Commit Graph

506 Commits

Author SHA1 Message Date
Linus Probert 2ae6ada297 Completes locked room generation 2019-03-20 09:53:35 +01:00
Linus Probert 18987e2c2a Incomplete monster key fixes 2019-03-19 21:54:58 +01:00
Linus Probert 59a1e81c6e Implementation of keys. Completely untested 2019-03-18 11:39:26 +01:00
Linus Probert 68533f05b3 Remove memory leaks from map destruction 2019-03-15 16:00:20 +01:00
Linus Probert e50d40fb1c Adds doors and greater chance of walls 2019-03-14 19:11:25 +01:00
Linus Probert 184b42ff5a Fixes door logic 2019-03-11 16:28:57 +01:00
Linus Probert e42e0243af Adds some door logic 2019-03-11 16:22:39 +01:00
Linus Probert 756afbae9d Separates walls from regular tiles 2019-03-11 16:21:15 +01:00
Linus Probert 40a20e936c Adapts fopen/fopen_s to WIN32/GCC compile 2019-03-11 08:02:31 +01:00
Linus Probert af930f6b23 Fixes win compiler warnings 2019-03-11 07:27:50 +01:00
Linus Probert c4fd16d925 Updated dll checksums for windows build 2019-03-11 07:21:43 +01:00
Linus Probert f840b28839 Adds mediocre crack protection
- Added a simple checksum calculation lib
- Validates the hardcoded "lib file" checksum against the calculated
    checksum.

By looking at instructions for the cracked version of BreakHack on
various sites that show up on google it seems that the common theme is
to replace the steamlib dll/so with a modified version. Now the Steam
version of the game will validate a hardcoded checksum against a live
validated version to see if everything seems ok before boot.

It's not a major hinderance but it should eliminate the more basic
sites modus operandi.

Honestly I don't really care if people steal the game. IT'S OPEN SOURCE
FFS!

And the above exclamation confirms why I did this. Also, I wanted to se
if it was possible. Game on Crackers! :D
2019-03-11 00:06:06 +01:00
Linus Probert 7fbeaa3907 Introduced base structure for doors in maps 2019-03-10 19:33:47 +01:00
Linus Probert 3e43c30bcb Adds funny casting to avoid pedantic ISO C warning 2019-03-10 07:30:12 +01:00
Linus Probert fd3a625249 Adds monster bloodlust
- Introduces the beginning of an event listener system
- Introduces fairies. When they are killed monsters in the room rage!
2019-03-10 00:15:47 +01:00
Linus Probert 8c9622d6bd Shopkeeper now has bodyguards next time you meet after kiling him
Fixed cl warnings in cmake and added some more walldecorations as well.
Wall decorations needs better logic so we get the right decoration on
the right tile.
2019-03-08 14:39:23 +01:00
Linus Probert af0c61684d Adds juice
- Dust puffs when tiles begin to fall
- Fixed shop prices. 100 gold is a lot of money and it impacts your
    score when buying.
2019-03-08 13:02:56 +01:00
Linus Probert 8f20f36db7 Lighting on wall layouts and aggro shopkeepers 2019-03-08 10:17:06 +01:00
Linus Probert 3ba33d8852 Adds light tiles to layout files and a shopkeeper
Next step is to add game logic for shopkeeper murderers and
ability to take items after the shopkeeper is dead.
2019-03-07 20:06:04 +01:00
Linus Probert 7e1dffb45e Shops implemented
Only need to add the shopkeeper now
2019-03-07 11:09:14 +01:00
Linus Probert 6009aa17f1 Merge branch 'dev' into shops
Conflicts:
	src/artifact.c
