forked from NotAShelf/rogged
Compare commits
1 commit
0b3608b18c
...
5a5663afca
| Author | SHA1 | Date | |
|---|---|---|---|
|
5a5663afca |
10 changed files with 121 additions and 165 deletions
|
|
@ -1,13 +1,11 @@
|
||||||
# Rogged
|
# Rogged
|
||||||
|
|
||||||
Turn-based, infinite roguelike dungeon crawler built with C99 and with a dash of
|
Turn-based roguelike dungeon crawler, built in C99 and with a dash of Zig to
|
||||||
Zig. Meant to serve primarily, but not exclusively, as a learning opportunity.
|
serve as a learning opportunity. Rogged is basically a classic roguelike where
|
||||||
Rogged is basically a classic roguelike where you descend through floors of a
|
you descend through floors of a procedurally generated dungeon, fighting
|
||||||
procedurally generated dungeon, fighting enemies, managing inventory, and trying
|
enemies, managing inventory, and trying to reach the bottom alive.
|
||||||
to reach the bottom alive or die chasing a highscore!
|
|
||||||
|
|
||||||
The game itself, be it the code or mechanics, is _heavily_ in development. For
|
A non-exhaustive list of its (current) features:
|
||||||
now, a non-exhaustive list of its (current) features are as follows:
|
|
||||||
|
|
||||||
- Turn-based combat with damage variance, critical hits, dodge, and block
|
- Turn-based combat with damage variance, critical hits, dodge, and block
|
||||||
mechanics
|
mechanics
|
||||||
|
|
@ -20,27 +18,33 @@ now, a non-exhaustive list of its (current) features are as follows:
|
||||||
- Procedural audio via raylib
|
- Procedural audio via raylib
|
||||||
- ASCII-inspired tile rendering, with HP bars and floating damage text
|
- ASCII-inspired tile rendering, with HP bars and floating damage text
|
||||||
|
|
||||||
There are still some features lacking polish, or lacking _any_ kind of attention
|
**Controls:**
|
||||||
to be viable. For a semi-complete list of things that need to be done, see the
|
|
||||||
[future plans section](#future-plans).
|
| 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
|
## Build Instructions
|
||||||
|
|
||||||
Rogged is built on a relatively simple stack. It uses C99 for the main game
|
Rogged is built with C99 and Zig. Besides `raylib` and `pkg-config` you will
|
||||||
logic, and Zig for the combat library. Besides `raylib` and `pkg-config`, you
|
need a C compiler and basic Zig tooling. For now, we use C99 and Zig 0.15.2.
|
||||||
only need the core Zig tooling. For now the required Zig version is 0.15.2, but
|
Those might change in the future.
|
||||||
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
|
Additionally you will need `clang-format` and `just` for the developer workflow
|
||||||
building, Zig is enough.
|
if you plan to contribute.
|
||||||
|
|
||||||
### Using Nix (Recommended)
|
### Using Nix (Recommended)
|
||||||
|
|
||||||
The _recommended_ way of developing this project is using
|
The recommended developer tooling is [Nix](https://nixos.org). This provides a
|
||||||
[Nix](https://nixos.org) and relying on devshells for pure, reproducible
|
pure, reproducible devshell across all machines.
|
||||||
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.
|
|
||||||
|
|
||||||
```sh
|
```sh
|
||||||
# Enter the development shell
|
# Enter the development shell
|
||||||
|
|
@ -52,9 +56,6 @@ $ just dev
|
||||||
|
|
||||||
### Manual Build
|
### 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
|
```sh
|
||||||
# Full build
|
# Full build
|
||||||
$ zig build
|
$ zig build
|
||||||
|
|
@ -66,8 +67,6 @@ $ zig build run
|
||||||
$ just dev
|
$ just dev
|
||||||
```
|
```
|
||||||
|
|
||||||
The Justfile provides commands that work across both methods.
