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player: add equipment slots and inventory overlay

- Weapon/armor equip slots persist until replaced
- Numbered inventory overlay with I key
- E to equip from inventory, U to use potions"

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I474acd676da3b768c1aac24f75f303e86a6a6964
This commit is contained in:
raf 2026-04-03 15:40:55 +03:00
commit de2ce8ba43
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
4 changed files with 110 additions and 29 deletions

View file

@ -57,7 +57,7 @@ void item_spawn(Item items[], int *count, Map *map, int floor) {
}
// Get item name for display
const char *item_get_name(Item *i) {
const char *item_get_name(const Item *i) {
if (i == NULL)
return "";
@ -74,7 +74,7 @@ const char *item_get_name(Item *i) {
}
// Get item description
const char *item_get_description(Item *i) {
const char *item_get_description(const Item *i) {
if (i == NULL)
return "";
@ -91,7 +91,7 @@ const char *item_get_description(Item *i) {
}
// Get item power value
int item_get_power(Item *i) {
int item_get_power(const Item *i) {
if (i == NULL)
return 0;
return i->power;

View file

@ -8,7 +8,16 @@
// Spawn items for a floor
void item_spawn(Item items[], int *count, Map *map, int floor);
// Use an item
// Use an item (apply effect, only potions are consumed)
void item_use(Player *p, Item *i);
// Get item name for display
const char *item_get_name(const Item *i);
// Get item description
const char *item_get_description(const Item *i);
// Get item power value
int item_get_power(const Item *i);
#endif // ITEMS_H