2019-03-06 22:30:17 +01:00
Linus Probert 9b4a7b6cfc Removes crazy old bug that never presented itself before
This isn't an issue with the current release because destruction of
objects and artifact objects is identical. Only became an issue now that
the artifact struct and destruction is chaning.
2019-03-06 22:28:13 +01:00
Linus Probert c6a022e2db Moved text sprite logic to sprite_util 2019-03-04 20:32:09 +01:00
Linus Probert 06ca6c3e1e Not finnished yet, commit 2019-03-04 18:06:46 +01:00
Linus Probert 68f44090ed Add amt sprite to all items where value != 0 2019-03-04 16:06:13 +01:00
Linus Probert 959fae1730 Add value sprite to items.
Completely untested
2019-03-04 15:00:35 +01:00
Linus Probert 6542e4f1d0 Moves item update to its own function 2019-02-28 21:53:30 +01:00
Linus Probert 7b47c6a6bf Completes buyable items 2019-02-28 20:37:19 +01:00
Linus Probert ad227f1bed A start to "priced" items 2019-02-28 13:49:15 +01:00
Linus Probert c3464eb37d Fixes a typo 2019-02-26 17:51:46 +01:00
Linus Probert b08ef10e82 Code maintenance and cleanup 2019-02-26 11:59:07 +01:00
Linus Probert fffcac12c0 Makes sure til effects and items apply after backstab 2019-02-24 23:33:08 +01:00
Linus Probert a03aec7c46 Handles the second mingw special case which I kept forgetting.
Because I'm an idiot
2019-02-24 22:48:03 +01:00
Linus Probert 0de018f3be Fix mingw preprocessor define from cmake 2019-02-24 22:42:51 +01:00
Linus Probert 3eeb4d05a9 Include mingw32 64bit in the exclusion 2019-02-24 22:37:45 +01:00
Linus Probert 5f369da4e1 Fixed preprocessor command for mingw 2019-02-24 22:34:20 +01:00
Linus Probert c98e6e6d05 Fix wonky mingw errors in appveyor 2019-02-24 22:31:32 +01:00
Linus Probert 499f015db9 Only use gmtime_s for MSVC 2019-02-24 20:05:23 +01:00
Linus Probert 9b9a0ca2a0 Fixed bad include 2019-02-24 20:01:06 +01:00
Linus Probert 926054b116 Ensure that we have seed when making a map 2019-02-24 19:57:33 +01:00
Linus Probert 5ee20c9c20 Shifted to safer time functions and utc time 2019-02-24 19:43:41 +01:00
Linus Probert cc375bba4e Implements control over lua random numbers 2019-02-22 00:09:31 +01:00
Linus Probert 1205856d00 Attempt att syncing random generation
The default rand() and srand() differ between msvc and gcc.
Attempting to fix this by implementing a custom C++ library.
2019-02-21 20:57:38 +01:00
Linus Probert d1efa8450d Create new leaderboards with attribute 'Descending' 2019-02-20 20:18:52 +01:00
Linus Probert 2775780d5b Makes weekly leaderboards creatable from app.
Removes dependency on breakhack.net if that site ever goes offline.
2019-02-20 20:03:06 +01:00
Linus Probert 269b25ba86 Removes a mingw warning 2019-02-20 19:48:24 +01:00
Linus Probert 72c3817927 Adds weekly challenge seed play and leaderboard saving 2019-02-20 19:45:55 +01:00
Linus Probert 1212b1a88a Weekly challenge option added to play menu 2019-02-20 18:08:13 +01:00
Linus Probert ce2a3482d1 Generate seeds from the core seed so that levels will look different. 2019-01-10 19:26:19 +01:00
Linus Probert bc9d37eb91 Connects the random seed through all the generators
This is very untested and I'm guessing that every level will look
identical with this implementation.

