forked from NotAShelf/rogged
various: consolidate game state into a GameState struct
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I9d8998707c02e64cf177a6eeb51e399e6a6a6964
This commit is contained in:
parent
d3798cc99f
commit
786fce3814
13 changed files with 105 additions and 102 deletions
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@ -25,4 +25,4 @@ void audio_play_player_damage(void);
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// Play stairs/level change sound
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void audio_play_stairs(void);
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#endif // AUDIO_H
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#endif // AUDIO_H
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12
src/combat.c
12
src/combat.c
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@ -11,11 +11,17 @@ typedef struct {
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static CombatEvent last_event = {NULL, 0, 0};
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const char *combat_get_last_message(void) { return last_event.message; }
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const char *combat_get_last_message(void) {
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return last_event.message;
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}
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int combat_get_last_damage(void) { return last_event.damage; }
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int combat_get_last_damage(void) {
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return last_event.damage;
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}
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int combat_was_player_damage(void) { return last_event.is_player_damage; }
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int combat_was_player_damage(void) {
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return last_event.is_player_damage;
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}
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void combat_player_attack(Player *p, Enemy *e) {
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if (e == NULL || !e->alive)
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@ -21,4 +21,4 @@ void combat_player_attack(Player *p, Enemy *e);
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// Enemy attacks player
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void combat_enemy_attack(Enemy *e, Player *p);
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#endif // COMBAT_H
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#endif // COMBAT_H
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@ -10,6 +10,6 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor);
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void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map);
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// Check if position has an enemy
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int is_enemy_at(Enemy *enemies, int count, int x, int y);
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int is_enemy_at(const Enemy *enemies, int count, int x, int y);
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#endif // ENEMY_H
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#endif // ENEMY_H
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@ -40,15 +40,15 @@ void item_spawn(Item items[], int *count, Map *map, int floor) {
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if (type_roll < 50) {
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// 50% chance for potion
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item.type = ITEM_POTION;
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item.power = 5 + rng_int(0, floor * 2); // healing: 5 + 0-2*floor
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item.power = 5 + rng_int(0, floor * 2); // healing: 5 + 0-2*floor
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} else if (type_roll < 80) {
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// 30% chance for weapon
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item.type = ITEM_WEAPON;
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item.power = 1 + rng_int(0, floor); // attack bonus: 1 + 0-floor
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item.power = 1 + rng_int(0, floor); // attack bonus: 1 + 0-floor
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} else {
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// 20% chance for armor
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item.type = ITEM_ARMOR;
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item.power = 1 + rng_int(0, floor / 2); // defense bonus
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item.power = 1 + rng_int(0, floor / 2); // defense bonus
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}
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items[i] = item;
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@ -11,4 +11,4 @@ void item_spawn(Item items[], int *count, Map *map, int floor);
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// Use an item
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void item_use(Player *p, Item *i);
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#endif // ITEMS_H
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#endif // ITEMS_H
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154
src/main.c
154
src/main.c
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@ -10,57 +10,42 @@
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#include "rng.h"
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#include "settings.h"
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#include <stddef.h>
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// Global game state
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static Player player;
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static Map map;
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static Dungeon dungeon;
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static Enemy enemies[MAX_ENEMIES];
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static int enemy_count;
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static Item items[MAX_ITEMS];
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static int item_count;
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static int game_over = 0;
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static int game_won = 0;
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static const char *last_message = NULL;
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static int message_timer = 0;
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// Turn counter for enemy movement (enemies move every other turn)
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static int turn_count = 0;
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#include <string.h>
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// Initialize a new floor
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static void init_floor(int floor_num) {
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static void init_floor(GameState *gs, int floor_num) {
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// Generate dungeon
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dungeon_generate(&dungeon, &map, floor_num);
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dungeon_generate(&gs->dungeon, &gs->map, floor_num);
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// Seed rng for this floor's content
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rng_seed(floor_num * 54321);
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// Find spawn position
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int start_x, start_y;
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get_random_floor_tile(&map, &start_x, &start_y, 100);
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get_random_floor_tile(&gs->map, &start_x, &start_y, 100);
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// Initialize player position if first floor
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if (floor_num == 1) {
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player_init(&player, start_x, start_y);
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player_init(&gs->player, start_x, start_y);
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} else {
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// Move player to new floor position
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player.x = start_x;
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player.y = start_y;
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gs->player.x = start_x;
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gs->player.y = start_y;
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}
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player.floor = floor_num;
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gs->player.floor = floor_num;
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// Spawn enemies
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enemy_spawn(enemies, &enemy_count, &map, &player, floor_num);
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enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num);
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// Spawn items
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item_spawn(items, &item_count, &map, floor_num);
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item_spawn(gs->items, &gs->item_count, &gs->map, floor_num);
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// Reset turn counter
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turn_count = 0;
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gs->turn_count = 0;
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}
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// Handle player input - returns: 0=continue, -1=quit
