diff --git a/docs/README.md b/README.md similarity index 53% rename from docs/README.md rename to README.md index d9d9ba9..9d63b10 100644 --- a/docs/README.md +++ b/README.md @@ -1,13 +1,11 @@ # Rogged -Turn-based, infinite roguelike dungeon crawler built with C99 and with a dash of -Zig. Meant to serve primarily, but not exclusively, as a learning opportunity. -Rogged is basically a classic roguelike where you descend through floors of a -procedurally generated dungeon, fighting enemies, managing inventory, and trying -to reach the bottom alive or die chasing a highscore! +Turn-based roguelike dungeon crawler, built in C99 and with a dash of Zig to +serve as a learning opportunity. Rogged is basically a classic roguelike where +you descend through floors of a procedurally generated dungeon, fighting +enemies, managing inventory, and trying to reach the bottom alive. -The game itself, be it the code or mechanics, is _heavily_ in development. For -now, a non-exhaustive list of its (current) features are as follows: +A non-exhaustive list of its (current) features: - Turn-based combat with damage variance, critical hits, dodge, and block mechanics @@ -20,27 +18,33 @@ now, a non-exhaustive list of its (current) features are as follows: - Procedural audio via raylib - ASCII-inspired tile rendering, with HP bars and floating damage text -There are still some features lacking polish, or lacking _any_ kind of attention -to be viable. For a semi-complete list of things that need to be done, see the -[future plans section](#future-plans). +**Controls:** + +| Key | Action | +| ------------- | ----------------------------------- | +| WASD / Arrows | Move or attack | +| G | Pick up item | +| I | Open inventory | +| U | Use a potion | +| E | Equip item from inventory | +| D | Drop item | +| Y / N | Confirm / decline descending stairs | +| R | Restart (on game over) | +| Q | Quit | ## Build Instructions -Rogged is built on a relatively simple stack. It uses C99 for the main game -logic, and Zig for the combat library. Besides `raylib` and `pkg-config`, you -only need the core Zig tooling. For now the required Zig version is 0.15.2, but -this might change in the future. Additionally, you will need `clang-format` and -`just` for common development tasks in the case you plan to contribute. For -building, Zig is enough. +Rogged is built with C99 and Zig. Besides `raylib` and `pkg-config` you will +need a C compiler and basic Zig tooling. For now, we use C99 and Zig 0.15.2. +Those might change in the future. + +Additionally you will need `clang-format` and `just` for the developer workflow +if you plan to contribute. ### Using Nix (Recommended) -The _recommended_ way of developing this project is using -[Nix](https://nixos.org) and relying on devshells for pure, reproducible -developer environment across all machines. - -If you are a [Direnv](https://direnv.net) user, you may simply run -`direnv allow` or you may use `nix develop` to enter the default shell. +The recommended developer tooling is [Nix](https://nixos.org). This provides a +pure, reproducible devshell across all machines. ```sh # Enter the development shell @@ -52,9 +56,6 @@ $ just dev ### Manual Build -If you are allergic to good tooling and would rather use your system Zig, you -may simply invoke `zig build` after acquiring Zig 0.15.2. - ```sh # Full build $ zig build @@ -66,8 +67,6 @@ $ zig build run $ just dev ``` -The Justfile provides commands that work across both methods. - ### Task Runner Commands There's a `Justfile` designed to make common tasks somewhat easier. For now, @@ -85,14 +84,10 @@ If the project gets more complicated, new tasks might be added. ## Future Plans -The game is currently **playable end-to-end**, but it lacks a fair bit of polish -to claim its place as a fun, engaging roguelike you can just boot up and play. -Some of the features that are planned for the future, in no particular order, -are as follows: +The game is currently **playable end-to-end** but it lacks _serious_ polish to +claim its place as a fun roguelike. Some of the features I'd like to introduce, +in no particular order, are as follows: -- [ ] **Better enemy AI** - The current AI is very simple. -- [ ] **Fog of War** - Instead of loading the entire map, let the player - discover the rooms - [ ] **Save / Load system** - Persist and restore game state between sessions - [ ] **More enemy variety** - Additional enemy types with unique abilities - [ ] **More item variety** - Rings, wands, scrolls, and cursed items @@ -105,9 +100,8 @@ are as follows: - [ ] **UI polish** - Better message log history, item descriptions, death screen -Later down the line it might be an interesting choice to provide a scripting -API, likely with Lua, to allow customizing the game state and events. Though, -that is for much later. +In addition, it might be interesting to allow customizing the "world state" by +as scripting API. Though, that is for much later. ## Attributions @@ -124,6 +118,4 @@ Additionally, _huge_ thanks to [Raylib] for how easy it made graphics and audio. This was perhaps my best experience in developing a graphical application, and CERTAINLY the most ergonomic when it comes to writing a game. ---- - _I got rogged :/_ diff --git a/assets/fonts/Royal_Decree.ttf b/assets/fonts/Royal_Decree.ttf deleted file mode 100644 index 56511e4..0000000 Binary files a/assets/fonts/Royal_Decree.ttf and /dev/null differ diff --git a/assets/fonts/Royal_Decree_Bold.ttf b/assets/fonts/Royal_Decree_Bold.ttf deleted file mode 100644 index e4b6f5c..0000000 Binary files a/assets/fonts/Royal_Decree_Bold.ttf and /dev/null differ diff --git a/assets/fonts/Tomorrow_Night.ttf b/assets/fonts/Tomorrow_Night.ttf deleted file mode 100644 index 204c2f6..0000000 Binary files a/assets/fonts/Tomorrow_Night.ttf and /dev/null differ diff --git a/build.zig b/build.zig index 4d6f6b2..7109941 100644 --- a/build.zig +++ b/build.zig @@ -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", diff --git a/src/common.h b/src/common.h index 9fda4d3..61ab044 100644 --- a/src/common.h +++ b/src/common.h @@ -4,10 +4,6 @@ #include "settings.h" #include -typedef struct { - int x, y; -} Vec2; - // Tile types typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType; @@ -34,8 +30,6 @@ typedef struct { TileType tiles[MAP_HEIGHT][MAP_WIDTH]; Room rooms[MAX_ROOMS]; int room_count; - unsigned char visible[MAP_HEIGHT][MAP_WIDTH]; - unsigned char remembered[MAP_HEIGHT][MAP_WIDTH]; } Map; // Dungeon @@ -63,7 +57,7 @@ typedef struct { // Player typedef struct { - Vec2 position; + int x, y; int hp, max_hp; int attack; int defense; @@ -89,7 +83,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType; // Enemy typedef struct { - Vec2 position; + int x, y; int hp; int max_hp; int attack; @@ -104,11 +98,6 @@ typedef struct { int status_chance; int crit_chance; // crit chance percentage (0-100) 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; @@ -173,8 +162,6 @@ typedef struct { int potions_used; int floors_reached; int final_score; - // Seed for this run - unsigned int run_seed; } GameState; diff --git a/src/enemy.c b/src/enemy.c index 57eff34..9f72670 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -2,9 +2,7 @@ #include "combat.h" #include "common.h" #include "map.h" -#include "movement.h" #include "rng.h" -#include "settings.h" #include // Forward declaration @@ -31,7 +29,7 @@ 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 +41,8 @@ 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; @@ -70,7 +68,6 @@ 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; @@ -88,7 +85,6 @@ 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; @@ -106,7 +102,6 @@ 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; @@ -120,7 +115,6 @@ 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; @@ -133,129 +127,58 @@ 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; } } return 0; } -// 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); +// Check if enemy can see player (adjacent) +static int can_see_player(Enemy *e, Player *p) { + int dx = p->x - e->x; + int dy = p->y - e->y; + return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1); } +// 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); - } -} - -// 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; + 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->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; + 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; } } } -// Perform a single action for an enemy (attack if visible, otherwise patrol or search) +// Perform a single action for an enemy (attack if adjacent, otherwise move) void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) { if (!e->alive) return; @@ -264,37 +187,14 @@ 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; - 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)) { + // Check if adjacent to player - attack + if (can_see_player(e, p)) { combat_enemy_attack(e, p); - propagate_alert(e, all_enemies, enemy_count); return; } - // Move toward player if visible - if (can_see) { - enemy_move_toward_player(e, p, map, all_enemies, enemy_count); - propagate_alert(e, all_enemies, enemy_count); - return; - } - - // If alert but can't see player, move toward last known position - if (e->alert) { - enemy_move_to_last_known(e, map, all_enemies, enemy_count); - return; - } - - // Not alert - patrol randomly - enemy_patrol(e, map, all_enemies, enemy_count); + // Otherwise, move toward player + enemy_move_toward_player(e, p, map, all_enemies, enemy_count); } void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) { diff --git a/src/main.c b/src/main.c index 5aafaea..d450d75 100644 --- a/src/main.c +++ b/src/main.c @@ -4,18 +4,14 @@ #include "enemy.h" #include "items.h" #include "map.h" -#include "movement.h" #include "player.h" #include "raylib.h" #include "render.h" #include "rng.h" #include "settings.h" -#include #include #include -#include #include -#include // Add message to action log static void add_log(GameState *gs, const char *msg) { @@ -105,14 +101,11 @@ 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(gs->run_seed + floor_num * 98765); + rng_seed(floor_num * 54321); // Find spawn position int start_x, start_y; @@ -124,14 +117,11 @@ 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); - // Spawn enemies enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num); @@ -147,8 +137,7 @@ 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; } @@ -166,7 +155,7 @@ 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!"); @@ -184,7 +173,7 @@ 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; @@ -193,8 +182,8 @@ 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); @@ -226,9 +215,6 @@ 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); - // Enemy turns - uses speed/cooldown system enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); @@ -238,8 +224,8 @@ 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 @@ -260,7 +246,6 @@ 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); if (gs->player.hp <= 0) gs->game_over = 1; gs->last_message = "You are stunned!"; @@ -403,7 +388,7 @@ 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++; @@ -432,45 +417,38 @@ 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; } @@ -484,13 +462,7 @@ 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; } @@ -520,19 +492,12 @@ void load_audio_assets(GameState *gs) { } // Main game loop -static void game_loop(unsigned int run_seed) { +static void game_loop(void) { GameState gs; memset(&gs, 0, sizeof(GameState)); -<<<<<<< HEAD - gs.run_seed = run_seed; -======= - // load external assets - // sound ->>>>>>> acdbc9c (font: squash commit into main) load_audio_assets(&gs); - // font - Font fontTTF = LoadFontEx("./assets/fonts/Tomorrow_Night.ttf", 24, NULL, 0); // Initialize first floor + rng_seed(12345); init_floor(&gs, 1); // Disable esc to exit @@ -552,16 +517,10 @@ static void game_loop(unsigned int run_seed) { 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_floor(&gs, 1); - // Update window title with new seed - char title[128]; - snprintf(title, sizeof(title), "Roguelike - Seed: %u", gs.run_seed); - SetWindowTitle(title); } } @@ -582,31 +541,28 @@ static void game_loop(unsigned int run_seed) { cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y}; BeginMode2D(cam); render_map(&gs.map); - render_items(gs.items, gs.item_count, gs.map.visible); - render_enemies(gs.enemies, gs.enemy_count, gs.map.visible); + render_items(gs.items, gs.item_count); + render_enemies(gs.enemies, gs.enemy_count); render_player(&gs.player); 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, &fontTTF); + render_ui(&gs.player); // Draw action log - render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF); + render_action_log(gs.action_log, gs.log_count, gs.log_head); // Draw inventory overlay if active if (gs.show_inventory) { - render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF); + render_inventory_overlay(&gs.player, gs.inv_selected); } // Draw message if any if (gs.last_message != NULL && gs.message_timer > 0) { - render_message(gs.last_message, &fontTTF); + render_message(gs.last_message); } - // Draw persistent seed display in top right - render_seed_display(gs.run_seed); - // Draw game over screen if (gs.game_over) { // Compute final score @@ -617,7 +573,7 @@ static void game_loop(unsigned int run_seed) { } 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.run_seed, &fontTTF); + gs.final_score); } EndDrawing(); @@ -627,67 +583,17 @@ static void game_loop(unsigned int run_seed) { } } -// 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 ]\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); - +int main(void) { // Initialize audio audio_init(); // Initialize random number generator SetRandomSeed(88435); - // 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); + // Initialize window + InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike"); SetTargetFPS(60); // Run game - game_loop(run_seed); + game_loop(); // Cleanup CloseWindow(); diff --git a/src/map.c b/src/map.c index 011c06b..24016c9 100644 --- a/src/map.c +++ b/src/map.c @@ -1,8 +1,6 @@ #include "map.h" #include "rng.h" -#include "settings.h" #include "utils.h" -#include #include void map_init(Map *map) { @@ -12,8 +10,6 @@ void map_init(Map *map) { map->tiles[y][x] = TILE_WALL; } } - memset(map->visible, 0, sizeof(map->visible)); - memset(map->remembered, 0, sizeof(map->remembered)); map->room_count = 0; } @@ -170,6 +166,9 @@ void get_random_floor_tile(Map *map, int *x, int *y, int attempts) { } 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); @@ -187,67 +186,3 @@ void dungeon_generate(Dungeon *d, Map *map, int 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; - - if (map->tiles[y][x] == TILE_WALL && !(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; - return has_line_of_sight(map, from_x, from_y, to_x, to_y); -} - -void calculate_visibility(Map *map, int x, int y) { - memset(map->visible, 0, sizeof(map->visible)); - - for (int ty = 0; ty < MAP_HEIGHT; ty++) { - for (int tx = 0; tx < MAP_WIDTH; tx++) { - if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) { - if (has_line_of_sight(map, x, y, tx, ty)) { - map->visible[ty][tx] = 1; - map->remembered[ty][tx] = 1; - } - } - } - } -} diff --git a/src/map.h b/src/map.h index 84f1119..3cf6337 100644 --- a/src/map.h +++ b/src/map.h @@ -18,10 +18,4 @@ void map_init(Map *map); // Get a random floor tile position void get_random_floor_tile(Map *map, int *x, int *y, int attempts); -// 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 calculate_visibility(Map *map, int x, int y); -int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range); - #endif // MAP_H diff --git a/src/movement.c b/src/movement.c deleted file mode 100644 index 0f7fd8f..0000000 --- a/src/movement.c +++ /dev/null @@ -1,29 +0,0 @@ -#include "movement.h" -#include "enemy.h" -#include "map.h" -#include - -// 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; -} diff --git a/src/movement.h b/src/movement.h deleted file mode 100644 index e73a9a0..0000000 --- a/src/movement.h +++ /dev/null @@ -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 diff --git a/src/player.c b/src/player.c index ecc9967..3bb4c4d 100644 --- a/src/player.c +++ b/src/player.c @@ -2,12 +2,15 @@ #include "combat.h" #include "common.h" #include "items.h" +#include "map.h" #include "settings.h" +#include "utils.h" +#include #include 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); diff --git a/src/player.h b/src/player.h index 290806a..ca91abf 100644 --- a/src/player.h +++ b/src/player.h @@ -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); diff --git a/src/render.c b/src/render.c index 1b4ac8f..3c24e15 100644 --- a/src/render.c +++ b/src/render.c @@ -11,31 +11,18 @@ void render_map(const Map *map) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; - int visible = map->visible[y][x]; - int remembered = map->remembered[y][x]; - - if (!visible && !remembered) { - DrawRectangleRec(rect, (Color){5, 5, 10, 255}); - continue; - } - - Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255}; - Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255}; - Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255}; switch (map->tiles[y][x]) { case TILE_WALL: - DrawRectangleRec(rect, wall_color); + DrawRectangleRec(rect, DARKGRAY); break; case TILE_FLOOR: - DrawRectangleRec(rect, floor_color); + DrawRectangleRec(rect, BLACK); break; case TILE_STAIRS: - DrawRectangleRec(rect, stairs_color); - if (visible) - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); - else - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255}); + DrawRectangleRec(rect, (Color){100, 100, 100, 255}); + // Draw stairs marker + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); break; } } @@ -43,20 +30,17 @@ 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); } -void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { +void render_enemies(const Enemy *enemies, int count) { for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; - if (!visible[enemies[i].position.y][enemies[i].position.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; @@ -88,19 +72,17 @@ 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); } } } -void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { +void render_items(const Item *items, int count) { for (int i = 0; i < count; i++) { if (items[i].picked_up) continue; - if (!visible[items[i].y][items[i].x]) - continue; Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; @@ -126,7 +108,7 @@ void render_items(const Item *items, int count, const unsigned char visible[MAP_ } } -void render_ui(const Player *p, Font *font) { +void render_ui(const Player *p) { // HUD Panel const int hud_y = MAP_HEIGHT * TILE_SIZE; const int hud_height = 60; @@ -170,7 +152,7 @@ void render_ui(const Player *p, Font *font) { int bar_height = 16; // HP Label, above bar - DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 17}, BIG_FONT, NAR_CHAR_SPACE, text_dim); + DrawText("HP", bar_x, bar_y - 11, 9, text_dim); // HP Bar background DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); @@ -195,9 +177,8 @@ void render_ui(const Player *p, Font *font) { // HP text, centered in bar char hp_text[32]; snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); - int hp_text_w = MeasureText(hp_text, 12); - DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT, - SMALL_CHAR_SPACE, WHITE); + int hp_text_w = MeasureText(hp_text, 10); + DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE); // Status effects int effect_x = bar_x; @@ -232,7 +213,7 @@ void render_ui(const Player *p, Font *font) { if (p->effects[i].duration > 0) { char