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

185
libs/combat/attack.zig Normal file
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const c = @import("c.zig");
const event = @import("event.zig");
const effects = @import("effects.zig");
fn rng(min: c_int, max: c_int) c_int {
return c.rng_int(min, max);
}
fn applyResistance(damage: c_int, resistance: c_int) c_int {
if (resistance >= 100) return 0;
const factor = 100 - resistance;
var result = @divTrunc(damage * factor, 100);
if (result < 1) result = 1;
return result;
}
fn rollProc(
target_effects: [*c]c.StatusEffect,
target_count: [*c]c_int,
dmg_class: c.DamageClass,
status_chance: c_int,
) c.StatusEffectType {
if (status_chance <= 0 or rng(0, 99) >= status_chance)
return c.EFFECT_NONE;
const eff_type = effects.procForClass(dmg_class);
if (eff_type == c.EFFECT_NONE)
return c.EFFECT_NONE;
const params = effects.paramsFor(eff_type);
effects.apply(target_effects, target_count, eff_type, params.duration, params.intensity);
return eff_type;
}
pub fn playerAttack(p: [*c]c.Player, e: [*c]c.Enemy) void {
if (p == null or e == null) return;
if (e[0].alive == 0) return;
event.reset();
if (e[0].dodge > 0 and rng(0, 99) < e[0].dodge) {
event.last.is_player_damage = 0;
event.last.was_dodged = 1;
event.last.message = "Enemy dodged!";
return;
}
// Read weapon stats or unarmed defaults
var dmg_class: c.DamageClass = c.DMG_IMPACT;
var crit_chance: c_int = c.UNARMED_CRIT_CHANCE;
var crit_mult: c_int = c.UNARMED_CRIT_MULT;
var status_chance: c_int = c.UNARMED_STATUS_CHANCE;
if (p[0].has_weapon != 0) {
dmg_class = p[0].equipped_weapon.dmg_class;
crit_chance = p[0].equipped_weapon.crit_chance;
crit_mult = p[0].equipped_weapon.crit_multiplier;
status_chance = p[0].equipped_weapon.status_chance;
}
var base_attack = p[0].attack;
if (effects.has(&p[0].effects, p[0].effect_count, c.EFFECT_WEAKEN))
base_attack -= c.WEAKEN_ATTACK_REDUCTION;
if (base_attack < 1) base_attack = 1;
const variance = rng(80, 120);
var damage = @divTrunc(base_attack * variance, 100);
if (damage < 1) damage = 1;
if (rng(0, 99) < crit_chance) {
damage = @divTrunc(damage * crit_mult, 100);
event.last.is_critical = 1;
}
const res_index: usize = @intCast(dmg_class);
if (res_index < c.NUM_DMG_CLASSES) {
damage = applyResistance(damage, e[0].resistance[res_index]);
}
if (damage == 0) {
event.last.damage = 0;
event.last.is_player_damage = 0;
event.last.message = "No effect!";
return;
}
if (e[0].block > 0 and rng(0, 99) < 30) {
var blocked = e[0].block;
if (blocked > damage) blocked = damage;
damage -= blocked;
if (damage < 1) damage = 1;
event.last.was_blocked = 1;
event.last.block_amount = blocked;
}
e[0].hp -= damage;
event.last.damage = damage;
event.last.is_player_damage = 0;
const applied = rollProc(&e[0].effects, &e[0].effect_count, dmg_class, status_chance);
event.last.applied_effect = applied;
if (e[0].hp <= 0) {
e[0].hp = 0;
e[0].alive = 0;
event.last.message = "Enemy killed!";
} else if (applied != c.EFFECT_NONE) {
event.last.message = switch (applied) {
c.EFFECT_BLEED => "Hit! Bleeding!",
c.EFFECT_STUN => "Hit! Stunned!",
c.EFFECT_WEAKEN => "Hit! Weakened!",
c.EFFECT_BURN => "Hit! Burning!",
c.EFFECT_POISON => "Hit! Poisoned!",
else => "You hit",
};
} else if (event.last.is_critical != 0) {
event.last.message = "Critical hit!";
} else {
event.last.message = "You hit";
}
}
pub fn enemyAttack(e: [*c]c.Enemy, p: [*c]c.Player) void {
if (e == null or p == null) return;
if (e[0].alive == 0) return;
event.reset();
event.last.is_player_damage = 1;
if (p[0].dodge > 0 and rng(0, 99) < p[0].dodge) {
event.last.was_dodged = 1;
event.last.message = "You dodged!";
return;
}
var base_damage = e[0].attack;
if (effects.has(&e[0].effects, e[0].effect_count, c.EFFECT_WEAKEN))
base_damage -= c.WEAKEN_ATTACK_REDUCTION;
base_damage -= p[0].defense;
if (base_damage < 1) base_damage = 1;
const variance = rng(80, 120);
var damage = @divTrunc(base_damage * variance, 100);
if (damage < 1) damage = 1;
if (rng(0, 99) < c.ENEMY_CRIT_CHANCE) {
damage = @divTrunc(damage * c.ENEMY_CRIT_MULT, 100);
event.last.is_critical = 1;
}
if (p[0].block > 0 and rng(0, 99) < 30) {
var blocked = p[0].block;
if (blocked > damage) blocked = damage;
damage -= blocked;
if (damage < 1) damage = 1;
event.last.was_blocked = 1;
event.last.block_amount = blocked;
}
p[0].hp -= damage;
event.last.damage = damage;
const applied = rollProc(&p[0].effects, &p[0].effect_count, e[0].dmg_class, e[0].status_chance);
event.last.applied_effect = applied;
if (p[0].hp <= 0) {
p[0].hp = 0;
event.last.message = "You died!";
} else if (applied != c.EFFECT_NONE) {
event.last.message = switch (applied) {
c.EFFECT_POISON => "Hit! Poisoned!",
c.EFFECT_BLEED => "Hit! Bleeding!",
c.EFFECT_STUN => "Hit! Stunned!",
c.EFFECT_BURN => "Hit! Burning!",
c.EFFECT_WEAKEN => "Hit! Weakened!",
else => "Hit",
};
} else if (event.last.was_blocked != 0) {
event.last.message = "Blocked some damage";
} else if (event.last.is_critical != 0) {
event.last.message = "Critical!";
} else {
event.last.message = "Hit";
}
}

