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rogged/src/main.c

590 lines
16 KiB
C

#include "audio.h"
#include "combat.h"
#include "common.h"
#include "enemy.h"
#include "items.h"
#include "map.h"
#include "player.h"
#include "raylib.h"
#include "render.h"
#include "rng.h"
#include "settings.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
// 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++;
}
}
// Reuse an expired float slot, or claim the next free one
static int float_slot(GameState *gs) {
if (gs->floating_count < 8)
return gs->floating_count++;
for (int i = 0; i < 8; i++) {
if (gs->floating_texts[i].lifetime <= 0)
return i;
}
return -1;
}
// spawn floating damage text
static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) {
int slot = float_slot(gs);
if (slot < 0)
return;
gs->floating_texts[slot].x = x;
gs->floating_texts[slot].y = y;
gs->floating_texts[slot].value = value;
gs->floating_texts[slot].lifetime = 60;
gs->floating_texts[slot].is_critical = is_critical;
gs->floating_texts[slot].label[0] = '\0'; // numeric, no label
gs->floating_texts[slot].effect_type = EFFECT_NONE;
}
// spawn floating label text (DODGE, BLOCK, CRIT!, proc names, SLAIN)
static void spawn_floating_label(GameState *gs, int x, int y, const char *label, StatusEffectType effect_type) {
int slot = float_slot(gs);
if (slot < 0)
return;
gs->floating_texts[slot].x = x;
gs->floating_texts[slot].y = y;
gs->floating_texts[slot].value = 0;
gs->floating_texts[slot].lifetime = 60;
gs->floating_texts[slot].is_critical = 0;
gs->floating_texts[slot].effect_type = effect_type;
strncpy(gs->floating_texts[slot].label, label, 7);
gs->floating_texts[slot].label[7] = '\0';
}
static const char *proc_label_for(StatusEffectType effect) {
switch (effect) {
case EFFECT_POISON:
return "POISON!";
case EFFECT_BLEED:
return "BLEED!";
case EFFECT_BURN:
return "BURN!";
case EFFECT_STUN:
return "STUN!";
case EFFECT_WEAKEN:
return "WEAKEN!";
default:
return "";
}
}
// 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(GameState *gs, int floor_num) {
// Generate dungeon
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(&gs->map, &start_x, &start_y, 100);
// Initialize player position if first floor
if (floor_num == 1) {
player_init(&gs->player, start_x, start_y);
} else {
// Move player to new floor position
gs->player.x = start_x;
gs->player.y = start_y;
}
gs->player.floor = floor_num;
// Spawn enemies
enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num);
// Spawn items
item_spawn(gs->items, &gs->item_count, &gs->map, floor_num);
// Reset turn counter
gs->turn_count = 0;
}
// Tick all status effects at the start of a turn
static void tick_all_effects(GameState *gs) {
// Player effects
int player_effect_dmg = combat_tick_effects(&gs->player);
if (player_effect_dmg > 0) {
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0);
gs->screen_shake = 4;
}
// Check if player died from effects
if (gs->player.hp <= 0) {
gs->player.hp = 0;
gs->game_over = 1;
return;
}
// Enemy effects
for (int i = 0; i < gs->enemy_count; i++) {
Enemy *e = &gs->enemies[i];
if (!e->alive)
continue;
int enemy_effect_dmg = combat_tick_enemy_effects(e);
if (enemy_effect_dmg > 0) {
spawn_floating_text(gs, e->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0);
}
if (!e->alive) {
add_log(gs, "Enemy died from effects!");
}
}
}
// attacked_enemy: the enemy the player attacked this turn, or NULL if player only moved
static void post_action(GameState *gs, Enemy *attacked_enemy) {
gs->turn_count++;
// Tick status effects at the start of this turn
tick_all_effects(gs);
if (gs->game_over)
return;
// Check if stepped on stairs
if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
gs->awaiting_descend = 1;
gs->last_message = "Descend to next floor? (Y/N)";
gs->message_timer = 120;
return;
}
// combat feedback - player attacked an enemy this turn
if (attacked_enemy != NULL) {
int ex = attacked_enemy->x * TILE_SIZE + 8;
int ey = attacked_enemy->y * TILE_SIZE;
if (combat_was_dodged()) {
spawn_floating_label(gs, ex, ey, "DODGE", EFFECT_NONE);
audio_play_dodge(gs);
} else {
if (combat_get_last_damage() > 0)
spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical());
audio_play_attack(gs);
if (combat_was_blocked()) {
spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE);
audio_play_block(gs);
}
if (combat_was_critical()) {
spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE);
audio_play_crit(gs);
}
StatusEffectType applied = combat_get_applied_effect();
if (applied != EFFECT_NONE) {
spawn_floating_label(gs, ex, ey - 20, proc_label_for(applied), applied);
audio_play_proc();
}
if (!attacked_enemy->alive) {
spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE);
audio_play_enemy_death(gs);
}
}
}
// Enemy turns - uses speed/cooldown system
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);
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 and check game over
gs->last_message = combat_get_last_message();
gs->message_timer = 60;
if (gs->player.hp <= 0)
gs->game_over = 1;
}
// If player is stunned, wait for any key then consume the turn
static int handle_stun_turn(GameState *gs) {
if (!(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP) || IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_A) ||
IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)))
return 0;
gs->turn_count++;
tick_all_effects(gs);
if (gs->game_over)
return 1;
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
if (gs->player.hp <= 0)
