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Author SHA1 Message Date
dbf8d4886c
enemy: add alert memory; vision variance based on type
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I2f5c7cac72c8772e5871b99026d106b46a6a6964
2026-04-09 13:13:07 +03:00
c2412ac4b1
various: implement fog of war; make enemy AI slightly more intelligent
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I3e22dbc5e10690871255980c52a24c226a6a6964
2026-04-09 12:31:59 +03:00
9 changed files with 113 additions and 148 deletions

View file

@ -25,7 +25,6 @@ pub fn build(b: *std.Build) void {
"src/main.c",
"src/map.c",
"src/player.c",
"src/movement.c",
"src/render.c",
"src/rng.c",
"src/settings.c",

View file

@ -4,10 +4,6 @@
#include "settings.h"
#include <raylib.h>
typedef struct {
int x, y;
} Vec2;
// Tile types
typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
@ -63,7 +59,7 @@ typedef struct {
// Player
typedef struct {
Vec2 position;
int x, y;
int hp, max_hp;
int attack;
int defense;
@ -89,7 +85,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
// Enemy
typedef struct {
Vec2 position;
int x, y;
int hp;
int max_hp;
int attack;

View file

@ -2,7 +2,6 @@
#include "combat.h"
#include "common.h"
#include "map.h"
#include "movement.h"
#include "rng.h"
#include "settings.h"
#include <string.h>
@ -31,7 +30,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
get_random_floor_tile(map, &ex, &ey, 50);
// Don't spawn on player position
if (ex == p->position.x && ey == p->position.y) {
if (ex == p->x && ey == p->y) {
continue;
}
@ -43,8 +42,8 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
// Create enemy
Enemy e;
memset(&e, 0, sizeof(Enemy));
e.position.x = ex;
e.position.y = ey;
e.x = ex;
e.y = ey;
e.alive = 1;
e.type = rng_int(ENEMY_GOBLIN, max_type);
e.effect_count = 0;
@ -133,7 +132,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
// Check if position has an enemy
int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
for (int i = 0; i < count; i++) {
if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y) {
if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) {
return 1;
}
}
@ -142,35 +141,43 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
// Check if enemy can see player (within view range and line of sight)
static int can_see_player(Enemy *e, Player *p, Map *map) {
return can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, e->vision_range);
return can_see_entity(map, e->x, e->y, p->x, p->y, e->vision_range);
}
// Check if position is occupied by player
static int is_player_at(Player *p, int x, int y) {
return (p->x == x && p->y == y);
}
// Move enemy toward player
static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
int dx = 0, dy = 0;
if (p->position.x > e->position.x)
if (p->x > e->x)
dx = 1;
else if (p->position.x < e->position.x)
else if (p->x < e->x)
dx = -1;
if (p->position.y > e->position.y)
if (p->y > e->y)
dy = 1;
else if (p->position.y < e->position.y)
else if (p->y < e->y)
dy = -1;
Vec2 dir = {dx, 0};
if (dx != 0) {
MoveResult r = try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