|
|
||||||
|
|
||||||
### Task Runner Commands
|
### Task Runner Commands
|
||||||
|
|
||||||
There's a `Justfile` designed to make common tasks somewhat easier. For now,
|
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
|
## Future Plans
|
||||||
|
|
||||||
The game is currently **playable end-to-end**, but it lacks a fair bit of polish
|
The game is currently **playable end-to-end** but it lacks _serious_ polish to
|
||||||
to claim its place as a fun, engaging roguelike you can just boot up and play.
|
claim its place as a fun roguelike. Some of the features I'd like to introduce,
|
||||||
Some of the features that are planned for the future, in no particular order,
|
in no particular order, are as follows:
|
||||||
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
|
- [ ] **Save / Load system** - Persist and restore game state between sessions
|
||||||
- [ ] **More enemy variety** - Additional enemy types with unique abilities
|
- [ ] **More enemy variety** - Additional enemy types with unique abilities
|
||||||
- [ ] **More item variety** - Rings, wands, scrolls, and cursed items
|
- [ ] **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
|
- [ ] **UI polish** - Better message log history, item descriptions, death
|
||||||
screen
|
screen
|
||||||
|
|
||||||
Later down the line it might be an interesting choice to provide a scripting
|
In addition, it might be interesting to allow customizing the "world state" by
|
||||||
API, likely with Lua, to allow customizing the game state and events. Though,
|
as scripting API. Though, that is for much later.
|
||||||
that is for much later.
|
|
||||||
|
|
||||||
## Attributions
|
## 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
|
This was perhaps my best experience in developing a graphical application, and
|
||||||
CERTAINLY the most ergonomic when it comes to writing a game.
|
CERTAINLY the most ergonomic when it comes to writing a game.
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
_I got rogged :/_
|
_I got rogged :/_
|
||||||
|
|
@ -25,7 +25,6 @@ pub fn build(b: *std.Build) void {
|
||||||
"src/main.c",
|
"src/main.c",
|
||||||
"src/map.c",
|
"src/map.c",
|
||||||
"src/player.c",
|
"src/player.c",
|
||||||
"src/movement.c",
|
|
||||||
"src/render.c",
|
"src/render.c",
|
||||||
"src/rng.c",
|
"src/rng.c",
|
||||||
"src/settings.c",
|
"src/settings.c",
|
||||||
|
|
|
||||||
|
|
@ -4,10 +4,6 @@
|
||||||
#include "settings.h"
|
#include "settings.h"
|
||||||
#include <raylib.h>
|
#include <raylib.h>
|
||||||
|
|
||||||
typedef struct {
|
|
||||||
int x, y;
|
|
||||||
} Vec2;
|
|
||||||
|
|
||||||
// Tile types
|
// Tile types
|
||||||
typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
|
typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
|
||||||
|
|
||||||
|
|
@ -61,7 +57,7 @@ typedef struct {
|
||||||
|
|
||||||
// Player
|
// Player
|
||||||
typedef struct {
|
typedef struct {
|
||||||
Vec2 position;
|
int x, y;
|
||||||
int hp, max_hp;
|
int hp, max_hp;
|
||||||
int attack;
|
int attack;
|
||||||
int defense;
|
int defense;
|
||||||
|
|
@ -87,7 +83,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
|
||||||
|
|
||||||
// Enemy
|
// Enemy
|
||||||
typedef struct {
|
typedef struct {
|
||||||
Vec2 position;
|
int x, y;
|
||||||
int hp;
|
int hp;
|
||||||
int max_hp;
|
int max_hp;
|
||||||
int attack;
|
int attack;
|
||||||
|
|
|
||||||
49
src/enemy.c
49
src/enemy.c
|
|
@ -2,7 +2,6 @@
|
||||||
#include "combat.h"
|
#include "combat.h"
|
||||||
#include "common.h"
|
#include "common.h"
|
||||||
#include "map.h"
|
#include "map.h"
|
||||||
#include "movement.h"
|
|
||||||
#include "rng.h"
|
#include "rng.h"
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
|
|
||||||
|
|
@ -30,7 +29,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
|
||||||
