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31 Commits

Author SHA1 Message Date
George Sokianos c076098ad9 Fixed hiscore date and compiled with latest SDL 2023-07-04 20:52:03 +01:00
George Sokianos 5dd814e452 Prepare first release 2022-12-21 17:46:45 +00:00
George Sokianos 43c8bd610f Some more fixes and minor changes 2022-09-10 11:57:02 +01:00
George Sokianos 6a78b47ae6 Cleaned up the makefile.os4 2022-09-09 23:38:37 +01:00
George Sokianos 2b1fd35298 Added makefile for OS4 and some fixes to make texts show right 2022-08-31 22:39:46 +01:00
lprobert fc6bb50460
Fixes a bunch of lint errors 2022-08-24 16:00:13 +02:00
lprobert 2aba6c4338
Adds setup/teardown to Makefile 2022-08-24 15:26:02 +02:00
Linus Probert 39bc060a77
Adds maintenance badge 2021-10-05 09:28:01 +02:00
Linus Probert abef4ed9a6
Patches all CMakeLists.txt to new CMake version 2021-10-05 09:15:29 +02:00
Linus Probert 26c5448a30
Fixes linting and some lint warnings 2020-07-11 10:16:57 +02:00
Linus Probert 1a559741e2
Create FUNDING.yml 2020-05-27 21:25:12 +02:00
Linus Probert 38207e03d1 Patch version raised to 3 2020-03-04 21:51:31 +01:00
Linus Probert e636ec1e53 Don't delete saves from other architectures on death 2020-03-04 21:50:51 +01:00
417e7d3cc8 Patch version raised to 2 2020-03-04 17:06:57 +01:00
Linus Probert 4edeb17ddc Fixes cross save problems due to architecture differences 2020-03-04 17:03:02 +01:00
Linus Probert de770ccc9f Patch version raised to 1 2020-03-04 12:50:39 +01:00
Linus Probert 8a347790c1 Update major version 2020-03-04 12:50:20 +01:00
Linus Probert 5a9335576a Completes game saving and resuming 2020-03-03 23:50:11 +01:00
Linus Probert b385f6e73a Don't want to store compile commands like this 2020-03-03 13:57:44 +01:00
Linus Probert 4106a856fc Begin an idea for "continue game" functionality 2020-03-03 13:07:32 +01:00
Linus Probert 8221304df8 Fixes some odd indentations 2019-12-03 15:18:47 +01:00
Linus Probert 4ceb82f171 Fixes MAGICAL achievemnt 2019-06-10 11:37:13 +02:00
Linus Probert 9e5e1d0a1e Patch version raised to 2 2019-06-10 11:20:24 +02:00
Linus Probert 6d323ca500 Adds steam achievements and LB for the Mage class 2019-06-10 11:19:40 +02:00
Linus Probert 9aefed0d00 Adds an dev env setup script 2019-06-10 09:43:39 +02:00
Linus Probert f102e49daf Realeasenotes v3.1.1 2019-06-10 09:19:43 +02:00
Linus Probert 392edd843c Updates blink tooltip to include item pickups. 2019-06-07 07:45:36 +02:00
Boris Vanhoof 6584981d10 remove unnecessary pickup 2019-06-06 23:56:15 +02:00
Boris Vanhoof d2cf79710a Mage blink skill pickup items in the path #60 2019-06-06 23:56:15 +02:00
Boris Vanhoof 78e9413188 Fix : Missing with vampiric blow doesn't seem to trigger a 'Dodge' action text #59 2019-06-06 00:53:52 +02:00
Linus Probert af957eb662 Disables mouse square rendering for all classes 2019-05-25 13:18:25 +02:00
47 changed files with 1199 additions and 192 deletions

12
.github/FUNDING.yml vendored Normal file
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@ -0,0 +1,12 @@
# These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: LiquidityC
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
otechie: # Replace with a single Otechie username
custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']

6
.gitignore vendored
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@ -14,4 +14,8 @@
*~
/steam_appid.txt
/*.so
/breakhack*.run
/breakhack*.run
compile_commands.json
*.o
breakhack

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@ -5,9 +5,9 @@ SET(CMAKE_COLOR_MAKEFILE ON)
project(breakhack C)
set(breakhack_GAME_TITLE "BreakHack")
set(breakhack_MAJOR_VERSION 3)
set(breakhack_MINOR_VERSION 1)
set(breakhack_PATCH_VERSION 1)
set(breakhack_MAJOR_VERSION 4)
set(breakhack_MINOR_VERSION 0)
set(breakhack_PATCH_VERSION 3)
set(breakhack_RELEASE_TYPE "")
# Checksums
@ -184,61 +184,62 @@ endif ()
# PROGRAMS:
add_executable(breakhack
src/main
src/texture
src/screenresolution
src/sprite
src/sprite_util
src/util
src/event
src/player
src/map
src/map_lua
src/camera
src/timer
src/roommatrix
src/position
src/monster
src/stats
src/actiontext
src/random
src/time
src/linkedlist
src/hashtable
src/gui
src/item
src/item_builder
src/pointer
src/gui_button
src/particle_engine
src/particle_emitter
src/menu
src/collisions
src/keyboard
src/input
src/mixer
src/io_util
src/physfsrwops
src/skillbar
src/texturecache
src/skill
src/projectile
src/vector2d
src/map_room_modifiers
sqlite3/sqlite3
src/db
src/settings
src/actiontextbuilder
src/animation
src/trap
src/artifact
src/screen
src/hiscore
src/object
src/gui_util
src/tooltip
src/gamecontroller
src/effect_util
src/main.c
src/texture.c
src/screenresolution.c
src/sprite.c
src/sprite_util.c
src/util.c
src/event.c
src/player.c
src/save.c
src/map.c
src/map_lua.c
src/camera.c
src/timer.c
src/roommatrix.c
src/position.c
src/monster.c
src/stats.c
src/actiontext.c
src/random.c
src/time.c
src/linkedlist.c
src/hashtable.c
src/gui.c
src/item.c
src/item_builder.c
src/pointer.c
src/gui_button.c
src/particle_engine.c
src/particle_emitter.c
src/menu.c
src/collisions.c
src/keyboard.c
src/input.c
src/mixer.c
src/io_util.c
src/physfsrwops.c
src/skillbar.c
src/texturecache.c
src/skill.c
src/projectile.c
src/vector2d.c
src/map_room_modifiers.c
sqlite3/sqlite3.c
src/db.c
src/settings.c
src/actiontextbuilder.c
src/animation.c
src/trap.c
src/artifact.c
src/screen.c
src/hiscore.c
src/object.c
src/gui_util.c
src/tooltip.c
src/gamecontroller.c
src/effect_util.c
${STEAM_SOURCES}
)
@ -282,19 +283,19 @@ endif (MSVC)
IF (CMOCKA_FOUND AND NOT OSX AND NOT CLANG)
find_package(Threads REQUIRED)
enable_testing()
add_executable(test_util test/test_util src/util)
add_executable(test_util test/test_util.c src/util.c)
target_link_libraries(test_util ${CMOCKA_LIBRARY})
add_test(test_util test_util)
add_executable(test_linkedlist test/test_linkedlist src/linkedlist src/util)
add_executable(test_linkedlist test/test_linkedlist.c src/linkedlist.c src/util.c)
target_link_libraries(test_linkedlist ${CMOCKA_LIBRARY})
add_test(test_linkedlist test_linkedlist)
add_executable(test_hashtable test/test_hashtable src/hashtable src/util)
add_executable(test_hashtable test/test_hashtable.c src/hashtable.c src/util.c)
target_link_libraries(test_hashtable ${CMOCKA_LIBRARY})
add_test(test_hashtable test_hashtable)
add_executable(test_input test/test_input src/input src/keyboard)
add_executable(test_input test/test_input.c src/input.c src/keyboard.c)
target_link_libraries(test_input
${CMOCKA_LIBRARY}
${SDL2_LIBRARY}
@ -308,7 +309,7 @@ ENDIF ()
# LINT:
if (CPPCHECK_FOUND)
add_custom_target(lint
COMMAND ${CPPCHECK_EXECUTABLE} --force --language=c --template=gcc --error-exitcode=1 --quiet --suppress=unreadVariable --suppress=missingInclude --enable=warning,style,performance,portability,information,missingInclude src/
COMMAND ${CPPCHECK_EXECUTABLE} --force --language=c --template=gcc --error-exitcode=1 --quiet --suppress=missingInclude --enable=warning,style,performance,portability,information,missingInclude src/
WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}
COMMENT "Run cppcheck"
)

