body_font; // spartan_500.ttf -- body text, floating labels
|
||||
Font inv_font; // Royal_Decree.ttf -- inventory overlay
|
||||
} FontManager;
|
||||
|
||||
// Render the player
|
||||
void render_player(const Player *p);
|
||||
// Font role constants for paint_tile functions (Phase 3)
|
||||
#define TILE_FONT_NONE 0
|
||||
|
||||
// Render all enemies
|
||||
void render_enemies(const Enemy *enemies, int count);
|
||||
// Attempt to load a font from path; if the resulting texture is invalid (texture.id == 0),
|
||||
// fall back to fallback_path. If fallback also fails, the returned Font will have
|
||||
// texture.id == 0 and the caller must handle gracefully.
|
||||
Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path);
|
||||
|
||||
// Render all items
|
||||
void render_items(const Item *items, int count);
|
||||
// Initialize a FontManager by loading all 4 available fonts with fallback chain.
|
||||
// Returns 0 on complete failure (all fonts failed to load), non-zero on success
|
||||
// (at least one font loaded). On partial failure, individual fields may be invalid
|
||||
// (texture.id == 0); callers must check before using a given role font.
|
||||
int init_fonts(FontManager *fm);
|
||||
|
||||
// Unload all fonts held by a FontManager
|
||||
void destroy_fonts(FontManager *fm);
|
||||
|
||||
// Render the map tiles using tileset atlas
|
||||
void render_map(const Map *map, const Tileset *tileset);
|
||||
|
||||
// Render the player using tileset atlas
|
||||
// frame_counter is used for idle breathing animation
|
||||
void render_player(const Player *p, const Tileset *tileset, int frame_counter);
|
||||
|
||||
// Render all enemies using tileset atlas
|
||||
// frame_counter is used for idle breathing animation
|
||||
void render_enemies(const Enemy *enemies, int count, const Map *map, const Tileset *tileset, int frame_counter);
|
||||
|
||||
// Render all items using tileset atlas
|
||||
void render_items(const Item *items, int count, const Map *map, const Tileset *tileset);
|
||||
|
||||
// Render UI overlay
|
||||
void render_ui(const Player *p);
|
||||
void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm);
|
||||
|
||||
// Render action log (bottom left corner)
|
||||
void render_action_log(const char log[5][128], int count, int head);
|
||||
void render_action_log(const char log[5][128], int count, int head, const FontManager *fm);
|
||||
|
||||
// Render inventory selection overlay
|
||||
void render_inventory_overlay(const Player *p, int selected);
|
||||
void render_inventory_overlay(const Player *p, int selected, const FontManager *fm);
|
||||
|
||||
// Render floating damage text
|
||||
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y);
|
||||
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y, const FontManager *fm);
|
||||
|
||||
// Render slash effect during attacks
|
||||
void render_slash_effect(int x, int y, DamageClass dmg_class, int timer);
|
||||
|
||||
// Render end screen (victory or death) with stats breakdown
|
||||
void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
|
||||
int times_hit, int potions, int floors, int turns, int score);
|
||||
int times_hit, int potions, int floors, int turns, int score, unsigned int seed,
|
||||
const FontManager *fm);
|
||||
|
||||
// Render a message popup
|
||||
void render_message(const char *message);
|
||||
void render_message(const char *message, const FontManager *fm);
|
||||
|
||||
// Render seed display at top right of screen
|
||||
void render_seed_display(unsigned int seed);
|
||||
|
||||
#endif // RENDER_H
|
||||
|
|
|
|||
|
|
@ -8,6 +8,21 @@
|
|||
#define SCREEN_WIDTH (MAP_WIDTH * TILE_SIZE)
|
||||
#define SCREEN_HEIGHT (MAP_HEIGHT * TILE_SIZE)
|
||||
|
||||
// Font constants
|
||||
#define NORM_CHAR_SPACE 4.0f
|
||||
#define MED_CHAR_SPACE 2.5f
|
||||
#define SMALL_CHAR_SPACE 1.6f
|
||||
#define NAR_CHAR_SPACE 1.0f
|
||||
#define CRAMPED_CHAR_SPACE 0.5f
|
||||
|
||||
#define TINY_FONT 8
|
||||
#define SMALL_FONT 10
|
||||
#define NORM_FONT 12
|
||||
#define MEDIUM_FONT 14
|
||||
#define LARGE_FONT 18
|
||||
#define BIG_FONT 22
|
||||
#define HUGE_FONT 30
|
||||
|
||||
// Game Limits
|
||||
#define MAX_ENEMIES 64
|
||||
#define MAX_ITEMS 128
|
||||
|
|
@ -63,4 +78,25 @@
|
|||
// Message timer
|
||||
#define MESSAGE_TIMER_DURATION 60
|
||||
|
||||
// Visibility / Fog of War
|
||||
#define ENEMY_PATROL_MOVE_CHANCE 30
|
||||
|
||||
// Sub-tile lighting
|
||||
#define SUB_TILE_RES 8
|
||||
#define LIGHT_SIGHT_THRESHOLD 40
|
||||
#define AMBIENT_LIGHT_FACTOR 0.08f
|
||||
#define REMEMBERED_LIGHT_FACTOR 0.18f
|
||||
#define LIGHT_EXPONENT 1.7f
|
||||
|
||||
// Player light source parameters
|
||||
#define PLAYER_LIGHT_RANGE 8
|
||||
#define PLAYER_LIGHT_INTENSITY 255
|
||||
|
||||
// Enemy vision (default fallback for spawn)
|
||||
#define ENEMY_VIEW_RANGE 6
|
||||
|
||||
// Visual polish
|
||||
#define DRAW_GRID_LINES 1
|
||||
#define DOOR_ANIM_FRAMES 8
|
||||
|
||||
#endif // SETTINGS_H
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue