diff --git a/.clang-format b/.clang-format new file mode 100644 index 0000000..39ef087 --- /dev/null +++ b/.clang-format @@ -0,0 +1,100 @@ +# Based on LLVM style with project-specific adjustments +--- +Language: C + +# Indentation +IndentWidth: 2 +TabWidth: 2 +UseTab: Never +IndentCaseLabels: false +IndentPPDirectives: None + +# Line length +ColumnLimit: 120 + +# Braces +BreakBeforeBraces: Attach +BraceWrapping: + AfterFunction: false + AfterControlStatement: false + AfterEnum: false + AfterStruct: false + AfterUnion: false + BeforeElse: false + IndentBraces: false + +# Alignment +AlignConsecutiveAssignments: false +AlignConsecutiveDeclarations: false +AlignEscapedNewlines: Right +AlignOperands: true +AlignTrailingComments: true +PointerAlignment: Right + +# Spacing +SpaceAfterCStyleCast: false +SpaceBeforeAssignmentOperators: true +SpaceBeforeParens: ControlStatements +SpaceInEmptyParentheses: false +SpacesInCStyleCastParentheses: false +SpacesInParentheses: false +SpacesInSquareBrackets: false + +# Line breaks +AllowShortBlocksOnASingleLine: false +AllowShortCaseLabelsOnASingleLine: false +AllowShortFunctionsOnASingleLine: Empty +AllowShortIfStatementsOnASingleLine: false +AllowShortLoopsOnASingleLine: false +AlwaysBreakAfterReturnType: None +AlwaysBreakBeforeMultilineStrings: false +BinPackArguments: true +BinPackParameters: true +BreakBeforeBinaryOperators: None +BreakBeforeTernaryOperators: true +BreakStringLiterals: true +ContinuationIndentWidth: 4 + +# Includes +IncludeBlocks: Preserve +SortIncludes: false + +# Comments +ReflowComments: true +SpacesBeforeTrailingComments: 2 + +# Other +DerivePointerAlignment: false +DisableFormat: false +ExperimentalAutoDetectBinPacking: false +FixNamespaceComments: false +KeepEmptyLinesAtTheStartOfBlocks: false +MacroBlockBegin: '' +MacroBlockEnd: '' +MaxEmptyLinesToKeep: 2 +NamespaceIndentation: None +ObjCBlockIndentWidth: 2 +ObjCSpaceAfterProperty: false +ObjCSpaceBeforeProtocolList: true +PenaltyBreakBeforeFirstCallParameter: 19 +PenaltyBreakComment: 300 +PenaltyBreakFirstLessLess: 120 +PenaltyBreakString: 1000 +PenaltyExcessCharacter: 1000000 +PenaltyReturnTypeOnItsOwnLine: 60 +SpaceAfterTemplateKeyword: true +SpaceBeforeInheritanceColon: true +SpaceBeforeCtorInitializerColon: true +SpaceBeforeRangeBasedForLoopColon: true +SpaceBeforeSquareBrackets: false +SpacesInAngles: false +StatementMacros: + - Q_UNUSED + - QT_REQUIRE_VERSION +TypenameMacros: + - STACK_OF + - LIST + - DECLARE_STACK_OF + - DECLARE_LIST + - IMPLEMENT_STACK_OF + - IMPLEMENT_LIST diff --git a/.envrc b/.envrc new file mode 100644 index 0000000..23f9a4e --- /dev/null +++ b/.envrc @@ -0,0 +1 @@ +use flake . --substituters "https://cache.nixos.org" diff --git a/Makefile b/Makefile index 096ca87..607167e 100644 --- a/Makefile +++ b/Makefile @@ -12,7 +12,7 @@ OBJDIR := obj SOURCES := $(wildcard $(SRCDIR)/*.c) OBJECTS := $(patsubst $(SRCDIR)/%.c,$(OBJDIR)/%.o,$(SOURCES)) -.PHONY: all clean +.PHONY: all clean format format-check all: $(TARGET) @@ -29,3 +29,17 @@ clean: # Alias for development dev: all ./$(TARGET) + +# Format all source files with clang-format +fmt: + @command -v clang-format >/dev/null 2>&1 || { echo "Error: clang-format is missing"; exit 1; } + @echo "Formatting source files..." + @clang-format -i $(SOURCES) $(wildcard $(SRCDIR)/*.h) + @echo "Done formatting." + +# Check formatting without modifying files +fmt-check: + @command -v clang-format >/dev/null 2>&1 || { echo "Error: clang-format is missing"; exit 1; } + @echo "Checking formatting..." + @clang-format --dry-run --Werror \ + $(SOURCES) $(wildcard $(SRCDIR)/*.h) && echo "All files properly formatted." || { echo "Formatting issues found. Run 'make fmt' to fix."; exit 1; } diff --git a/nix/shell.nix b/nix/shell.nix index c30fba3..e51be03 100644 --- a/nix/shell.nix +++ b/nix/shell.nix @@ -7,10 +7,16 @@ }: mkShell { strictDeps = true; - buildInputs = [ + packages = [ clang-tools - raylib gnumake + ]; + + buildInputs = [ + raylib + ]; + + nativeBuildInputs = [ pkg-config ]; } diff --git a/src/audio.c b/src/audio.c index 741136b..c6bcefd 100644 --- a/src/audio.c +++ b/src/audio.c @@ -1,9 +1,10 @@ #include "audio.h" #include "raylib.h" #include +#include #ifndef M_PI -#define M_PI 3.14159265358979323846 // xd +#define M_PI 3.14159265358979323846 // xd #endif #define SAMPLE_RATE 44100 @@ -11,11 +12,17 @@ // Generate a simple sine wave tone static void play_tone(float frequency, float duration, float volume) { - static float samples[SAMPLE_RATE]; int sample_count = (int)(SAMPLE_RATE * duration); if (sample_count > SAMPLE_RATE) sample_count = SAMPLE_RATE; + if (sample_count <= 0) + return; + + // Allocate samples dynamically to avoid shared static buffer corruption + float *samples = (float *)MemAlloc(sample_count * sizeof(float)); + if (samples == NULL) + return; // Generate sine wave for (int i = 0; i < sample_count; i++) { @@ -24,7 +31,7 @@ static void play_tone(float frequency, float duration, float volume) { // Apply simple envelope (fade in/out) float envelope = 1.0f; - int fade_samples = SAMPLE_RATE / 20; // 50ms fade + int fade_samples = SAMPLE_RATE / 20; // 50ms fade if (i < fade_samples) { envelope = (float)i / fade_samples; } else if (i > sample_count - fade_samples) { @@ -43,6 +50,9 @@ static void play_tone(float frequency, float duration, float volume) { Sound sound = LoadSoundFromWave(wave); PlaySound(sound); UnloadSound(sound); + + // Free the dynamically allocated buffer + MemFree(samples); } void audio_init(void) { diff --git a/src/audio.h b/src/audio.h index 8950980..a574a9a 100644 --- a/src/audio.h +++ b/src/audio.h @@ -25,4 +25,4 @@ void audio_play_player_damage(void); // Play stairs/level change sound void audio_play_stairs(void); -#endif // AUDIO_H +#endif // AUDIO_H diff --git a/src/combat.c b/src/combat.c index 2caa0e5..fbb66cc 100644 --- a/src/combat.c +++ b/src/combat.c @@ -1,5 +1,6 @@ #include "combat.h" #include "common.h" +#include "rng.h" #include // Track combat events for feedback @@ -7,35 +8,65 @@ typedef struct { const char *message; int damage; int is_player_damage; + int is_critical; } CombatEvent; -static CombatEvent last_event = {NULL, 0, 0}; +static CombatEvent last_event = {NULL, 0, 0, 0}; -const char *combat_get_last_message(void) { return last_event.message; } +const char *combat_get_last_message(void) { + return last_event.message; +} -int combat_get_last_damage(void) { return last_event.damage; } +int combat_get_last_damage(void) { + return last_event.damage; +} -int combat_was_player_damage(void) { return last_event.is_player_damage; } +int combat_was_player_damage(void) { + return last_event.is_player_damage; +} + +int combat_was_critical(void) { + return last_event.is_critical; +} void combat_player_attack(Player *p, Enemy *e) { if (e == NULL || !e->alive) return; - // Deal damage - int damage = p->attack; - e->hp -= damage; + last_event.is_critical = 0; - // Set combat event - last_event.damage = damage; - last_event.is_player_damage = 0; + // 90% hit chance + if (rng_int(0, 99) < 90) { + // calculate damage with variance from player stats + int base_damage = p->attack; + int variance = rng_int(p->dmg_variance_min, p->dmg_variance_max); + int damage = (base_damage * variance) / 100; + if (damage < 1) + damage = 1; - // Check if enemy died - if (e->hp <= 0) { - e->hp = 0; - e->alive = 0; - last_event.message = "Enemy killed!"; + // 10% critical hit chance for 1.5x + if (rng_int(0, 9) == 0) { + damage = (damage * 3) / 2; + last_event.is_critical = 1; + } + + e->hp -= damage; + last_event.damage = damage; + last_event.is_player_damage = 0; + + if (e->hp <= 0) { + e->hp = 0; + e->alive = 0; + last_event.message = "Enemy killed!"; + } else if (last_event.is_critical) { + last_event.message = "Critical hit!"; + } else { + last_event.message = "You hit"; + } } else { - last_event.message = "You hit the enemy"; + last_event.damage = 0; + last_event.is_player_damage = 0; + last_event.message = "You missed"; } } @@ -45,22 +76,42 @@ void combat_enemy_attack(Enemy *e, Player *p) { if (p == NULL) return; - // Deal damage reduced by defense (minimum 1 damage) - int damage = e->attack - p->defense; - if (damage < 1) - damage = 1; - p->hp -= damage; + last_event.is_critical = 0; - // Set combat event - last_event.damage = damage; - last_event.is_player_damage = 1; + // 85% hit chance for enemies + if (rng_int(0, 99) < 85) { + // calculate damage with variance + int base_damage = e->attack - p->defense; + if (base_damage < 1) + base_damage = 1; - // Check if player died - if (p->hp <= 0) { - p->hp = 0; - last_event.message = "You died!"; + int variance = rng_int(80, 120); + int damage = (base_damage * variance) / 100; + if (damage < 1) + damage = 1; + + // 5% critical hit chance for enemies + if (rng_int(0, 19) == 0) { + damage = (damage * 3) / 2; + last_event.is_critical = 1; + } + + p->hp -= damage; + last_event.damage = damage; + last_event.is_player_damage = 1; + + if (p->hp <= 0) { + p->hp = 0; + last_event.message = "You died!"; + } else if (last_event.is_critical) { + last_event.message = "Critical!"; + } else { + last_event.message = "Hit"; + } } else { - last_event.message = "Enemy attacks!"; + last_event.damage = 0; + last_event.is_player_damage = 1; + last_event.message = "Missed"; } } @@ -68,4 +119,5 @@ void combat_reset_event(void) { last_event.message = NULL; last_event.damage = 0; last_event.is_player_damage = 0; + last_event.is_critical = 0; } diff --git a/src/combat.h b/src/combat.h index cc44794..c53f6a7 100644 --- a/src/combat.h +++ b/src/combat.h @@ -12,13 +12,16 @@ int combat_get_last_damage(void); // Was last damage to player? int combat_was_player_damage(void); +// Was it a critical hit? +int combat_was_critical(void); + // Reset combat event void combat_reset_event(void); -// Player attacks enemy +// Player attacks enemy (pass player for damage variance) void combat_player_attack(Player *p, Enemy *e); // Enemy attacks player void combat_enemy_attack(Enemy *e, Player *p); -#endif // COMBAT_H +#endif // COMBAT_H diff --git a/src/common.h b/src/common.h index 85c6be1..b963c3b 100644 --- a/src/common.h +++ b/src/common.h @@ -44,8 +44,18 @@ typedef struct { int attack; int defense; int floor; + int step_count; + int speed; // actions per 100 ticks (100 = 1 action per turn) + int cooldown; // countdown to next action (0 = can act) + Item equipped_weapon; + int has_weapon; + Item equipped_armor; + int has_armor; Item inventory[MAX_INVENTORY]; int inventory_count; + // damage variance range (0.8 to 1.2 = 80 to 120) + int dmg_variance_min; // minimum damage multiplier (80 = 0.8x) + int dmg_variance_max; // maximum damage multiplier (120 = 1.2x) } Player; // Enemy types @@ -55,9 +65,49 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType; typedef struct { int x, y; int hp; + int max_hp; int attack; int alive; EnemyType type; + int speed; // actions per 100 ticks + int cooldown; // countdown to next action } Enemy; -#endif // COMMON_H +// Floating damage text +typedef struct { + int x, y; + int value; + int lifetime; // frames remaining + int is_critical; +} FloatingText; + +// GameState - encapsulates all game state for testability and save/load +typedef struct { + Player player; + Map map; + Dungeon dungeon; + Enemy enemies[MAX_ENEMIES]; + int enemy_count; + Item items[MAX_ITEMS]; + int item_count; + int game_over; + int game_won; + const char *last_message; + int message_timer; + int turn_count; + int awaiting_descend; // 0 = normal, 1 = waiting for Y/N + int show_inventory; // 0 = hidden, 1 = show overlay + int inv_selected; // currently selected inventory index + // action log + char action_log[5][128]; + int log_count; + int log_head; + // visual effects + FloatingText floating_texts[8]; + int floating_count; + int screen_shake; // frames of screen shake remaining + int shake_x; + int shake_y; +} GameState; + +#endif // COMMON_H diff --git a/src/enemy.c b/src/enemy.c index fa35de5..f6ca10f 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -5,7 +5,7 @@ #include "rng.h" // Forward declaration -int is_enemy_at(Enemy *enemies, int count, int x, int y); +int is_enemy_at(const Enemy *enemies, int count, int x, int y); void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { *count = 0; @@ -47,22 +47,31 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { // Stats based on type and floor switch (e.type) { case ENEMY_GOBLIN: - e.hp = ENEMY_BASE_HP + floor; + e.max_hp = ENEMY_BASE_HP + floor; + e.hp = e.max_hp; e.attack = ENEMY_BASE_ATTACK; + e.speed = 55 + rng_int(0, 10); break; case ENEMY_SKELETON: - e.hp = ENEMY_BASE_HP + floor + 2; + e.max_hp = ENEMY_BASE_HP + floor + 2; + e.hp = e.max_hp; e.attack = ENEMY_BASE_ATTACK + 1; + e.speed = 70 + rng_int(0, 10); break; case ENEMY_ORC: - e.hp = ENEMY_BASE_HP + floor + 4; + e.max_hp = ENEMY_BASE_HP + floor + 4; + e.hp = e.max_hp; e.attack = ENEMY_BASE_ATTACK + 2; + e.speed = 85 + rng_int(0, 10); break; default: - e.hp = ENEMY_BASE_HP; + e.max_hp = ENEMY_BASE_HP; + e.hp = e.max_hp; e.attack = ENEMY_BASE_ATTACK; + e.speed = 60; break; } + e.cooldown = e.speed; enemies[i] = e; (*count)++; @@ -70,7 +79,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { } // Check if position has an enemy -int is_enemy_at(Enemy *enemies, int count, int x, int y) { +int is_enemy_at(const Enemy *enemies, int count, int x, int y) { for (int i = 0; i < count; i++) { if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) { return 1; @@ -86,9 +95,13 @@ static int can_see_player(Enemy *e, Player *p) { 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) { +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->x > e->x) @@ -105,20 +118,35 @@ static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, int new_x = e->x + dx; int new_y = e->y; - if (dx != 0 && is_floor(map, new_x, new_y) && - !