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@ -7,12 +7,12 @@ release:
.PHONY: release
clean:
@make clean -sC _build/debug
@make clean -sC _build/release
@make -sC _build/debug clean
@make -sC _build/release clean
.PHONY: clean
test:
@make test -sC _build/debug
@make -sC _build/debug test
.PHONY: test
run: $(all)
@ -24,9 +24,27 @@ playtest: $(all)
.PHONY: playtest
lint:
@make lint -sC _build/debug
@make -sC _build/debug lint
.PHONY: lint
package:
@make package -sC _build/release
@make -sC _build/release package
.PHONY: package
setup:
@mkdir -p _build/release
@mkdir -p _build/debug
@cd _build/debug/ && \
cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_EXPORT_COMPILE_COMMANDS=YES ../.. && \
cd -
@cd _build/debug/ && \
cmake -DCMAKE_BUILD_TYPE=Release ../.. && \
cd -
@ln -s _build/debug/compile_commands.json
@echo "Setup complete"
.PHONY: setup
teardown:
@rm -rf _build
@rm compile_commands.json
.PHONY: teardown

503
Makefile.os4 Normal file
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@ -0,0 +1,503 @@
#
# Project: breakhack
#
# Created on: 29-08-2022 21:00:37
# by George Sokianos
#
###################################################################
##
##//// Objects
##
###################################################################
breakhack_OBJ := \
src/actiontext.o src/actiontextbuilder.o src/animation.o \
src/artifact.o src/camera.o src/collisions.o \
src/db.o src/effect_util.o src/event.o \
src/gamecontroller.o src/gui_button.o src/gui.o \
src/gui_util.o src/hashtable.o src/hiscore.o \
src/input.o src/io_util.o src/item_builder.o \
src/item.o src/keyboard.o src/linkedlist.o \
src/main.o src/map.o src/map_lua.o \
src/map_room_modifiers.o src/menu.o src/mixer.o \
src/monster.o src/object.o src/particle_emitter.o \
src/particle_engine.o src/physfsrwops.o src/player.o \
src/pointer.o src/position.o src/projectile.o \
src/random.o src/roommatrix.o src/save.o \
src/screen.o src/screenresolution.o src/settings.o \
src/skill.o src/skillbar.o src/sprite.o \
src/sprite_util.o src/stats.o src/texture.o \
src/texturecache.o src/time.o src/timer.o \
src/tooltip.o src/trap.o src/util.o \
src/vector2d.o bh_random/src/bh_random.o
###################################################################
##
##//// Variables and Environment
##
###################################################################
CC := gcc:bin/gcc
INCPATH := -I. -I/sdk/local/newlib/include/SDL2 -Ibh_random/src \
-I/sdk/local/common/include/lua53
# -DDEBUG
CFLAGS := $(INCPATH) -Wall -Wwrite-strings -Wno-discarded-qualifiers
# \
# -g -gstabs
# -ggdb -gdwarf-2
LFLAGS := -lauto -lSDL2_image -lSDL2_ttf -lfreetype -ltiff -lwebp -lpng -ljpeg \
-llua53 -lsqlite3 -lz \
-lSDL2_mixer -lmikmod -lmodplug -lFLAC -logg \
-lSDL2 -lphysfs -lpthread -athread=native -lstdc++
# \
# -g -gstabs
# -ggdb -gdwarf-2
# -lunix
# -lenet -lcrypto -lSDL2_gl4es -lglu_gl4es -lgl4es -lopenal \
###################################################################
##
##//// General rules
##
###################################################################
.PHONY: all all-before all-after clean clean-custom realclean
all: all-before breakhack all-after
all-before:
# You can add rules here to execute before the project is built
all-after:
# You can add rules here to execute after the project is built
clean: clean-custom
@echo "Cleaning compiler objects..."
@rm -f $(breakhack_OBJ)
realclean:
@echo "Cleaning compiler objects and targets..."
@rm -f $(breakhack_OBJ) breakhack
###################################################################
##
##//// Targets
##
###################################################################
breakhack: $(breakhack_OBJ)
@echo "Linking breakhack"
@gcc:bin/gcc -o breakhack $(breakhack_OBJ) $(LFLAGS)
@echo "Removing stale debug target: breakhack"
@rm -f breakhack.debug
###################################################################
##
##//// Standard rules
##
###################################################################
# A default rule to make all the objects listed below
# because we are hiding compiler commands from the output
.c.o:
@echo "Compiling $<"
@$(CC) -c $< -o $*.o $(CFLAGS)
src/actiontext.o: src/actiontext.c src/actiontext.h \
src/position.h src/sprite.h src/texture.h \
src/camera.h src/roommatrix.h src/timer.h \
src/vector2d.h src/util.h src/update_data.h \
src/player.h src/stats.h src/skill.h \
src/linkedlist.h src/input.h src/artifact.h \
src/map.h src/defines.h src/monster.h \
src/map_room_modifiers.h src/object.h src/doorlocktype.h
src/actiontextbuilder.o: src/actiontextbuilder.c src/actiontextbuilder.h src/actiontext.h \
src/position.h src/sprite.h src/timer.h \
src/vector2d.h src/camera.h src/update_data.h \
src/player.h src/map.h src/roommatrix.h \
src/gui.h src/util.h
src/animation.o: src/animation.c src/animation.h src/timer.h \
src/camera.h src/position.h src/vector2d.h \
src/sprite.h src/texture.h \
src/dimension.h src/roommatrix.h src/defines.h \
src/map_room_modifiers.h src/input.h
src/artifact.o: src/artifact.c src/artifact.h src/sprite.h \
src/texture.h src/position.h src/camera.h \
src/roommatrix.h src/timer.h \
src/vector2d.h src/util.h src/texturecache.h \
src/dimension.h src/particle_engine.h src/player.h \
src/stats.h src/actiontext.h src/skill.h \
src/linkedlist.h src/input.h src/random.h \
src/camera.o: src/camera.c src/camera.h src/position.h \
src/timer.h src/vector2d.h src/map.h \
src/linkedlist.h src/sprite.h src/texture.h \
src/roommatrix.h src/defines.h src/config.h \
src/monster.h src/stats.h src/actiontext.h \
src/player.h src/doorlocktype.h src/particle_emitter.h \
src/skill.h src/input.h src/artifact.h \
src/map_room_modifiers.h src/object.h src/util.h
src/collisions.o: src/collisions.c src/collisions.h
src/db.o: src/db.c src/db.h
src/effect_util.o: src/effect_util.c src/gui.h src/linkedlist.h \
src/sprite.h src/texture.h src/position.h \
src/camera.h src/roommatrix.h src/timer.h \
src/vector2d.h src/player.h \
src/stats.h src/actiontext.h src/skill.h \
src/input.h src/artifact.h src/monster.h src/doorlocktype.h \
src/particle_emitter.h src/dimension.h src/defines.h \
src/config.h src/map_room_modifiers.h
src/event.o: src/event.c src/event.h src/player.h \
src/sprite.h src/stats.h \
src/actiontext.h src/camera.h src/skill.h \
src/linkedlist.h src/input.h src/artifact.h
src/gamecontroller.o: src/gamecontroller.c src/gamecontroller.h
src/gui_button.o: src/gui_button.c src/util.h src/gui_button.h \
src/pointer.h src/sprite.h src/camera.h \
src/input.h src/texture.h src/position.h \
src/roommatrix.h src/timer.h src/linkedlist.h \
src/vector2d.h
src/gui.o: src/gui.c src/gui.h src/linkedlist.h \
src/sprite.h src/texture.h src/position.h \
src/camera.h src/roommatrix.h src/timer.h \
src/vector2d.h src/player.h \
src/stats.h src/actiontext.h src/skill.h \
src/input.h src/artifact.h src/util.h \
src/map.h \
src/defines.h src/config.h src/monster.h \
src/doorlocktype.h src/particle_emitter.h src/map_room_modifiers.h \
src/object.h src/texturecache.h \
src/dimension.h src/gui_util.h
src/gui_util.o: src/gui_util.c src/texturecache.h src/texture.h \
src/dimension.h src/position.h \
src/camera.h src/gui_util.h src/sprite.h \
src/roommatrix.h src/timer.h
src/hashtable.o: src/hashtable.c src/hashtable.h src/defines.h \
src/config.h
src/hiscore.o: src/hiscore.c src/hiscore.h src/linkedlist.h \
src/player.h src/sprite.h \
src/stats.h src/actiontext.h src/camera.h \
src/skill.h src/input.h src/artifact.h \
src/db.h
src/input.o: src/input.c src/input.h
src/io_util.o: src/io_util.c src/physfsrwops.h src/io_util.h
src/item_builder.o: src/item_builder.c src/item_builder.h \
src/item.h src/sprite.h src/position.h \
src/player.h src/camera.h src/linkedlist.h \
src/texture.h src/dimension.h \
src/timer.h src/vector2d.h src/util.h \
src/gui.h src/roommatrix.h src/stats.h \
src/actiontext.h src/skill.h src/input.h \
src/artifact.h src/mixer.h src/gamestate.h \
src/random.h src/texturecache.h src/defines.h \
src/map_room_modifiers.h src/sprite_util.h src/map.h \
src/config.h src/monster.h src/doorlocktype.h \
src/particle_emitter.h
src/item.o: src/item.c src/item.h src/sprite.h \
src/texture.h src/position.h src/camera.h \
src/roommatrix.h src/timer.h src/player.h \
src/stats.h src/actiontext.h \
src/skill.h src/linkedlist.h src/input.h \
src/artifact.h src/vector2d.h src/util.h \
src/mixer.h src/gamestate.h src/gui.h \
src/actiontextbuilder.h src/update_data.h
src/keyboard.o: src/keyboard.c src/keyboard.h src/defines.h \
src/config.h
src/linkedlist.o: src/linkedlist.c src/linkedlist.h
src/main.o: src/main.c /sdk/local/newlib/include/SDL2/SDL_main.h \
src/linkedlist.h src/player.h src/sprite.h \
src/texture.h src/position.h src/camera.h \
src/roommatrix.h src/timer.h src/stats.h \
src/actiontext.h src/vector2d.h src/skill.h \
src/input.h src/artifact.h src/screenresolution.h \
src/dimension.h src/map.h src/defines.h \
src/config.h src/monster.h src/doorlocktype.h \
src/particle_emitter.h src/map_room_modifiers.h src/object.h \
src/map_lua.h src/gamestate.h src/gui.h \
src/util.h src/item_builder.h src/item.h \
src/pointer.h src/gui_button.h src/particle_engine.h \
src/menu.h src/keyboard.h \
src/mixer.h src/random.h src/skillbar.h \
src/texturecache.h src/update_data.h src/settings.h \
src/actiontextbuilder.h src/screen.h src/hiscore.h \
src/io_util.h src/tooltip.h src/gamecontroller.h \
src/time.h src/sprite_util.h src/event.h \