gs->game_over = 1;
gs->last_message = "You are stunned!";
gs->message_timer = 60;
add_log(gs, "Stunned! Lost a turn.");
return 1;
}
static int handle_inventory_input(GameState *gs) {
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)) {
gs->inv_selected = (gs->inv_selected == 0) ? (gs->player.inventory_count > 0 ? gs->player.inventory_count - 1 : 0)
: gs->inv_selected - 1;
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;
}
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;
}
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;
}
gs->last_message = "Cannot drop!";
gs->message_timer = 60;
}
}
}
return 0;
}
static int handle_descend_input(GameState *gs) {
if (IsKeyPressed(KEY_Y)) {
if (gs->player.floor < NUM_FLOORS) {
audio_play_stairs(gs);
init_floor(gs, gs->player.floor + 1);
gs->last_message = "Descended to next floor!";
gs->message_timer = 60;
add_log(gs, "Descended stairs");
} 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;
}
static int handle_movement_input(GameState *gs) {
// Check for inventory toggle (I key)
if (IsKeyPressed(KEY_I)) {
gs->show_inventory = 1;
gs->inv_selected = 0;
return 0;
}
// Check for manual item pickup (G key)
if (IsKeyPressed(KEY_G)) {
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(gs);
} 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)) {
if (gs->player.inventory_count > 0 && player_use_first_item(&gs->player)) {
gs->last_message = "Used potion!";
gs->message_timer = 60;
audio_play_item_pickup(gs);
return 1;
}
}
// Movement: use IsKeyDown for held-key repeat
int dx = 0, dy = 0;
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
dy = -1;
else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
dy = 1;
else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
dx = -1;
else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
dx = 1;
if (dx == 0 && dy == 0)
return 0;
// Reset combat event before player acts
combat_reset_event();
int new_x = gs->player.x + dx;
int new_y = gs->player.y + dy;
int action = 0;
// Attack enemy at target tile, or move into it
Enemy *target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
if (target != NULL) {
player_attack(&gs->player, target);
action = 1;
} else {
action = player_move(&gs->player, dx, dy, &gs->map);
}
if (action)
post_action(gs, target); // target is NULL on move, enemy ptr on attack
return action;
}
// Handle player input - returns: 0=continue, 1=acted, -1=quit
static int handle_input(GameState *gs) {
// Check for quit first (always works)
if (IsKeyPressed(KEY_Q))
return -1;
// Check for restart (works during game over)
if (IsKeyPressed(KEY_R) && gs->game_over) {
memset(gs, 0, sizeof(GameState));
init_floor(gs, 1);
return 0;
}
if (combat_has_effect(gs->player.effects, gs->player.effect_count, EFFECT_STUN))
return handle_stun_turn(gs);
if (gs->show_inventory)
return handle_inventory_input(gs);
if (gs->awaiting_descend)
return handle_descend_input(gs);
return handle_movement_input(gs);
}
void load_audio_assets(GameState *gs) {
gs->sounds.attack1 = LoadSound("./assets/sounds/sword1.wav");
gs->sounds.attack2 = LoadSound("./assets/sounds/sword2.wav");
gs->sounds.attack3 = LoadSound("./assets/sounds/sword3.wav");
gs->sounds.pickup = LoadSound("./assets/sounds/itempickup.wav");
gs->sounds.staircase = LoadSound("./assets/sounds/levelcomplete.wav");
gs->sounds.dodge1 = LoadSound("./assets/sounds/dodge1.wav");
gs->sounds.dodge2 = LoadSound("./assets/sounds/dodge2.wav");
gs->sounds.dodge3 = LoadSound("./assets/sounds/dodge3.wav");
gs->sounds.crit = LoadSound("./assets/sounds/crit.wav");
return;
}
// Main game loop
static void game_loop(void) {
GameState gs;
memset(&gs, 0, sizeof(GameState));
load_audio_assets(&gs);
// Initialize first floor
rng_seed(12345);
init_floor(&gs, 1);
// Disable esc to exit
SetExitKey(0);
while (!WindowShouldClose()) {
// Handle input
if (!gs.game_over) {
// Tick status effects at the start of each frame where input is checked
// (effects tick once per player action via the acted flag below)
int quit = handle_input(&gs);
if (quit == -1)
break;
} else {
// Even during game over, check for q/r
if (IsKeyPressed(KEY_Q))
break;
if (IsKeyPressed(KEY_R)) {
memset(&gs, 0, sizeof(GameState));
gs.game_over = 0;
gs.game_won = 0;
init_floor(&gs, 1);
}
}
// Update message timer
if (gs.message_timer > 0)
gs.message_timer--;
// Update effects
update_effects(&gs);
// Render
BeginDrawing();
ClearBackground(BLACK);
// Draw game world with screen shake applied via camera offset
Camera2D cam = {0};
cam.zoom = 1.0f;
cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y};
BeginMode2D(cam);
render_map(&gs.map);
render_items(gs.items, gs.item_count);
render_enemies(gs.enemies, gs.enemy_count);
render_player(&gs.player);
EndMode2D();
// Floating texts follow world shake
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
render_ui(&gs.player);
// 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 (gs.last_message != NULL && gs.message_timer > 0) {
render_message(gs.last_message);
}
// Draw game over screen
if (gs.game_over) {
render_game_over();
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);
}
}
EndDrawing();
// small delay for key repeat control
WaitTime(0.08);
}
}
int main(void) {
// Initialize audio
audio_init();
// Initialize random number generator
SetRandomSeed(88435);
// Initialize window
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike");
SetTargetFPS(60);
// Run game
game_loop();
// Cleanup
CloseWindow();
audio_close();
return 0;
}