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { + 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->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)) { + 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 adjacent, otherwise move) +void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) { + if (!e->alive) + return; + + // Check if adjacent to player - attack + if (can_see_player(e, p)) { + combat_enemy_attack(e, p); + return; + } + + // 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) { for (int i = 0; i < count; i++) { Enemy *e = &enemies[i]; @@ -126,14 +154,10 @@ void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) { if (!e->alive) continue; - // Check if adjacent to player - attack - if (can_see_player(e, p)) { - // Use combat system - combat_enemy_attack(e, p); - continue; + e->cooldown -= e->speed; + if (e->cooldown <= 0) { + enemy_act(e, p, map, enemies, count); + e->cooldown = 100; } - - // Otherwise, move toward player - enemy_move_toward_player(e, p, map, enemies, count); } } diff --git a/src/enemy.h b/src/enemy.h index fdd260b..8eaf852 100644 --- a/src/enemy.h +++ b/src/enemy.h @@ -9,7 +9,10 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor); // Update all enemy AI void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map); -// Check if position has an enemy -int is_enemy_at(Enemy *enemies, int count, int x, int y); +// 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); -#endif // ENEMY_H +// Check if position has an enemy +int is_enemy_at(const Enemy *enemies, int count, int x, int y); + +#endif // ENEMY_H diff --git a/src/items.c b/src/items.c index ebe41eb..c758955 100644 --- a/src/items.c +++ b/src/items.c @@ -40,15 +40,15 @@ void item_spawn(Item items[], int *count, Map *map, int floor) { if (type_roll < 50) { // 50% chance for potion item.type = ITEM_POTION; - item.power = 5 + rng_int(0, floor * 2); // healing: 5 + 0-2*floor + item.power = 5 + rng_int(0, floor * 2); // healing: 5 + 0-2*floor } else if (type_roll < 80) { // 30% chance for weapon item.type = ITEM_WEAPON; - item.power = 1 + rng_int(0, floor); // attack bonus: 1 + 0-floor + item.power = 1 + rng_int(0, floor); // attack bonus: 1 + 0-floor } else { // 20% chance for armor item.type = ITEM_ARMOR; - item.power = 1 + rng_int(0, floor / 2); // defense bonus + item.power = 1 + rng_int(0, floor / 2); // defense bonus } items[i] = item; @@ -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; diff --git a/src/items.h b/src/items.h index c54e827..fa913f2 100644 --- a/src/items.h +++ b/src/items.h @@ -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); -#endif // ITEMS_H +// 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 diff --git a/src/main.c b/src/main.c index e08d341..cf0e9d1 100644 --- a/src/main.c +++ b/src/main.c @@ -10,57 +10,85 @@ #include "rng.h" #include "settings.h" #include +#include +#include -// Global game state -static Player player; -static Map map; -static Dungeon dungeon; -static Enemy enemies[MAX_ENEMIES]; -static int enemy_count; -static Item items[MAX_ITEMS]; -static int item_count; -static int game_over = 0; -static int game_won = 0; -static const char *last_message = NULL; -static int message_timer = 0; +// Add message to action log +static void add_log(GameState *gs, const char *msg) { + strncpy(gs->action_log[gs->log_head], msg, 127); + gs->action_log[gs->log_head][127] = '\0'; + gs->log_head = (gs->log_head + 1) % 5; + if (gs->log_count < 5) { + gs->log_count++; + } +} -// Turn counter for enemy movement (enemies move every other turn) -static int turn_count = 0; +// spawn floating damage text +static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) { + if (gs->floating_count < 8) { + gs->floating_texts[gs->floating_count].x = x; + gs->floating_texts[gs->floating_count].y = y; + gs->floating_texts[gs->floating_count].value = value; + gs->floating_texts[gs->floating_count].lifetime = 60; + gs->floating_texts[gs->floating_count].is_critical = is_critical; + gs->floating_count++; + } +} + +// update floating texts and screen shake +static void update_effects(GameState *gs) { + // update floating texts + for (int i = 0; i < 8; i++) { + if (gs->floating_texts[i].lifetime > 0) { + gs->floating_texts[i].lifetime--; + } + } + + // update screen shake + if (gs->screen_shake > 0) { + gs->screen_shake--; + gs->shake_x = rng_int(-4, 4); + gs->shake_y = rng_int(-4, 4); + } else { + gs->shake_x = 0; + gs->shake_y = 0; + } +} // Initialize a new floor -static void init_floor(int floor_num) { +static void init_floor(GameState *gs, int floor_num) { // Generate dungeon - dungeon_generate(&dungeon, &map, floor_num); + dungeon_generate(&gs->dungeon, &gs->map, floor_num); // Seed rng for this floor's content rng_seed(floor_num * 54321); // Find spawn position int start_x, start_y; - get_random_floor_tile(&map, &start_x, &start_y, 100); + get_random_floor_tile(&gs->map, &start_x, &start_y, 100); // Initialize player position if first floor if (floor_num == 1) { - player_init(&player, start_x, start_y); + player_init(&gs->player, start_x, start_y); } else { // Move player to new floor position - player.x = start_x; - player.y = start_y; + gs->player.x = start_x; + gs->player.y = start_y; } - player.floor = floor_num; + gs->player.floor = floor_num; // Spawn enemies - enemy_spawn(enemies, &enemy_count, &map, &player, floor_num); + enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num); // Spawn items - item_spawn(items, &item_count, &map, floor_num); + item_spawn(gs->items, &gs->item_count, &gs->map, floor_num); // Reset turn counter - turn_count = 0; + gs->turn_count = 0; } -// Handle player input - returns: 0=continue, -1=quit -static int handle_input(void) { +// Handle player input - returns: 0=continue, 1=acted, -1=quit +static int handle_input(GameState *gs) { int dx = 0, dy = 0; // Check for quit first (always works) @@ -69,21 +97,181 @@ static int handle_input(void) { } // Check