Linus Probert
68533f05b3
Remove memory leaks from map destruction
2019-03-15 16:00:20 +01:00
Linus Probert
38dc3deb2c
Merge branch 'dev' of github.com:liquidityc/breakhack into dev
2019-03-14 19:15:52 +01:00
Linus Probert
beda4f6c7e
Reduces fairy frequency
2019-03-14 19:15:45 +01:00
Linus Probert
e50d40fb1c
Adds doors and greater chance of walls
2019-03-14 19:11:25 +01:00
Linus Probert
0983bd1bd2
Fixes a weird issue with missing code
2019-03-14 08:52:27 +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
d749861477
Make jumbled rooms more likely
2019-03-09 08:55:59 +01:00
Linus Probert
7ab5ece83b
Nicer wall decorations on interior walls
2019-03-08 16:58:25 +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
46fbdc1b3c
Fixed jumble layout logic
2019-03-08 12:39:21 +01:00
Linus Probert
b40c54a88d
Layouts can now be jumbled with each other
...
This takes quadrants from 4 random layouts and creates a new layout
based on those quadrants.
This is not done for shop layouts.
2019-03-08 12:00:08 +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
447c1a773c
Monster shopkeeper logic
2019-03-07 15:31:09 +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
63812fbe05
More wall layouts and cordinated walls
2019-03-06 18:21:27 +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
bab5fd7980
Merge branch 'dev' into shops
2019-03-04 16:06:58 +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
ca41520c06
Wall layouts added to regular build
2019-03-04 13:13:58 +01:00
Linus Probert
88f4703d00
Some more fence layouts
2019-03-04 13:05:23 +01:00
Linus Probert
486c1bb641
Merge branch 'dev' into shops
2019-03-04 12:52:20 +01:00
Linus Probert
206f95f3b6
Fences and walls in layout files
2019-03-04 10:09:55 +01:00
Linus Probert
1c4e600dd4
Wall layout data
2019-03-04 07:35:26 +01:00
Linus Probert
57a16888b8
Merge branch 'dev' into shops
2019-03-01 12:44:49 +01:00
Linus Probert
13ca11c70e
Begins refactoring of layout parser to accomodate more layout details
2019-03-01 12:44:12 +01:00
Linus Probert
33efba87b5
Merge branch 'dev' into shops
2019-03-01 08:58:33 +01:00
Linus Probert
5d61a91139
Split pit layout logic into separate file
...
The plan is to extend this further to incorporate walls and stuff.
This can later be used for the shop layout.
2019-03-01 08:57:15 +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
16d9035941
Merge branch 'dev' into shops
2019-02-28 19:41:30 +01:00
Linus Probert
4054c37caa
Ignore vscode_build dir
2019-02-28 19:41:07 +01:00
Linus Probert
ad227f1bed
A start to "priced" items
2019-02-28 13:49:15 +01:00
Linus Probert
37ba189e54
Suppress cppcheck issues
2019-02-28 13:31:56 +01:00
Linus Probert
645a02c99e
Ignore .vscode folder
2019-02-27 10:40:43 +01:00
Linus Probert
35b5d7a8c1
Patch version raised to 4
2019-02-26 17:52:24 +01:00