43
libs/combat/c.zig Normal file
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@ -0,0 +1,43 @@
pub const raw = @cImport({
@cInclude("common.h");
@cInclude("rng.h");
});
pub const StatusEffectType = raw.StatusEffectType;
pub const StatusEffect = raw.StatusEffect;
pub const Player = raw.Player;
pub const Enemy = raw.Enemy;
pub const DamageClass = raw.DamageClass;
pub const EFFECT_NONE = raw.EFFECT_NONE;
pub const EFFECT_POISON = raw.EFFECT_POISON;
pub const EFFECT_STUN = raw.EFFECT_STUN;
pub const EFFECT_BLEED = raw.EFFECT_BLEED;
pub const EFFECT_WEAKEN = raw.EFFECT_WEAKEN;
pub const EFFECT_BURN = raw.EFFECT_BURN;
pub const DMG_SLASH = raw.DMG_SLASH;
pub const DMG_IMPACT = raw.DMG_IMPACT;
pub const DMG_PIERCE = raw.DMG_PIERCE;
pub const DMG_FIRE = raw.DMG_FIRE;
pub const DMG_POISON = raw.DMG_POISON;
pub const ENEMY_GOBLIN = raw.ENEMY_GOBLIN;
pub const ENEMY_SKELETON = raw.ENEMY_SKELETON;
pub const ENEMY_ORC = raw.ENEMY_ORC;
pub const MAX_EFFECTS = raw.MAX_EFFECTS;
pub const NUM_DMG_CLASSES = raw.NUM_DMG_CLASSES;
pub const WEAKEN_ATTACK_REDUCTION = raw.WEAKEN_ATTACK_REDUCTION;
pub const POISON_BASE_DAMAGE = raw.POISON_BASE_DAMAGE;
pub const BLEED_STACK_DAMAGE = raw.BLEED_STACK_DAMAGE;
pub const BURN_BASE_DAMAGE = raw.BURN_BASE_DAMAGE;
pub const UNARMED_CRIT_CHANCE = raw.UNARMED_CRIT_CHANCE;
pub const UNARMED_CRIT_MULT = raw.UNARMED_CRIT_MULT;
pub const UNARMED_STATUS_CHANCE = raw.UNARMED_STATUS_CHANCE;
pub const ENEMY_CRIT_CHANCE = raw.ENEMY_CRIT_CHANCE;
pub const ENEMY_CRIT_MULT = raw.ENEMY_CRIT_MULT;
pub const rng_int = raw.rng_int;

