forked from NotAShelf/rogged
fields Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Iad085ea5d8007257d77d606ab69e57a26a6a6964
144 lines
3.3 KiB
C
144 lines
3.3 KiB
C
#ifndef COMMON_H
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#define COMMON_H
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#include "settings.h"
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// Tile types
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typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
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// Status effect types
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typedef enum { EFFECT_NONE, EFFECT_POISON, EFFECT_STUN, EFFECT_BLEED, EFFECT_WEAKEN, EFFECT_BURN } StatusEffectType;
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// Damage classes
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typedef enum { DMG_SLASH, DMG_IMPACT, DMG_PIERCE, DMG_FIRE, DMG_POISON } DamageClass;
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// Status effect instance
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typedef struct {
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StatusEffectType type;
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int duration; // turns remaining
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int intensity; // damage per tick or stat reduction amount
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} StatusEffect;
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// Room
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typedef struct {
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int x, y, w, h;
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} Room;
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// Map
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typedef struct {
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TileType tiles[MAP_HEIGHT][MAP_WIDTH];
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Room rooms[MAX_ROOMS];
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int room_count;
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} Map;
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// Dungeon
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typedef struct {
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int current_floor;
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Room rooms[MAX_ROOMS];
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int room_count;
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} Dungeon;
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// Item types
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typedef enum { ITEM_POTION, ITEM_WEAPON, ITEM_ARMOR } ItemType;
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// Item
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typedef struct {
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int x, y;
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ItemType type;
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int power;
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int floor;
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int picked_up;
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DamageClass dmg_class;
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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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} Item;
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// Player
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typedef struct {
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int x, y;
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int hp, max_hp;
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int attack;
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int defense;
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int floor;
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int step_count;
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int speed; // actions per 100 ticks (100 = 1 action per turn)
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int cooldown; // countdown to next action (0 = can act)
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int dodge; // dodge chance percentage
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int block; // flat damage reduction on successful block roll
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Item equipped_weapon;
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int has_weapon;
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Item equipped_armor;
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int has_armor;
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Item inventory[MAX_INVENTORY];
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int inventory_count;
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// status effects
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StatusEffect effects[MAX_EFFECTS];
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int effect_count;
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} Player;
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// Enemy types
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typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
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// Enemy
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typedef struct {
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int x, y;
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int hp;
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int max_hp;
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int attack;
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int alive;
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EnemyType type;
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int speed; // actions per 100 ticks
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int cooldown; // countdown to next action
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int dodge; // dodge chance percentage
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int block; // flat damage reduction
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int resistance[NUM_DMG_CLASSES];
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DamageClass dmg_class;
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int status_chance;
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int crit_chance; // crit chance percentage (0-100)
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int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x)
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// status effects
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StatusEffect effects[MAX_EFFECTS];
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int effect_count;
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} Enemy;
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// Floating damage text
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typedef struct {
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int x, y;
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int value;
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int lifetime; // frames remaining
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int is_critical;
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char label[8]; // non-empty -> show label instead of numeric value
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StatusEffectType effect_type; // used to pick color for proc labels
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} FloatingText;
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// GameState - encapsulates all game state for testability and save/load
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typedef struct {
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Player player;
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Map map;
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Dungeon dungeon;
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Enemy enemies[MAX_ENEMIES];
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int enemy_count;
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Item items[MAX_ITEMS];
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int item_count;
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int game_over;
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int game_won;
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const char *last_message;
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int message_timer;
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int turn_count;
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int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
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int show_inventory; // 0 = hidden, 1 = show overlay
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int inv_selected; // currently selected inventory index
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// action log
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char action_log[5][128];
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int log_count;
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int log_head;
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// visual effects
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FloatingText floating_texts[8];
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int floating_count;
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int screen_shake; // frames of screen shake remaining
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int shake_x;
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int shake_y;
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} GameState;
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#endif // COMMON_H
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