for restart (works during game over) - if (IsKeyPressed(KEY_R) && game_over) { - game_over = 0; - game_won = 0; - init_floor(1); + if (IsKeyPressed(KEY_R) && gs->game_over) { + memset(gs, 0, sizeof(GameState)); + init_floor(gs, 1); return 0; } - // Check for item usage (U key) - if (IsKeyPressed(KEY_U) && !game_over) { - if (player.inventory_count > 0) { - if (player_use_first_item(&player)) { - last_message = "Used item!"; - message_timer = 60; + if (gs->show_inventory) { + if (IsKeyPressed(KEY_I) || IsKeyPressed(KEY_ESCAPE)) { + gs->show_inventory = 0; + return 0; + } + + if (IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) { + gs->inv_selected++; + if (gs->inv_selected >= gs->player.inventory_count) { + gs->inv_selected = 0; + } + return 0; + } + if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) { + if (gs->inv_selected == 0) { + gs->inv_selected = (gs->player.inventory_count > 0) ? gs->player.inventory_count - 1 : 0; + } else { + gs->inv_selected--; + } + return 0; + } + + if (IsKeyPressed(KEY_ONE)) + gs->inv_selected = 0; + if (IsKeyPressed(KEY_TWO)) + gs->inv_selected = 1; + if (IsKeyPressed(KEY_THREE)) + gs->inv_selected = 2; + if (IsKeyPressed(KEY_FOUR)) + gs->inv_selected = 3; + if (IsKeyPressed(KEY_FIVE)) + gs->inv_selected = 4; + if (IsKeyPressed(KEY_SIX)) + gs->inv_selected = 5; + if (IsKeyPressed(KEY_SEVEN)) + gs->inv_selected = 6; + if (IsKeyPressed(KEY_EIGHT)) + gs->inv_selected = 7; + if (IsKeyPressed(KEY_NINE)) + gs->inv_selected = 8; + if (IsKeyPressed(KEY_ZERO)) + gs->inv_selected = 9; + + // E to equip selected item + if (IsKeyPressed(KEY_E)) { + if (player_equip_item(&gs->player, gs->inv_selected)) { + gs->last_message = "Item equipped!"; + gs->message_timer = 60; + add_log(gs, "Equipped item"); + if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) { + gs->inv_selected--; + } + return 1; + } else { + gs->last_message = "Cannot equip that!"; + gs->message_timer = 60; + } + } + + // U or Enter to use selected item + if (IsKeyPressed(KEY_U) || IsKeyPressed(KEY_ENTER)) { + if (gs->player.inventory_count > 0) { + Item *item = player_get_inventory_item(&gs->player, gs->inv_selected); + if (item != NULL) { + if (item->type == ITEM_POTION) { + player_use_item(&gs->player, item); + player_remove_inventory_item(&gs->player, gs->inv_selected); + gs->last_message = "Used potion!"; + gs->message_timer = 60; + add_log(gs, "Used potion"); + gs->show_inventory = 0; + return 1; + } else { + gs->last_message = "Equip weapons/armor with E!"; + gs->message_timer = 60; + } + } + } + } + + // D to drop selected item + if (IsKeyPressed(KEY_D)) { + if (gs->player.inventory_count > 0) { + Item *item = player_get_inventory_item(&gs->player, gs->inv_selected); + if (item != NULL) { + char drop_msg[64]; + snprintf(drop_msg, sizeof(drop_msg), "Dropped %s", item_get_name(item)); + if (player_drop_item(&gs->player, gs->inv_selected, gs->items, gs->item_count)) { + add_log(gs, drop_msg); + gs->last_message = "Item dropped!"; + gs->message_timer = 60; + if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) { + gs->inv_selected--; + } + return 1; + } else { + gs->last_message = "Cannot drop!"; + gs->message_timer = 60; + } + } + } + } + + return 0; + } + + // Handle descend confirmation + if (gs->awaiting_descend) { + if (IsKeyPressed(KEY_Y)) { + // Descend + if (gs->player.floor < NUM_FLOORS) { + audio_play_stairs(); + init_floor(gs, gs->player.floor + 1); + gs->last_message = "Descended to next floor!"; + gs->message_timer = 60; + add_log(gs, "Descended stairs"); + gs->awaiting_descend = 0; + return 1; + } else { + gs->game_won = 1; + gs->game_over = 1; + gs->awaiting_descend = 0; + return 1; + } + } + if (IsKeyPressed(KEY_N)) { + gs->awaiting_descend = 0; + gs->last_message = "Stayed on floor."; + gs->message_timer = 60; + return 1; + } + return 0; + } + + // Check for inventory toggle (I key) + if (IsKeyPressed(KEY_I) && !gs->game_over) { + gs->show_inventory = 1; + gs->inv_selected = 0; + return 0; // don't consume turn + } + + // Check for manual item pickup (G key) + if (IsKeyPressed(KEY_G) && !gs->game_over) { + 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)) { + char pickup_msg[64]; + snprintf(pickup_msg, sizeof(pickup_msg), "Picked up %s", item_get_name(item)); + add_log(gs, pickup_msg); + gs->last_message = "Picked up item!"; + gs->message_timer = 60; audio_play_item_pickup(); - return 1; // consume a turn + return 1; + } else { + gs->last_message = "Inventory full!"; + gs->message_timer = 60; + return 1; + } + } + } + + // Check for item usage (U key - use first potion) + if (IsKeyPressed(KEY_U) && !gs->game_over) { + if (gs->player.inventory_count > 0) { + if (player_use_first_item(&gs->player)) { + gs->last_message = "Used potion!"; + gs->message_timer = 60; + audio_play_item_pickup(); + return 1; // consume a turn } } } @@ -104,58 +292,50 @@ static int handle_input(void) { combat_reset_event(); // Player action - - int action = player_move(&player, dx, dy, &map, enemies, enemy_count, items, - item_count); + int action = player_move(&gs->player, dx, dy, &gs->map, gs->enemies, gs->enemy_count); if (action) { // Increment turn counter - turn_count++; + gs->turn_count++; // Check if stepped on stairs - - if (map.tiles[player.y][player.x] == TILE_STAIRS) { - // Go to next floor - if (player.floor < NUM_FLOORS) { - audio_play_stairs(); - init_floor(player.floor + 1); - last_message = "Descended to next floor!"; - message_timer = 60; - } else { - // Won the game - game_won = 1; - game_over = 1; - } + 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; + return 1; } - // Check if killed enemy - - if (combat_get_last_message() != NULL && !combat_was_player_damage()) { - // Check if enemy died - for (int i = 0; i < enemy_count; i++) { - if (!enemies[i].alive) { - audio_play_enemy_death(); + // combat feedback - player attacked enemy + if (combat_get_last_damage() > 0 && !combat_was_player_damage()) { + // find the enemy we attacked + for (int i = 0; i < gs->enemy_count; i++) { + if (!gs->enemies[i].alive && combat_get_last_damage() > 0) { + spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE, + combat_get_last_damage(), combat_was_critical()); + break; } } } - // Enemy turn - only every other turn for fairness - if (turn_count % 2 == 0) { - enemy_update_all(enemies, enemy_count, &player, &map); - } + // Enemy turns - now uses speed/cooldown system (no more % 2 hack) + enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); // Check if player took damage if (combat_was_player_damage() && combat_get_last_damage() > 0) { audio_play_player_damage(); + gs->screen_shake = 8; + spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(), + combat_was_critical()); } // Set message - last_message = combat_get_last_message(); - message_timer = 60; + gs->last_message = combat_get_last_message(); + gs->message_timer = 60; // Check game over - if (player.hp <= 0) { - game_over = 1; + if (gs->player.hp <= 0) { + gs->game_over = 1; } } } @@ -165,17 +345,20 @@ static int handle_input(void) { // Main game loop static void game_loop(void) { + GameState gs; + memset(&gs, 0, sizeof(GameState)); + // Initialize first floor rng_seed(12345); - init_floor(1); + init_floor(&gs, 1); // Disable esc to exit SetExitKey(0); while (!WindowShouldClose()) { // Handle input - if (!game_over) { - int quit = handle_input(); + if (!gs.game_over) { + int quit = handle_input(&gs); if (quit == -1) break; } else { @@ -183,41 +366,57 @@ static void game_loop(void) { if (IsKeyPressed(KEY_Q)) break; if (IsKeyPressed(KEY_R)) { - game_over = 0; - game_won = 0; - init_floor(1); + memset(&gs, 0, sizeof(GameState)); + gs.game_over = 0; + gs.game_won = 0; + init_floor(&gs, 1); } } // Update message timer - if (message_timer > 0) - message_timer--; + if (gs.message_timer > 0) + gs.message_timer--; + + // Update effects + update_effects(&gs); // Render BeginDrawing(); ClearBackground(BLACK); - // Draw game elements - render_map(&map); - render_items(items, item_count); - render_enemies(enemies, enemy_count); - render_player(&player); - render_ui(&player); + // Draw game elements (with screen shake offset) + if (gs.screen_shake > 0) { + // Apply shake offset to drawing + } + + render_map(&gs.map); + render_items(gs.items, gs.item_count); + render_enemies(gs.enemies, gs.enemy_count); + render_player(&gs.player); + render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y); + render_ui(&gs.player); + + // Draw action log + 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); + } // Draw message if any - if (last_message != NULL && message_timer > 0) { - render_message(last_message); + if (gs.last_message != NULL && gs.message_timer > 0) { + render_message(gs.last_message); } // Draw game over screen - if (game_over) { + if (gs.game_over) { render_game_over(); - if (game_won) { + if (gs.game_won) { // Draw win message const char *win_msg = "YOU WIN! ESCAPED THE DUNGEON!"; int msg_w = MeasureText(win_msg, 30); - DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80, - 30, GOLD); + DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80, 30, GOLD); } } diff --git a/src/map.c b/src/map.c index e3559ec..24016c9 100644 --- a/src/map.c +++ b/src/map.c @@ -13,7 +13,7 @@ void map_init(Map *map) { map->room_count = 0; } -int is_floor(Map *map, int x, int y) { +int is_floor(const Map *map, int x, int y) { if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) return 0; return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS; @@ -62,8 +62,8 @@ static int room_overlaps(Room *rooms, int count, Room *new_room) { // Add padding to prevent rooms from touching for (int i = 0; i < count; i++) { Room *r = &rooms[i]; - if (!(new_room->x > r->x + r->w || new_room->x + new_room->w < r->x || - new_room->y > r->y + r->h || new_room->y + new_room->h < r->y)) { + if (!(new_room->x > r->x + r->w || new_room->x + new_room->w < r->x || new_room->y > r->y + r->h || + new_room->y + new_room->h < r->y)) { return 1; } } diff --git a/src/map.h b/src/map.h index 4280e2b..3cf6337 100644 --- a/src/map.h +++ b/src/map.h @@ -4,7 +4,7 @@ #include "common.h" // Check if a tile is walkable floor -int is_floor(Map *map, int x, int y); +int is_floor(const Map *map, int x, int y); // Get room center coordinates void get_room_center(Room *room, int *cx, int *cy); @@ -18,4 +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); -#endif // MAP_H +#endif // MAP_H diff --git a/src/player.c b/src/player.c index 0d3e326..218d855 100644 --- a/src/player.c +++ b/src/player.c @@ -1,142 +1,248 @@ #include "player.h" +#include "combat.h" #include "common.h" +#include "items.h" #include "map.h" #include "utils.h" -#include "combat.h" -#include "items.h" #include +#include -void player_init(Player* p, int x, int y) { - p->x = x; - p->y = y; - p->hp = PLAYER_BASE_HP; - p->max_hp = PLAYER_BASE_HP; - p->attack = PLAYER_BASE_ATTACK; - p->defense = 0; - p->floor = 1; - p->inventory_count = 0; - - // Initialize inventory to empty - for (int i = 0; i < MAX_INVENTORY; i++) { - p->inventory[i].picked_up = 1; // mark as invalid - } +void player_init(Player *p, int x, int y) { + p->x = x; + p->y = y; + p->hp = PLAYER_BASE_HP; + p->max_hp = PLAYER_BASE_HP; + p->attack = PLAYER_BASE_ATTACK; + p->defense = 0; + p->floor = 1; + p->step_count = 0; + p->speed = 100; + p->cooldown = 0; + p->has_weapon = 0; + p->has_armor = 0; + memset(&p->equipped_weapon, 0, sizeof(Item)); + memset(&p->equipped_armor, 0, sizeof(Item)); + p->equipped_weapon.picked_up = 1; + p->equipped_armor.picked_up = 1; // mark as invalid + p->inventory_count = 0; + p->dmg_variance_min = 80; + p->dmg_variance_max = 120; + + // Initialize inventory to empty + for (int i = 0; i < MAX_INVENTORY; i++) { + p->inventory[i].picked_up = 1; // mark as invalid + } } // Check if position has an enemy -static Enemy* get_enemy_at(Enemy* enemies, int count, int x, int y) { - for (int i = 0; i < count; i++) { - if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) { - return &enemies[i]; - } +static Enemy *get_enemy_at(Enemy *enemies, int count, int x, int y) { + for (int i = 0; i < count; i++) { + if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) { + return &enemies[i]; } - return NULL; + } + return NULL; } -// Check if position has an item -static Item* get_item_at(Item* items, int count, int x, int y) { - for (int i = 0; i < count; i++) { - if (!items[i].picked_up && items[i].x == x && items[i].y == y) { - return &items[i]; - } - } - return NULL; -} +int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_count) { + int new_x = p->x + dx; + int new_y = p->y + dy; -int player_move(Player* p, int dx, int dy, Map* map, Enemy* enemies, int enemy_count, Item* items, int item_count) { - 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; - } - - // Check for enemy at target position - Enemy* enemy = get_enemy_at(enemies, enemy_count, new_x, new_y); - if (enemy != NULL) { - // Attack the enemy - player_attack(p, enemy); - return 1; - } - - // Check for item at target position - Item* item = get_item_at(items, item_count, new_x, new_y); - if (item != NULL) { - // Pick up the item - player_pickup(p, item); - } - - // Move player - p->x = new_x; - p->y = new_y; - - return 1; -} - -void player_attack(Player* p, Enemy* e) { - // Use combat system - combat_player_attack(p, e); -} - -void player_pickup(Player* p, Item* i) { - if (p->inventory_count >= MAX_INVENTORY) { - return; // inventory full - } - - if (i->picked_up) { - return; // already picked up - } - - i->picked_up = 1; - p->inventory[p->inventory_count] = *i; // copy item to inventory - p->inventory_count++; -} - -void player_use_item(Player* p, Item* i) { - if (p == NULL || i == NULL) return; - if (i->picked_up) return; // invalid item - - // Apply item effect - item_use(p, i); - - // Mark item as used (remove from inventory) - i->picked_up = 1; -} - -int player_use_first_item(Player* p) { - if (p == NULL || p->inventory_count == 0) return 0; - - // Find first valid item in inventory - for (int i = 0; i < MAX_INVENTORY; i++) { - if (!p->inventory[i].picked_up) { - Item* item = &p->inventory[i]; - - // Apply item effect - item_use(p, item); - - // Remove from inventory (shift remaining items) - for (int j = i; j < MAX_INVENTORY - 1; j++) { - p->inventory[j] = p->inventory[j + 1]; - } - p->inventory_count--; - - // Mark last slot as invalid - p->inventory[MAX_INVENTORY - 1].picked_up = 1; - - return 1; - } - } + // 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; + } + + // Check for enemy at target position + Enemy *enemy = get_enemy_at(enemies, enemy_count, new_x, new_y); + if (enemy != NULL) { + // Attack the enemy + player_attack(p, enemy); + return 1; + } + + // Move player + p->x = new_x; + p->y = new_y; + p->step_count += 1; + if (p->step_count % 15 == 0 && p->hp < p->max_hp) { + p->hp += 1; + } + return 1; } -Item* player_get_inventory_item(Player* p, int index) { - if (p == NULL) return NULL; - if (index < 0 || index >= MAX_INVENTORY) return NULL; - if (p->inventory[index].picked_up) return NULL; // invalid/empty - return &p->inventory[index]; +void player_attack(Player *p, Enemy *e) { + // Use combat system + combat_player_attack(p, e); +} + +// Get item at player's current position (for pickup) +Item *get_item_at_floor(Item *items, int count, int x, int y) { + for (int i = 0; i < count; i++) { + if (!items[i].picked_up && items[i].x == x && items[i].y == y) { + return &items[i]; + } + } + return NULL; +} + +int player_pickup(Player *p, Item *i) { + if (p->inventory_count >= MAX_INVENTORY) { + return 0; + } + + if (i->picked_up) { + return 0; + } + + p->inventory[p->inventory_count] = *i; + p->inventory_count++; + + i->picked_up = 1; + return 1; +} + +void player_use_item(Player *p, Item *i) { + if (p == NULL || i == NULL) + return; + if (i->picked_up) + return; // invalid item + + // Apply item effect (only potions are consumed) + if (i->type == ITEM_POTION) { + item_use(p, i); + } + // Weapons and armor are equipped, not consumed +} + +int player_use_first_item(Player *p) { + if (p == NULL || p->inventory_count == 0) + return 0; + + // Find first valid item in inventory (skip weapons/armor - must equip explicitly) + for (int i = 0; i < MAX_INVENTORY; i++) { + if (!p->inventory[i].picked_up) { + Item *item = &p->inventory[i]; + + if (item->type == ITEM_POTION) { + // Apply item effect + item_use(p, item); + + // Remove from inventory (shift remaining items) + player_remove_inventory_item(p, i); + return 1; + } + // Weapons/armor can't be used this way - must equip + } + } + return 0; +} + +Item *player_get_inventory_item(Player *p, int index) { + if (p == NULL) + return NULL; + if (index < 0 || index >= MAX_INVENTORY) + return NULL; + if (p->inventory[index].picked_up) + return NULL; // invalid/empty + return &p->inventory[index]; +} + +void player_remove_inventory_item(Player *p, int index) { + if (p == NULL) + return; + if (index < 0 || index >= MAX_INVENTORY) + return; + if (p->inventory[index].picked_up) + return; + + // Shift remaining items + for (int j = index; j < MAX_INVENTORY - 1; j++) { + p->inventory[j] = p->inventory[j + 1]; + } + p->inventory_count--; + p->inventory[MAX_INVENTORY - 1].picked_up = 1; +} + +int player_equip_item(Player *p, int inv_index) { + if (p == NULL) + return 0; + if (inv_index < 0 || inv_index >= MAX_INVENTORY) + return 0; + + Item *item = player_get_inventory_item(p, inv_index); + if (item == NULL) + return 0; + + if (item->type == ITEM_WEAPON) { + // Unequip current weapon first + if (p->has_weapon) { + p->attack -= p->equipped_weapon.power; + } + // Equip new weapon + p->equipped_weapon = *item; + p->has_weapon = 1; + p->attack += item->power; + // Adjust damage variance based on weapon power + // Higher power = wider range (more swingy but higher potential) + int min_var = 100 - (item->power * 3); + int max_var = 100 + (item->power * 5); + if (min_var < 60) + min_var = 60; + if (max_var > 150) + max_var = 150; + p->dmg_variance_min = min_var; + p->dmg_variance_max = max_var; + // Remove from inventory + player_remove_inventory_item(p, inv_index); + return 1; + } + + if (item->type == ITEM_ARMOR) { + // Unequip current armor first + if (p->has_armor) { + p->defense -= p->equipped_armor.power; + } + // Equip new armor + p->equipped_armor = *item; + p->has_armor = 1; + p->defense += item->power; + // Remove from inventory + player_remove_inventory_item(p, inv_index); + return 1; + } + + return 0; // not equippable (potion) +} + +int player_drop_item(Player *p, int inv_index, Item *items, int item_count) { + if (p == NULL) + return 0; + if (inv_index < 0 || inv_index >= MAX_INVENTORY) + return 0; + + Item *item = player_get_inventory_item(p, inv_index); + if (item == NULL) + return 0; + + // Find an empty slot in items array to place the dropped item + for (int i = 0; i < item_count; i++) { + if (items[i].picked_up) { + // Place dropped item at this position + items[i] = *item; + 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); + return 1; + } + } + + return 0; // no room to drop } diff --git a/src/player.h b/src/player.h index c7cd3fa..7d6c151 100644 --- a/src/player.h +++ b/src/player.h @@ -7,22 +7,33 @@ void player_init(Player *p, int x, int y); // Move player, return 1 if moved/attacked, 0 if blocked -int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, - int enemy_count, Item *items, int item_count); +int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_count); // Player attacks enemy (deal damage) void player_attack(Player *p, Enemy *e); -// Pick up item -void player_pickup(Player *p, Item *i); +// Get item at floor position (x, y), returns NULL if none +Item *get_item_at_floor(Item *items, int count, int x, int y); -// Use item +// Pick up item, return 1 if