Need to extend this so that generation seeds are created on boot for
every level based on the original seed.

Perhaps the "attack"/"defend" seed should also differ from the
generation seed to prevent playthroughs from becoming completely
identical.
2018-12-17 13:10:11 +01:00
Linus Probert 3c7dcb5ea1 Begins new random impl 2018-12-17 13:09:04 +01:00
Linus Probert 8ab527ca6a Makes monsters fall when the tile they are on falls
This is a case when phasing as a rogue in the crumbling rooms.
2018-11-01 14:49:27 +01:00
Linus Probert 76c2f90ce9 Fixes a compiler warning and arcade mode coverage 2018-10-27 13:53:29 +02:00
Linus Probert 823384161f Adds burst sound to eldritch blast 2018-10-27 13:47:44 +02:00
Linus Probert c2eae7a9fe Adds arcade game leaderboard
- Also fixes an ASSASSIN hidden state issue where the monster would
dissappear even if it's stunned.
2018-10-27 13:28:48 +02:00
Linus Probert f53703dd88 Introduces arcade mode 2018-10-26 18:37:50 +02:00
Linus Probert 0f66b0f3d0 Adds the game type select menu 2018-10-26 18:07:10 +02:00
Linus Probert 7991e7c1ce Fixes COMPLETED state for quick games 2018-10-26 17:09:46 +02:00
Linus Probert aea9995c68 Reduved stun from trip skill 2018-10-25 15:33:19 +02:00
Linus Probert a38a21a344 Incorporates quickplay leaderboard
Also fixed a bug when hitting esc from the "New Game" char select menu
after getting killed.
2018-10-24 22:50:00 +02:00
Linus Probert deb4638847 Fixes a bad help text 2018-10-24 22:24:53 +02:00
Linus Probert 120f8d7ff6 Some tweaks to the rogue character 2018-10-24 22:18:56 +02:00
Linus Probert 5985c3e7f6 Fixed a bad pointer reset 2018-10-24 16:12:51 +02:00
Linus Probert 9968b377a5 Fixes another memory leak 2018-10-24 08:30:53 +02:00
Linus Probert dd77f29e98 Fixes a typo 2018-10-22 18:12:59 +02:00
Linus Probert 51d7b679ef Completed the QUICK_GAME mode
- Still needs more testing before release
2018-10-22 13:57:17 +02:00
Linus Probert 97c95dacd4 Adds lua support for quick mode
This still needs a bunch of testing
2018-10-22 09:38:05 +02:00
Linus Probert f895fdb35e Add a title to char select menu. 2018-10-22 09:15:41 +02:00
Linus Probert 1a0d806459 Introduces menu option descriptions 2018-10-22 09:04:16 +02:00
Linus Probert f5a1c2f48a Removes a memory leak 2018-10-21 07:36:47 +02:00
Linus Probert d2fe3fce4c Fixes a codacy warning 2018-10-19 08:35:35 +02:00
Linus Probert 8d09e8a23b Adds the new steam achievement and leaderboards 2018-10-18 23:19:33 +02:00
Linus Probert d034a69f44 Finnished up with the rogue
- Add trip skill icon
- Add phase in and out fx
- Make traps and pits work when phase ends
- Fixed a tooltip
2018-10-18 22:34:48 +02:00
Linus Probert 669a2fb029 Merge branch 'master' into dev
Conflicts:
	CMakeLists.txt
2018-10-18 14:08:48 +02:00
Linus Probert 0730eb4c49 Disable text input since this is on by default in SDL2.0
This has been causing some "jitter" I'm quite sure. Disabling text input
should help remedy this.
2018-10-17 21:56:04 +02:00
Linus Probert feed0e29fa Completes crumbling rooms. 2018-10-15 22:42:08 +02:00
Linus Probert 6e6f28dd8e Prevent tiles with chests from falling. 2018-10-15 22:42:08 +02:00
Linus Probert fd8799f36b Prevent tiles with objects on them from falling. 2018-10-15 22:42:08 +02:00
Linus Probert ee56143d0d Initial implementation of the falling tiles room modifier.
Incomplete and always on right now.
2018-10-15 22:42:08 +02:00
Linus Probert f65bdd0f13 Add license header to gamecontroller files 2018-10-14 22:43:45 +02:00
Linus Probert a803578bc0 Fixes a gcc warning 2018-10-14 21:38:56 +02:00
Linus Probert 87925041fe Adds the backstab skill icon 2018-10-13 01:09:02 +02:00
Linus Probert da3ff1a222 Small thumbstick tweak 2018-10-13 00:01:44 +02:00
Linus Probert 850aae34ee Adds controller haptics 2018-10-13 00:01:44 +02:00
Linus Probert 423ff733af Fixes a leak and begins restructure of controller code 2018-10-13 00:01:44 +02:00
Linus Probert 2e0a88e5e3 Switches the old MapTile texture system to use sprites instead
This is hardly tested at the moment.
2018-10-12 12:46:36 +02:00
Linus Probert 53151b6ee0 Adds the phase skill icon 2018-10-12 12:28:25 +02:00
Linus Probert e6b5b761b0 Includes attempt to determine if PS3 controller aswell as PS4 2018-10-12 11:06:01 +02:00
Linus Probert c8900e8ddf Controller button rendering based on controller type
Also added in the last button textures that I'd left out previously.
2018-10-11 20:12:11 +02:00
Linus Probert 06d2da164a Controllers are working
Still needs some tweaks and some gui changes.
Also stumbled upon a bug.
2018-10-11 18:54:02 +02:00
Linus Probert 3143236908 Completely untested controller mappings. 2018-10-11 15:20:28 +02:00
Linus Probert bb7f9effd3 A beginning to controller support 2018-10-10 23:28:24 +02:00
Linus Probert 2919ebf97f Adds controller button support for skillbar 2018-10-10 22:54:43 +02:00
Linus Probert c3b2b6f214 Fixed a typo and made controller layout toggleable. 2018-10-10 22:38:54 +02:00
Linus Probert e526c037e8 Completed the button implementation for the help tooltips
Still need to fix the buttons in the panel
2018-10-10 22:34:41 +02:00
Linus Probert e845195823 Got this texture stuff working 2018-10-09 14:19:59 +02:00
Linus Probert 0723f62559 New approach where we render button textures in tooltips. 2018-10-05 13:08:38 +02:00
Linus Probert c7c5346afc Completes testing of phase and fixes some errors
- Fixes some information in skill tooltips
- Fixes a bug with menu mouse selections
2018-10-02 22:42:29 +02:00
Linus Probert 97ad1ddd23 Introduced the phase artifact 2018-10-02 13:08:32 +02:00
Linus Probert 0dcb658076 Merge branch 'dev' into feature/phase-skill 2018-10-02 12:50:44 +02:00