src/save.h src/steam/steamworks_api_wrapper.h src/defines.h
src/map.o: src/map.c src/map.h src/linkedlist.h \
src/sprite.h src/texture.h src/position.h \
src/camera.h src/roommatrix.h src/timer.h \
src/vector2d.h src/defines.h src/config.h \
src/monster.h src/stats.h src/actiontext.h \
src/player.h src/doorlocktype.h src/particle_emitter.h \
src/skill.h src/input.h src/artifact.h \
src/map_room_modifiers.h src/object.h src/map_lua.h \
src/util.h src/item.h src/item_builder.h \
src/gui.h src/particle_engine.h src/dimension.h \
src/update_data.h src/trap.h src/mixer.h
src/map_lua.o: src/map_lua.c src/map_lua.h src/map.h \
src/linkedlist.h src/sprite.h \
src/camera.h src/position.h src/timer.h \
src/defines.h src/monster.h src/player.h \
src/map_room_modifiers.h src/object.h src/doorlocktype.h \
src/config.h src/util.h src/stats.h \
src/io_util.h src/texturecache.h src/texture.h \
src/dimension.h src/trap.h src/roommatrix.h \
src/actiontext.h src/skill.h src/input.h \
src/artifact.h src/update_data.h src/gui.h \
src/vector2d.h src/item.h src/item_builder.h
src/map_room_modifiers.o: src/map_room_modifiers.c src/map_room_modifiers.h src/vector2d.h \
src/player.h src/sprite.h src/texture.h \
src/position.h src/camera.h src/roommatrix.h \
src/timer.h src/stats.h src/actiontext.h \
src/skill.h src/linkedlist.h src/input.h \
src/artifact.h src/defines.h
src/menu.o: src/menu.c src/menu.h src/camera.h \
src/position.h src/timer.h src/vector2d.h \
src/linkedlist.h src/texture.h \
src/dimension.h src/sprite.h src/roommatrix.h \
src/util.h src/defines.h src/map_room_modifiers.h \
src/input.h src/config.h src/gui_button.h \
src/pointer.h src/keyboard.h src/mixer.h \
src/gamestate.h src/collisions.h
src/mixer.o: src/mixer.c src/mixer.h src/gamestate.h \
src/util.h src/io_util.h src/settings.h
src/monster.o: src/monster.c src/monster.h src/sprite.h \
src/texture.h src/position.h src/camera.h \
src/roommatrix.h src/timer.h src/stats.h \
src/actiontext.h src/vector2d.h src/player.h \
src/skill.h src/linkedlist.h src/input.h \
src/artifact.h src/doorlocktype.h src/particle_emitter.h \
src/dimension.h src/util.h src/random.h \
src/gui.h src/item.h src/item_builder.h \
src/map.h src/defines.h src/config.h \
src/map_room_modifiers.h src/object.h src/particle_engine.h \
src/update_data.h src/actiontextbuilder.h src/texturecache.h \
src/trap.h src/mixer.h
src/object.o: src/object.c src/object.h src/camera.h \
src/position.h src/timer.h src/vector2d.h \
src/player.h src/sprite.h src/stats.h \
src/actiontext.h src/skill.h src/linkedlist.h \
src/input.h src/artifact.h src/texture.h \
src/roommatrix.h src/util.h src/mixer.h \
src/gamestate.h src/random.h src/texturecache.h
src/particle_emitter.o: src/particle_emitter.c src/particle_emitter.h src/timer.h \
src/position.h src/dimension.h
src/particle_engine.o: src/particle_engine.c src/particle_engine.h src/position.h \
src/dimension.h src/camera.h src/timer.h \
src/vector2d.h src/linkedlist.h src/util.h \
src/defines.h src/config.h
src/physfsrwops.o: src/physfsrwops.c src/physfsrwops.h
src/player.o: src/player.c src/player.h src/sprite.h \
src/texture.h src/position.h src/camera.h \
src/roommatrix.h src/timer.h src/stats.h \
src/actiontext.h src/vector2d.h src/skill.h \
src/linkedlist.h src/input.h src/artifact.h \
src/monster.h src/doorlocktype.h src/particle_emitter.h \
src/dimension.h src/util.h src/gui.h \
src/item.h src/particle_engine.h src/keyboard.h \
src/defines.h src/config.h src/mixer.h \
src/gamestate.h src/random.h src/projectile.h \
src/map_room_modifiers.h src/update_data.h src/map.h \
src/texturecache.h src/actiontextbuilder.h \
src/animation.h src/trap.h src/gamecontroller.h \
src/event.h src/effect_util.h src/steam/steamworks_api_wrapper.h \
src/defines.h
src/pointer.o: src/pointer.c src/pointer.h src/sprite.h \
src/texture.h src/position.h src/camera.h \
src/roommatrix.h src/timer.h src/vector2d.h \
src/input.h src/util.h src/particle_engine.h
src/position.o: src/position.c src/position.h src/defines.h
src/projectile.o: src/projectile.c src/projectile.h src/sprite.h \
src/texture.h src/position.h src/camera.h \
src/roommatrix.h src/timer.h \
src/vector2d.h src/defines.h src/map_room_modifiers.h \
src/input.h src/update_data.h src/player.h \
src/map.h src/gui.h src/config.h \
src/util.h src/texturecache.h src/dimension.h \
src/stats.h src/actiontext.h src/skill.h \
src/linkedlist.h src/artifact.h src/monster.h \
src/doorlocktype.h src/particle_emitter.h src/mixer.h \
src/gamestate.h src/item_builder.h src/item.h \
src/random.h src/object.h src/effect_util.h
src/random.o: src/random.c src/time.h src/random.h
src/roommatrix.o: src/roommatrix.c src/defines.h src/config.h \
src/roommatrix.h src/position.h src/camera.h \
src/timer.h src/vector2d.h \
src/map_room_modifiers.h src/input.h src/util.h \
src/map.h src/linkedlist.h src/sprite.h src/texture.h \
src/monster.h src/stats.h src/actiontext.h \
src/player.h src/doorlocktype.h src/particle_emitter.h \
src/skill.h src/artifact.h src/object.h \
src/item.h src/update_data.h src/gui.h
src/save.o: src/save.c src/save.h src/player.h \
src/sprite.h src/stats.h \
src/actiontext.h src/camera.h src/skill.h \
src/linkedlist.h src/input.h src/artifact.h \
src/db.h src/defines.h src/config.h
src/screen.o: src/screen.c src/screen.h src/texture.h \
src/dimension.h \
src/position.h src/camera.h src/linkedlist.h \
src/sprite.h src/roommatrix.h src/timer.h \
src/vector2d.h src/util.h src/hiscore.h \
src/player.h src/stats.h src/actiontext.h \
src/skill.h src/input.h
src/screenresolution.o: src/screenresolution.c src/defines.h src/config.h \
src/util.h src/screenresolution.h
src/settings.o: src/settings.c src/settings.h src/util.h \
src/defines.h src/config.h
src/skill.o: src/skill.c src/texturecache.h src/texture.h \
src/dimension.h src/position.h \
src/camera.h src/skill.h src/roommatrix.h \
src/defines.h src/map_room_modifiers.h src/input.h \
src/sprite.h src/timer.h src/vector2d.h \
src/util.h src/player.h src/stats.h \
src/actiontext.h src/linkedlist.h src/artifact.h \
src/config.h src/monster.h src/doorlocktype.h \
src/particle_emitter.h src/mixer.h src/gamestate.h \
src/gui.h src/random.h src/particle_engine.h \
src/projectile.h src/update_data.h src/map.h \
src/item.h src/animation.h src/trap.h \
src/tooltip.h src/actiontextbuilder.h
src/skillbar.o: src/skillbar.c src/defines.h src/config.h \
src/skillbar.h src/linkedlist.h src/camera.h \
src/position.h src/timer.h src/vector2d.h \
src/player.h src/sprite.h src/stats.h \
src/actiontext.h src/skill.h src/input.h \
src/artifact.h src/texture.h \
src/dimension.h src/util.h src/roommatrix.h \
src/map_room_modifiers.h src/keyboard.h src/texturecache.h \
src/particle_engine.h src/update_data.h src/map.h \
src/monster.h src/object.h src/doorlocktype.h
src/sprite.o: src/sprite.c src/sprite.h src/texture.h \
src/dimension.h \
src/position.h src/camera.h src/timer.h \
src/vector2d.h src/roommatrix.h src/defines.h \
src/map_room_modifiers.h src/input.h src/util.h \
src/update_data.h src/player.h src/stats.h \
src/actiontext.h src/skill.h src/linkedlist.h \
src/artifact.h src/map.h src/monster.h \
src/object.h src/doorlocktype.h
src/sprite_util.o: src/sprite_util.c src/sprite_util.h src/sprite.h \
src/texture.h src/position.h src/camera.h \
src/roommatrix.h src/timer.h
src/stats.o: src/stats.c src/gui.h \
src/linkedlist.h src/sprite.h src/texture.h \
src/position.h src/camera.h src/roommatrix.h \
src/timer.h src/vector2d.h src/player.h \
src/stats.h src/actiontext.h src/skill.h \
src/input.h src/artifact.h src/random.h \
src/util.h src/defines.h
src/texture.o: src/texture.c src/texture.h \
src/dimension.h src/position.h \
src/camera.h src/timer.h src/vector2d.h \
src/util.h
src/texturecache.o: src/texturecache.c src/texturecache.h \
src/texture.h src/dimension.h \
src/position.h src/camera.h src/hashtable.h \
src/defines.h src/config.h src/util.h
src/time.o: src/time.c src/time.h
src/timer.o: src/timer.c src/util.h
src/tooltip.o: src/tooltip.c src/tooltip.h src/camera.h \
src/position.h src/timer.h \
src/vector2d.h src/sprite.h src/texture.h \
src/roommatrix.h src/gui_util.h src/defines.h \
src/config.h src/gui.h src/linkedlist.h \
src/player.h src/stats.h src/actiontext.h \
src/skill.h src/input.h src/artifact.h \
src/texturecache.h
src/trap.o: src/trap.c src/trap.h \
src/sprite.h src/texture.h src/position.h \
src/camera.h src/roommatrix.h src/timer.h \
src/player.h src/stats.h src/actiontext.h \
src/skill.h src/linkedlist.h src/input.h \
src/artifact.h src/update_data.h src/map.h \
src/gui.h src/vector2d.h src/util.h \
src/random.h
src/util.o: src/util.c src/time.h src/defines.h \
src/config.h
src/vector2d.o: src/vector2d.c
bh_random/src/bh_random.o:
@g++ -c bh_random/src/bh_random.cpp -o bh_random/src/bh_random.o $(CFLAGS)
# prepare an archive for the program
release:
@echo "Creating release files..."
@mkdir -p release/breakhack
@cp -r release_files/* release/breakhack/
@cp -r data release/breakhack/
@cp -r assets release/breakhack/
@cp breakhack release/breakhack/
@strip release/breakhack/breakhack
@cp README.md release/breakhack/
@cp README_Amiga.md release/breakhack/
@cp LICENSE.txt release/breakhack/
@cp CREDITS.md release/breakhack/
@echo "Creating release archive..."
@lha -aeqr3 a breakhack-OS4.lha release/
@echo "Clean release files..."
@delete release ALL QUIET FORCE