84
libs/combat/combat.zig Normal file
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const c = @import("c.zig");
const event = @import("event.zig");
const fx = @import("effects.zig");
const atk = @import("attack.zig");
comptime {
_ = @import("c.zig");
_ = @import("event.zig");
_ = @import("effects.zig");
_ = @import("attack.zig");
}
export fn combat_get_last_message() [*c]const u8 {
return event.last.message;
}
export fn combat_get_last_damage() c_int {
return event.last.damage;
}
export fn combat_was_player_damage() c_int {
return event.last.is_player_damage;
}
export fn combat_was_critical() c_int {
return event.last.is_critical;
}
export fn combat_was_dodged() c_int {
return event.last.was_dodged;
}
export fn combat_was_blocked() c_int {
return event.last.was_blocked;
}
export fn combat_get_block_amount() c_int {
return event.last.block_amount;
}
export fn combat_get_applied_effect() c.StatusEffectType {
return event.last.applied_effect;
}
export fn combat_reset_event() void {
event.reset();
}
export fn combat_has_effect(
effects: [*c]const c.StatusEffect,
count: c_int,
effect_type: c.StatusEffectType,
) c_int {
if (effects == null) return 0;
return if (fx.has(effects, count, effect_type)) 1 else 0;
}
export fn combat_apply_effect(
effects: [*c]c.StatusEffect,
count: [*c]c_int,
effect_type: c.StatusEffectType,
duration: c_int,
intensity: c_int,
) void {
if (effects == null or count == null) return;
if (effect_type == c.EFFECT_NONE) return;
fx.apply(effects, count, effect_type, duration, intensity);
}
export fn combat_tick_effects(p: [*c]c.Player) c_int {
return fx.tickPlayer(p);
}
export fn combat_tick_enemy_effects(e: [*c]c.Enemy) c_int {
return fx.tickEnemy(e);
}
export fn combat_player_attack(p: [*c]c.Player, e: [*c]c.Enemy) void {
atk.playerAttack(p, e);
}
export fn combat_enemy_attack(e: [*c]c.Enemy, p: [*c]c.Player) void {
atk.enemyAttack(e, p);
}

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libs/combat/effects.zig Normal file
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const c = @import("c.zig");
pub const EffectParams = struct {
duration: c_int,
intensity: c_int,
};
pub fn procForClass(dmg_class: c.DamageClass) c.StatusEffectType {
return switch (dmg_class) {
c.DMG_SLASH => c.EFFECT_BLEED,
c.DMG_IMPACT => c.EFFECT_STUN,
c.DMG_PIERCE => c.EFFECT_WEAKEN,
c.DMG_FIRE => c.EFFECT_BURN,
c.DMG_POISON => c.EFFECT_POISON,
else => c.EFFECT_NONE,
};
}
pub fn name(effect: c.StatusEffectType) ?[*:0]const u8 {
return switch (effect) {
c.EFFECT_POISON => "Poisoned",
c.EFFECT_BLEED => "Bleeding",
c.EFFECT_STUN => "Stunned",
c.EFFECT_BURN => "Burning",
c.EFFECT_WEAKEN => "Weakened",
else => null,
};
}
pub fn paramsFor(effect: c.StatusEffectType) EffectParams {
return switch (effect) {
c.EFFECT_BLEED => .{ .duration = 4, .intensity = c.BLEED_STACK_DAMAGE },
c.EFFECT_STUN => .{ .duration = 1, .intensity = 0 },
c.EFFECT_WEAKEN => .{ .duration = 3, .intensity = c.WEAKEN_ATTACK_REDUCTION },
c.EFFECT_BURN => .{ .duration = 2, .intensity = c.BURN_BASE_DAMAGE },
c.EFFECT_POISON => .{ .duration = 5, .intensity = c.POISON_BASE_DAMAGE },
else => .{ .duration = 0, .intensity = 0 },
};
}
pub fn clampCount(count: c_int) usize {
if (count < 0) return 0;
if (count > c.MAX_EFFECTS) return @intCast(c.MAX_EFFECTS);
return @intCast(count);
}
pub fn has(effects: [*c]const c.StatusEffect, count: c_int, effect_type: c.StatusEffectType) bool {
const safe_count = clampCount(count);
for (0..safe_count) |i| {
if (effects[i].type == effect_type and effects[i].duration > 0)
return true;
}
return false;
}
pub fn apply(
effects: [*c]c.StatusEffect,
count: [*c]c_int,
effect_type: c.StatusEffectType,
duration: c_int,
intensity: c_int,
) void {
const safe_count = clampCount(count[0]);
for (0..safe_count) |i| {
if (effects[i].type == effect_type and effects[i].duration > 0) {
if (effect_type == c.EFFECT_BLEED) {
effects[i].intensity += intensity;
if (effects[i].duration < duration)
effects[i].duration = duration;
} else {
effects[i].duration = duration;
if (intensity > effects[i].intensity)
effects[i].intensity = intensity;
}
return;
}
}
if (safe_count < @as(usize, @intCast(c.MAX_EFFECTS))) {
effects[safe_count] = .{
.type = effect_type,
.duration = duration,
.intensity = intensity,
};
count[0] = @intCast(safe_count + 1);
}
}
fn compact(effects: [*c]c.StatusEffect, count: [*c]c_int) void {
var write: usize = 0;
const safe_count = clampCount(count[0]);
for (0..safe_count) |read| {
if (effects[read].duration > 0) {
if (write != read)
effects[write] = effects[read];
write += 1;
}
}
count[0] = @intCast(write);
}
fn tickOne(eff: *c.StatusEffect, hp: *c_int) c_int {
if (eff.duration <= 0) return 0;
var dmg: c_int = 0;
switch (eff.type) {
c.EFFECT_POISON, c.EFFECT_BLEED, c.EFFECT_BURN => {
dmg = eff.intensity;
hp.* -= dmg;
},
else => {},
}
eff.duration -= 1;
return dmg;
}
pub fn tickPlayer(p: [*c]c.Player) c_int {
if (p == null) return 0;
var total: c_int = 0;
const safe_count = clampCount(p[0].effect_count);
for (0..safe_count) |i| {
total += tickOne(&p[0].effects[i], &p[0].hp);
}
compact(&p[0].effects, &p[0].effect_count);
return total;
}
pub fn tickEnemy(e: [*c]c.Enemy) c_int {
if (e == null) return 0;
if (e[0].alive == 0) return 0;
var total: c_int = 0;
const safe_count = clampCount(e[0].effect_count);
for (0..safe_count) |i| {
total += tickOne(&e[0].effects[i], &e[0].hp);
}
if (e[0].hp <= 0) {
e[0].hp = 0;
e[0].alive = 0;
}
compact(&e[0].effects, &e[0].effect_count);
return total;
}

18
libs/combat/event.zig Normal file
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@ -0,0 +1,18 @@
const c = @import("c.zig");
pub const CombatEvent = struct {
message: [*c]const u8 = null,
damage: c_int = 0,
is_player_damage: c_int = 0,
is_critical: c_int = 0,
was_dodged: c_int = 0,
was_blocked: c_int = 0,
block_amount: c_int = 0,
applied_effect: c.StatusEffectType = c.EFFECT_NONE,
};
pub var last: CombatEvent = .{};
pub fn reset() void {
last = .{};
}

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@ -1,123 +0,0 @@
#include "combat.h"
#include "common.h"
#include "rng.h"
#include <stddef.h>
// Track combat events for feedback
typedef struct {
const char *message;
int damage;
int is_player_damage;
int is_critical;
} CombatEvent;
static CombatEvent last_event = {NULL, 0, 0, 0};
const char *combat_get_last_message(void) {
return last_event.message;
}
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_critical(void) {
return last_event.is_critical;
}
void combat_player_attack(Player *p, Enemy *e) {
if (e == NULL || !e->alive)
return;
last_event.is_critical = 0;
// 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;
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";
}
} else {
last_event.damage = 0;
last_event.is_player_damage = 0;
last_event.message = "You missed";
}
}
void combat_enemy_attack(Enemy *e, Player *p) {
if (e == NULL || !e->alive)
return;
if (p == NULL)
return;
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;
// 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;
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 = "Hit";
}
} else {
last_event.damage = 0;
last_event.is_player_damage = 1;
last_event.message = "Missed";
}
}
void combat_reset_event(void) {
last_event.message = NULL;
last_event.damage = 0;
last_event.is_player_damage = 0;
last_event.is_critical = 0;
}

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@ -15,6 +15,18 @@ int combat_was_player_damage(void);
// Was it a critical hit? // Was it a critical hit?
int combat_was_critical(void); int combat_was_critical(void);
// Was the attack dodged?
int combat_was_dodged(void);
// Was the attack blocked?
int combat_was_blocked(void);
// Get block amount from last event
int combat_get_block_amount(void);
// Get the status effect applied in last event
StatusEffectType combat_get_applied_effect(void);
// Reset combat event // Reset combat event
void combat_reset_event(void); void combat_reset_event(void);
@ -24,4 +36,18 @@ void combat_player_attack(Player *p, Enemy *e);
// Enemy attacks player // Enemy attacks player
void combat_enemy_attack(Enemy *e, Player *p); void combat_enemy_attack(Enemy *e, Player *p);
// Tick status effects on the player (call at start of turn)
// Returns total damage dealt by effects this tick
int combat_tick_effects(Player *p);
// Tick status effects on an enemy (call at start of turn)
// Returns total damage dealt by effects this tick
int combat_tick_enemy_effects(Enemy *e);
// Apply a status effect to an effect array, stacking/refreshing if already present
void combat_apply_effect(StatusEffect effects[], int *count, StatusEffectType type, int duration, int intensity);
// Check if an entity has a specific effect active
int combat_has_effect(const StatusEffect effects[], int count, StatusEffectType type);
#endif // COMBAT_H #endif // COMBAT_H

