combat: rewrite in Zig; add basic damage types and weapon archetypes

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Ic8055a1cf6bdad1aca13673ea171b4b46a6a6964
This commit is contained in:
raf 2026-04-05 20:11:06 +03:00
commit 22ab6fc6eb
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
15 changed files with 802 additions and 158 deletions

View file

@ -1,8 +1,24 @@
#include "common.h"
#include "map.h"
#include "rng.h"
#include "settings.h"
#include <stddef.h>
typedef struct {
const char *name;
DamageClass dmg_class;
int base_power;
int crit_chance;
int crit_multiplier;
int status_chance;
} WeaponTemplate;
static const WeaponTemplate weapon_templates[NUM_WEAPON_TEMPLATES] = {
{"Dagger", DMG_SLASH, 1, 25, 200, 20}, {"Mace", DMG_IMPACT, 2, 10, 150, 30},
{"Spear", DMG_PIERCE, 2, 15, 175, 25}, {"Torch", DMG_FIRE, 1, 5, 150, 40},
{"Venom Blade", DMG_POISON, 1, 15, 175, 35},
};
void item_spawn(Item items[], int *count, Map *map, int floor) {
*count = 0;
@ -33,6 +49,10 @@ void item_spawn(Item items[], int *count, Map *map, int floor) {
item.y = iy;
item.floor = floor;
item.picked_up = 0;
item.dmg_class = DMG_SLASH;
item.crit_chance = 0;
item.crit_multiplier = 100;
item.status_chance = 0;
// Item type distribution
int type_roll = rng_int(0, 99);
@ -40,18 +60,24 @@ void item_spawn(Item items[], int *count, Map *map, int floor) {
if (type_roll < 50) {
// 50% chance for potion
item.type = ITEM_POTION;
item.power = 5 + rng_int(0, floor * 2); // healing: 5 + 0-2*floor
item.power = 5 + rng_int(0, floor * 2);
} else if (type_roll < 80) {
// 30% chance for weapon
// 30% chance for weapon, pick a random template
item.type = ITEM_WEAPON;
item.power = 1 + rng_int(0, floor); // attack bonus: 1 + 0-floor
int tmpl_idx = rng_int(0, NUM_WEAPON_TEMPLATES - 1);
const WeaponTemplate *tmpl = &weapon_templates[tmpl_idx];
item.power = tmpl->base_power + rng_int(0, floor);
item.dmg_class = tmpl->dmg_class;
item.crit_chance = tmpl->crit_chance;
item.crit_multiplier = tmpl->crit_multiplier;
item.status_chance = tmpl->status_chance;
} else {
// 20% chance for armor
item.type = ITEM_ARMOR;
item.power = 1 + rng_int(0, floor / 2); // defense bonus
item.power = 1 + rng_int(0, floor / 2);
}
items[i] = item;
items[*count] = item;
(*count)++;
}
}
@ -65,7 +91,20 @@ const char *item_get_name(const Item *i) {
case ITEM_POTION:
return "Potion";
case ITEM_WEAPON:
return "Weapon";
switch (i->dmg_class) {
case DMG_SLASH:
return "Dagger";
case DMG_IMPACT:
return "Mace";
case DMG_PIERCE:
return "Spear";
case DMG_FIRE:
return "Torch";
case DMG_POISON:
return "Venom Blade";
default:
return "Weapon";
}
case ITEM_ARMOR:
return "Armor";
default:
@ -124,3 +163,20 @@ void item_use(Player *p, Item *i) {
break;
}
}
const char *dmg_class_get_short(DamageClass dc) {
switch (dc) {
case DMG_SLASH:
return "SLA";
case DMG_IMPACT:
return "IMP";
case DMG_PIERCE:
return "PRC";
case DMG_FIRE:
return "FIR";
case DMG_POISON:
return "PSN";
default:
return "???";
}
}