if (r == MOVE_RESULT_MOVED)
return;
}
// Try horizontal first, then vertical
int new_x = e->x + dx;
int new_y = e->y;
dir.x = 0;
dir.y = dy;
if (dy != 0) {
try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
!is_player_at(p, new_x, new_y)) {
e->x = new_x;
} else if (dy != 0) {
new_x = e->x;
new_y = e->y + dy;
if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
!is_player_at(p, new_x, new_y)) {
e->x = new_x;
e->y = new_y;
}
}
}
@ -185,12 +192,12 @@ static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count
if (dx == 0 && dy == 0)
return;
int new_x = e->position.x + dx;
int new_y = e->position.y + dy;
int new_x = e->x + dx;
int new_y = e->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;
e->x = new_x;
e->y = new_y;
}
}
@ -198,31 +205,31 @@ static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count
static void enemy_move_to_last_known(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) {
int dx = 0, dy = 0;
if (e->last_known_x > e->position.x)
if (e->last_known_x > e->x)
dx = 1;
else if (e->last_known_x < e->position.x)
else if (e->last_known_x < e->x)
dx = -1;
if (e->last_known_y > e->position.y)
if (e->last_known_y > e->y)
dy = 1;
else if (e->last_known_y < e->position.y)
else if (e->last_known_y < e->y)
dy = -1;
int new_x = e->position.x + dx;
int new_y = e->position.y;
int new_x = e->x + dx;
int new_y = e->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;
e->x = new_x;
} else if (dy != 0) {
new_x = e->position.x;
new_y = e->position.y + dy;
new_x = e->x;
new_y = e->y + dy;
if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) {
e->position.x = new_x;
e->position.y = new_y;
e->x = new_x;
e->y = new_y;
}
}
if (e->position.x == e->last_known_x && e->position.y == e->last_known_y)
if (e->x == e->last_known_x && e->y == e->last_known_y)
e->alert = 0;
}
@ -231,8 +238,8 @@ static int is_nearby_enemy(const Enemy *enemies, int count, int x, int y, int ra
for (int i = 0; i < count; i++) {
if (!enemies[i].alive)
continue;
int dx = enemies[i].position.x - x;
int dy = enemies[i].position.y - y;
int dx = enemies[i].x - x;
int dy = enemies[i].y - y;
if (dx * dx + dy * dy <= radius * radius)
return 1;
}
@ -247,7 +254,7 @@ static void propagate_alert(Enemy *trigger_enemy, Enemy *all_enemies, int enemy_
continue;
if (e->alert)
continue;
if (is_nearby_enemy(all_enemies, enemy_count, e->position.x, e->position.y, 5)) {
if (is_nearby_enemy(all_enemies, enemy_count, e->x, e->y, 5)) {
e->alert = 1;
e->last_known_x = trigger_enemy->last_known_x;
e->last_known_y = trigger_enemy->last_known_y;
@ -269,12 +276,12 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun
// If we can see the player, update alert state and last known position
if (can_see) {
e->alert = 1;
e->last_known_x = p->position.x;
e->last_known_y = p->position.y;
e->last_known_x = p->x;
e->last_known_y = p->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)) {
if (can_see && can_see_entity(map, e->x, e->y, p->x, p->y, 1)) {
combat_enemy_attack(e, p);
propagate_alert(e, all_enemies, enemy_count);
return;