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@ -1,3 +1,4 @@
[![maintenance](https://img.shields.io/badge/maintenance-passively--maintained-orange)](https://img.shields.io/badge/maintenance-passively--maintained-orange)
[![Build Status](https://travis-ci.org/Oliveshark/breakhack.svg?branch=master)](https://travis-ci.org/Oliveshark/breakhack)
[![Build status](https://ci.appveyor.com/api/projects/status/2a18npdntkmlx3dc?svg=true)](https://ci.appveyor.com/project/LiquidityC/breakhack)
[![Codacy Badge](https://api.codacy.com/project/badge/Grade/fc02d56fa7194e61b2c7d260fd2e4186)](https://www.codacy.com/app/LiquidityC/breakhack?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=Oliveshark/breakhack&amp;utm_campaign=Badge_Grade)

48
README_Amiga.md Normal file
View File

@ -0,0 +1,48 @@
# breakhack for AmigaOS 4.1 FE
breakhack is a small roguelike game for having some good time, while
you wait for your amiga to compile or render a screen. It is developed
by Linus Probert and you can find it for various platforms on Steam.
## Installation
Extract the archive wherever you want and run the *breakhack* binary.
## I would like to thank
- Linus Probert for creating this awesome game and open sourcing it
- Capehill for his tireless work on SDL port for AmigaOS 4.1 FE
- Roman "kas1e" Kargin and Nouvel "HunoPPC" Hugues for their help
with libphysfs
## Known issues
There are some issues with the Fullscreen graphics, depending which
Renderer driver is used. I might fix them in the future.
## Support
If you enjoy what I am doing and would like to keep me up during the night,
please consider to buy me a coffee at:
https://ko-fi.com/walkero
## Known issues
You can find the known issues at
https://git.walkero.gr/walkero/breakhack/issues
# Changelog
## [4.0.3r2] - 2023-07-04
### Changed
- Compiled with latest SDL 2.0.28 that has a better support for 16bit
screens. Now it works under Qemu. Tested with Software rendering
### Fixed
- Fixed the hiscore date. Now it is saved on UTC +8 years which is
the Amiga epoch diff against the unix one. This doesn affect the
old hi-scores though
## [4.0.3r1] - 2022-12-21
### Added
- First release for AmigaOS 4

BIN
README_Amiga.md.info Normal file

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@ -8,7 +8,7 @@ if (NOT CMAKE_BUILD_TYPE)
endif ()
add_library(bh_random STATIC
src/bh_random
src/bh_random.cpp
)
IF ( MSVC )

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@ -0,0 +1,40 @@
392edd8 Updates blink tooltip to include item pickups.
6584981 remove unnecessary pickup
d2cf797 Mage blink skill pickup items in the path #60
78e9413 Fix : Missing with vampiric blow doesn't seem to trigger a 'Dodge' action text #59
af957eb Disables mouse square rendering for all classes
1d988d7 Fixes working explosions and artifacts
68f4e15 Fixes returning daggers and resets erupt attack
7f232be A beginning to the new exploding artifacts
12aff9a Fixes erupt so it has a base push of 1
2dc25c9 Adds the DAGGER_MAGNET artifact
5e67ca7 Removes stun from backstab skill
cac3fea Altered the vampiric blow icon slightly
9ed80ac Removes erupt test code
05cbce0 Adds vampiric blow icon
6c135c6 Adds gui display for held keys
fb031e2 Bumps version
b861e6e Fixes SENTINEL monsters from ignoring forced fear
046551a Changes ERUPT to cause fear instead of bleeding
8fb1bbc Fixes bug with erupt pushing direction
35164a9 Introduces vampiric blow
dd3e84d Makes critical hits cause bleeding
8f21e8b Prevents skill radius from impacting push back range
2b74316 Updates erupt tooltip to mention push back
7ddaab8 Make erupt always push back 1 tile without any artifacts
43ca8f4 Fixes #58 - Game crash with AOE attacks
ef5cd4e Adds PUSH_BACK and SKILL_RADIUS effects to erupt skill
b00e607 Start with debug gold
67e29d6 Added the SKILL_RADIUS artifact (not used yet)
81e7df1 Adds skill icons for the two mage skills
18effa2 Rogue backstab skill now triggers bleeding as well
c043ad0 Implements the erupt skill
223a3b0 Implements the blink skill
2ca78e2 Adds monster bleed damage every turn
0476d4d Introduces particle emitters on monsters
826cbe1 A quick start to the Mage
fcc6527 Minor fix
b409b76 Improved build instruction structure
b075390 React to PR feedback
86e6f66 Adds Windows compilation instructions
c0a4a4e Make ninja builds smoother

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@ -0,0 +1,2 @@
6d323ca Adds steam achievements and LB for the Mage class
9aefed0 Adds an dev env setup script

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@ -0,0 +1 @@
4edeb17 Fixes cross save problems due to architecture differences

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@ -0,0 +1 @@
e636ec1 Don't delete saves from other architectures on death

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@ -0,0 +1,12 @@
#!/bin/sh
mkdir -p _build/debug
mkdir -p _build/release
cd _build/debug
cmake -DCMAKE_BUILD_TYPE=Debug ../..
cd -
cd _build/release
cmake -DCMAKE_BUILD_TYPE=Release ../..
cd -

View File

@ -7,12 +7,12 @@ endif ()
add_executable(checksumtool
src/checksum
src/checksum.c
)
target_compile_definitions(checksumtool PUBLIC EXECUTABLE=1)
add_library(checksum
src/checksum
src/checksum.c
)
IF ( MSVC )

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@ -9,7 +9,7 @@
# compile, using preprocessor checks for platform-specific bits instead of
# testing in here.
cmake_minimum_required(VERSION 2.8.4)
cmake_minimum_required(VERSION 3.6)
project(PhysicsFS)
set(PHYSFS_VERSION 3.0.1)

Binary file not shown.