get_random_floor_tile(map, &ex, &ey, 50);
|
get_random_floor_tile(map, &ex, &ey, 50);
|
||||||
|
|
||||||
// Don't spawn on player position
|
// Don't spawn on player position
|
||||||
if (ex == p->position.x && ey == p->position.y) {
|
if (ex == p->x && ey == p->y) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -42,8 +41,8 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
|
||||||
// Create enemy
|
// Create enemy
|
||||||
Enemy e;
|
Enemy e;
|
||||||
memset(&e, 0, sizeof(Enemy));
|
memset(&e, 0, sizeof(Enemy));
|
||||||
e.position.x = ex;
|
e.x = ex;
|
||||||
e.position.y = ey;
|
e.y = ey;
|
||||||
e.alive = 1;
|
e.alive = 1;
|
||||||
e.type = rng_int(ENEMY_GOBLIN, max_type);
|
e.type = rng_int(ENEMY_GOBLIN, max_type);
|
||||||
e.effect_count = 0;
|
e.effect_count = 0;
|
||||||
|
|
@ -128,7 +127,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
|
||||||
// Check if position has an enemy
|
// Check if position has an enemy
|
||||||
int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
|
int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
|
||||||
for (int i = 0; i < count; i++) {
|
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 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -137,37 +136,45 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
|
||||||
|
|
||||||
// Check if enemy can see player (adjacent)
|
// Check if enemy can see player (adjacent)
|
||||||
static int can_see_player(Enemy *e, Player *p) {
|
static int can_see_player(Enemy *e, Player *p) {
|
||||||
int dx = p->position.x - e->position.x;
|
int dx = p->x - e->x;
|
||||||
int dy = p->position.y - e->position.y;
|
int dy = p->y - e->y;
|
||||||
return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1);
|
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
|
// Move enemy toward player
|
||||||
static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
|
static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
|
||||||
int dx = 0, dy = 0;
|
int dx = 0, dy = 0;
|
||||||
|
|
||||||
if (p->position.x > e->position.x)
|
if (p->x > e->x)
|
||||||
dx = 1;
|
dx = 1;
|
||||||
else if (p->position.x < e->position.x)
|
else if (p->x < e->x)
|
||||||
dx = -1;
|
dx = -1;
|
||||||
|
|
||||||
if (p->position.y > e->position.y)
|
if (p->y > e->y)
|
||||||
dy = 1;
|
dy = 1;
|
||||||
else if (p->position.y < e->position.y)
|
else if (p->y < e->y)
|
||||||
dy = -1;
|
dy = -1;
|
||||||
|
|
||||||
Vec2 dir = {dx, 0};
|
// Try horizontal first, then vertical
|
||||||
if (dx != 0) {
|
int new_x = e->x + dx;
|
||||||
MoveResult r = try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
|
int new_y = e->y;
|
||||||
if (r == MOVE_RESULT_MOVED)
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
dir.x = 0;
|
if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
|
||||||
dir.y = dy;
|
!is_player_at(p, new_x, new_y)) {
|
||||||
if (dy != 0) {
|
e->x = new_x;
|
||||||
try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
|
} else if (dy != 0) {
|
||||||
|
new_x = e->x;
|
||||||
|
new_y = e->y + dy;
|
||||||
|
if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
|
||||||
|
!is_player_at(p, new_x, new_y)) {
|
||||||
|
e->x = new_x;
|
||||||
|
e->y = new_y;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
57
src/main.c
57
src/main.c
|
|
@ -4,7 +4,6 @@
|
||||||
#include "enemy.h"
|
#include "enemy.h"
|
||||||
#include "items.h"
|
#include "items.h"
|
||||||
#include "map.h"
|
#include "map.h"
|
||||||
#include "movement.h"
|
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
#include "render.h"
|
#include "render.h"
|
||||||
|
|
@ -118,8 +117,8 @@ static void init_floor(GameState *gs, int floor_num) {
|
||||||
gs->floors_reached = 1;
|
gs->floors_reached = 1;
|
||||||
} else {
|
} else {
|
||||||
// Move player to new floor position
|
// Move player to new floor position
|
||||||
gs->player.position.x = start_x;
|
gs->player.x = start_x;
|
||||||
gs->player.position.y = start_y;
|
gs->player.y = start_y;
|
||||||
}
|
}
|
||||||
gs->player.floor = floor_num;
|
gs->player.floor = floor_num;
|
||||||
|
|
||||||
|
|
@ -138,8 +137,7 @@ static void tick_all_effects(GameState *gs) {
|
||||||
// Player effects
|
// Player effects
|
||||||
int player_effect_dmg = combat_tick_effects(&gs->player);
|
int player_effect_dmg = combat_tick_effects(&gs->player);
|
||||||
if (player_effect_dmg > 0) {
|
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,
|
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0);
|
||||||
0);
|
|
||||||
gs->screen_shake = SHAKE_EFFECT_DURATION;
|
gs->screen_shake = SHAKE_EFFECT_DURATION;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -157,7 +155,7 @@ static void tick_all_effects(GameState *gs) {
|
||||||
continue;
|
continue;
|
||||||
int enemy_effect_dmg = combat_tick_enemy_effects(e);
|
int enemy_effect_dmg = combat_tick_enemy_effects(e);
|
||||||
if (enemy_effect_dmg > 0) {
|
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) {
|
if (!e->alive) {
|
||||||
add_log(gs, "Enemy died from effects!");
|
add_log(gs, "Enemy died from effects!");
|
||||||
|
|
@ -175,7 +173,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Check if stepped on stairs
|
// 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->awaiting_descend = 1;
|
||||||
gs->last_message = "Descend to next floor? (Y/N)";
|
gs->last_message = "Descend to next floor? (Y/N)";
|
||||||
gs->message_timer = 120;
|
gs->message_timer = 120;
|
||||||
|
|
@ -184,8 +182,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
|
||||||
|
|
||||||
// combat feedback - player attacked an enemy this turn
|
// combat feedback - player attacked an enemy this turn
|
||||||
if (attacked_enemy != NULL) {
|
if (attacked_enemy != NULL) {
|
||||||
int ex = attacked_enemy->position.x * TILE_SIZE + 8;
|
int ex = attacked_enemy->x * TILE_SIZE + 8;
|
||||||
int ey = attacked_enemy->position.y * TILE_SIZE;
|
int ey = attacked_enemy->y * TILE_SIZE;
|
||||||
|
|
||||||
if (combat_was_dodged()) {
|
if (combat_was_dodged()) {
|
||||||
spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE);
|
spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE);
|
||||||
|
|
@ -226,8 +224,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
|
||||||
gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION;
|
gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION;
|
||||||
gs->damage_taken += combat_get_last_damage();
|
gs->damage_taken += combat_get_last_damage();
|
||||||
gs->times_hit++;
|
gs->times_hit++;
|
||||||
spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE,
|
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
|
||||||
combat_get_last_damage(), combat_was_critical());
|
combat_was_critical());
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set message and check game over
|
// Set message and check game over
|
||||||
|
|
@ -390,7 +388,7 @@ static int handle_movement_input(GameState *gs) {
|
||||||
|
|
||||||
// Check for manual item pickup (G key)
|
// Check for manual item pickup (G key)
|
||||||
if (IsKeyPressed(KEY_G)) {
|
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 (item != NULL) {
|
||||||
if (player_pickup(&gs->player, item)) {
|
if (player_pickup(&gs->player, item)) {
|
||||||
gs->items_collected++;
|
gs->items_collected++;
|
||||||
|
|
@ -419,45 +417,38 @@ static int handle_movement_input(GameState *gs) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Movement: use IsKeyDown for held-key repeat
|
||||||
Vec2 direction = {0, 0};
|
int dx = 0, dy = 0;
|
||||||
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
|
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
|
||||||
direction.y = -1;
|
dy = -1;
|
||||||
else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
|
else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
|
||||||
direction.y = 1;
|
dy = 1;
|
||||||
else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
|
else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
|
||||||
direction.x = -1;
|
dx = -1;
|
||||||
else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
|
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;
|
return 0;
|
||||||
|
|
||||||
// Reset combat event before player acts
|
// Reset combat event before player acts
|
||||||
combat_reset_event();
|
combat_reset_event();
|
||||||
|
|
||||||
|
int new_x = gs->player.x + dx;
|
||||||
int new_x = gs->player.position.x + direction.x;
|
int new_y = gs->player.y + dy;
|
||||||
int new_y = gs->player.position.y + direction.y;
|
|
||||||
|
|
||||||
Enemy *target = NULL;
|
|
||||||
int action = 0;
|
int action = 0;
|
||||||
|
|
||||||
MoveResult result =
|
// Attack enemy at target tile, or move into it
|
||||||
try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true);
|
Enemy *target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
|
||||||
if (result == MOVE_RESULT_MOVED) {
|
|
||||||
player_on_move(&gs->player);
|
|
||||||
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) {
|
if (target != NULL) {
|
||||||
player_attack(&gs->player, target);
|
player_attack(&gs->player, target);
|
||||||
action = 1;
|
action = 1;
|
||||||
}
|
} else {
|
||||||
|
action = player_move(&gs->player, dx, dy, &gs->map);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (action)
|
if (action)
|
||||||
post_action(gs, target);
|
post_action(gs, target); // target is NULL on move, enemy ptr on attack
|
||||||
|
|
||||||
return action;
|
return action;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,29 +0,0 @@
|
||||||
#include "movement.h"
|
|
||||||
#include "enemy.h"
|
|
||||||
#include "map.h"
|
|
||||||
#include <stdbool.h>
|
|
||||||
|
|
||||||
// Check if position is occupied by player
|
|
||||||
static int is_player_at(Player *p, int x, int y) {
|
|
||||||
return (p->position.x == x && p->position.y == y);
|
|
||||||
}
|
|
||||||
|
|
||||||
MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count,
|
|
||||||
bool moving_is_player) {
|
|
||||||
int new_x = p->x + direction.x;
|
|
||||||
int new_y = p->y + direction.y;
|
|
||||||
|
|
||||||
if (!is_floor(map, new_x, new_y))
|
|
||||||
return MOVE_RESULT_BLOCKED_WALL;
|
|
||||||
|
|
||||||
if (is_enemy_at(enemies, enemy_count, new_x, new_y))
|
|
||||||
return MOVE_RESULT_BLOCKED_ENEMY;
|
|
||||||
if (!moving_is_player) {
|
|
||||||
if (is_player_at(player, new_x, new_y))
|
|
||||||
return MOVE_RESULT_BLOCKED_PLAYER;
|
|
||||||
}
|
|
||||||
|
|
||||||
p->x = new_x;
|
|
||||||
p->y = new_y;
|
|
||||||
return MOVE_RESULT_MOVED;
|
|
||||||
}
|
|
||||||
|
|
@ -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
|
|
||||||
31
src/player.c
31
src/player.c
|
|
@ -2,12 +2,15 @@
|
||||||
#include "combat.h"
|
#include "combat.h"
|
||||||
#include "common.h"
|
#include "common.h"
|
||||||
#include "items.h"
|
#include "items.h"
|
||||||
|
#include "map.h"
|
||||||
#include "settings.h"
|
#include "settings.h"
|
||||||
|
#include "utils.h"
|
||||||
|
#include <stdlib.h>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
|
|
||||||
void player_init(Player *p, int x, int y) {
|
void player_init(Player *p, int x, int y) {
|
||||||
p->position.x = x;
|
p->x = x;
|
||||||
p->position.y = y;
|
p->y = y;
|
||||||
p->hp = PLAYER_BASE_HP;
|
p->hp = PLAYER_BASE_HP;
|
||||||
p->max_hp = PLAYER_BASE_HP;
|
p->max_hp = PLAYER_BASE_HP;
|
||||||
p->attack = PLAYER_BASE_ATTACK;
|
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)
|
if (count > MAX_ENEMIES)
|
||||||
count = MAX_ENEMIES;
|
count = MAX_ENEMIES;
|
||||||
for (int i = 0; i < count; i++) {
|