View file

@ -4,7 +4,6 @@
#include "enemy.h"
#include "items.h"
#include "map.h"
#include "movement.h"
#include "player.h"
#include "raylib.h"
#include "render.h"
@ -118,13 +117,13 @@ static void init_floor(GameState *gs, int floor_num) {
gs->floors_reached = 1;
} else {
// Move player to new floor position
gs->player.position.x = start_x;
gs->player.position.y = start_y;
gs->player.x = start_x;
gs->player.y = start_y;
}
gs->player.floor = floor_num;
// Calculate initial visibility
calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
calculate_visibility(&gs->map, gs->player.x, gs->player.y);
// Spawn enemies
enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num);
@ -141,8 +140,7 @@ static void tick_all_effects(GameState *gs) {
// Player effects
int player_effect_dmg = combat_tick_effects(&gs->player);
if (player_effect_dmg > 0) {
spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, player_effect_dmg,
0);
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0);
gs->screen_shake = SHAKE_EFFECT_DURATION;
}
@ -160,7 +158,7 @@ static void tick_all_effects(GameState *gs) {
continue;
int enemy_effect_dmg = combat_tick_enemy_effects(e);
if (enemy_effect_dmg > 0) {
spawn_floating_text(gs, e->position.x * TILE_SIZE + 8, e->position.y * TILE_SIZE, enemy_effect_dmg, 0);
spawn_floating_text(gs, e->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0);
}
if (!e->alive) {
add_log(gs, "Enemy died from effects!");
@ -178,7 +176,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
return;
// Check if stepped on stairs
if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) {
if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
gs->awaiting_descend = 1;
gs->last_message = "Descend to next floor? (Y/N)";
gs->message_timer = 120;
@ -187,8 +185,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
// combat feedback - player attacked an enemy this turn
if (attacked_enemy != NULL) {
int ex = attacked_enemy->position.x * TILE_SIZE + 8;
int ey = attacked_enemy->position.y * TILE_SIZE;
int ex = attacked_enemy->x * TILE_SIZE + 8;
int ey = attacked_enemy->y * TILE_SIZE;
if (combat_was_dodged()) {
spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE);
@ -221,7 +219,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
}
// Update visibility based on player's new position
calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
calculate_visibility(&gs->map, gs->player.x, gs->player.y);
// Enemy turns - uses speed/cooldown system
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
@ -232,8 +230,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION;
gs->damage_taken += combat_get_last_damage();
gs->times_hit++;
spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE,
combat_get_last_damage(), combat_was_critical());
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
combat_was_critical());
}
// Set message and check game over
@ -254,7 +252,7 @@ static int handle_stun_turn(GameState *gs) {
if (gs->game_over)
return 1;
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
calculate_visibility(&gs->map, gs->player.x, gs->player.y);
if (gs->player.hp <= 0)
gs->game_over = 1;
gs->last_message = "You are stunned!";
@ -397,7 +395,7 @@ static int handle_movement_input(GameState *gs) {
// Check for manual item pickup (G key)
if (IsKeyPressed(KEY_G)) {
Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.position.x, gs->player.position.y);
Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y);
if (item != NULL) {
if (player_pickup(&gs->player, item)) {
gs->items_collected++;
@ -426,45 +424,38 @@ static int handle_movement_input(GameState *gs) {
}
}
Vec2 direction = {0, 0};
// Movement: use IsKeyDown for held-key repeat
int dx = 0, dy = 0;
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
direction.y = -1;
dy = -1;
else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
direction.y = 1;
dy = 1;
else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
direction.x = -1;
dx = -1;
else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
direction.x = 1;
dx = 1;
if (direction.x == 0 && direction.y == 0)
if (dx == 0 && dy == 0)
return 0;
// Reset combat event before player acts
combat_reset_event();
int new_x = gs->player.position.x + direction.x;
int new_y = gs->player.position.y + direction.y;
Enemy *target = NULL;
int new_x = gs->player.x + dx;
int new_y = gs->player.y + dy;
int action = 0;
MoveResult result =
try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true);
if (result == MOVE_RESULT_MOVED) {
player_on_move(&gs->player);
// Attack enemy at target tile, or move into it
Enemy *target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
if (target != NULL) {
player_attack(&gs->player, target);
action = 1;
} else if (result == MOVE_RESULT_BLOCKED_ENEMY) {
target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
if (target != NULL) {
player_attack(&gs->player, target);
action = 1;
}
} else {
action = player_move(&gs->player, dx, dy, &gs->map);
}
if (action)
post_action(gs, target);
post_action(gs, target); // target is NULL on move, enemy ptr on attack
return action;
}

View file

@ -1,29 +0,0 @@
#include "movement.h"
#include "enemy.h"
#include "map.h"
#include <stdbool.h>
// Check if position is occupied by player
static int is_player_at(Player *p, int x, int y) {
return (p->position.x == x && p->position.y == y);
}
MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count,
bool moving_is_player) {
int new_x = p->x + direction.x;
int new_y = p->y + direction.y;
if (!is_floor(map, new_x, new_y))
return MOVE_RESULT_BLOCKED_WALL;
if (is_enemy_at(enemies, enemy_count, new_x, new_y))
return MOVE_RESULT_BLOCKED_ENEMY;
if (!moving_is_player) {
if (is_player_at(player, new_x, new_y))
return MOVE_RESULT_BLOCKED_PLAYER;
}
p->x = new_x;
p->y = new_y;
return MOVE_RESULT_MOVED;
}