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@ -47,7 +47,7 @@ actiontext_render(ActionText *t, Camera *cam)
if (t->dead)
return;
if (!t->dead && !timer_started(t->timer))
if (!timer_started(t->timer))
timer_start(t->timer);
if (timer_get_ticks(t->timer) < 500) {

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@ -32,7 +32,7 @@ actiontextbuilder_init(SDL_Renderer *renderer)
}
void
actiontextbuilder_create_text(const char *msg, SDL_Color color, Position *p)
actiontextbuilder_create_text(const char *msg, SDL_Color color, const Position *p)
{
assert (gRenderer != NULL);
Sprite *sprite = sprite_create();

View File

@ -34,7 +34,7 @@ void
actiontextbuilder_render(Camera*);
void
actiontextbuilder_create_text(const char *msg, SDL_Color, Position*);
actiontextbuilder_create_text(const char *msg, SDL_Color, const Position*);
void
actiontextbuilder_close(void);

View File

@ -86,7 +86,7 @@ animation_render(Animation *animation, Camera *camera)
}
void
animation_set_frames(Animation *animation, AnimationClip clips[])
animation_set_frames(Animation *animation, const AnimationClip clips[])
{
for (size_t i = 0; i < animation->clipCount; i++) {
animation->clips[i] = clips[i];

View File

@ -53,7 +53,7 @@ void
animation_load_texture(Animation *, const char *path, SDL_Renderer*);
void
animation_set_frames(Animation*, AnimationClip clips[]);
animation_set_frames(Animation*, const AnimationClip clips[]);
void
animation_run(Animation*);

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@ -303,7 +303,7 @@ artifact_create(MagicalEffect effect)
}
Artifact *
artifact_copy(Artifact *a)
artifact_copy(const Artifact *a)
{
Artifact *new = ec_malloc(sizeof(Artifact));
*new = *a;

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@ -66,7 +66,7 @@ Artifact *
artifact_create(MagicalEffect);
Artifact *
artifact_copy(Artifact*);
artifact_copy(const Artifact*);
void
artifact_render(Artifact*, Camera*);

36
src/config.h Normal file
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@ -0,0 +1,36 @@
/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CONFIG_H_
#define CONFIG_H_
// #cmakedefine _WIN32 ${WIN32}
#define GAME_TITLE "BreakHack"
#define MAJOR_VERSION 4
#define MINOR_VERSION 0
#define PATCH_VERSION 3
#define RELEASE_TYPE ""
/* Checksums */
#define SO_LIBSTEAM_CHECKSUM 0x1f5786b
#define DLL_LIBSTEAM_CHECKSUM 0x18dba28
#endif // CONFIG_H_

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@ -97,7 +97,7 @@ hiscore_init(void)
static void
save_hiscore(double gold, int lvl, int dlvl)
{
const char *query = "INSERT INTO hiscore(gold, playerLevel, dungeonLevel) values (?, ?, ?)";
const char *query = "INSERT INTO hiscore(time, gold, playerLevel, dungeonLevel) values (datetime('now','+8 years'), ?, ?, ?)";
sqlite3_stmt *stmt = db_prepare(db, query);
debug("Saving high score: %dg %dpl %dl",

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@ -204,7 +204,6 @@ create_treasure(int current_level)
unsigned int value;
amt = (unsigned int) 1 + get_random(5*current_level) % 40;
amt = amt == 0 ? 1 : amt;
if (current_level > 9) {
highest_treasure = PLATINUM;

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@ -142,3 +142,4 @@ unsigned int linkedlist_size(LinkedList *head)
}
return 1 + linkedlist_size(head->next);
}

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@ -44,3 +44,4 @@ void linkedlist_destroy(LinkedList **head);
unsigned int linkedlist_size(LinkedList *head);
#endif // LINKEDLIST_H_

