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rogged/src/main.c
NotAShelf d8b49054d5
various: fixup doors
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Id81f32d86f70a7df99c2ad3d478646416a6a6964
2026-05-11 20:21:01 +03:00

826 lines
25 KiB
C

#include "audio.h"
#include "combat.h"
#include "game_state.h"
#include "enemy.h"
#include "items.h"
#include "map/map.h"
#include "map/utils.h"
#include "movement.h"
#include "player.h"
#include "render.h"
#include "rng/rng.h"
#include "settings.h"
#include "tileset/tileset.h"
#include "tileset/tileset_paint.h"
#include <ctype.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.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 = FLOATING_TEXT_LIFETIME;
gs->floating_texts[slot].is_critical = is_critical;
gs->floating_texts[slot].label = LABEL_NONE;
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, FloatingLabel 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].label = label;
gs->floating_texts[slot].effect_type = effect_type;
}
static FloatingLabel proc_label_for(StatusEffectType effect) {
switch (effect) {
case EFFECT_POISON:
return LABEL_PROC;
case EFFECT_BLEED:
return LABEL_PROC;
case EFFECT_BURN:
return LABEL_PROC;
case EFFECT_STUN:
return LABEL_PROC;
case EFFECT_WEAKEN:
return LABEL_PROC;
default:
return LABEL_NONE;
}
}
// 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(-SHAKE_MAX_OFFSET, SHAKE_MAX_OFFSET);
gs->shake_y = rng_int(-SHAKE_MAX_OFFSET, SHAKE_MAX_OFFSET);
} else {
gs->shake_x = 0;
gs->shake_y = 0;
}
}
// Initialize a new floor
static void init_floor(GameState *gs, int floor_num) {
// Seed RNG with run seed combined with floor number for deterministic generation
rng_seed(gs->run_seed + floor_num * 54321);
// Generate dungeon
dungeon_generate(&gs->dungeon, &gs->map, floor_num);
// Seed rng for this floor's content
rng_seed(gs->run_seed + floor_num * 98765);
// 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);
gs->floors_reached = 1;
} else {
// Move player to new floor position
gs->player.position.x = start_x;
gs->player.position.y = start_y;
}
gs->player.floor = floor_num;
// Set initial player light and compute visibility
LightSource player_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
LightSource sources[1 + 32];
sources[0] = player_light;
memcpy(sources + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
compute_lighting(&gs->map, sources, 1 + gs->static_light_count);
// 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.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, player_effect_dmg,
0);
gs->screen_shake = SHAKE_EFFECT_DURATION;
}
// 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->position.x * TILE_SIZE + 8, e->position.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;
// combat feedback - player attacked an enemy this turn
if (attacked_enemy != NULL) {
int ex = attacked_enemy->position.x * TILE_SIZE + 8;
int ey = attacked_enemy->position.y * TILE_SIZE;
// Trigger slash effect
gs->slash_timer = 8;
gs->slash_x = attacked_enemy->position.x;
gs->slash_y = attacked_enemy->position.y;
// Use player's equipped weapon damage class, or default to slash
gs->slash_dmg_class = gs->player.has_weapon ? gs->player.equipped_weapon.dmg_class : DMG_SLASH;
if (combat_was_dodged()) {
spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE);
audio_play_dodge(gs);
} else {
if (combat_get_last_damage() > 0)
gs->damage_dealt += combat_get_last_damage();
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, LABEL_BLOCK, EFFECT_NONE);
audio_play_block(gs);
}
if (combat_was_critical()) {
spawn_floating_label(gs, ex + 8, ey - 10, LABEL_CRIT, EFFECT_NONE);
audio_play_crit(gs);
gs->crits_landed++;
}
StatusEffectType applied = combat_get_applied_effect();
if (applied != EFFECT_NONE) {
spawn_floating_label(gs, ex, ey - 20, LABEL_PROC, applied);
audio_play_proc();
}
if (!attacked_enemy->alive) {
spawn_floating_label(gs, ex, ey - 20, LABEL_SLAIN, EFFECT_NONE);
audio_play_enemy_death(gs);
gs->total_kills++;
}
}
}
// Close doors that the player moved away from before recomputing lighting.
for (int dy = 0; dy < MAP_HEIGHT; dy++) {
for (int dx = 0; dx < MAP_WIDTH; dx++) {
if (gs->map.tiles[dy][dx] == TILE_DOOR_OPEN) {
if (gs->player.position.x != dx || gs->player.position.y != dy) {
gs->map.tiles[dy][dx] = TILE_DOOR_CLOSED;
gs->map.door_anim_target[dy][dx] = 0;
gs->map.door_anim_timer[dy][dx] = DOOR_ANIM_FRAMES;
}
}
}
}
// Update visibility based on player's new position
LightSource p_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
LightSource srcs[1 + 32];
srcs[0] = p_light;
memcpy(srcs + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
compute_lighting(&gs->map, srcs, 1 + gs->static_light_count);
// 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 = SHAKE_PLAYER_DAMAGE_DURATION;
gs->damage_taken += combat_get_last_damage();
gs->times_hit++;
gs->player.flash_timer = 4; // Trigger damage flash
spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.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;
// Check if stepped on stairs AFTER enemy turns
if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) {
gs->awaiting_descend = 1;
gs->last_message = "Descend to next floor? (Y/N)";
gs->message_timer = 120;
}
}
// 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);
// Close doors that the player moved away from before recomputing lighting.
for (int dy = 0; dy < MAP_HEIGHT; dy++) {
for (int dx = 0; dx < MAP_WIDTH; dx++) {
if (gs->map.tiles[dy][dx] == TILE_DOOR_OPEN) {
if (gs->player.position.x != dx || gs->player.position.y != dy) {
gs->map.tiles[dy][dx] = TILE_DOOR_CLOSED;
gs->map.door_anim_target[dy][dx] = 0;
gs->map.door_anim_timer[dy][dx] = DOOR_ANIM_FRAMES;
}
}
}
}
{
LightSource l = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
LightSource s[1 + 32];
s[0] = l;
memcpy(s + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
compute_lighting(&gs->map, s, 1 + gs->static_light_count);
}
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);
gs->potions_used++;
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);
if (gs->player.floor + 1 > gs->floors_reached)
gs->floors_reached = gs->player.floor + 1;
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.position.x, gs->player.position.y);
if (item != NULL) {
if (player_pickup(&gs->player, item)) {
gs->items_collected++;
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->potions_used++;
gs->last_message = "Used potion!";
gs->message_timer = 60;
audio_play_item_pickup(gs);
return 1;
}
}
Vec2 direction = {0, 0};
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
direction.y = -1;
else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
direction.y = 1;
else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
direction.x = -1;
else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
direction.x = 1;
if (direction.x == 0 && direction.y == 0)
return 0;
// Reset combat event before player acts
combat_reset_event();
int new_x = gs->player.position.x + direction.x;
int new_y = gs->player.position.y + direction.y;
Enemy *target = NULL;
int action = 0;
MoveResult result =
try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true);
if (result == MOVE_RESULT_MOVED) {
player_on_move(&gs->player);
// Set walk animation
gs->player.anim_state = PLAYER_ANIM_WALK;
gs->player.anim_frame = 0;
gs->player.anim_timer = 8; // frames to show each walk frame
// Update facing direction
if (direction.x != 0)
gs->player.facing_right = (direction.x > 0);
action = 1;
} else if (result == MOVE_RESULT_BLOCKED_ENEMY) {
target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
if (target != NULL) {
player_attack(&gs->player, target);
// Set attack animation
gs->player.anim_state = PLAYER_ANIM_ATTACK;
gs->player.anim_frame = 0;
gs->player.anim_timer = 12; // frames to show attack
// Face the enemy
if (target->position.x > gs->player.position.x)
gs->player.facing_right = 1;
else if (target->position.x < gs->player.position.x)
gs->player.facing_right = 0;
action = 1;
}
}
if (action)
post_action(gs, target);
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));
// Generate a new random seed for the new run
gs->run_seed = (unsigned int)time(NULL);
init_floor(gs, 1);
// Update window title with new seed
char title[128];
snprintf(title, sizeof(title), "Roguelike - Seed: %u", gs->run_seed);
SetWindowTitle(title);
return 0;
}
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(unsigned int run_seed, FontManager *fm) {
GameState gs;
memset(&gs, 0, sizeof(GameState));
gs.run_seed = run_seed;
// load external assets
// sound
load_audio_assets(&gs);
// font
init_fonts(fm);
// Initialize tileset atlas
if (!tileset_init(&gs.tileset, TILE_SIZE, TILE_SIZE)) {
fprintf(stderr, "Failed to initialize tileset\n");
destroy_fonts(fm);
return;
}
if (!tileset_paint_all(&gs.tileset)) {
fprintf(stderr, "Failed to paint tiles\n");
tileset_destroy(&gs.tileset);
destroy_fonts(fm);
return;
}
if (!tileset_finalize(&gs.tileset)) {
fprintf(stderr, "Failed to finalize tileset\n");
tileset_destroy(&gs.tileset);
destroy_fonts(fm);
return;
}
// Initialize first floor
init_floor(&gs, 1);
// Disable esc to exit
SetExitKey(0);
int frame_counter = 0;
while (!WindowShouldClose()) {
frame_counter++;
// 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));
// Generate a new random seed for the new run
gs.run_seed = (unsigned int)time(NULL);
gs.game_over = 0;
gs.game_won = 0;
load_audio_assets(&gs);
init_fonts(fm);
// Re-initialize tileset for new run
if (!tileset_init(&gs.tileset, TILE_SIZE, TILE_SIZE) || !tileset_paint_all(&gs.tileset) ||
!tileset_finalize(&gs.tileset)) {
fprintf(stderr, "Failed to re-initialize tileset\n");
break;
}
init_floor(&gs, 1);
// Update window title with new seed
char title[128];
snprintf(title, sizeof(title), "Roguelike - Seed: %u", gs.run_seed);
SetWindowTitle(title);
}
}
// Update message timer
if (gs.message_timer > 0)
gs.message_timer--;
// Update effects
update_effects(&gs);
// Update slash effect timer
if (gs.slash_timer > 0)
gs.slash_timer--;
// Door animations are visual, so they tick every rendered frame.
for (int y = 0; y < MAP_HEIGHT; y++) {
for (int x = 0; x < MAP_WIDTH; x++) {
if (gs.map.door_anim_timer[y][x] > 0) {
gs.map.door_anim_timer[y][x]--;
if (gs.map.door_anim_timer[y][x] == 0 && gs.map.door_anim_target[y][x] == 0)
gs.map.door_open_from[y][x] = 255;
}
}
}
// Update player animation
if (gs.player.anim_timer > 0) {
gs.player.anim_timer--;
if (gs.player.anim_timer <= 0) {
// Animation finished, return to idle
gs.player.anim_state = PLAYER_ANIM_IDLE;
gs.player.anim_frame = 0;
} else if (gs.player.anim_state == PLAYER_ANIM_WALK) {
// Toggle walk frame every 4 frames
gs.player.anim_frame = (gs.player.anim_timer / 4) % 2;
}
}
// Update player damage flash
if (gs.player.flash_timer > 0)
gs.player.flash_timer--;
// 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, &gs.tileset);
render_items(gs.items, gs.item_count, &gs.map, &gs.tileset);
render_enemies(gs.enemies, gs.enemy_count, &gs.map, &gs.tileset, frame_counter);
render_player(&gs.player, &gs.tileset, frame_counter);
// Draw slash effect on top of entities
if (gs.slash_timer > 0) {
render_slash_effect(gs.slash_x, gs.slash_y, gs.slash_dmg_class, gs.slash_timer);
}
EndMode2D();
// Floating texts follow world shake
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y, fm);
render_ui(&gs.player, &gs.tileset, fm);
// Draw action log
render_action_log(gs.action_log, gs.log_count, gs.log_head, fm);
// Draw inventory overlay if active
if (gs.show_inventory) {
render_inventory_overlay(&gs.player, gs.inv_selected, fm);
}
// Draw message if any
if (gs.last_message != NULL && gs.message_timer > 0) {
render_message(gs.last_message, fm);
}
// Draw persistent seed display in top right
render_seed_display(gs.run_seed);
// Draw game over screen
if (gs.game_over) {
// Compute final score
gs.final_score = gs.total_kills * 100 + gs.items_collected * 30 + gs.floors_reached * 200 + gs.crits_landed * 25 +
gs.damage_dealt * 2 - gs.damage_taken * 2 - gs.times_hit * 15;
if (gs.game_won) {
gs.final_score = (gs.final_score * 3) / 2;
}
render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken,
gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count,
gs.final_score, gs.run_seed, fm);
}
EndDrawing();
// small delay for key repeat control
WaitTime(0.08);
}
// Cleanup
destroy_fonts(fm);
}
// Check if a string is a valid unsigned integer
static int is_valid_uint(const char *str) {
if (str == NULL || *str == '\0')
return 0;
// Check for optional leading +
if (*str == '+')
str++;
// Must have at least one digit
if (*str == '\0')
return 0;
// All characters must be digits
for (const char *p = str; *p != '\0'; p++) {
if (!isdigit((unsigned char)*p))
return 0;
}
return 1;
}
int main(int argc, char **argv) {
// Parse command-line arguments
unsigned int run_seed = 0;
int seed_provided = 0;
for (int i = 1; i < argc; i++) {
if (strcmp(argv[i], "--seed") == 0) {
if (i + 1 >= argc) {
fprintf(stderr, "Error: --seed requires a value\n");
fprintf(stderr, "Usage: %s [--seed <number>]\n", argv[0]);
return 1;
}
const char *seed_str = argv[i + 1];
if (!is_valid_uint(seed_str)) {
fprintf(stderr, "Error: Invalid seed value: %s\n", seed_str);
fprintf(stderr, "Seed must be a non-negative integer\n");
return 1;
}
run_seed = (unsigned int)strtoul(seed_str, NULL, 10);
seed_provided = 1;
i++; // Skip the value
}
}
// If no seed provided, generate random seed from time
if (!seed_provided) {
run_seed = (unsigned int)time(NULL);
}
printf("Starting game with seed: %u\n", run_seed);
// Initialize audio
audio_init();
// Initialize random number generator
SetRandomSeed(88435);
// Initialize window with seed in title
char title[128];
snprintf(title, sizeof(title), "Roguelike - Seed: %u", run_seed);
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, title);
SetTargetFPS(60);
// Run game
FontManager fm;
init_fonts(&fm);
game_loop(run_seed, &fm);
// Cleanup
CloseWindow();
audio_close();
return 0;
}