successful, 0 if failed (full/invalid) +int player_pickup(Player *p, Item *i); + +// Use item (potions only - weapons/armor are equipped) void player_use_item(Player *p, Item *i); -// Use first available item in inventory, return 1 if used +// Use first available potion in inventory, return 1 if used int player_use_first_item(Player *p); // Get item at inventory index, returns NULL if invalid Item *player_get_inventory_item(Player *p, int index); -#endif // PLAYER_H +// Remove item from inventory at index (shifts remaining items) +void player_remove_inventory_item(Player *p, int index); + +// Equip weapon/armor from inventory, return 1 if successful +int player_equip_item(Player *p, int inv_index); + +// Drop item from inventory at index (returns it to floor), return 1 if successful +int player_drop_item(Player *p, int inv_index, Item *items, int item_count); + +#endif // PLAYER_H diff --git a/src/render.c b/src/render.c index 80224aa..4ecacdf 100644 --- a/src/render.c +++ b/src/render.c @@ -1,15 +1,15 @@ #include "render.h" #include "common.h" +#include "items.h" #include "raylib.h" #include "settings.h" #include #include -void render_map(Map *map) { +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}; + Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; switch (map->tiles[y][x]) { case TILE_WALL: @@ -28,32 +28,30 @@ void render_map(Map *map) { } } -void render_player(Player *p) { - Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), - (float)TILE_SIZE, (float)TILE_SIZE}; +void render_player(const Player *p) { + Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; DrawRectangleRec(rect, BLUE); } -void render_enemies(Enemy *enemies, int count) { +void render_enemies(const Enemy *enemies, int count) { for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; - Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), - (float)(enemies[i].y * 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; switch (enemies[i].type) { case ENEMY_GOBLIN: - enemy_color = (Color){150, 50, 50, 255}; // dark red + enemy_color = (Color){150, 50, 50, 255}; // dark red break; case ENEMY_SKELETON: - enemy_color = (Color){200, 200, 200, 255}; // light gray + enemy_color = (Color){200, 200, 200, 255}; // light gray break; case ENEMY_ORC: - enemy_color = (Color){50, 150, 50, 255}; // dark green + enemy_color = (Color){50, 150, 50, 255}; // dark green break; default: enemy_color = RED; @@ -63,37 +61,34 @@ void render_enemies(Enemy *enemies, int count) { DrawRectangleRec(rect, enemy_color); // Draw hp bar above enemy - int hp_percent = - (enemies[i].hp * TILE_SIZE) / 10; // FIXME: assuming max 10 hp, for now + int hp_percent = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp; if (hp_percent > 0) { - Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), - (float)(enemies[i].y * TILE_SIZE - 4), - (float)hp_percent, 3}; + Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_percent, + 3}; DrawRectangleRec(hp_bar, GREEN); } } } -void render_items(Item *items, int count) { +void render_items(const Item *items, int count) { for (int i = 0; i < count; i++) { if (items[i].picked_up) continue; - Rectangle rect = {(float)(items[i].x * TILE_SIZE), - (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, + Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; // Different colors based on item type Color item_color; switch (items[i].type) { case ITEM_POTION: - item_color = (Color){255, 100, 100, 255}; // red/pink + item_color = (Color){255, 100, 100, 255}; // red/pink break; case ITEM_WEAPON: - item_color = (Color){255, 255, 100, 255}; // yellow + item_color = (Color){255, 255, 100, 255}; // yellow break; case ITEM_ARMOR: - item_color = (Color){100, 100, 255, 255}; // blue + item_color = (Color){100, 100, 255, 255}; // blue break; default: item_color = GREEN; @@ -104,85 +99,187 @@ void render_items(Item *items, int count) { } } -void render_ui(Player *p) { - // UI background bar at bottom of screen - Rectangle ui_bg = {0, (float)(MAP_HEIGHT * TILE_SIZE), (float)SCREEN_WIDTH, - 60}; - DrawRectangleRec(ui_bg, (Color){30, 30, 30, 255}); +void render_ui(const Player *p) { + // UI background bar (taller for two rows) + Rectangle ui_bg = {0, (float)(MAP_HEIGHT * TILE_SIZE), (float)SCREEN_WIDTH, 60}; + DrawRectangleRec(ui_bg, (Color){15, 15, 15, 255}); // Draw dividing line - DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, - GRAY); + DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, (Color){50, 50, 50, 255}); - // Player hp + // HP Bar (row 1, left) + int bar_x = 10; + int bar_y = MAP_HEIGHT * TILE_SIZE + 10; + int bar_width = 140; + int bar_height = 18; + + // Bar background + DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){30, 30, 30, 255}); + + // Bar fill based on HP percentage + float hp_percent = (float)p->hp / p->max_hp; + int fill_width = (int)(bar_width * hp_percent); + + // Color gradient: green > yellow > red + Color hp_color; + if (hp_percent > 0.6f) { + hp_color = (Color){60, 180, 60, 255}; + } else if (hp_percent > 0.3f) { + hp_color = (Color){200, 180, 40, 255}; + } else { + hp_color = (Color){200, 60, 60, 255}; + } + DrawRectangle(bar_x, bar_y, fill_width, bar_height, hp_color); + + // HP text inside bar char hp_text[32]; - snprintf(hp_text, sizeof(hp_text), "HP: %d/%d", p->hp, p->max_hp); - DrawText(hp_text, 10, MAP_HEIGHT * TILE_SIZE + 10, 20, RED); + snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); + int hp_text_w = MeasureText(hp_text, 14); + DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 14, WHITE); - // 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); + // Stats row 1: Floor, ATK, DEF, Inv + int stats_y = bar_y; + DrawText("F1", bar_x + bar_width + 15, stats_y, 14, WHITE); + DrawText("ATK", bar_x + bar_width + 50, stats_y, 14, YELLOW); + DrawText("DEF", bar_x + bar_width + 100, stats_y, 14, BLUE); + DrawText("INV", bar_x + bar_width + 145, stats_y, 14, GREEN); - // 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); + // Row 2: equipment slots and controls + int row2_y = stats_y + 24; - // 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); - - // 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); - - // 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; - } - 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); + // Equipment (left side of row 2) + 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, row2_y, 12, YELLOW); + } else { + DrawText("Wpn:---", 10, row2_y, 12, (Color){60, 60, 60, 255}); } - // Controls hint - DrawText("WASD: Move | U: Use Item | Q: Quit", 280, - MAP_HEIGHT * TILE_SIZE + 35, 