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@ -6,6 +6,19 @@
// Tile types // Tile types
typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType; typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
// Status effect types
typedef enum { EFFECT_NONE, EFFECT_POISON, EFFECT_STUN, EFFECT_BLEED, EFFECT_WEAKEN, EFFECT_BURN } StatusEffectType;
// Damage classes
typedef enum { DMG_SLASH, DMG_IMPACT, DMG_PIERCE, DMG_FIRE, DMG_POISON } DamageClass;
// Status effect instance
typedef struct {
StatusEffectType type;
int duration; // turns remaining
int intensity; // damage per tick or stat reduction amount
} StatusEffect;
// Room // Room
typedef struct { typedef struct {
int x, y, w, h; int x, y, w, h;
@ -35,6 +48,10 @@ typedef struct {
int power; int power;
int floor; int floor;
int picked_up; int picked_up;
DamageClass dmg_class;
int crit_chance;
int crit_multiplier;
int status_chance;
} Item; } Item;
// Player // Player
@ -47,15 +64,17 @@ typedef struct {
int step_count; int step_count;
int speed; // actions per 100 ticks (100 = 1 action per turn) int speed; // actions per 100 ticks (100 = 1 action per turn)
int cooldown; // countdown to next action (0 = can act) int cooldown; // countdown to next action (0 = can act)
int dodge; // dodge chance percentage
int block; // flat damage reduction on successful block roll
Item equipped_weapon; Item equipped_weapon;
int has_weapon; int has_weapon;
Item equipped_armor; Item equipped_armor;
int has_armor; int has_armor;
Item inventory[MAX_INVENTORY]; Item inventory[MAX_INVENTORY];
int inventory_count; int inventory_count;
// damage variance range (0.8 to 1.2 = 80 to 120) // status effects
int dmg_variance_min; // minimum damage multiplier (80 = 0.8x) StatusEffect effects[MAX_EFFECTS];
int dmg_variance_max; // maximum damage multiplier (120 = 1.2x) int effect_count;
} Player; } Player;
// Enemy types // Enemy types
@ -71,6 +90,14 @@ typedef struct {
EnemyType type; EnemyType type;
int speed; // actions per 100 ticks int speed; // actions per 100 ticks
int cooldown; // countdown to next action int cooldown; // countdown to next action
int dodge; // dodge chance percentage
int block; // flat damage reduction
int resistance[NUM_DMG_CLASSES];
DamageClass dmg_class;
int status_chance;
// status effects
StatusEffect effects[MAX_EFFECTS];
int effect_count;
} Enemy; } Enemy;
// Floating damage text // Floating damage text

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@ -3,6 +3,7 @@
#include "common.h" #include "common.h"
#include "map.h" #include "map.h"
#include "rng.h" #include "rng.h"
#include <string.h>
// Forward declaration // Forward declaration
int is_enemy_at(const Enemy *enemies, int count, int x, int y); int is_enemy_at(const Enemy *enemies, int count, int x, int y);
@ -39,10 +40,12 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
// Create enemy // Create enemy
Enemy e; Enemy e;
memset(&e, 0, sizeof(Enemy));
e.x = ex; e.x = ex;
e.y = ey; e.y = ey;
e.alive = 1; e.alive = 1;
e.type = rng_int(ENEMY_GOBLIN, max_type); e.type = rng_int(ENEMY_GOBLIN, max_type);
e.effect_count = 0;
// Stats based on type and floor // Stats based on type and floor
switch (e.type) { switch (e.type) {
@ -51,24 +54,56 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
e.hp = e.max_hp; e.hp = e.max_hp;
e.attack = ENEMY_BASE_ATTACK; e.attack = ENEMY_BASE_ATTACK;
e.speed = 55 + rng_int(0, 10); e.speed = 55 + rng_int(0, 10);
e.dodge = 15;
e.block = 0;
e.dmg_class = DMG_POISON;
e.status_chance = 15;
e.resistance[DMG_SLASH] = 0;
e.resistance[DMG_IMPACT] = 0;
e.resistance[DMG_PIERCE] = 0;
e.resistance[DMG_FIRE] = -25;
e.resistance[DMG_POISON] = 50;
break; break;
case ENEMY_SKELETON: case ENEMY_SKELETON:
e.max_hp = ENEMY_BASE_HP + floor + 2; e.max_hp = ENEMY_BASE_HP + floor + 2;
e.hp = e.max_hp; e.hp = e.max_hp;
e.attack = ENEMY_BASE_ATTACK + 1; e.attack = ENEMY_BASE_ATTACK + 1;
e.speed = 70 + rng_int(0, 10); e.speed = 70 + rng_int(0, 10);
e.dodge = 5;
e.block = 0;
e.dmg_class = DMG_SLASH;
e.status_chance = 10;
e.resistance[DMG_SLASH] = -25;
e.resistance[DMG_IMPACT] = -50;
e.resistance[DMG_PIERCE] = 50;
e.resistance[DMG_FIRE] = 25;
e.resistance[DMG_POISON] = 100;
break; break;
case ENEMY_ORC: case ENEMY_ORC:
e.max_hp = ENEMY_BASE_HP + floor + 4; e.max_hp = ENEMY_BASE_HP + floor + 4;
e.hp = e.max_hp; e.hp = e.max_hp;
e.attack = ENEMY_BASE_ATTACK + 2; e.attack = ENEMY_BASE_ATTACK + 2;
e.speed = 85 + rng_int(0, 10); e.speed = 85 + rng_int(0, 10);
e.dodge = 0;
e.block = 3;
e.dmg_class = DMG_IMPACT;
e.status_chance = 20;
e.resistance[DMG_SLASH] = 0;
e.resistance[DMG_IMPACT] = 25;
e.resistance[DMG_PIERCE] = -25;
e.resistance[DMG_FIRE] = 0;
e.resistance[DMG_POISON] = 0;
break; break;
default: default:
e.max_hp = ENEMY_BASE_HP; e.max_hp = ENEMY_BASE_HP;
e.hp = e.max_hp; e.hp = e.max_hp;
e.attack = ENEMY_BASE_ATTACK; e.attack = ENEMY_BASE_ATTACK;
e.speed = 60; e.speed = 60;
e.dodge = 0;
e.block = 0;
e.dmg_class = DMG_IMPACT;
e.status_chance = 0;
memset(e.resistance, 0, sizeof(e.resistance));
break; break;
} }
e.cooldown = e.speed; e.cooldown = e.speed;
@ -137,6 +172,10 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun
if (!e->alive) if (!e->alive)
return; return;
// Stunned enemies skip their action
if (combat_has_effect(e->effects, e->effect_count, EFFECT_STUN))
return;
// Check if adjacent to player - attack // Check if adjacent to player - attack
if (can_see_player(e, p)) { if (can_see_player(e, p)) {
combat_enemy_attack(e, p); combat_enemy_attack(e, p);