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@ -58,19 +58,28 @@
#include "sprite_util.h"
#include "event.h"
#include "config.h"
#include "save.h"
#ifdef STEAM_BUILD
#include "checksum.h"
#include "steam/steamworks_api_wrapper.h"
#endif // STEAM_BUILD
#if defined(__amigaos4__)
#define USED __attribute__((used))
#define VSTRING "BreakHack 4.0.3r2 (04.07.2023)"
#define VERSTAG "\0$VER: " VSTRING
static const char *stack USED = "$STACK:102400";
static const char *version USED = VERSTAG;
#endif
static char *artifacts_tooltip[] = {
"CONGRATULATIONS!", "",
"",
" You just picked up your first artifact!", "",
"",
" Your current artifacts and corresponding level are", "",
" listed next to your skills." "",
" listed next to your skills.", "",
"",
"",
" Artifacts have mystical effects that improve your offensive", "",
@ -94,8 +103,8 @@ static char *skills_tooltip[] = {
"",
"",
" SKILL INFO: SHIFT + <N>", "",
" Where <N> is the number corresponding to the skill", "",
" Eg. 1, 2, 3, 4, 5", "",
" Where <N> is the number corresponding to", "",
" the skill, i.e. 1, 2, 3, 4, 5", "",
"",
" DISABLE TOOLTIPS: CTRL + D", "",
"",
@ -237,7 +246,7 @@ bool initSDL(void)
m_sprintf(title_buffer, 100, "%s %d.%d.%d %s", GAME_TITLE, MAJOR_VERSION, MINOR_VERSION, PATCH_VERSION, RELEASE_TYPE);
gWindow = SDL_CreateWindow(title_buffer,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
(int)(SCREEN_WIDTH * renderScale),
(int)(SCREEN_HEIGHT * renderScale),
SDL_WINDOW_SHOWN);
@ -272,7 +281,7 @@ bool initSDL(void)
debug("Disabling text input");
SDL_StopTextInput();
}
return true;
}
@ -420,6 +429,56 @@ goToCharacterMenu(void *unused)
gGameState = CHARACTER_MENU;
}
static void
choose_music(void)
{
if (cLevel > (unsigned int) (quickGame ? 11 : 19)) {
mixer_play_music(BOSS_MUSIC0);
} else if (cLevel % (quickGame ? 3 : 5) == 0) {
gui_log("You sense something powerful in the vicinity");
mixer_play_music(BOSS_MUSIC0);
} else {
mixer_play_music(GAME_MUSIC0 + get_random(2));
}
}
static void
continueGame(void *unused)
{
(void) unused;
const Save *save = save_get();
quickGame = save->quickGame;
arcadeGame = save->arcadeGame;
playerClass = save->player_class;
cLevel = save->map_level;
set_random_seed(save->seed);
debug("Loading seed: %d", save->seed);
debug("Loading map level: %d", save->map_level);
gGameState = PLAYING;
if (gPlayer)
player_destroy(gPlayer);
gPlayer = player_create(playerClass, gCamera);
// Load player from save
gPlayer->daggers = save->player_daggers;
gPlayer->xp = save->player_xp;
gPlayer->stateData = save->player_state;
gPlayer->stats = save->player_stats;
gPlayer->stat_data = save->player_player_stats;
gPlayer->potion_sips = save->player_potion_sips;
gPlayer->equipment = save->player_equipment;
gPlayer->gold = save->player_gold;
choose_music();
resetGame();
skillbar_reset(gSkillBar);
gui_clear_message_log();
gui_log("The Dungeon Crawl continues!");
gui_event_message("Welcome back!");
}
static void
startRegularGame(void *unused)
{
@ -459,6 +518,7 @@ static void
goToMainMenu(void *unused)
{
UNUSED(unused);
save_load();
gui_clear_message_log();
gGameState = MENU;
menu_destroy(inGameMenu);
@ -474,37 +534,47 @@ static void
goToGameSelectMenu(void *unused)
{
UNUSED(unused);
static TEXT_MENU_ITEM menuItems[] = {
{
"STANDARD GAME",
"Standard 20 level game, recommended for new players",
startRegularGame
},
int item_count = 3;
#ifdef STEAM_BUILD
{
"WEEKLY CHALLENGE",
"Quick game with weekly leaderboards at breakhack.net",
startWeeklyGame
},
item_count += 1;
#endif
{
"QUICK GAME",
"Shorter 12 level game, with more action earlier in the game",
startQuickGame
},
{
"ARCADE GAME",
"One big level with lots of action",
startArcadeGame
}
if (save_exists()) {
item_count += 1;
}
TEXT_MENU_ITEM *menuItems = ec_malloc(item_count * sizeof(TEXT_MENU_ITEM));
int i = 0;
if (save_exists()) {
menuItems[i++] = (TEXT_MENU_ITEM) {
"CONTINUE",
"Continue your last session",
continueGame,
};
}
menuItems[i++] = (TEXT_MENU_ITEM) {
"STANDARD GAME",
"Standard 20 level game, recommended for new players",
startRegularGame
};
#ifdef STEAM_BUILD
menuItems[i++] = (TEXT_MENU_ITEM) {
"WEEKLY CHALLENGE",
"Quick game with weekly leaderboards at breakhack.net",
startWeeklyGame
};
#endif
menuItems[i++] = (TEXT_MENU_ITEM) {
"QUICK GAME",
"Shorter 12 level game, with more action earlier in the game",
startQuickGame
};
menuItems[i++] = (TEXT_MENU_ITEM) {
"ARCADE GAME",
"One big level with lots of action",
startArcadeGame
};
#ifdef STEAM_BUILD
int count = 4;
#else
int count = 3;
#endif
menu_create_text_menu(&gameSelectMenu, &menuItems[0], count, gRenderer);
menu_create_text_menu(&gameSelectMenu, menuItems, item_count, gRenderer);
free(menuItems);
gGameState = GAME_SELECT;
}
@ -691,6 +761,7 @@ init(void)
event_register_listener(on_event_callback);
settings_init();
save_init();
hiscore_init();
initMainMenu();
@ -851,7 +922,7 @@ end_game_details(void)
{
gui_log("You earned %.2f gold", gPlayer->gold);
gui_event_message("You earned %.2f gold", gPlayer->gold);
if (hiscore_get_top_gold() < gPlayer->gold) {
gui_event_message("NEW HIGHSCORE");
gui_log("NEW HIGHSCORE");
@ -874,17 +945,17 @@ check_next_level(void)
return;
}
if (tile->levelExit) {
mixer_play_effect(NEXT_LEVEL);
++cLevel;
if (cLevel > (unsigned int) (quickGame ? 11 : 19)) {
mixer_play_music(BOSS_MUSIC0);
} else if (cLevel % (quickGame ? 3 : 5) == 0) {
gui_log("You sense something powerful in the vicinity");
mixer_play_music(BOSS_MUSIC0);
} else {
mixer_play_music(GAME_MUSIC0 + get_random(2));
if (!weeklyGame) {
save_save(get_random_seed(),
cLevel,
quickGame,
arcadeGame,
gPlayer);
}
mixer_play_effect(NEXT_LEVEL);
choose_music();
if (!gameCompleted()) {
resetGame();
}
@ -1026,9 +1097,6 @@ render_game(void)
map_render_top_layer(gMap, gRoomMatrix, gCamera);
if (gPlayer->class == MAGE || gPlayer->class == PALADIN)
roommatrix_render_mouse_square(gRoomMatrix, gCamera);
roommatrix_render_lightmap(gRoomMatrix, gCamera);
actiontextbuilder_render(gCamera);
gui_render_event_message(gGui, gCamera);
@ -1089,10 +1157,13 @@ register_scores(void)
steam_set_achievement(ROGUE_LIKE);
steam_register_rogue_score((int) gPlayer->gold,
(int32_t*) &details, 1);
}
else if (gPlayer->class == WARRIOR) {
} else if (gPlayer->class == WARRIOR) {
steam_register_warrior_score((int) gPlayer->gold,
(int32_t*) &details, 1);
} else if (gPlayer->class == MAGE) {
steam_set_achievement(MAGICAL);
steam_register_mage_score((int) gPlayer->gold,
(int32_t*) &details, 1);
}
}
#endif
@ -1116,6 +1187,7 @@ run_game(void)
camera_shake(VECTOR2D_RIGHT, 800);
gui_log("The dungeon consumed you");
gui_event_message("You died!");
save_clear();
end_game_details();
mixer_play_effect(SPLAT);
gGameState = GAME_OVER;
@ -1349,6 +1421,7 @@ void close(void)
texturecache_close();
settings_close();
hiscore_close();
save_close();
#ifdef STEAM_BUILD
steam_shutdown();
@ -1383,7 +1456,7 @@ validate_lib_checksum(void)
fatal("Unable to open %s for reading\n", file);
}
unsigned calculated = checksum_fp(fp);
unsigned calculated = checksum_fp(fp);
fclose(fp);
if (calculated != expected) {
@ -1403,7 +1476,7 @@ int main(int argc, char *argv[])
#endif // STEAM_BUILD
PHYSFS_init(argv[0]);
#ifndef DEBUG
#if !defined(DEBUG) && !defined(__amigaos4__)
PHYSFS_mount("assets.pack", NULL, 0);
PHYSFS_mount("data.pack", NULL, 0);
#else
@ -1419,7 +1492,7 @@ int main(int argc, char *argv[])
return 1;
if (settings_get()->fullscreen_enabled) {
// Game starts in windowed mode so this will
// Game starts in windowed mode so this will
// change to fullscreen
toggle_fullscreen();
}
@ -1429,3 +1502,4 @@ int main(int argc, char *argv[])
return 0;
}

View File

@ -110,7 +110,7 @@ menu_create_character_selector(void (*onCharacterSelect)(const char *), Camera *
"Commissions/Mage.png"
};
static char *callbackData[] = {
static const char *callbackData[] = {
"warrior",
"rogue",
"mage"

View File

@ -26,8 +26,8 @@
#include "sprite.h"
typedef struct TEXT_MENU_ITEM {
char label[20];
char description[100];
char *label;
char *description;
void (*callback)(void*);
} TEXT_MENU_ITEM;

View File

@ -114,7 +114,7 @@ mixer_toggle_sound(void)
}
bool
mixer_toggle_music(GameState *state)
mixer_toggle_music(const GameState *state)
{
Settings *settings = settings_get();
settings->music_enabled = !settings->music_enabled;

View File

@ -79,7 +79,7 @@ bool
mixer_toggle_sound(void);
bool
mixer_toggle_music(GameState*);
mixer_toggle_music(const GameState*);
void
mixer_play_effect(Fx fx);

View File

@ -474,7 +474,7 @@ monster_coward_walk(Monster *m, RoomMatrix *rm)
}
static void
on_monster_move(Monster *m, Position *origPos, Map *map, RoomMatrix *rm)
on_monster_move(Monster *m, const Position *origPos, Map *map, RoomMatrix *rm)
{
Position currentTilePos = position_to_matrix_coords(&m->sprite->pos);
Player *player = rm->spaces[rm->playerRoomPos.x][rm->playerRoomPos.y].player;

