initial commit

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Ie3b66d17f6f660c9b9a719210bd86f9f6a6a6964
This commit is contained in:
raf 2026-03-17 23:34:37 +03:00
commit b381e2efbd
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
29 changed files with 1633 additions and 0 deletions

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src/items.c Normal file
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#include "common.h"
#include "map.h"
#include "rng.h"
#include <stddef.h>
void item_spawn(Item items[], int *count, Map *map, int floor) {
*count = 0;
// Number of items scales with floor
int num_items = 2 + rng_int(0, 3);
if (num_items > MAX_ITEMS)
num_items = MAX_ITEMS;
for (int i = 0; i < num_items; i++) {
// Find random floor position
int ix, iy;
get_random_floor_tile(map, &ix, &iy, 50);
// Don't spawn on other items
int occupied = 0;
for (int j = 0; j < *count; j++) {
if (items[j].x == ix && items[j].y == iy) {
occupied = 1;
break;
}
}
if (occupied)
continue;
// Create item
Item item;
item.x = ix;
item.y = iy;
item.floor = floor;
item.picked_up = 0;
// Item type distribution
int type_roll = rng_int(0, 99);
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
} else if (type_roll < 80) {
// 30% chance for weapon
item.type = ITEM_WEAPON;
item.power = 1 + rng_int(0, floor); // attack bonus: 1 + 0-floor
} else {
// 20% chance for armor
item.type = ITEM_ARMOR;
item.power = 1 + rng_int(0, floor / 2); // defense bonus
}
items[i] = item;
(*count)++;
}
}
// Get item name for display
const char *item_get_name(Item *i) {
if (i == NULL)
return "";
switch (i->type) {
case ITEM_POTION:
return "Potion";
case ITEM_WEAPON:
return "Weapon";
case ITEM_ARMOR:
return "Armor";
default:
return "Unknown";
}
}
// Get item description
const char *item_get_description(Item *i) {
if (i == NULL)
return "";
switch (i->type) {
case ITEM_POTION:
return "Heals HP";
case ITEM_WEAPON:
return "+Attack";
case ITEM_ARMOR:
return "+Defense";
default:
return "";
}
}
// Get item power value
int item_get_power(Item *i) {
if (i == NULL)
return 0;
return i->power;
}
void item_use(Player *p, Item *i) {
if (p == NULL || i == NULL)
return;
switch (i->type) {
case ITEM_POTION:
// Heal player
p->hp += i->power;
if (p->hp > p->max_hp) {
p->hp = p->max_hp;
}
break;
case ITEM_WEAPON:
// Increase attack
p->attack += i->power;
break;
case ITEM_ARMOR:
// Increase defense
p->defense += i->power;
break;
default:
break;
}
}