View file

@ -1,5 +1,6 @@
#include "render.h"
#include "common.h"
#include "items.h"
#include "raylib.h"
#include "settings.h"
#include <stddef.h>
@ -114,47 +115,115 @@ void render_ui(const Player *p) {
// Player attack
char atk_text[32];
snprintf(atk_text, sizeof(atk_text), "ATK: %d", p->attack);
DrawText(atk_text, 150, MAP_HEIGHT * TILE_SIZE + 10, 20, YELLOW);
DrawText(atk_text, 120, MAP_HEIGHT * TILE_SIZE + 10, 20, YELLOW);
// Floor number
char floor_text[32];
snprintf(floor_text, sizeof(floor_text), "Floor: %d", p->floor);
DrawText(floor_text, 280, MAP_HEIGHT * TILE_SIZE + 10, 20, WHITE);
DrawText(floor_text, 220, MAP_HEIGHT * TILE_SIZE + 10, 20, WHITE);
// Defense stat
char def_text[32];
snprintf(def_text, sizeof(def_text), "DEF: %d", p->defense);
DrawText(def_text, 420, MAP_HEIGHT * TILE_SIZE + 10, 20, BLUE);
DrawText(def_text, 340, MAP_HEIGHT * TILE_SIZE + 10, 20, BLUE);
// Inventory count
char inv_text[32];
snprintf(inv_text, sizeof(inv_text), "Inv: %d/%d", p->inventory_count, MAX_INVENTORY);
DrawText(inv_text, 530, MAP_HEIGHT * TILE_SIZE + 10, 16, GREEN);
DrawText(inv_text, 440, MAP_HEIGHT * TILE_SIZE + 10, 16, GREEN);
// Show first item in inventory if any
if (p->inventory_count > 0 && !p->inventory[0].picked_up) {
const char *item_name = "";
switch (p->inventory[0].type) {
case ITEM_POTION:
item_name = "Potion";
break;
case ITEM_WEAPON:
item_name = "Weapon";
break;
case ITEM_ARMOR:
item_name = "Armor";
break;
default:
item_name = "?";
break;
// Equipment display - second row
int eq_y = MAP_HEIGHT * TILE_SIZE + 10;
// Weapon slot
if (p->has_weapon) {
char weapon_text[48];
snprintf(weapon_text, sizeof(weapon_text), "Wpn:[%s +%d]", item_get_name(&p->equipped_weapon),
p->equipped_weapon.power);
DrawText(weapon_text, 10, eq_y + 25, 14, YELLOW);
} else {
DrawText("Wpn:---", 10, eq_y + 25, 14, DARKGRAY);
}
char first_item[48];
snprintf(first_item, sizeof(first_item), "[%s +%d]", item_name, p->inventory[0].power);
DrawText(first_item, 10, MAP_HEIGHT * TILE_SIZE + 35, 14, LIGHTGRAY);
// Armor slot
if (p->has_armor) {
char armor_text[48];
snprintf(armor_text, sizeof(armor_text), "Arm:[%s +%d]", item_get_name(&p->equipped_armor),
p->equipped_armor.power);
DrawText(armor_text, 170, eq_y + 25, 14, BLUE);
} else {
DrawText("Arm:---", 170, eq_y + 25, 14, DARKGRAY);
}
// Controls hint
DrawText("WASD: Move | U: Use Item | Q: Quit", 280, MAP_HEIGHT * TILE_SIZE + 35, 14, GRAY);
DrawText("WASD:Move G:Pickup I:Inventory U:Use E:Equip Q:Quit", 330, eq_y + 25, 12, GRAY);
}
void render_inventory_overlay(const Player *p, int selected) {
// Semi-transparent overlay
Rectangle overlay = {(float)(SCREEN_WIDTH / 2 - 200), 80, 400, 320};
DrawRectangleRec(overlay, (Color){20, 20, 20, 240});
DrawRectangleLines((int)overlay.x, (int)overlay.y, (int)overlay.width, (int)overlay.height, GOLD);
// Title
const char *title = "INVENTORY";
int title_w = MeasureText(title, 20);
DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 15, 20, GOLD);
// Column headers
DrawText("# Item", overlay.x + 20, overlay.y + 50, 14, GRAY);
DrawText("Type", overlay.x + 130, overlay.y + 50, 14, GRAY);
DrawText("Power", overlay.x + 210, overlay.y + 50, 14, GRAY);
DrawText("Action", overlay.x + 280, overlay.y + 50, 14, GRAY);
// Draw each inventory slot
char slot_text[64];
for (int i = 0; i < MAX_INVENTORY; i++) {
int y_pos = overlay.y + 75 + (i * 22);
if (i < p->inventory_count && !p->inventory[i].picked_up) {
// Occupied slot
const Item *item = &p->inventory[i];
// Highlight selected
if (i == selected) {
DrawRectangle((int)overlay.x + 10, y_pos - 2, (int)overlay.width - 20, 20, (Color){60, 60, 60, 255});
}
// Slot number
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 20, y_pos, 14, WHITE);
// Item name
const char *name = item_get_name(item);
DrawText(name, overlay.x + 50, y_pos, 14, WHITE);
// Type
const char *type = (item->type == ITEM_POTION) ? "Potion" : (item->type == ITEM_WEAPON) ? "Weapon" : "Armor";
Color type_color = (item->type == ITEM_POTION) ? PINK : (item->type == ITEM_WEAPON) ? YELLOW : BLUE;
DrawText(type, overlay.x + 130, y_pos, 14, type_color);
// Power
snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
DrawText(slot_text, overlay.x + 210, y_pos, 14, YELLOW);
// Action hint
if (item->type == ITEM_POTION) {
DrawText("[U]se", overlay.x + 280, y_pos, 14, GREEN);
} else {
DrawText("[E]quip", overlay.x + 280, y_pos, 14, GOLD);
}
} else {
// Empty slot
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 20, y_pos, 14, (Color){60, 60, 60, 255});
}
}
// Instructions
const char *hint = "WASD: Select | ENTER/U: Use | E: Equip | ESC: Close";
int hint_w = MeasureText(hint, 12);
DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + 290, 12, GRAY);
}
void render_game_over(void) {

View file

@ -18,6 +18,9 @@ void render_items(const Item *items, int count);
// Render UI overlay
void render_ui(const Player *p);
// Render inventory selection overlay
void render_inventory_overlay(const Player *p, int selected);
// Render game over screen
void render_game_over(void);