14, GRAY); + 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, 150, row2_y, 12, BLUE); + } else { + DrawText("Arm:---", 150, row2_y, 12, (Color){60, 60, 60, 255}); + } + + // Controls hint (right side) + DrawText("[G] Pickup [I] Inventory [E] Equip [D] Drop", 350, row2_y, 12, (Color){70, 70, 70, 255}); +} + +void render_action_log(const char log[5][128], int count, int head) { + int log_x = 10; + int log_y = MAP_HEIGHT * TILE_SIZE - 75; + + for (int i = 0; i < count && i < 5; i++) { + int idx = (head - count + i + 5) % 5; + if (log[idx][0] != '\0') { + DrawText(log[idx], log_x, log_y + i * 14, 12, (Color){140, 140, 140, 255}); + } + } +} + +void render_inventory_overlay(const Player *p, int selected) { + // Overlay dimensions + int ov_width = 360; + 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}); + DrawRectangleLines((int)overlay.x, (int)overlay.y, (int)overlay.width, (int)overlay.height, (Color){70, 70, 70, 255}); + + // Title + const char *title = "INVENTORY"; + int title_w = MeasureText(title, 24); + 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 + 50; + + for (int i = 0; i < MAX_INVENTORY; i++) { + int y_pos = start_y + (i * row_height); + + if (i < p->inventory_count && !p->inventory[i].picked_up) { + const Item *item = &p->inventory[i]; + + // Selection highlight + if (i == selected) { + DrawRectangle((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255}); + DrawRectangleLines((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2, + (Color){180, 160, 80, 255}); + } + + // Slot number + snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); + DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255}); + + // Item name + const char *name = item_get_name(item); + 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}; + DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color); + + // Power + snprintf(slot_text, sizeof(slot_text), "+%d", item->power); + DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW); + + // Action + if (item->type == ITEM_POTION) { + DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN); + } else { + 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); + 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"; + 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}); +} + +void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) { + for (int i = 0; i < count; i++) { + if (texts[i].lifetime <= 0) + continue; + + int x = texts[i].x + shake_x; + int y = texts[i].y + shake_y - (60 - texts[i].lifetime); // rise over time + + float alpha = (float)texts[i].lifetime / 60.0f; + Color color = + texts[i].is_critical ? (Color){255, 200, 50, (int)(255 * alpha)} : (Color){255, 100, 100, (int)(255 * alpha)}; + + char text[16]; + snprintf(text, sizeof(text), "%d", texts[i].value); + int text_w = MeasureText(text, 18); + DrawText(text, x - text_w / 2, y, 18, color); + } } void render_game_over(void) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; - DrawRectangleRec(overlay, (Color){0, 0, 0, 200}); + DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); // Game over text const char *title = "GAME OVER"; int title_width = MeasureText(title, 60); - DrawText(title, (SCREEN_WIDTH - title_width) / 2, SCREEN_HEIGHT / 2 - 30, 60, - RED); + DrawText(title, (SCREEN_WIDTH - title_width) / 2, SCREEN_HEIGHT / 2 - 30, 60, RED); const char *subtitle = "Press R to restart or Q to quit"; int sub_width = MeasureText(subtitle, 20); - DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT / 2 + 40, 20, - WHITE); + DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT / 2 + 40, 20, WHITE); } void render_message(const char *message) { @@ -190,13 +287,10 @@ void render_message(const char *message) { return; // Draw message box - Rectangle msg_bg = {(float)(SCREEN_WIDTH / 2 - 150), - (float)(SCREEN_HEIGHT / 2 - 30), 300, 60}; - DrawRectangleRec(msg_bg, (Color){50, 50, 50, 230}); - DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, - (int)msg_bg.height, WHITE); + Rectangle msg_bg = {(float)(SCREEN_WIDTH / 2 - 150), (float)(SCREEN_HEIGHT / 2 - 30), 300, 60}; + DrawRectangleRec(msg_bg, (Color){45, 45, 45, 235}); + DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, (Color){180, 180, 180, 255}); int msg_width = MeasureText(message, 20); - DrawText(message, (SCREEN_WIDTH - msg_width) / 2, SCREEN_HEIGHT / 2 - 10, 20, - WHITE); + DrawText(message, (SCREEN_WIDTH - msg_width) / 2, SCREEN_HEIGHT / 2 - 10, 20, WHITE); } diff --git a/src/render.h b/src/render.h index 32e26e7..850c989 100644 --- a/src/render.h +++ b/src/render.h @@ -4,19 +4,28 @@ #include "common.h" // Render the map tiles -void render_map(Map *map); +void render_map(const Map *map); // Render the player -void render_player(Player *p); +void render_player(const Player *p); // Render all enemies -void render_enemies(Enemy *enemies, int count); +void render_enemies(const Enemy *enemies, int count); // Render all items -void render_items(Item *items, int count); +void render_items(const Item *items, int count); // Render UI overlay -void render_ui(Player *p); +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); + +// Render inventory selection overlay +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 game over screen void render_game_over(void); @@ -24,4 +33,4 @@ void render_game_over(void); // Render a message popup void render_message(const char *message); -#endif // RENDER_H +#endif // RENDER_H diff --git a/src/rng.c b/src/rng.c index 2efcce7..62d6fcf 100644 --- a/src/rng.c +++ b/src/rng.c @@ -6,7 +6,7 @@ static unsigned int g_seed = 1; // LCG parameters (from numerical recipes) #define LCG_A 1664525 #define LCG_C 1013904223 -#define LCG_MOD 4294967294 // 2^32 - 2 (avoid 0) +#define LCG_MOD 4294967294 // 2^32 - 2 (avoid 0) void rng_seed(unsigned int seed) { // Ensure seed is never 0 diff --git a/src/rng.h b/src/rng.h index 94bad67..a89c798 100644 --- a/src/rng.h +++ b/src/rng.h @@ -7,4 +7,4 @@ void rng_seed(unsigned int seed); // Get a random integer in range [min, max] int rng_int(int min, int max); -#endif // RNG_H +#endif // RNG_H diff --git a/src/settings.h b/src/settings.h index d5978fb..47f3c12 100644 --- a/src/settings.h +++ b/src/settings.h @@ -25,4 +25,4 @@ #define NUM_FLOORS 5 #define MAX_INVENTORY 10 -#endif // SETTINGS_H +#endif // SETTINGS_H diff --git a/src/utils.h b/src/utils.h index e638c0d..211cf44 100644 --- a/src/utils.h +++ b/src/utils.h @@ -7,4 +7,4 @@ int clamp(int value, int min, int max); // Check if coordinates are within map bounds int in_bounds(int x, int y, int width, int height); -#endif // UTILS_H +#endif // UTILS_H