eff_text[16]; snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); - DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color); + DrawText(eff_text, effect_x, effect_y, 9, eff_color); effect_x += 28; } } @@ -244,68 +225,65 @@ void render_ui(const Player *p, Font *font) { // Floor char floor_text[16]; snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); - DrawTextEx(*font, floor_text, (Vector2){stats_x, stats_y}, 16, NORM_CHAR_SPACE, text_bright); - DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); + DrawText(floor_text, stats_x, stats_y, 14, text_bright); + DrawText("Floor", stats_x, stats_y + 16, 9, text_dim); // ATK char atk_text[16]; snprintf(atk_text, sizeof(atk_text), "%d", p->attack); - DrawTextEx(*font, atk_text, (Vector2){stats_x + stat_spacing, stats_y}, 16, NORM_CHAR_SPACE, YELLOW); - DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); + DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW); + DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim); // DEF char def_text[16]; snprintf(def_text, sizeof(def_text), "%d", p->defense); - DrawTextEx(*font, def_text, (Vector2){stats_x + stat_spacing * 2, stats_y}, 16, NORM_CHAR_SPACE, - (Color){100, 150, 255, 255}); - DrawTextEx(*font, "DEF", (Vector2){stats_x + stat_spacing * 2, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); + DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255}); + DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim); int equip_x = section2_end + 15; int equip_y = hud_y + 8; // Weapon slot - DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); + DrawText("WEAPON", equip_x, equip_y, 9, text_dim); if (p->has_weapon) { const char *weapon_name = item_get_name(&p->equipped_weapon); if (weapon_name) { char weapon_text[64]; snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power, dmg_class_get_short(p->equipped_weapon.dmg_class)); - DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255}); + DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255}); } } else { - DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); + DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255}); } // Armor slot - DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); + DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim); if (p->has_armor) { const char *armor_name = item_get_name(&p->equipped_armor); if (armor_name) { char armor_text[48]; snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power); - DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255}); + DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255}); } } else { - DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); + DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255}); } int ctrl_x = section3_end + 20; int ctrl_y = hud_y + 14; - DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT, - MED_CHAR_SPACE, (Color){139, 119, 89, 255}); - DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, MEDIUM_FONT, MED_CHAR_SPACE, - (Color){139, 119, 89, 255}); + DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", ctrl_x, ctrl_y, 11, (Color){139, 119, 89, 255}); + DrawText("[E] Equip [D] Drop [Q] Quit", ctrl_x, ctrl_y + 16, 11, (Color){139, 119, 89, 255}); // INV count in top-right corner of HUD char inv_text[16]; snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY); int inv_width = MeasureText(inv_text, 10); - DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN); + DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN); } -void render_action_log(const char log[5][128], int count, int head, Font *font) { +void render_action_log(const char log[5][128], int count, int head) { // Roguelike scroll/log panel styling const int log_width = 250; const int log_height = 90; @@ -327,8 +305,7 @@ void render_action_log(const char log[5][128], int count, int head, Font *font) // Title bar DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); - DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, log_y + 6}, MEDIUM_FONT, NAR_CHAR_SPACE, - (Color){180, 160, 130, 255}); + DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255}); // Separator line under title DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark); @@ -353,15 +330,15 @@ void render_action_log(const char log[5][128], int count, int head, Font *font) } else { text_color = (Color){120, 110, 100, 200}; // oldest: dim } - DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, 10, NAR_CHAR_SPACE, text_color); + DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color); } } } -void render_inventory_overlay(const Player *p, int selected, Font *font) { +void render_inventory_overlay(const Player *p, int selected) { // Overlay dimensions int ov_width = 360; - int ov_height = 320; + int ov_height = 300; Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60, (float)ov_width, (float)ov_height}; DrawRectangleRec(overlay, (Color){12, 12, 12, 252}); @@ -370,14 +347,12 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { // Title const char *title = "INVENTORY"; int title_w = MeasureText(title, 24); - Vector2 t_w = MeasureTextEx(*font, title, 30, NORM_CHAR_SPACE); - DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10}, HUGE_FONT, - NORM_CHAR_SPACE, WHITE); + DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE); // Draw each inventory slot char slot_text[64]; int row_height = 26; - int start_y = overlay.y + 40; + int start_y = overlay.y + 50; for (int i = 0; i < MAX_INVENTORY; i++) { int y_pos = start_y + (i * row_height); @@ -394,8 +369,7 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { // Slot number snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, - (Color){80, 80, 80, 255}); + DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255}); // Item name const char *name = item_get_name(item); @@ -403,31 +377,31 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255} : (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255} : (Color){140, 140, 255, 255}; - DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color); + DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color); } + // Power snprintf(slot_text, sizeof(slot_text), "+%d", item->power); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, 14, NORM_CHAR_SPACE, YELLOW); + DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW); // Action if (item->type == ITEM_POTION) { - DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GREEN); + DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN); } else { - DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GOLD); + DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD); } } else { // Empty slot snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, - (Color){40, 40, 40, 255}); + DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255}); } } // Instructions at bottom const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close"; - Vector2 hint_w = MeasureTextEx(*font, hint, NORM_FONT, NAR_CHAR_SPACE); - DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2, overlay.y + overlay.height - 22}, - NORM_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255}); + int hint_w = MeasureText(hint, 12); + DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12, + (Color){65, 65, 65, 255}); } static Color label_color(FloatingText *ft, int alpha) { @@ -515,7 +489,7 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak } 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, unsigned int seed, Font *font) { + int times_hit, int potions, int floors, int turns, int score) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); @@ -525,14 +499,13 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i int title_font_size = 60; Color title_color = is_victory ? GOLD : RED; int title_width = MeasureText(title, title_font_size); - DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE, - title_color); + DrawText(title, (SCREEN_WIDTH - title_width) / 2, 30, title_font_size, title_color); // Stats box int box_x = SCREEN_WIDTH / 2 - 200; int box_y = 110; int box_w = 400; - int box_h = 350; + int box_h = 320; DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240}); DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255}); @@ -546,80 +519,71 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i Color value_color = WHITE; // Column 1 - DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); + DrawText("Kills:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", kills); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + DrawText(line, col1_x + 80, row_y, 18, value_color); row_y += line_height; - DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); + DrawText("Items:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", items); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + DrawText(line, col1_x + 80, row_y, 18, value_color); row_y += line_height; - DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); + DrawText("Damage Dealt:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", damage_dealt); - DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); + DrawText(line, col1_x + 140, row_y, 18, value_color); row_y += line_height; - DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); + DrawText("Damage Taken:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", damage_taken); - DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); + DrawText(line, col1_x + 140, row_y, 18, value_color); row_y += line_height; - DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); + DrawText("Crits:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", crits); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + DrawText(line, col1_x + 80, row_y, 18, value_color); row_y += line_height; - DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); + DrawText("Times Hit:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", times_hit); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + DrawText(line, col1_x + 80, row_y, 18, value_color); row_y += line_height; // Column 2 int col2_row_y = box_y + 20; - DrawTextEx(*font, "Potions:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); + DrawText("Potions:", col2_x, col2_row_y, 18, label_color); snprintf(line, sizeof(line), "%d", potions); - DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); + DrawText(line, col2_x + 80, col2_row_y, 18, value_color); col2_row_y += line_height; - DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); + DrawText("Floors:", col2_x, col2_row_y, 18, label_color); snprintf(line, sizeof(line), "%d", floors); - DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); + DrawText(line, col2_x + 80, col2_row_y, 18, value_color); col2_row_y += line_height; - DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); + DrawText("Turns:", col2_x, col2_row_y, 18, label_color); snprintf(line, sizeof(line), "%d", turns); - DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); + DrawText(line, col2_x + 80, col2_row_y, 18, value_color); col2_row_y += line_height; // Score: placed below the last row of the longer column (6 items, row_y is already there) row_y += 10; - DrawTextEx(*font, "SCORE:", (Vector2){col1_x, row_y}, 22, NORM_CHAR_SPACE, GOLD); + DrawText("SCORE:", col1_x, row_y, 22, GOLD); snprintf(line, sizeof(line), "%d", score); - DrawTextEx(*font, line, (Vector2){col1_x + 90, col2_row_y}, 22, NORM_CHAR_SPACE, GOLD); - row_y += 35; + DrawText(line, col1_x + 90, row_y, 22, GOLD); - // Seed display - DrawTextEx(*font, "SEED:", (Vector2){col1_x, row_y}, 18, SMALL_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%u", seed); - DrawTextEx(*font, line, (Vector2){col1_x + 60, row_y}, 18, SMALL_CHAR_SPACE, END_SEED); - - // Instructions if (is_victory) { const char *subtitle = "Press R to play again or Q to quit"; int sub_width = MeasureText(subtitle, 20); - DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, - LIGHTGRAY); + DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); } else { const char *subtitle = "Press R to restart or Q to quit"; int sub_width = MeasureText(subtitle, 20); - DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, - LIGHTGRAY); + DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); } } -void render_message(const char *message, Font *font) { +void render_message(const char *message) { if (message == NULL) return; @@ -688,20 +652,5 @@ void render_message(const char *message, Font *font) { text_y = (int)box_y + padding_y; } - DrawTextEx(*font, message, (Vector2){text_x, text_y}, font_size, NORM_CHAR_SPACE, WHITE); -} - -void render_seed_display(unsigned int seed) { - char seed_text[64]; - snprintf(seed_text, sizeof(seed_text), "Seed: %u", seed); - - const int font_size = 14; - int text_width = MeasureText(seed_text, font_size); - - // Position at top right with padding - int x = SCREEN_WIDTH - text_width - 10; - int y = 5; - - // Draw with non-obstructive dim text color - DrawText(seed_text, x, y, font_size, TEXT_DIM); + DrawText(message, text_x, text_y, font_size, WHITE); } diff --git a/src/render.h b/src/render.h index 7fafbf5..016291f 100644 --- a/src/render.h +++ b/src/render.h @@ -1,4 +1,3 @@ - #ifndef RENDER_H #define RENDER_H @@ -69,7 +68,6 @@ #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 @@ -82,31 +80,28 @@ void render_map(const Map *map); void render_player(const Player *p); // Render all enemies -void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); +void render_enemies(const Enemy *enemies, int count); // Render all items -void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); +void render_items(const Item *items, int count); // Render UI overlay -void render_ui(const Player *p, Font *font); +void render_ui(const Player *p); // Render action log (bottom left corner) -void render_action_log(const char log[5][128], int count, int head, Font *font); +void render_action_log(const char log[5][128], int count, int head); // Render inventory selection overlay -void render_inventory_overlay(const Player *p, int selected, Font *font); +void render_inventory_overlay(const Player *p, int selected); // Render floating damage text void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y); // 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, unsigned int seed, Font *font); + int times_hit, int potions, int floors, int turns, int score); // Render a message popup -void render_message(const char *message, Font *font); - -// Render seed display at top right of screen -void render_seed_display(unsigned int seed); +void render_message(const char *message); #endif // RENDER_H diff --git a/src/settings.h b/src/settings.h index 3408a13..8b8ac54 100644 --- a/src/settings.h +++ b/src/settings.h @@ -8,21 +8,6 @@ #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 @@ -78,9 +63,4 @@ // Message timer #define MESSAGE_TIMER_DURATION 60 -// Visibility / Fog of War -#define PLAYER_VIEW_RANGE 8 -#define ENEMY_VIEW_RANGE 6 -#define ENEMY_PATROL_MOVE_CHANCE 30 - #endif // SETTINGS_H