View File

@ -181,7 +181,7 @@ on_monster_collision(Player *player,
action_spent(player);
}
static void
static void
player_pickup_artifacts(Player *player, RoomSpace *space)
{
LinkedList *artifacts = space->artifacts;
@ -191,7 +191,7 @@ player_pickup_artifacts(Player *player, RoomSpace *space)
}
}
static void
static void
player_interact_objects(Player *player, RoomSpace *space)
{
LinkedList *objects = space->objects;
@ -201,7 +201,7 @@ player_interact_objects(Player *player, RoomSpace *space)
}
}
static void
static void
player_collect_items(Player *player, RoomSpace *space)
{
LinkedList *items = space->items;
@ -212,7 +212,7 @@ player_collect_items(Player *player, RoomSpace *space)
}
}
static void
static void
player_interact_traps_and_pits(Player *player, RoomSpace *space)
{
if (space->lethal) {
@ -224,7 +224,7 @@ player_interact_traps_and_pits(Player *player, RoomSpace *space)
}
}
static bool
static bool
player_has_collided(Player *p, RoomSpace *space)
{
if (space->occupied)
@ -233,7 +233,7 @@ player_has_collided(Player *p, RoomSpace *space)
return !p->phase_count && space->monster && space->monster->sprite->state != SPRITE_STATE_FALLING;
}
static bool
static bool
has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
{
Position roomCoord = position_to_room_coords(&player->sprite->pos);
@ -276,7 +276,7 @@ has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
}
}
static void
static void
set_clip_for_direction(Player *player, Vector2d *direction)
{
if (vector2d_equals(*direction, VECTOR2D_LEFT))
@ -289,7 +289,7 @@ set_clip_for_direction(Player *player, Vector2d *direction)
player->sprite->clip.y = 0;
}
void
void
player_turn(Player *player, Vector2d *direction)
{
set_clip_for_direction(player, direction);
@ -316,7 +316,7 @@ player_turn(Player *player, Vector2d *direction)
}
}
static void
static void
move(Player *player, RoomMatrix *matrix, Vector2d direction)
{
player_turn(player, &direction);
@ -343,7 +343,7 @@ move(Player *player, RoomMatrix *matrix, Vector2d direction)
}
}
void
void
player_sip_health(Player *player)
{
bool hasSips = player->class == MAGE ?
@ -362,7 +362,7 @@ player_sip_health(Player *player)
}
}
static Vector2d
static Vector2d
read_direction_from(Input *input)
{
if (input_key_is_pressed(input, KEY_LEFT))
@ -377,7 +377,7 @@ read_direction_from(Input *input)
return VECTOR2D_NODIR;
}
static void
static void
handle_next_move(UpdateData *data)
{
static unsigned int step = 1;
@ -417,7 +417,7 @@ handle_next_move(UpdateData *data)
}
}
static void
static void
use_skill(Skill *skill, SkillData *skillData)
{
skill->active = false;
@ -427,7 +427,7 @@ use_skill(Skill *skill, SkillData *skillData)
skill->resetCountdown = skill->resetTime;
}
static void
static void
check_skill_activation(UpdateData *data)
{
// TODO(Linus): This could be "smarter"
@ -468,7 +468,7 @@ check_skill_activation(UpdateData *data)
}
}
static bool
static bool
check_skill_trigger(UpdateData *data)
{
Player *player = data->player;
@ -496,7 +496,7 @@ check_skill_trigger(UpdateData *data)
return true;
}
static void
static void
build_sword_animation(Player *p, SDL_Renderer *renderer)
{
animation_load_texture(p->swordAnimation, "Extras/SwordSwing.png", renderer);
@ -514,7 +514,7 @@ build_sword_animation(Player *p, SDL_Renderer *renderer)
p->swordAnimation->sprite->rotationPoint = (SDL_Point) { 16, 16 };
}
Player*
Player*
player_create(class_t class, Camera *cam)
{
Player *player = malloc(sizeof(Player));
@ -524,6 +524,7 @@ player_create(class_t class, Camera *cam)
player->gold = 500;
#else
player->daggers = 0;
player->gold = 0;
#endif
player->stat_data.total_steps = 0;
player->stat_data.steps = 0;
@ -531,7 +532,6 @@ player_create(class_t class, Camera *cam)
player->stat_data.kills = 0;
player->stat_data.misses = 0;
player->xp = 0;
player->gold = 0;
player->potion_sips = 0;
player->phase_count = 0;
player->class = class;
@ -596,7 +596,7 @@ player_create(class_t class, Camera *cam)
return player;
}
void
void
player_reset_on_levelchange(Player *player)
{
player->sprite->pos = (Position) {
@ -604,7 +604,8 @@ player_reset_on_levelchange(Player *player)
player->equipment.keys = 0;
}
ExperienceData player_get_xp_data(Player *p)
ExperienceData
player_get_xp_data(Player *p)
{
ExperienceData data;
data.previousLevel = next_level_threshold(p->stats.lvl - 1);
@ -614,7 +615,7 @@ ExperienceData player_get_xp_data(Player *p)
return data;
}
void
void
player_monster_kill_check(Player *player, Monster *monster)
{
if (!monster)
@ -654,7 +655,7 @@ player_monster_kill_check(Player *player, Monster *monster)
}
}
void
void
player_hit(Player *p, unsigned int dmg)
{
if (dmg > 0) {
@ -678,7 +679,7 @@ player_hit(Player *p, unsigned int dmg)
}
void
void
player_render(Player *player, Camera *cam)
{
sprite_set_alpha(player->sprite, player->phase_count ? 150 : 255);
@ -691,25 +692,25 @@ player_render(Player *player, Camera *cam)
}
}
void
void
player_render_toplayer(Player *player, Camera *camera)
{
animation_render(player->swordAnimation, camera);
}
void
void
player_reset_steps(Player *p)
{
p->stat_data.steps = 0;
}
static void
static void
reset_dagger_skill(Player *p)
{
p->skills[3]->resetCountdown = 0;
}
void
void
player_update(UpdateData *data)
{
Player *player = data->player;
@ -749,7 +750,7 @@ player_update(UpdateData *data)
animation_update(player->swordAnimation);
}
static void
static void
player_reset(Player *player)
{
for (size_t i = 0; i < LAST_ARTIFACT_EFFECT; ++i)
@ -760,7 +761,7 @@ player_reset(Player *player)
projectile_destroy(linkedlist_pop(&player->projectiles));
}
void
void
player_destroy(Player *player)
{
player_reset(player);
@ -780,19 +781,19 @@ player_destroy(Player *player)
free(player);
}
bool
bool
player_turn_over(Player *player)
{
return player->stat_data.steps >= player->stats.speed;
}
Uint32
Uint32
player_has_artifact(Player *p, MagicalEffect effect)
{
return p->equipment.artifacts[effect].level;
}
void
void
player_add_artifact(Player *p, Artifact *a)
{
if (a->price > p->gold) {
@ -822,7 +823,7 @@ player_add_artifact(Player *p, Artifact *a)
p->equipment.hasArtifacts = true;
}
void
void
player_set_falling(Player *player)
{
mixer_play_effect(FALL0 + get_random(1));

166
src/save.c Normal file
View File

@ -0,0 +1,166 @@
/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#include "save.h"
#include "sqlite3.h"
#include "db.h"
#include "defines.h"
#include "util.h"
static sqlite3 *db = NULL;
static bool loaded = false;
static Save save;
static
DbQuery MIGRATE_COMMAND = {
"CREATE TABLE IF NOT EXISTS saves("
"major_version INTEGER, "
"minor_version INTEGER, "
"patch_version INTEGER, "
"arch INTEGER, "
"save BLOB)",
NULL, NULL
};
static
DbQuery CLEAR_SAVE = {
"DELETE FROM saves "
#ifdef _WIN32
"WHERE arch = 1",
#else // _WIN32
"WHERE arch = 2",
#endif // _WIN32
NULL,
NULL };
static void
create_table(void)
{
db_execute(db, &MIGRATE_COMMAND);
}
void
save_load(void)
{
debug("Loading save");
const char *query =
"SELECT save FROM saves "
"WHERE major_version = ? "
"AND minor_version = ? "
"AND patch_version = ? "
#ifdef _WIN32
"AND arch = 1 "
#else // _WIN32
"AND arch = 2 "
#endif // _WIN32
"LIMIT 1";
sqlite3_stmt *stmt = db_prepare(db, query);
sqlite3_bind_int(stmt, 1, MAJOR_VERSION);
sqlite3_bind_int(stmt, 2, MINOR_VERSION);
sqlite3_bind_int(stmt, 3, PATCH_VERSION);
if (SQLITE_ROW == sqlite3_step(stmt)) {
int size = sqlite3_column_bytes(stmt, 0);
debug("Reading save bytes: %d", size);
memcpy(&save, sqlite3_column_blob(stmt, 0), size);
loaded = true;
} else {
loaded = false;
}
sqlite3_finalize(stmt);
}
void
save_init(void)
{
if (!db_open(DB_FILE, &db)) {
db_close(&db);
fatal("Exiting");
}
create_table();
save_load();
}
const Save *
save_get(void)
{
return &save;
}
bool
save_exists(void)
{
return loaded;
}
void
save_save(unsigned int seed,
unsigned int map_level,
bool quickGame,
bool arcadeGame,
Player *player)
{
debug("Saving game, Seed: %d, Map level: %d", seed, map_level);
save_clear();
save.seed = seed;
save.map_level = map_level;
save.quickGame = quickGame;
save.arcadeGame = arcadeGame;
save.player_stats = player->stats;
save.player_daggers = player->daggers;
save.player_gold = player->gold;
save.player_xp = player->xp;
save.player_potion_sips = player->potion_sips;
save.player_player_stats = player->stat_data;
save.player_state = player->stateData;
save.player_class = player->class;
save.player_equipment = player->equipment;
const char *query =
"INSERT INTO saves"
"(major_version, minor_version, patch_version, arch, save) "
"VALUES(?, ?, ?, ?, ?)";
sqlite3_stmt *stmt = db_prepare(db, query);
sqlite3_bind_int(stmt, 1, MAJOR_VERSION);
sqlite3_bind_int(stmt, 2, MINOR_VERSION);
sqlite3_bind_int(stmt, 3, PATCH_VERSION);
#ifdef _WIN32
sqlite3_bind_int(stmt, 4, 1);
#else // _WIN32
sqlite3_bind_int(stmt, 4, 2);
#endif // _WIN32
sqlite3_bind_blob(stmt, 5, &save, sizeof(Save), SQLITE_STATIC);
sqlite3_step(stmt);
sqlite3_finalize(stmt);
}
void
save_clear(void)
{
db_execute(db, &CLEAR_SAVE);
}
void
save_close(void)
{
db_close(&db);
}

