ui: add floating damage text and shake screen; streamline action log
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I7a85e496beaf78150c6c1f7ddbb343d96a6a6964
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9cbbb9636f
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3 changed files with 218 additions and 84 deletions
111
src/main.c
111
src/main.c
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@ -10,8 +10,51 @@
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#include "rng.h"
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#include "settings.h"
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#include <stddef.h>
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#include <stdio.h>
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#include <string.h>
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// Add message to action log
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static void add_log(GameState *gs, const char *msg) {
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strncpy(gs->action_log[gs->log_head], msg, 127);
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gs->action_log[gs->log_head][127] = '\0';
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gs->log_head = (gs->log_head + 1) % 5;
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if (gs->log_count < 5) {
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gs->log_count++;
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}
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}
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// spawn floating damage text
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static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) {
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if (gs->floating_count < 8) {
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gs->floating_texts[gs->floating_count].x = x;
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gs->floating_texts[gs->floating_count].y = y;
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gs->floating_texts[gs->floating_count].value = value;
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gs->floating_texts[gs->floating_count].lifetime = 60;
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gs->floating_texts[gs->floating_count].is_critical = is_critical;
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gs->floating_count++;
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}
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}
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// update floating texts and screen shake
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static void update_effects(GameState *gs) {
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// update floating texts
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for (int i = 0; i < 8; i++) {
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if (gs->floating_texts[i].lifetime > 0) {
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gs->floating_texts[i].lifetime--;
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}
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}
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// update screen shake
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if (gs->screen_shake > 0) {
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gs->screen_shake--;
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gs->shake_x = rng_int(-4, 4);
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gs->shake_y = rng_int(-4, 4);
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} else {
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gs->shake_x = 0;
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gs->shake_y = 0;
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}
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}
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// Initialize a new floor
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static void init_floor(GameState *gs, int floor_num) {
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// Generate dungeon
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@ -108,11 +151,11 @@ static int handle_input(GameState *gs) {
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if (player_equip_item(&gs->player, gs->inv_selected)) {
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gs->last_message = "Item equipped!";
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gs->message_timer = 60;
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// Adjust selection if needed
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add_log(gs, "Equipped item");
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if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
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gs->inv_selected--;
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}
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return 1; // Consume turn
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return 1;
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} else {
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gs->last_message = "Cannot equip that!";
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gs->message_timer = 60;
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@ -129,8 +172,9 @@ static int handle_input(GameState *gs) {
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player_remove_inventory_item(&gs->player, gs->inv_selected);
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gs->last_message = "Used potion!";
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gs->message_timer = 60;
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add_log(gs, "Used potion");
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gs->show_inventory = 0;
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return 1; // Consume turn
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return 1;
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} else {
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gs->last_message = "Equip weapons/armor with E!";
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gs->message_timer = 60;
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@ -139,6 +183,29 @@ static int handle_input(GameState *gs) {
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}
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}
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// D to drop selected item
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if (IsKeyPressed(KEY_D)) {
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if (gs->player.inventory_count > 0) {
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Item *item = player_get_inventory_item(&gs->player, gs->inv_selected);
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if (item != NULL) {
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char drop_msg[64];
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snprintf(drop_msg, sizeof(drop_msg), "Dropped %s", item_get_name(item));
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if (player_drop_item(&gs->player, gs->inv_selected, gs->items, gs->item_count)) {
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add_log(gs, drop_msg);
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gs->last_message = "Item dropped!";
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gs->message_timer = 60;
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if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
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gs->inv_selected--;
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}
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return 1;
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} else {
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gs->last_message = "Cannot drop!";
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gs->message_timer = 60;
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}
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}
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}
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}
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return 0;
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}
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@ -151,6 +218,7 @@ static int handle_input(GameState *gs) {
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init_floor(gs, gs->player.floor + 1);
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gs->last_message = "Descended to next floor!";
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gs->message_timer = 60;
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add_log(gs, "Descended stairs");
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gs->awaiting_descend = 0;
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return 1;
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} else {
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@ -166,14 +234,14 @@ static int handle_input(GameState *gs) {
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gs->message_timer = 60;
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return 1;
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}
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return 0; // Waiting for Y/N
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return 0;
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}
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// Check for inventory toggle (I key)
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if (IsKeyPressed(KEY_I) && !gs->game_over) {
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gs->show_inventory = 1;
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gs->inv_selected = 0;
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return 0; // Don't consume turn
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return 0; // don't consume turn
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}
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// Check for manual item pickup (G key)
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@ -181,10 +249,13 @@ static int handle_input(GameState *gs) {
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Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y);
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if (item != NULL) {
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if (player_pickup(&gs->player, item)) {
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char pickup_msg[64];
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snprintf(pickup_msg, sizeof(pickup_msg), "Picked up %s", item_get_name(item));
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add_log(gs, pickup_msg);
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gs->last_message = "Picked up item!";
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gs->message_timer = 60;
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audio_play_item_pickup();
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return 1; // Consume a turn
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return 1;
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} else {
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gs->last_message = "Inventory full!";
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gs->message_timer = 60;
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@ -235,12 +306,14 @@ static int handle_input(GameState *gs) {
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return 1;
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}
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// Check if killed enemy
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if (combat_get_last_message() != NULL && !combat_was_player_damage()) {
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// Check if enemy died
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// combat feedback - player attacked enemy
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if (combat_get_last_damage() > 0 && !combat_was_player_damage()) {
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// find the enemy we attacked
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for (int i = 0; i < gs->enemy_count; i++) {
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if (!gs->enemies[i].alive) {
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audio_play_enemy_death();
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if (!gs->enemies[i].alive && combat_get_last_damage() > 0) {
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spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE,
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combat_get_last_damage(), combat_was_critical());
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break;
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}
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}
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}
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@ -251,6 +324,9 @@ static int handle_input(GameState *gs) {
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// Check if player took damage
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if (combat_was_player_damage() && combat_get_last_damage() > 0) {
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audio_play_player_damage();
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gs->screen_shake = 8;
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spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
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combat_was_critical());
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}
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// Set message
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@ -301,17 +377,28 @@ static void game_loop(void) {
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if (gs.message_timer > 0)
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gs.message_timer--;
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// Update effects
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update_effects(&gs);
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// Render
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BeginDrawing();
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ClearBackground(BLACK);
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// Draw game elements
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// Draw game elements (with screen shake offset)
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if (gs.screen_shake > 0) {
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// Apply shake offset to drawing
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}
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render_map(&gs.map);
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render_items(gs.items, gs.item_count);
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render_enemies(gs.enemies, gs.enemy_count);
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render_player(&gs.player);
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render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
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render_ui(&gs.player);
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// Draw action log
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render_action_log(gs.action_log, gs.log_count, gs.log_head);
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// Draw inventory overlay if active
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if (gs.show_inventory) {
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render_inventory_overlay(&gs.player, gs.inv_selected);
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