forked from NotAShelf/rogged
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14 commits
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24 changed files with 1075 additions and 384 deletions
100
.clang-format
Normal file
100
.clang-format
Normal file
|
|
@ -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
|
||||
1
.envrc
Normal file
1
.envrc
Normal file
|
|
@ -0,0 +1 @@
|
|||
use flake . --substituters "https://cache.nixos.org"
|
||||
16
Makefile
16
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; }
|
||||
|
|
|
|||
|
|
@ -7,10 +7,16 @@
|
|||
}:
|
||||
mkShell {
|
||||
strictDeps = true;
|
||||
buildInputs = [
|
||||
packages = [
|
||||
clang-tools
|
||||
raylib
|
||||
gnumake
|
||||
];
|
||||
|
||||
buildInputs = [
|
||||
raylib
|
||||
];
|
||||
|
||||
nativeBuildInputs = [
|
||||
pkg-config
|
||||
];
|
||||
}
|
||||
|
|
|
|||
12
src/audio.c
12
src/audio.c
|
|
@ -1,6 +1,7 @@
|
|||
#include "audio.h"
|
||||
#include "raylib.h"
|
||||
#include <math.h>
|
||||
#include <stddef.h>
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846 // xd
|
||||
|
|
@ -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++) {
|
||||
|
|
@ -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) {
|
||||
|
|
|
|||
84
src/combat.c
84
src/combat.c
|
|
@ -1,5 +1,6 @@
|
|||
#include "combat.h"
|
||||
#include "common.h"
|
||||
#include "rng.h"
|
||||
#include <stddef.h>
|
||||
|
||||
// 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
|
||||
// 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;
|
||||
|
||||
// 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;
|
||||
|
||||
// Check if enemy died
|
||||
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 the enemy";
|
||||
last_event.message = "You hit";
|
||||
}
|
||||
} else {
|
||||
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;
|
||||
last_event.is_critical = 0;
|
||||
|
||||
// 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;
|
||||
|
||||
int variance = rng_int(80, 120);
|
||||
int damage = (base_damage * variance) / 100;
|
||||
if (damage < 1)
|
||||
damage = 1;
|
||||
p->hp -= damage;
|
||||
|
||||
// Set combat event
|
||||
// 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;
|
||||
|
||||
// Check if player died
|
||||
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 = "Enemy attacks!";
|
||||
last_event.message = "Hit";
|
||||
}
|
||||
} else {
|
||||
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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,10 +12,13 @@ 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
|
||||
|
|
|
|||
50
src/common.h
50
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;
|
||||
|
||||
// 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
|
||||
|
|
|
|||
66
src/enemy.c
66
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;
|
||||
}
|
||||
|
||||
// Otherwise, move toward player
|
||||
enemy_move_toward_player(e, p, map, enemies, count);
|
||||
e->cooldown -= e->speed;
|
||||
if (e->cooldown <= 0) {
|
||||
enemy_act(e, p, map, enemies, count);
|
||||
e->cooldown = 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
// 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);
|
||||
|
||||
// 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);
|
||||
|
||||
#endif // ENEMY_H
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
11
src/items.h
11
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);
|
||||
|
||||
// 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
|
||||
|
|
|
|||
375
src/main.c
375
src/main.c
|
|
@ -10,57 +10,85 @@
|
|||
#include "rng.h"
|
||||
#include "settings.h"
|
||||
#include <stddef.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
// 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)
|
||||
|
|
@ -69,19 +97,179 @@ 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;
|
||||
} 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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
196
src/player.c
196
src/player.c
|
|
@ -1,10 +1,11 @@
|
|||
#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 <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
void player_init(Player *p, int x, int y) {
|
||||
p->x = x;
|
||||
|
|
@ -14,7 +15,18 @@ void player_init(Player* p, int x, int y) {
|
|||
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++) {
|
||||
|
|
@ -32,17 +44,7 @@ static Enemy* get_enemy_at(Enemy* enemies, int count, int x, int y) {
|
|||
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, Item* items, int item_count) {
|
||||
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;
|
||||
|
||||
|
|
@ -64,17 +66,13 @@ int player_move(Player* p, int dx, int dy, Map* map, Enemy* enemies, int enemy_c
|
|||
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;
|
||||
|
||||
p->step_count += 1;
|
||||
if (p->step_count % 15 == 0 && p->hp < p->max_hp) {
|
||||
p->hp += 1;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
@ -83,60 +81,168 @@ void player_attack(Player* p, Enemy* e) {
|
|||
combat_player_attack(p, e);
|
||||
}
|
||||
|
||||
void player_pickup(Player* p, Item* i) {
|
||||
// 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; // inventory full
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (i->picked_up) {
|
||||
return; // already picked up
|
||||
return 0;
|
||||
}
|
||||
|
||||
i->picked_up = 1;
|
||||
p->inventory[p->inventory_count] = *i; // copy item to inventory
|
||||
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
|
||||
if (p == NULL || i == NULL)
|
||||
return;
|
||||
if (i->picked_up)
|
||||
return; // invalid item
|
||||
|
||||
// Apply item effect
|
||||
// Apply item effect (only potions are consumed)
|
||||
if (i->type == ITEM_POTION) {
|
||||
item_use(p, i);
|
||||
|
||||
// Mark item as used (remove from inventory)
|
||||
i->picked_up = 1;
|
||||
}
|
||||
// Weapons and armor are equipped, not consumed
|
||||
}
|
||||
|
||||
int player_use_first_item(Player *p) {
|
||||
if (p == NULL || p->inventory_count == 0) return 0;
|
||||
if (p == NULL || p->inventory_count == 0)
|
||||
return 0;
|
||||
|
||||
// Find first valid item in inventory
|
||||
// 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)
|
||||
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;
|
||||
|
||||
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
|
||||
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
|
||||
}
|
||||
|
|
|
|||
23
src/player.h
23
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);
|
||||
|
||||
// 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
|
||||
|
|
|
|||
258
src/render.c
258
src/render.c
|
|
@ -1,15 +1,15 @@
|
|||
#include "render.h"
|
||||
#include "common.h"
|
||||
#include "items.h"
|
||||
#include "raylib.h"
|
||||
#include "settings.h"
|
||||
#include <stddef.h>
|
||||
#include <stdio.h>
|
||||
|
||||
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:
|
||||
|
|
@ -28,19 +28,17 @@ 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
|
||||
|
|
@ -63,24 +61,21 @@ 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
|
||||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
19
src/render.h
19
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);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue