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various: consolidate game state into a GameState struct

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I9d8998707c02e64cf177a6eeb51e399e6a6a6964
This commit is contained in:
raf 2026-04-03 14:00:38 +03:00
commit 786fce3814
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
13 changed files with 105 additions and 102 deletions

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@ -25,4 +25,4 @@ void audio_play_player_damage(void);
// Play stairs/level change sound // Play stairs/level change sound
void audio_play_stairs(void); void audio_play_stairs(void);
#endif // AUDIO_H #endif // AUDIO_H

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@ -11,11 +11,17 @@ typedef struct {
static CombatEvent last_event = {NULL, 0, 0}; static CombatEvent last_event = {NULL, 0, 0};
const char *combat_get_last_message(void) { return last_event.message; } const char *combat_get_last_message(void) {
return last_event.message;
}
int combat_get_last_damage(void) { return last_event.damage; } int combat_get_last_damage(void) {
return last_event.damage;
}
int combat_was_player_damage(void) { return last_event.is_player_damage; } int combat_was_player_damage(void) {
return last_event.is_player_damage;
}
void combat_player_attack(Player *p, Enemy *e) { void combat_player_attack(Player *p, Enemy *e) {
if (e == NULL || !e->alive) if (e == NULL || !e->alive)

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@ -21,4 +21,4 @@ void combat_player_attack(Player *p, Enemy *e);
// Enemy attacks player // Enemy attacks player
void combat_enemy_attack(Enemy *e, Player *p); void combat_enemy_attack(Enemy *e, Player *p);
#endif // COMBAT_H #endif // COMBAT_H

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@ -10,6 +10,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor);
void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map); void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map);
// Check if position has an enemy // Check if position has an enemy
int is_enemy_at(Enemy *enemies, int count, int x, int y); int is_enemy_at(const Enemy *enemies, int count, int x, int y);
#endif // ENEMY_H #endif // ENEMY_H

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@ -40,15 +40,15 @@ void item_spawn(Item items[], int *count, Map *map, int floor) {
if (type_roll < 50) { if (type_roll < 50) {
// 50% chance for potion // 50% chance for potion
item.type = ITEM_POTION; item.type = ITEM_POTION;
item.power = 5 + rng_int(0, floor * 2); // healing: 5 + 0-2*floor item.power = 5 + rng_int(0, floor * 2); // healing: 5 + 0-2*floor
} else if (type_roll < 80) { } else if (type_roll < 80) {
// 30% chance for weapon // 30% chance for weapon
item.type = ITEM_WEAPON; item.type = ITEM_WEAPON;
item.power = 1 + rng_int(0, floor); // attack bonus: 1 + 0-floor item.power = 1 + rng_int(0, floor); // attack bonus: 1 + 0-floor
} else { } else {
// 20% chance for armor // 20% chance for armor
item.type = ITEM_ARMOR; item.type = ITEM_ARMOR;
item.power = 1 + rng_int(0, floor / 2); // defense bonus item.power = 1 + rng_int(0, floor / 2); // defense bonus
} }
items[i] = item; items[i] = item;

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@ -11,4 +11,4 @@ void item_spawn(Item items[], int *count, Map *map, int floor);
// Use an item // Use an item
void item_use(Player *p, Item *i); void item_use(Player *p, Item *i);
#endif // ITEMS_H #endif // ITEMS_H