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 &enemies[i];
|
||||||
}
|
}
|
||||||
return NULL;
|
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;
|
p->step_count += 1;
|
||||||
|
// Regen suppressed while poisoned, bleeding, or burning
|
||||||
if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp &&
|
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_POISON) &&
|
||||||
!combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) &&
|
!combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) &&
|
||||||
!combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) {
|
!combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) {
|
||||||
p->hp += 1;
|
p->hp += 1;
|
||||||
}
|
}
|
||||||
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
void player_attack(Player *p, Enemy *e) {
|
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) {
|
if (items[i].picked_up) {
|
||||||
// Place dropped item at this position
|
// Place dropped item at this position
|
||||||
items[i] = *item;
|
items[i] = *item;
|
||||||
items[i].x = p->position.x;
|
items[i].x = p->x;
|
||||||
items[i].y = p->position.y;
|
items[i].y = p->y;
|
||||||
items[i].picked_up = 0;
|
items[i].picked_up = 0;
|
||||||
// Remove from inventory
|
// Remove from inventory
|
||||||
player_remove_inventory_item(p, inv_index);
|
player_remove_inventory_item(p, inv_index);
|
||||||
|
|
|
||||||
|
|
@ -6,8 +6,8 @@
|
||||||
// Initialize player at position
|
// Initialize player at position
|
||||||
void player_init(Player *p, int x, int y);
|
void player_init(Player *p, int x, int y);
|
||||||
|
|
||||||
// Apply status effects, healing, etc
|
// Move player to (x+dx, y+dy); returns 1 if moved, 0 if blocked
|
||||||
void player_on_move(Player *p);
|
int player_move(Player *p, int dx, int dy, Map *map);
|
||||||
|
|
||||||
// Find a living enemy at tile (x, y); returns NULL if none
|
// 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);
|
Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y);
|
||||||
|
|
|
||||||
12
src/render.c
12
src/render.c
|
|
@ -30,10 +30,8 @@ void render_map(const Map *map) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void render_player(const Player *p, Texture2D *ptile) {
|
void render_player(const Player *p, Texture2D *ptile) {
|
||||||
//Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE,
|
// Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
|
||||||
// (float)TILE_SIZE};
|
|
||||||
// DrawRectangleRec(rect, BLUE);
|
// DrawRectangleRec(rect, BLUE);
|
||||||
|
|
||||||
DrawTexture(*ptile, (float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (Color){255, 255, 255, 255});
|
DrawTexture(*ptile, (float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (Color){255, 255, 255, 255});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -42,8 +40,8 @@ void render_enemies(const Enemy *enemies, int count) {
|
||||||
if (!enemies[i].alive)
|
if (!enemies[i].alive)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
|
Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE), (float)TILE_SIZE,
|
||||||
(float)TILE_SIZE, (float)TILE_SIZE};
|
(float)TILE_SIZE};
|
||||||
|
|
||||||
// Different colors based on enemy type
|
// Different colors based on enemy type
|
||||||
Color enemy_color;
|
Color enemy_color;
|
||||||
|
|
@ -75,8 +73,8 @@ void render_enemies(const Enemy *enemies, int count) {
|
||||||
bar_color = (Color){200, 180, 40, 255}; // yellow
|
bar_color = (Color){200, 180, 40, 255}; // yellow
|
||||||
else
|
else
|
||||||
bar_color = (Color){200, 60, 60, 255}; // red
|
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),
|
Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_pixels,
|
||||||
(float)hp_pixels, 3};
|
3};
|
||||||
DrawRectangleRec(hp_bar, bar_color);
|
DrawRectangleRec(hp_bar, bar_color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue