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rogged/src/render.c
NotAShelf de2ce8ba43
player: add equipment slots and inventory overlay
- Weapon/armor equip slots persist until replaced
- Numbered inventory overlay with I key
- E to equip from inventory, U to use potions"

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I474acd676da3b768c1aac24f75f303e86a6a6964
2026-04-03 15:45:16 +03:00

255 lines
8.3 KiB
C

#include "render.h"
#include "common.h"
#include "items.h"
#include "raylib.h"
#include "settings.h"
#include <stddef.h>
#include <stdio.h>
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};
switch (map->tiles[y][x]) {
case TILE_WALL:
DrawRectangleRec(rect, DARKGRAY);
break;
case TILE_FLOOR:
DrawRectangleRec(rect, BLACK);
break;
case TILE_STAIRS:
DrawRectangleRec(rect, (Color){100, 100, 100, 255});
// Draw stairs marker
DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
break;
}
}
}
}
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(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,
(float)TILE_SIZE};
// Different colors based on enemy type
Color enemy_color;
switch (enemies[i].type) {
case ENEMY_GOBLIN:
enemy_color = (Color){150, 50, 50, 255}; // dark red
break;
case ENEMY_SKELETON:
enemy_color = (Color){200, 200, 200, 255}; // light gray
break;
case ENEMY_ORC:
enemy_color = (Color){50, 150, 50, 255}; // dark green
break;
default:
enemy_color = RED;
break;
}
DrawRectangleRec(rect, enemy_color);
// Draw hp bar above enemy
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};
DrawRectangleRec(hp_bar, GREEN);
}
}
}
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,
(float)TILE_SIZE};
// Different colors based on item type
Color item_color;
switch (items[i].type) {
case ITEM_POTION:
item_color = (Color){255, 100, 100, 255}; // red/pink
break;
case ITEM_WEAPON:
item_color = (Color){255, 255, 100, 255}; // yellow
break;
case ITEM_ARMOR:
item_color = (Color){100, 100, 255, 255}; // blue
break;
default:
item_color = GREEN;
break;
}
DrawRectangleRec(rect, item_color);
}
}
void render_ui(const 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});
// Draw dividing line
DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, GRAY);
// Player hp
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);
// Player attack
char atk_text[32];
snprintf(atk_text, sizeof(atk_text), "ATK: %d", p->attack);
DrawText(atk_text, 120, MAP_HEIGHT * TILE_SIZE + 10, 20, YELLOW);
// Floor number
char floor_text[32];
snprintf(floor_text, sizeof(floor_text), "Floor: %d", p->floor);
DrawText(floor_text, 220, MAP_HEIGHT * TILE_SIZE + 10, 20, WHITE);
// Defense stat
char def_text[32];
snprintf(def_text, sizeof(def_text), "DEF: %d", p->defense);
DrawText(def_text, 340, 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, 440, MAP_HEIGHT * TILE_SIZE + 10, 16, GREEN);
// Equipment display - second row
int eq_y = MAP_HEIGHT * TILE_SIZE + 10;
// Weapon slot
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, eq_y + 25, 14, YELLOW);
} else {
DrawText("Wpn:---", 10, eq_y + 25, 14, DARKGRAY);
}
// Armor slot
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, 170, eq_y + 25, 14, BLUE);
} else {
DrawText("Arm:---", 170, eq_y + 25, 14, DARKGRAY);
}
// Controls hint
DrawText("WASD:Move G:Pickup I:Inventory U:Use E:Equip Q:Quit", 330, eq_y + 25, 12, GRAY);
}
void render_inventory_overlay(const Player *p, int selected) {
// Semi-transparent overlay
Rectangle overlay = {(float)(SCREEN_WIDTH / 2 - 200), 80, 400, 320};
DrawRectangleRec(overlay, (Color){20, 20, 20, 240});
DrawRectangleLines((int)overlay.x, (int)overlay.y, (int)overlay.width, (int)overlay.height, GOLD);
// Title
const char *title = "INVENTORY";
int title_w = MeasureText(title, 20);
DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 15, 20, GOLD);
// Column headers
DrawText("# Item", overlay.x + 20, overlay.y + 50, 14, GRAY);
DrawText("Type", overlay.x + 130, overlay.y + 50, 14, GRAY);
DrawText("Power", overlay.x + 210, overlay.y + 50, 14, GRAY);
DrawText("Action", overlay.x + 280, overlay.y + 50, 14, GRAY);
// Draw each inventory slot
char slot_text[64];
for (int i = 0; i < MAX_INVENTORY; i++) {
int y_pos = overlay.y + 75 + (i * 22);
if (i < p->inventory_count && !p->inventory[i].picked_up) {
// Occupied slot
const Item *item = &p->inventory[i];
// Highlight selected
if (i == selected) {
DrawRectangle((int)overlay.x + 10, y_pos - 2, (int)overlay.width - 20, 20, (Color){60, 60, 60, 255});
}
// Slot number
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 20, y_pos, 14, WHITE);
// Item name
const char *name = item_get_name(item);
DrawText(name, overlay.x + 50, y_pos, 14, WHITE);
// Type
const char *type = (item->type == ITEM_POTION) ? "Potion" : (item->type == ITEM_WEAPON) ? "Weapon" : "Armor";
Color type_color = (item->type == ITEM_POTION) ? PINK : (item->type == ITEM_WEAPON) ? YELLOW : BLUE;
DrawText(type, overlay.x + 130, y_pos, 14, type_color);
// Power
snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
DrawText(slot_text, overlay.x + 210, y_pos, 14, YELLOW);
// Action hint
if (item->type == ITEM_POTION) {
DrawText("[U]se", overlay.x + 280, y_pos, 14, GREEN);
} else {
DrawText("[E]quip", overlay.x + 280, y_pos, 14, GOLD);
}
} else {
// Empty slot
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 20, y_pos, 14, (Color){60, 60, 60, 255});
}
}
// Instructions
const char *hint = "WASD: Select | ENTER/U: Use | E: Equip | ESC: Close";
int hint_w = MeasureText(hint, 12);
DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + 290, 12, GRAY);
}
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});
// 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);
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);
}
void render_message(const char *message) {
if (message == NULL)
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);
int msg_width = MeasureText(message, 20);
DrawText(message, (SCREEN_WIDTH - msg_width) / 2, SCREEN_HEIGHT / 2 - 10, 20, WHITE);
}