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static int handle_input(void) {
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// Handle player input - returns: 0=continue, 1=acted, -1=quit
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static int handle_input(GameState *gs) {
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int dx = 0, dy = 0;
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// Check for quit first (always works)
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@ -69,21 +54,20 @@ static int handle_input(void) {
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}
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// Check for restart (works during game over)
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if (IsKeyPressed(KEY_R) && game_over) {
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game_over = 0;
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game_won = 0;
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init_floor(1);
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if (IsKeyPressed(KEY_R) && gs->game_over) {
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memset(gs, 0, sizeof(GameState));
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init_floor(gs, 1);
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return 0;
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}
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// Check for item usage (U key)
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if (IsKeyPressed(KEY_U) && !game_over) {
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if (player.inventory_count > 0) {
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if (player_use_first_item(&player)) {
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last_message = "Used item!";
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message_timer = 60;
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if (IsKeyPressed(KEY_U) && !gs->game_over) {
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if (gs->player.inventory_count > 0) {
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if (player_use_first_item(&gs->player)) {
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gs->last_message = "Used item!";
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gs->message_timer = 60;
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audio_play_item_pickup();
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return 1; // consume a turn
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return 1; // consume a turn
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}
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}
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}
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@ -103,45 +87,56 @@ static int handle_input(void) {
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// Reset combat message
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combat_reset_event();
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// Player action
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// Check for item at target position before moving
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int new_x = gs->player.x + dx;
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int new_y = gs->player.y + dy;
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int will_pickup = 0;
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for (int i = 0; i < gs->item_count; i++) {
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if (!gs->items[i].picked_up && gs->items[i].x == new_x && gs->items[i].y == new_y) {
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will_pickup = 1;
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break;
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}
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}
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int action = player_move(&player, dx, dy, &map, enemies, enemy_count, items,
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item_count);
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// Player action
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int action = player_move(&gs->player, dx, dy, &gs->map, gs->enemies, gs->enemy_count, gs->items, gs->item_count);
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if (action) {
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// Play pickup sound if item was picked up
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if (will_pickup) {
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audio_play_item_pickup();
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}
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// Increment turn counter
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turn_count++;
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gs->turn_count++;
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// Check if stepped on stairs
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if (map.tiles[player.y][player.x] == TILE_STAIRS) {
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if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
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// Go to next floor
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if (player.floor < NUM_FLOORS) {
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if (gs->player.floor < NUM_FLOORS) {
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audio_play_stairs();
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init_floor(player.floor + 1);
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last_message = "Descended to next floor!";
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message_timer = 60;
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init_floor(gs, gs->player.floor + 1);
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gs->last_message = "Descended to next floor!";
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gs->message_timer = 60;
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} else {
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// Won the game
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game_won = 1;
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game_over = 1;
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gs->game_won = 1;
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gs->game_over = 1;
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}
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}
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// Check if killed enemy
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if (combat_get_last_message() != NULL && !combat_was_player_damage()) {
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// Check if enemy died
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for (int i = 0; i < enemy_count; i++) {
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if (!enemies[i].alive) {
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for (int i = 0; i < gs->enemy_count; i++) {
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if (!gs->enemies[i].alive) {
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audio_play_enemy_death();
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}
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}
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}
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// Enemy turn - only every other turn for fairness
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if (turn_count % 2 == 0) {
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enemy_update_all(enemies, enemy_count, &player, &map);
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if (gs->turn_count % 2 == 0) {
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enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
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}
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// Check if player took damage
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@ -150,12 +145,12 @@ static int handle_input(void) {
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}
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// Set message
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last_message = combat_get_last_message();
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message_timer = 60;
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gs->last_message = combat_get_last_message();
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gs->message_timer = 60;
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// Check game over
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if (player.hp <= 0) {
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game_over = 1;
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if (gs->player.hp <= 0) {
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gs->game_over = 1;
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}
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}
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}
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@ -165,17 +160,20 @@ static int handle_input(void) {
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// Main game loop
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static void game_loop(void) {
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GameState gs;
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memset(&gs, 0, sizeof(GameState));
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// Initialize first floor
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rng_seed(12345);
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init_floor(1);
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init_floor(&gs, 1);
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// Disable esc to exit
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SetExitKey(0);
