From 0661d663d23811ce70e122de7faac961968dd7cb Mon Sep 17 00:00:00 2001 From: DeadFox Date: Wed, 6 May 2026 21:52:36 -0400 Subject: [PATCH] Upload files to "/" --- RRE.h | 147 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 147 insertions(+) create mode 100644 RRE.h diff --git a/RRE.h b/RRE.h new file mode 100644 index 0000000..ad21bcc --- /dev/null +++ b/RRE.h @@ -0,0 +1,147 @@ +#include "raylib.h" +#include "raymath.h" + +#ifndef RAMENG_H +#define RAMENG_H + +//player info-stats-limbs-data-Inv +//player data for storage ⌄⌄ +typedef struct Player { + int x; //Player X Pos + int y; //Player y Pos + int width; //Player Width + int height; //player height +} Player; + +typedef struct PlayerStat { + //-- + //player basic stats + //-- + float Health; //Player Health stat + int Attack; //Player Attack stat + int Defense; //Player defense stat +} PlayerStat; + +typedef float Moral; //player Moral stat/sanity +typedef int Level; //Player Leveling stats / Player Level stat +typedef float XP; //points earned towards level // Player XP total +typedef float Money; //Amount of money + +typedef struct PlayerData { + //player movement + float Speed; //Player Speed Stat + float SprintSpeed; //Speed the player sprints duh + float CrawlSpeed; //Speed while crawling + float CrouchSpeed; //Speed while crouching + float JumpHeight; //Player jump height + } PlayerData; + +//-- +// Player status effects +//-- +typedef bool IsStanding; //is the player standing +typedef bool IsCrouching; //is the player crouched +typedef bool IsCrawling; //is the player crawling +typedef bool IsWet; //is the player Wet +typedef bool IsDry; //Is the player dry +typedef bool IsBurning; //is the player burning +typedef bool Isinteracting; //is the player interacting with something +typedef bool IsBleeding; //is the player bleeding? +typedef bool IsBagOpen; //is the bag/inv open + //-- + //Bag + //-- +typedef int BagSlotCount; //amount of slots in bag/inv + +typedef struct ItemID { + int IDNUMBER; //id number for an item + int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT +} ItemID; +typedef int ItemSlot; //the slot of which an item is under + + +typedef float BurnDamage; //Amount of damage burning inflicts +typedef int BurnTime; //how long burning will last +typedef int BurnTick; +typedef bool OnFire; + + + //-- +typedef float BleedDamage; //Damage inflicted when bleeding +typedef int BleedTick; //how long bleeding will last + //-- +typedef float FreezeDamage; //Freezing damage +typedef int FreezeTime; //how long till you freeze + +typedef struct PlayerLimb { + float HeadHP; //player Head limb health + float TorsoHP; //Player Torso Health + float ArmRightHP; //Player Arm Right Health + float ArmLeftHP; //Player Arm Left Health + float PelvisHP; //Player Pelvis Health + float LegLeftHP; //Player Leg Left health + float LegRightHP; //Player Leg Right Health +} PlayerLimb; +//player data for storage ^^ +//----------------------------------------------------------------------------------- +//Enemy data +typedef struct EnemyPosition { + int x; //Enemy x pos + int y; //Enemy y Pos + int width; //Enemy width + int height; //Enemy Height; +} EnemyPosition; + +typedef struct EnemyStat { + float Health; //amount of health enemy has / health stat / hp + float Attack; //Amount of damage the enemy does + float Defense; //Amount of damage resisted + float Speed; //Enemy movement speed + float XpDropped; //Xp dropped on death +} EnemyStat; + +typedef bool CanBurn; //Can the enemy burn player or objects +typedef bool CanBleed; //can the enemy inflict bleeding +typedef bool CanWet; //Can the enemy make things wet... +typedef bool IsRendered; //is enemy rendered +typedef bool IsHit; //is enemy hit + +//----------------------------------------------------------------- +//Define states +//----------------------------------------------------------------- + + +typedef bool IsLiquid; //is object a liquid +typedef bool IsSolid; //is object a solid +typedef bool IsAir; //is object air/can phase through +typedef bool IsHot; //is object able inflict burn damage +typedef bool IsCold; //is Object cold +typedef bool IsWet; //is object wet +typedef bool IsDry; //is object dry, for what ever purpose +typedef bool IsSharp; //is object able to inflict bleed +typedef bool IsMoving; //is object moving +//--------------------------------------------------------------------------------- +//Npc interactions +//--------------------------------------------------------------------------------- +typedef struct Shop { + bool IsShop; //is it a shop? + bool IsShopOpen; //is the shop open? + //set your own items idk anymore +} Shop; +//-------------------------------------------------------------------------------- +//object interactions +//-------------------------------------------------------------------------------- +typedef bool IsObjectHit; //is object hit +typedef bool IsObjectDestroyed; //is object destroyed +typedef int ObjectHealth; //Object health, breaks on 0 +typedef bool IsZonechange; //is object changing zone when hit/interacted +typedef bool CanMove; //can you move the object +typedef bool CanInteractWithObjects; //can the object interact with other objects +typedef bool IsRendered; //is object rendered + +typedef struct ObjectStat { + float FallDamage; //basiclly how hard will it be if you fall on it + float Bounce; //how bouncy / boing boing :3 + bool CanCrush; //can it crush player +} ObjectStat; +#endif //RAMENG \ No newline at end of file