View file

@ -1,8 +1,24 @@
#include "common.h" #include "common.h"
#include "map.h" #include "map.h"
#include "rng.h" #include "rng.h"
#include "settings.h"
#include <stddef.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) { void item_spawn(Item items[], int *count, Map *map, int floor) {
*count = 0; *count = 0;
@ -33,6 +49,10 @@ void item_spawn(Item items[], int *count, Map *map, int floor) {
item.y = iy; item.y = iy;
item.floor = floor; item.floor = floor;
item.picked_up = 0; item.picked_up = 0;
item.dmg_class = DMG_SLASH;
item.crit_chance = 0;
item.crit_multiplier = 100;
item.status_chance = 0;
// Item type distribution // Item type distribution
int type_roll = rng_int(0, 99); 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) { if (type_roll < 50) {
// 50% chance for potion // 50% chance for potion
item.type = ITEM_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) { } else if (type_roll < 80) {
// 30% chance for weapon // 30% chance for weapon, pick a random template
item.type = ITEM_WEAPON; 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 { } else {
// 20% chance for armor // 20% chance for armor
item.type = ITEM_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)++; (*count)++;
} }
} }
@ -65,7 +91,20 @@ const char *item_get_name(const Item *i) {
case ITEM_POTION: case ITEM_POTION:
return "Potion"; return "Potion";
case ITEM_WEAPON: case ITEM_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"; return "Weapon";
}
case ITEM_ARMOR: case ITEM_ARMOR:
return "Armor"; return "Armor";
default: default:
@ -124,3 +163,20 @@ void item_use(Player *p, Item *i) {
break; 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 "???";
}
}

View file

@ -20,4 +20,7 @@ const char *item_get_description(const Item *i);
// Get item power value // Get item power value
int item_get_power(const Item *i); int item_get_power(const Item *i);
// Get short label for a damage class (SLA/IMP/PRC/FIR/PSN)
const char *dmg_class_get_short(DamageClass dc);
#endif // ITEMS_H #endif // ITEMS_H

