Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Ic8055a1cf6bdad1aca13673ea171b4b46a6a6964
182 lines
3.8 KiB
C
182 lines
3.8 KiB
C
#include "common.h"
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#include "map.h"
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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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typedef struct {
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const char *name;
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DamageClass dmg_class;
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int base_power;
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int crit_chance;
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int crit_multiplier;
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int status_chance;
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} WeaponTemplate;
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static const WeaponTemplate weapon_templates[NUM_WEAPON_TEMPLATES] = {
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{"Dagger", DMG_SLASH, 1, 25, 200, 20}, {"Mace", DMG_IMPACT, 2, 10, 150, 30},
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{"Spear", DMG_PIERCE, 2, 15, 175, 25}, {"Torch", DMG_FIRE, 1, 5, 150, 40},
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{"Venom Blade", DMG_POISON, 1, 15, 175, 35},
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};
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void item_spawn(Item items[], int *count, Map *map, int floor) {
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*count = 0;
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// Number of items scales with floor
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int num_items = 2 + rng_int(0, 3);
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if (num_items > MAX_ITEMS)
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num_items = MAX_ITEMS;
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for (int i = 0; i < num_items; i++) {
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// Find random floor position
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int ix, iy;
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get_random_floor_tile(map, &ix, &iy, 50);
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// Don't spawn on other items
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int occupied = 0;
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for (int j = 0; j < *count; j++) {
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if (items[j].x == ix && items[j].y == iy) {
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occupied = 1;
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break;
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}
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}
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if (occupied)
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continue;
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// Create item
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Item item;
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item.x = ix;
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item.y = iy;
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item.floor = floor;
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item.picked_up = 0;
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item.dmg_class = DMG_SLASH;
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item.crit_chance = 0;
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item.crit_multiplier = 100;
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item.status_chance = 0;
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// Item type distribution
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int type_roll = rng_int(0, 99);
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if (type_roll < 50) {
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// 50% chance for potion
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item.type = ITEM_POTION;
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item.power = 5 + rng_int(0, floor * 2);
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} else if (type_roll < 80) {
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// 30% chance for weapon, pick a random template
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item.type = ITEM_WEAPON;
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int tmpl_idx = rng_int(0, NUM_WEAPON_TEMPLATES - 1);
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const WeaponTemplate *tmpl = &weapon_templates[tmpl_idx];
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item.power = tmpl->base_power + rng_int(0, floor);
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item.dmg_class = tmpl->dmg_class;
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item.crit_chance = tmpl->crit_chance;
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item.crit_multiplier = tmpl->crit_multiplier;
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item.status_chance = tmpl->status_chance;
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} else {
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// 20% chance for armor
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item.type = ITEM_ARMOR;
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item.power = 1 + rng_int(0, floor / 2);
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}
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items[*count] = item;
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(*count)++;
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}
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}
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// Get item name for display
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const char *item_get_name(const Item *i) {
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if (i == NULL)
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return "";
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switch (i->type) {
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case ITEM_POTION:
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return "Potion";
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case ITEM_WEAPON:
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switch (i->dmg_class) {
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case DMG_SLASH:
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return "Dagger";
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case DMG_IMPACT:
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return "Mace";
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case DMG_PIERCE:
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return "Spear";
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case DMG_FIRE:
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return "Torch";
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case DMG_POISON:
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return "Venom Blade";
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default:
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return "Weapon";
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}
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case ITEM_ARMOR:
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return "Armor";
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default:
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return "Unknown";
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}
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}
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// Get item description
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const char *item_get_description(const Item *i) {
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if (i == NULL)
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return "";
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switch (i->type) {
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case ITEM_POTION:
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return "Heals HP";
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case ITEM_WEAPON:
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return "+Attack";
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case ITEM_ARMOR:
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return "+Defense";
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default:
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return "";
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}
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}
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// Get item power value
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int item_get_power(const Item *i) {
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if (i == NULL)
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return 0;
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return i->power;
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}
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void item_use(Player *p, Item *i) {
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if (p == NULL || i == NULL)
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return;
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switch (i->type) {
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case ITEM_POTION:
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// Heal player
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p->hp += i->power;
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if (p->hp > p->max_hp) {
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p->hp = p->max_hp;
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}
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break;
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case ITEM_WEAPON:
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// Increase attack
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p->attack += i->power;
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break;
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case ITEM_ARMOR:
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// Increase defense
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p->defense += i->power;
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break;
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default:
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break;
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}
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}
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const char *dmg_class_get_short(DamageClass dc) {
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switch (dc) {
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case DMG_SLASH:
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return "SLA";
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case DMG_IMPACT:
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return "IMP";
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case DMG_PIERCE:
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return "PRC";
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case DMG_FIRE:
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return "FIR";
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case DMG_POISON:
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return "PSN";
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default:
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return "???";
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}
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}
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