View file

@ -1,17 +0,0 @@
#ifndef MOVEMENT_H
#define MOVEMENT_H
#include "common.h"
typedef enum {
MOVE_RESULT_MOVED,
MOVE_RESULT_BLOCKED_WALL,
MOVE_RESULT_BLOCKED_PLAYER,
MOVE_RESULT_BLOCKED_ENEMY
} MoveResult;
// Attempts to move entity in a given direction. Returns outcome of action.
MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count,
bool moving_is_player);
#endif // MOVEMENT_H

View file

@ -2,12 +2,15 @@
#include "combat.h"
#include "common.h"
#include "items.h"
#include "map.h"
#include "settings.h"
#include "utils.h"
#include <stdlib.h>
#include <string.h>
void player_init(Player *p, int x, int y) {
p->position.x = x;
p->position.y = y;
p->x = x;
p->y = y;
p->hp = PLAYER_BASE_HP;
p->max_hp = PLAYER_BASE_HP;
p->attack = PLAYER_BASE_ATTACK;
@ -40,20 +43,36 @@ Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y) {
if (count > MAX_ENEMIES)
count = MAX_ENEMIES;
for (int i = 0; i < count; i++) {
if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y)
if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y)
return &enemies[i];
}
return NULL;
}
void player_on_move(Player *p) {
int player_move(Player *p, int dx, int dy, Map *map) {
int new_x = p->x + dx;
int new_y = p->y + dy;
// Check bounds
if (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT))
return 0;
// Check if walkable
if (!is_floor(map, new_x, new_y))
return 0;
// Move player
p->x = new_x;
p->y = new_y;
p->step_count += 1;
// Regen suppressed while poisoned, bleeding, or burning
if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp &&
!combat_has_effect(p->effects, p->effect_count, EFFECT_POISON) &&
!combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) &&
!combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) {
p->hp += 1;
}
return 1;
}
void player_attack(Player *p, Enemy *e) {
@ -209,8 +228,8 @@ int player_drop_item(Player *p, int inv_index, Item *items, int item_count) {
if (items[i].picked_up) {
// Place dropped item at this position
items[i] = *item;
items[i].x = p->position.x;
items[i].y = p->position.y;
items[i].x = p->x;
items[i].y = p->y;
items[i].picked_up = 0;
// Remove from inventory
player_remove_inventory_item(p, inv_index);

View file

@ -6,8 +6,8 @@
// Initialize player at position
void player_init(Player *p, int x, int y);
// Apply status effects, healing, etc
void player_on_move(Player *p);
// Move player to (x+dx, y+dy); returns 1 if moved, 0 if blocked
int player_move(Player *p, int dx, int dy, Map *map);
// Find a living enemy at tile (x, y); returns NULL if none
Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y);

View file

@ -43,8 +43,7 @@ void render_map(const Map *map) {
}
void render_player(const Player *p) {
Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE,
(float)TILE_SIZE};
Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
DrawRectangleRec(rect, BLUE);
}
@ -52,11 +51,11 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible
for (int i = 0; i < count; i++) {
if (!enemies[i].alive)
continue;
if (!visible[enemies[i].position.y][enemies[i].position.x])
if (!visible[enemies[i].y][enemies[i].x])
continue;
Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
(float)TILE_SIZE, (float)TILE_SIZE};
Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE), (float)TILE_SIZE,
(float)TILE_SIZE};
// Different colors based on enemy type
Color enemy_color;
@ -88,8 +87,8 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible
bar_color = (Color){200, 180, 40, 255}; // yellow
else
bar_color = (Color){200, 60, 60, 255}; // red
Rectangle hp_bar = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE - 4),
(float)hp_pixels, 3};
Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_pixels,
3};
DrawRectangleRec(hp_bar, bar_color);
}
}