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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

@ -6,6 +6,19 @@
// Tile types
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
typedef struct {
int x, y, w, h;
@ -35,6 +48,10 @@ typedef struct {
int power;
int floor;
int picked_up;
DamageClass dmg_class;
int crit_chance;
int crit_multiplier;
int status_chance;
} Item;
// Player
@ -47,15 +64,17 @@ typedef struct {
int step_count;
int speed; // actions per 100 ticks (100 = 1 action per turn)
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;
int has_weapon;
Item equipped_armor;
int has_armor;
Item inventory[MAX_INVENTORY];
int inventory_count;
// damage variance range (0.8 to 1.2 = 80 to 120)
int dmg_variance_min; // minimum damage multiplier (80 = 0.8x)
int dmg_variance_max; // maximum damage multiplier (120 = 1.2x)
// status effects
StatusEffect effects[MAX_EFFECTS];
int effect_count;
} Player;
// Enemy types
@ -71,6 +90,14 @@ typedef struct {
EnemyType type;
int speed; // actions per 100 ticks
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;
// Floating damage text