View file

@ -25,15 +25,27 @@ static void add_log(GameState *gs, const char *msg) {
// spawn floating damage text // spawn floating damage text
static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) { static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) {
// Reuse an expired slot if all slots are taken
int slot = -1;
if (gs->floating_count < 8) { if (gs->floating_count < 8) {
gs->floating_texts[gs->floating_count].x = x; slot = gs->floating_count;
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++; gs->floating_count++;
} else {
for (int i = 0; i < 8; i++) {
if (gs->floating_texts[i].lifetime <= 0) {
slot = i;
break;
} }
} }
}
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;
}
// update floating texts and screen shake // update floating texts and screen shake
static void update_effects(GameState *gs) { static void update_effects(GameState *gs) {
@ -87,6 +99,37 @@ static void init_floor(GameState *gs, int floor_num) {
gs->turn_count = 0; 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!");
}
}
}
// Handle player input - returns: 0=continue, 1=acted, -1=quit // Handle player input - returns: 0=continue, 1=acted, -1=quit
static int handle_input(GameState *gs) { static int handle_input(GameState *gs) {
int dx = 0, dy = 0; int dx = 0, dy = 0;
@ -103,6 +146,25 @@ static int handle_input(GameState *gs) {
return 0; return 0;
} }
// If player is stunned, wait for any key then consume the turn
if (combat_has_effect(gs->player.effects, gs->player.effect_count, EFFECT_STUN)) {
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;
}
if (gs->show_inventory) { if (gs->show_inventory) {
if (IsKeyPressed(KEY_I) || IsKeyPressed(KEY_ESCAPE)) { if (IsKeyPressed(KEY_I) || IsKeyPressed(KEY_ESCAPE)) {
gs->show_inventory = 0; gs->show_inventory = 0;
@ -298,6 +360,11 @@ static int handle_input(GameState *gs) {
// Increment turn counter // Increment turn counter
gs->turn_count++; gs->turn_count++;
// Tick status effects at the start of this turn
tick_all_effects(gs);
if (gs->game_over)
return 1;
// Check if stepped on stairs // Check if stepped on stairs
if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) { if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
gs->awaiting_descend = 1; gs->awaiting_descend = 1;
@ -358,6 +425,8 @@ static void game_loop(void) {
while (!WindowShouldClose()) { while (!WindowShouldClose()) {
// Handle input // Handle input
if (!gs.game_over) { 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); int quit = handle_input(&gs);
if (quit == -1) if (quit == -1)
break; break;

View file

@ -3,6 +3,7 @@
#include "common.h" #include "common.h"
#include "items.h" #include "items.h"
#include "map.h" #include "map.h"
#include "settings.h"
#include "utils.h" #include "utils.h"
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
@ -18,6 +19,8 @@ void player_init(Player *p, int x, int y) {
p->step_count = 0; p->step_count = 0;
p->speed = 100; p->speed = 100;
p->cooldown = 0; p->cooldown = 0;
p->dodge = PLAYER_BASE_DODGE;
p->block = PLAYER_BASE_BLOCK;
p->has_weapon = 0; p->has_weapon = 0;
p->has_armor = 0; p->has_armor = 0;
memset(&p->equipped_weapon, 0, sizeof(Item)); memset(&p->equipped_weapon, 0, sizeof(Item));
@ -25,8 +28,8 @@ void player_init(Player *p, int x, int y) {
p->equipped_weapon.picked_up = 1; p->equipped_weapon.picked_up = 1;
p->equipped_armor.picked_up = 1; // mark as invalid p->equipped_armor.picked_up = 1; // mark as invalid
p->inventory_count = 0; p->inventory_count = 0;
p->dmg_variance_min = 80; p->effect_count = 0;
p->dmg_variance_max = 120; memset(p->effects, 0, sizeof(p->effects));
// Initialize inventory to empty // Initialize inventory to empty
for (int i = 0; i < MAX_INVENTORY; i++) { for (int i = 0; i < MAX_INVENTORY; i++) {
@ -70,7 +73,11 @@ int player_move(Player *p, int dx, int dy, Map *map, Enemy *enemies, int enemy_c
p->x = new_x; p->x = new_x;
p->y = new_y; p->y = new_y;
p->step_count += 1; p->step_count += 1;
if (p->step_count % 15 == 0 && p->hp < p->max_hp) { // Regen suppressed while poisoned, bleeding, or burning
if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp &&
!combat_has_effect(p->effects, p->effect_count, EFFECT_POISON) &&
!combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) &&
!combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) {
p->hp += 1; p->hp += 1;
} }
return 1; return 1;
@ -188,16 +195,6 @@ int player_equip_item(Player *p, int inv_index) {
p->equipped_weapon = *item; p->equipped_weapon = *item;
p->has_weapon = 1; p->has_weapon = 1;
p->attack += item->power; 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 // Remove from inventory
player_remove_inventory_item(p, inv_index); player_remove_inventory_item(p, inv_index);
return 1; return 1;
@ -207,11 +204,15 @@ int player_equip_item(Player *p, int inv_index) {
// Unequip current armor first // Unequip current armor first
if (p->has_armor) { if (p->has_armor) {
p->defense -= p->equipped_armor.power; p->defense -= p->equipped_armor.power;
p->block -= p->equipped_armor.power / 2;
if (p->block < PLAYER_BASE_BLOCK)
p->block = PLAYER_BASE_BLOCK;
} }
// Equip new armor // Equip new armor
p->equipped_armor = *item; p->equipped_armor = *item;
p->has_armor = 1; p->has_armor = 1;
p->defense += item->power; p->defense += item->power;
p->block += item->power / 2; // armor grants block bonus
// Remove from inventory // Remove from inventory
player_remove_inventory_item(p, inv_index); player_remove_inventory_item(p, inv_index);
return 1; return 1;