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while (!WindowShouldClose()) {
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// Handle input
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if (!game_over) {
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int quit = handle_input();
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if (!gs.game_over) {
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int quit = handle_input(&gs);
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if (quit == -1)
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break;
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} else {
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@ -183,41 +181,41 @@ static void game_loop(void) {
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if (IsKeyPressed(KEY_Q))
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break;
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if (IsKeyPressed(KEY_R)) {
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game_over = 0;
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game_won = 0;
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init_floor(1);
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memset(&gs, 0, sizeof(GameState));
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gs.game_over = 0;
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gs.game_won = 0;
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init_floor(&gs, 1);
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}
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}
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// Update message timer
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if (message_timer > 0)
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message_timer--;
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if (gs.message_timer > 0)
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gs.message_timer--;
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// Render
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BeginDrawing();
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ClearBackground(BLACK);
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// Draw game elements
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render_map(&map);
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render_items(items, item_count);
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render_enemies(enemies, enemy_count);
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render_player(&player);
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render_ui(&player);
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render_map(&gs.map);
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render_items(gs.items, gs.item_count);
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render_enemies(gs.enemies, gs.enemy_count);
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render_player(&gs.player);
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render_ui(&gs.player);
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// Draw message if any
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if (last_message != NULL && message_timer > 0) {
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render_message(last_message);
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if (gs.last_message != NULL && gs.message_timer > 0) {
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render_message(gs.last_message);
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}
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// Draw game over screen
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if (game_over) {
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if (gs.game_over) {
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render_game_over();
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if (game_won) {
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if (gs.game_won) {
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// Draw win message
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const char *win_msg = "YOU WIN! ESCAPED THE DUNGEON!";
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int msg_w = MeasureText(win_msg, 30);
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DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80,
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30, GOLD);
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DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80, 30, GOLD);
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}
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}
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@ -7,8 +7,7 @@
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void player_init(Player *p, int x, int y);
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// Move player, return 1 if moved/attacked, 0 if blocked
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int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies,
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int enemy_count, Item *items, int item_count);
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int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_count, Item *items, int item_count);
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// Player attacks enemy (deal damage)
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void player_attack(Player *p, Enemy *e);
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@ -25,4 +24,4 @@ int player_use_first_item(Player *p);
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// Get item at inventory index, returns NULL if invalid
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Item *player_get_inventory_item(Player *p, int index);
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#endif // PLAYER_H
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#endif // PLAYER_H
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12
src/render.h
12
src/render.h
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@ -4,19 +4,19 @@
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#include "common.h"
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// Render the map tiles
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void render_map(Map *map);
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void render_map(const Map *map);
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// Render the player
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void render_player(Player *p);
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void render_player(const Player *p);
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// Render all enemies
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void render_enemies(Enemy *enemies, int count);
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void render_enemies(const Enemy *enemies, int count);
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// Render all items
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void render_items(Item *items, int count);
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void render_items(const Item *items, int count);
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// Render UI overlay
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void render_ui(Player *p);
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void render_ui(const Player *p);
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// Render game over screen
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void render_game_over(void);
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@ -24,4 +24,4 @@ void render_game_over(void);
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// Render a message popup
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void render_message(const char *message);
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#endif // RENDER_H
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#endif // RENDER_H
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@ -6,7 +6,7 @@ static unsigned int g_seed = 1;
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// LCG parameters (from numerical recipes)
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#define LCG_A 1664525
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#define LCG_C 1013904223
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#define LCG_MOD 4294967294 // 2^32 - 2 (avoid 0)
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#define LCG_MOD 4294967294 // 2^32 - 2 (avoid 0)
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void rng_seed(unsigned int seed) {
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// Ensure seed is never 0
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@ -7,4 +7,4 @@ void rng_seed(unsigned int seed);
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// Get a random integer in range [min, max]
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int rng_int(int min, int max);
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#endif // RNG_H
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#endif // RNG_H
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@ -25,4 +25,4 @@
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#define NUM_FLOORS 5
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#define MAX_INVENTORY 10
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#endif // SETTINGS_H
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#endif // SETTINGS_H
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@ -7,4 +7,4 @@ int clamp(int value, int min, int max);
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// Check if coordinates are within map bounds
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int in_bounds(int x, int y, int width, int height);
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#endif // UTILS_H
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#endif // UTILS_H
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