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@ -10,57 +10,42 @@
#include "rng.h" #include "rng.h"
#include "settings.h" #include "settings.h"
#include <stddef.h> #include <stddef.h>
#include <string.h>
// Global game state
static Player player;
static Map map;
static Dungeon dungeon;
static Enemy enemies[MAX_ENEMIES];
static int enemy_count;
static Item items[MAX_ITEMS];
static int item_count;
static int game_over = 0;
static int game_won = 0;
static const char *last_message = NULL;
static int message_timer = 0;
// Turn counter for enemy movement (enemies move every other turn)
static int turn_count = 0;
// Initialize a new floor // Initialize a new floor
static void init_floor(int floor_num) { static void init_floor(GameState *gs, int floor_num) {
// Generate dungeon // Generate dungeon
dungeon_generate(&dungeon, &map, floor_num); dungeon_generate(&gs->dungeon, &gs->map, floor_num);
// Seed rng for this floor's content // Seed rng for this floor's content
rng_seed(floor_num * 54321); rng_seed(floor_num * 54321);
// Find spawn position // Find spawn position
int start_x, start_y; int start_x, start_y;
get_random_floor_tile(&map, &start_x, &start_y, 100); get_random_floor_tile(&gs->map, &start_x, &start_y, 100);
// Initialize player position if first floor // Initialize player position if first floor
if (floor_num == 1) { if (floor_num == 1) {
player_init(&player, start_x, start_y); player_init(&gs->player, start_x, start_y);
} else { } else {
// Move player to new floor position // Move player to new floor position
player.x = start_x; gs->player.x = start_x;
player.y = start_y; gs->player.y = start_y;
} }
player.floor = floor_num; gs->player.floor = floor_num;
// Spawn enemies // Spawn enemies
enemy_spawn(enemies, &enemy_count, &map, &player, floor_num); enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num);
// Spawn items // Spawn items
item_spawn(items, &item_count, &map, floor_num); item_spawn(gs->items, &gs->item_count, &gs->map, floor_num);
// Reset turn counter // Reset turn counter
turn_count = 0; gs->turn_count = 0;
} }
// Handle player input - returns: 0=continue, -1=quit // Handle player input - returns: 0=continue, 1=acted, -1=quit
static int handle_input(void) { static int handle_input(GameState *gs) {
int dx = 0, dy = 0; int dx = 0, dy = 0;
// Check for quit first (always works) // Check for quit first (always works)
@ -69,21 +54,20 @@ static int handle_input(void) {
} }
// Check for restart (works during game over) // Check for restart (works during game over)
if (IsKeyPressed(KEY_R) && game_over) { if (IsKeyPressed(KEY_R) && gs->game_over) {
game_over = 0; memset(gs, 0, sizeof(GameState));
game_won = 0; init_floor(gs, 1);
init_floor(1);
return 0; return 0;
} }
// Check for item usage (U key) // Check for item usage (U key)
if (IsKeyPressed(KEY_U) && !game_over) { if (IsKeyPressed(KEY_U) && !gs->game_over) {
if (player.inventory_count > 0) { if (gs->player.inventory_count > 0) {
if (player_use_first_item(&player)) { if (player_use_first_item(&gs->player)) {
last_message = "Used item!"; gs->last_message = "Used item!";
message_timer = 60; gs->message_timer = 60;
audio_play_item_pickup(); audio_play_item_pickup();
return 1; // consume a turn return 1; // consume a turn
} }
} }
} }
@ -103,45 +87,56 @@ static int handle_input(void) {
// Reset combat message // Reset combat message
combat_reset_event(); combat_reset_event();
// Player action // Check for item at target position before moving
int new_x = gs->player.x + dx;
int new_y = gs->player.y + dy;
int will_pickup = 0;
for (int i = 0; i < gs->item_count; i++) {
if (!gs->items[i].picked_up && gs->items[i].x == new_x && gs->items[i].y == new_y) {
will_pickup = 1;
break;
}
}
int action = player_move(&player, dx, dy, &map, enemies, enemy_count, items, // Player action
item_count); int action = player_move(&gs->player, dx, dy, &gs->map, gs->enemies, gs->enemy_count, gs->items, gs->item_count);
if (action) { if (action) {
// Play pickup sound if item was picked up
if (will_pickup) {
audio_play_item_pickup();
}
// Increment turn counter // Increment turn counter
turn_count++; gs->turn_count++;
// Check if stepped on stairs // Check if stepped on stairs
if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
if (map.tiles[player.y][player.x] == TILE_STAIRS) {
// Go to next floor // Go to next floor
if (player.floor < NUM_FLOORS) { if (gs->player.floor < NUM_FLOORS) {
audio_play_stairs(); audio_play_stairs();
init_floor(player.floor + 1); init_floor(gs, gs->player.floor + 1);
last_message = "Descended to next floor!"; gs->last_message = "Descended to next floor!";
message_timer = 60; gs->message_timer = 60;
} else { } else {
// Won the game // Won the game
game_won = 1; gs->game_won = 1;
game_over = 1; gs->game_over = 1;
} }
} }
// Check if killed enemy // Check if killed enemy
if (combat_get_last_message() != NULL && !combat_was_player_damage()) { if (combat_get_last_message() != NULL && !combat_was_player_damage()) {
// Check if enemy died // Check if enemy died
for (int i = 0; i < enemy_count; i++) { for (int i = 0; i < gs->enemy_count; i++) {
if (!enemies[i].alive) { if (!gs->enemies[i].alive) {
audio_play_enemy_death(); audio_play_enemy_death();
} }
} }
} }
// Enemy turn - only every other turn for fairness // Enemy turn - only every other turn for fairness
if (turn_count % 2 == 0) { if (gs->turn_count % 2 == 0) {
enemy_update_all(enemies, enemy_count, &player, &map); enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
} }
// Check if player took damage // Check if player took damage
@ -150,12 +145,12 @@ static int handle_input(void) {
} }
// Set message // Set message
last_message = combat_get_last_message(); gs->last_message = combat_get_last_message();
message_timer = 60; gs->message_timer = 60;
// Check game over // Check game over
if (player.hp <= 0) { if (gs->player.hp <= 0) {
game_over = 1; gs->game_over = 1;
} }
} }
} }
@ -165,17 +160,20 @@ static int handle_input(void) {
// Main game loop // Main game loop
static void game_loop(void) { static void game_loop(void) {
GameState gs;
memset(&gs, 0, sizeof(GameState));
// Initialize first floor // Initialize first floor
rng_seed(12345); rng_seed(12345);
init_floor(1); init_floor(&gs, 1);
// Disable esc to exit // Disable esc to exit
SetExitKey(0); SetExitKey(0);
while (!WindowShouldClose()) { while (!WindowShouldClose()) {
// Handle input // Handle input
if (!game_over) { if (!gs.game_over) {
int quit = handle_input(); int quit = handle_input(&gs);
if (quit == -1) if (quit == -1)
break; break;
} else { } else {
@ -183,41 +181,41 @@ static void game_loop(void) {
if (IsKeyPressed(KEY_Q)) if (IsKeyPressed(KEY_Q))
break; break;
if (IsKeyPressed(KEY_R)) { if (IsKeyPressed(KEY_R)) {
game_over = 0; memset(&gs, 0, sizeof(GameState));
game_won = 0; gs.game_over = 0;
init_floor(1); gs.game_won = 0;
init_floor(&gs, 1);
} }
} }
// Update message timer // Update message timer
if (message_timer > 0) if (gs.message_timer > 0)
message_timer--; gs.message_timer--;
// Render // Render
BeginDrawing(); BeginDrawing();
ClearBackground(BLACK); ClearBackground(BLACK);
// Draw game elements // Draw game elements
render_map(&map); render_map(&gs.map);
render_items(items, item_count); render_items(gs.items, gs.item_count);
render_enemies(enemies, enemy_count); render_enemies(gs.enemies, gs.enemy_count);
render_player(&player); render_player(&gs.player);
render_ui(&player); render_ui(&gs.player);
// Draw message if any // Draw message if any
if (last_message != NULL && message_timer > 0) { if (gs.last_message != NULL && gs.message_timer > 0) {
render_message(last_message); render_message(gs.last_message);
} }
// Draw game over screen // Draw game over screen
if (game_over) { if (gs.game_over) {
render_game_over(); render_game_over();
if (game_won) { if (gs.game_won) {
// Draw win message // Draw win message
const char *win_msg = "YOU WIN! ESCAPED THE DUNGEON!"; const char *win_msg = "YOU WIN! ESCAPED THE DUNGEON!";
int msg_w = MeasureText(win_msg, 30); int msg_w = MeasureText(win_msg, 30);
DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80, DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80, 30, GOLD);
30, GOLD);
} }
} }

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@ -7,8 +7,7 @@
void player_init(Player *p, int x, int y); void player_init(Player *p, int x, int y);
// Move player, return 1 if moved/attacked, 0 if blocked // Move player, return 1 if moved/attacked, 0 if blocked
int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_count, Item *items, int item_count);
int enemy_count, Item *items, int item_count);
// Player attacks enemy (deal damage) // Player attacks enemy (deal damage)
void player_attack(Player *p, Enemy *e); void player_attack(Player *p, Enemy *e);
@ -25,4 +24,4 @@ int player_use_first_item(Player *p);
// Get item at inventory index, returns NULL if invalid // Get item at inventory index, returns NULL if invalid
Item *player_get_inventory_item(Player *p, int index); Item *player_get_inventory_item(Player *p, int index);
#endif // PLAYER_H #endif // PLAYER_H

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@ -4,19 +4,19 @@
#include "common.h" #include "common.h"
// Render the map tiles // Render the map tiles
void render_map(Map *map); void render_map(const Map *map);
// Render the player // Render the player
void render_player(Player *p); void render_player(const Player *p);
// Render all enemies // Render all enemies
void render_enemies(Enemy *enemies, int count); void render_enemies(const Enemy *enemies, int count);
// Render all items // Render all items
void render_items(Item *items, int count); void render_items(const Item *items, int count);
// Render UI overlay // Render UI overlay
void render_ui(Player *p); void render_ui(const Player *p);
// Render game over screen // Render game over screen
void render_game_over(void); void render_game_over(void);
@ -24,4 +24,4 @@ void render_game_over(void);
// Render a message popup // Render a message popup
void render_message(const char *message); void render_message(const char *message);
#endif // RENDER_H #endif // RENDER_H

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@ -6,7 +6,7 @@ static unsigned int g_seed = 1;
// LCG parameters (from numerical recipes) // LCG parameters (from numerical recipes)
#define LCG_A 1664525 #define LCG_A 1664525
#define LCG_C 1013904223 #define LCG_C 1013904223
#define LCG_MOD 4294967294 // 2^32 - 2 (avoid 0) #define LCG_MOD 4294967294 // 2^32 - 2 (avoid 0)
void rng_seed(unsigned int seed) { void rng_seed(unsigned int seed) {
// Ensure seed is never 0 // Ensure seed is never 0

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@ -7,4 +7,4 @@ void rng_seed(unsigned int seed);
// Get a random integer in range [min, max] // Get a random integer in range [min, max]
int rng_int(int min, int max); int rng_int(int min, int max);
#endif // RNG_H #endif // RNG_H

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@ -25,4 +25,4 @@
#define NUM_FLOORS 5 #define NUM_FLOORS 5
#define MAX_INVENTORY 10 #define MAX_INVENTORY 10
#endif // SETTINGS_H #endif // SETTINGS_H

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@ -7,4 +7,4 @@ int clamp(int value, int min, int max);
// Check if coordinates are within map bounds // Check if coordinates are within map bounds
int in_bounds(int x, int y, int width, int height); int in_bounds(int x, int y, int width, int height);
#endif // UTILS_H #endif // UTILS_H