View file

@ -138,24 +138,62 @@ void render_ui(const Player *p) {
int hp_text_w = MeasureText(hp_text, 14); int hp_text_w = MeasureText(hp_text, 14);
DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 14, WHITE); DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 14, WHITE);
// Status effect indicators next to HP bar
int effect_x = bar_x + bar_width + 5;
for (int i = 0; i < p->effect_count && i < MAX_EFFECTS; i++) {
Color eff_color;
const char *eff_label = "";
switch (p->effects[i].type) {
case EFFECT_POISON:
eff_color = (Color){50, 200, 50, 255};
eff_label = "PSN";
break;
case EFFECT_BLEED:
eff_color = (Color){200, 50, 50, 255};
eff_label = "BLD";
break;
case EFFECT_STUN:
eff_color = (Color){200, 200, 50, 255};
eff_label = "STN";
break;
case EFFECT_WEAKEN:
eff_color = (Color){120, 120, 120, 255};
eff_label = "WKN";
break;
case EFFECT_BURN:
eff_color = (Color){230, 130, 30, 255};
eff_label = "BRN";
break;
default:
continue;
}
if (p->effects[i].duration > 0) {
char eff_text[16];
snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration);
DrawText(eff_text, effect_x, bar_y, 12, eff_color);
effect_x += 40;
}
}
// Stats row 1: Floor, ATK, DEF, Inv // Stats row 1: Floor, ATK, DEF, Inv
int stats_x_start = (effect_x > bar_x + bar_width + 15) ? effect_x + 10 : bar_x + bar_width + 15;
int stats_y = bar_y; int stats_y = bar_y;
DrawText("F1", bar_x + bar_width + 15, stats_y, 14, WHITE); DrawText("F1", stats_x_start, stats_y, 14, WHITE);
DrawText("ATK", bar_x + bar_width + 50, stats_y, 14, YELLOW); DrawText("ATK", stats_x_start + 35, stats_y, 14, YELLOW);
DrawText("DEF", bar_x + bar_width + 100, stats_y, 14, BLUE); DrawText("DEF", stats_x_start + 85, stats_y, 14, BLUE);
DrawText("INV", bar_x + bar_width + 145, stats_y, 14, GREEN); DrawText("INV", stats_x_start + 130, stats_y, 14, GREEN);
// Row 2: equipment slots and controls // Row 2: equipment slots and controls
int row2_y = stats_y + 24; int row2_y = stats_y + 24;
// Equipment (left side of row 2) // Equipment (left side of row 2)
if (p->has_weapon) { if (p->has_weapon) {
char weapon_text[48]; char weapon_text[64];
snprintf(weapon_text, sizeof(weapon_text), "Wpn:%s +%d", item_get_name(&p->equipped_weapon), snprintf(weapon_text, sizeof(weapon_text), "Wpn:%s +%d [%s]", item_get_name(&p->equipped_weapon),
p->equipped_weapon.power); p->equipped_weapon.power, dmg_class_get_short(p->equipped_weapon.dmg_class));
DrawText(weapon_text, 10, row2_y, 12, YELLOW); DrawText(weapon_text, 10, row2_y, 12, YELLOW);
} else { } else {
DrawText("Wpn:---", 10, row2_y, 12, (Color){60, 60, 60, 255}); DrawText("Wpn:--- [IMP]", 10, row2_y, 12, (Color){60, 60, 60, 255});
} }
if (p->has_armor) { if (p->has_armor) {

View file

@ -25,4 +25,31 @@
#define NUM_FLOORS 5 #define NUM_FLOORS 5
#define MAX_INVENTORY 10 #define MAX_INVENTORY 10
// Damage Classes
#define NUM_DMG_CLASSES 5
// Status Effects
#define MAX_EFFECTS 4
#define POISON_BASE_DAMAGE 1
#define BLEED_STACK_DAMAGE 1
#define BURN_BASE_DAMAGE 2
#define WEAKEN_ATTACK_REDUCTION 2
#define REGEN_STEP_INTERVAL 15
// Unarmed combat defaults
#define UNARMED_CRIT_CHANCE 5
#define UNARMED_CRIT_MULT 150
#define UNARMED_STATUS_CHANCE 0
// Weapon templates
#define NUM_WEAPON_TEMPLATES 5
// Enemy combat defaults
#define ENEMY_CRIT_CHANCE 5
#define ENEMY_CRIT_MULT 150
// Dodge/Block defaults
#define PLAYER_BASE_DODGE 5
#define PLAYER_BASE_BLOCK 0
#endif // SETTINGS_H #endif // SETTINGS_H