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combat: add hit chance & damage variance to make combat more engaging

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Ia1e0a503dba03e5df7b863b97db962e36a6a6964
This commit is contained in:
raf 2026-04-03 15:44:57 +03:00
commit 9cbbb9636f
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
5 changed files with 140 additions and 28 deletions

View file

@ -53,6 +53,9 @@ typedef struct {
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)
} Player;
// Enemy types
@ -70,6 +73,14 @@ typedef struct {
int cooldown; // countdown to next action
} Enemy;
// Floating damage text
typedef struct {
int x, y;
int value;
int lifetime; // frames remaining
int is_critical;
} FloatingText;
// GameState - encapsulates all game state for testability and save/load
typedef struct {
Player player;
@ -87,6 +98,16 @@ typedef struct {
int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
int show_inventory; // 0 = hidden, 1 = show overlay
int inv_selected; // currently selected inventory index
// action log
char action_log[5][128];
int log_count;
int log_head;
// visual effects
FloatingText floating_texts[8];
int floating_count;
int screen_shake; // frames of screen shake remaining
int shake_x;
int shake_y;
} GameState;
#endif // COMMON_H