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rogged/src/common.h
NotAShelf 9cbbb9636f
combat: add hit chance & damage variance to make combat more engaging
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Ia1e0a503dba03e5df7b863b97db962e36a6a6964
2026-04-03 16:37:12 +03:00

113 lines
2.3 KiB
C

#ifndef COMMON_H
#define COMMON_H
#include "settings.h"
// Tile types
typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
// Room
typedef struct {
int x, y, w, h;
} Room;
// Map
typedef struct {
TileType tiles[MAP_HEIGHT][MAP_WIDTH];
Room rooms[MAX_ROOMS];
int room_count;
} Map;
// Dungeon
typedef struct {
int current_floor;
Room rooms[MAX_ROOMS];
int room_count;
} Dungeon;
// Item types
typedef enum { ITEM_POTION, ITEM_WEAPON, ITEM_ARMOR } ItemType;
// Item
typedef struct {
int x, y;
ItemType type;
int power;
int floor;
int picked_up;
} Item;
// Player
typedef struct {
int x, y;
int hp, max_hp;
int attack;
int defense;
int floor;
int step_count;
int speed; // actions per 100 ticks (100 = 1 action per turn)
int cooldown; // countdown to next action (0 = can act)
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)
} Player;
// Enemy types
typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
// Enemy
typedef struct {
int x, y;
int hp;
int max_hp;
int attack;
int alive;
EnemyType type;
int speed; // actions per 100 ticks
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;
Map map;
Dungeon dungeon;
Enemy enemies[MAX_ENEMIES];
int enemy_count;
Item items[MAX_ITEMS];
int item_count;
int game_over;
int game_won;
const char *last_message;
int message_timer;
int turn_count;
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