67
src/save.h Normal file
View File

@ -0,0 +1,67 @@
/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SAVE_H_
#define SAVE_H_
#include <stdbool.h>
#include "player.h"
#include "artifact.h"
typedef struct Save {
int seed;
bool quickGame;
bool arcadeGame;
unsigned int map_level;
unsigned int player_daggers;
unsigned int player_xp;
unsigned int player_potion_sips;
unsigned int potion_sips;
Stats player_stats;
PlayerStatData player_player_stats;
double player_gold;
PlayerStateData player_state;
class_t player_class;
PlayerEquipment player_equipment;
} Save;
void
save_init(void);
void
save_load(void);
const Save *
save_get(void);
bool
save_exists(void);
void
save_save(unsigned int seed,
unsigned int map_level,
bool quickGame,
bool arcadeGame,
Player *player);
void
save_clear(void);
void
save_close(void);
#endif // SAVE_H_

View File

@ -69,8 +69,13 @@ screen_create_credits(SDL_Renderer *renderer)
linkedlist_push(&screen->sprites, credit_txt("liquidityc.github.io", C_WHITE, x + columnOffset, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("@LiquidityC", C_WHITE, x + columnOffset, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("AmigaOS 4", C_YELLOW, x, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("port:", C_YELLOW, x, y, renderer));
linkedlist_push(&screen->sprites, credit_txt("George Sokianos", C_WHITE, x + columnOffset, y, renderer));
y += 60;
y += 40;
linkedlist_push(&screen->sprites, credit_txt(" - Graphics -", C_BLUE, x, y, renderer));
y += 30;
linkedlist_push(&screen->sprites, credit_txt("Tileset:", C_YELLOW, x, y, renderer));
@ -209,3 +214,4 @@ screen_destroy(Screen *screen)
sprite_destroy(linkedlist_pop(&screen->sprites));
free(screen);
}

View File

@ -181,7 +181,8 @@ static char *blink_tooltip[] = {
"BLINK", "",
"",
" You blink in a chosen direction into the first obstructing", "",
" object. Monsters will not obstruct your blink.", "",
" object picking up items in your path. Monsters will not", "",
" obstruct your blink.", "",
"",
"COOLDOWN:", "",
" 4 turns", "",
@ -342,9 +343,11 @@ vampiric_blow_skill(Skill *skill, SkillData *data)
player->stats.advantage = true;
CombatResult result = stats_fight(&player->stats, &monster->stats);
player->stats.advantage = false;
monster_hit(monster, result.dmg, result.critical);
if (result.dmg) {
mixer_play_effect(SWORD_HIT);
monster_hit(monster, result.dmg, result.critical);
monster_set_bleeding(monster);
unsigned int gain = player->stats.lvl * 3;
@ -885,10 +888,11 @@ skill_blink(Skill *skill, SkillData *data)
// Find collider
destination.x += (int) data->direction.x;
destination.y += (int) data->direction.y;
RoomSpace *space = &matrix->spaces[destination.x][destination.y];
Position lastAvailableDest = playerStartPos;
while (position_in_roommatrix(&destination))
{
RoomSpace *space = &matrix->spaces[destination.x][destination.y];
if (space->occupied) {
break;
}
@ -897,9 +901,9 @@ skill_blink(Skill *skill, SkillData *data)
lastAvailableDest = destination;
}
perform_pickups_for_space(space, player);
destination.x += (int) data->direction.x;
destination.y += (int) data->direction.y;
space = &matrix->spaces[destination.x][destination.y];
}
destination = lastAvailableDest;
@ -920,7 +924,6 @@ skill_blink(Skill *skill, SkillData *data)
Position lastTilePos = position_to_matrix_coords(&playerDestinationPos);
RoomSpace *destSpace = &matrix->spaces[lastTilePos.x][lastTilePos.y];
perform_pickups_for_space(destSpace, player);
handle_space_effects(destSpace, player);
return true;

View File

@ -64,7 +64,7 @@ load_texture(SkillBar *bar, const char *path, SDL_Renderer *renderer)
s->dim = (Dimension) { 8, 8 };
s->fixed = true;
sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 8, 0);
m_sprintf(buffer, 4, "%u", i + 1 < 10 ? i + 1 : 0);
m_sprintf(buffer, 4, "%u", i + 1);
texture_load_from_text(s->textures[0], buffer, C_YELLOW, C_BLACK, renderer);
linkedlist_append(&bar->sprites, s);
}

View File

@ -12,6 +12,7 @@ static const char *LB_HIGHSCORE = "Highscore";
static const char *LB_QUICKPLAY_HIGHSCORE = "Quickplay Highscore";
static const char *LB_ARCADE_HIGHSCORE = "Arcade Highscore";
static const char *LB_ROGUE_HIGHSCORE = "Rogue Highscore";
static const char *LB_MAGE_HIGHSCORE = "Mage Highscore";
static const char *LB_WARRIOR_HIGHSCORE = "Warrior Highscore";
static const char *LB_KILLS = "Most Kills";
static char *lb_weekly = NULL;
@ -22,9 +23,10 @@ static Achievement g_Achievements[] = {
_ACH_ID(LIGHTS_ON, "Omnidirectional light"),
_ACH_ID(BACK_TO_WORK, "Back to work"),
_ACH_ID(DRAGON_SLAYER, "Platinum dragon slayer"),
_ACH_ID(ROGUE_LIKE, "Rogue-like")
_ACH_ID(ROGUE_LIKE, "Rogue-like"),
_ACH_ID(MAGICAL, "Magical")
};
static Uint8 numAchievements = 6;
static Uint8 numAchievements = 7;
static bool m_Initiated = false;
static bool m_bStatsReceived = false;
@ -35,6 +37,7 @@ static Sint64 m_hArcadeHighscoreLeaderboard = 0;
static Sint64 m_hKillsLeaderboard = 0;
static Sint64 m_hRogueHighscore = 0;
static Sint64 m_hWarriorHighscore = 0;
static Sint64 m_hMageHighscore = 0;
static Sint64 m_hWeeklyHighscore = 0;
static Timer *requestDataTimer = NULL;
@ -70,6 +73,8 @@ leaderboard_received(Sint64 hLeaderboard, const char *name)
m_hKillsLeaderboard = hLeaderboard;
else if (strcmp(LB_ROGUE_HIGHSCORE, name) == 0)
m_hRogueHighscore = hLeaderboard;
else if (strcmp(LB_MAGE_HIGHSCORE, name) == 0)
m_hMageHighscore = hLeaderboard;
else if (strcmp(LB_WARRIOR_HIGHSCORE, name) == 0)
m_hWarriorHighscore = hLeaderboard;
else if (strcmp(LB_QUICKPLAY_HIGHSCORE, name) == 0)
@ -124,6 +129,8 @@ request_data_queue_run(void)
c_SteamUserStats_FindLeaderboard(LB_KILLS);
else if (!m_hRogueHighscore)
c_SteamUserStats_FindLeaderboard(LB_ROGUE_HIGHSCORE);
else if (!m_hMageHighscore)
c_SteamUserStats_FindLeaderboard(LB_MAGE_HIGHSCORE);
else if (!m_hWarriorHighscore)
c_SteamUserStats_FindLeaderboard(LB_WARRIOR_HIGHSCORE);
else if (!m_hWeeklyHighscore)
@ -183,6 +190,13 @@ void steam_register_arcade_score(Sint32 nScore, const int32_t * details, int32_t
c_SteamUserStats_UploadLeaderboardScore(m_hArcadeHighscoreLeaderboard, nScore, details, nDetails);
}
void steam_register_mage_score(Sint32 nScore, const int32_t * details, int32_t nDetails)
{
if (!m_hMageHighscore)
return;
c_SteamUserStats_UploadLeaderboardScore(m_hMageHighscore, nScore, details, nDetails);
}
void steam_register_warrior_score(Sint32 nScore, const int32_t * details, int32_t nDetails)
{
if (!m_hWarriorHighscore)

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@ -13,7 +13,8 @@ typedef enum EAchievement
BUGGFIXER = 7,
BUGGCREATOR = 8,
ROGUE_LIKE = 9,
ARCADE_HACK = 10
MAGICAL = 10,
ARCADE_HACK = 11
} EAchievement;
@ -45,6 +46,8 @@ void steam_register_weekly_score(Sint32 nScore, const int32_t *details, int32_t
void steam_register_arcade_score(Sint32 nScore, const int32_t *details, int32_t nDetails);
void steam_register_mage_score(Sint32 nScore, const int32_t *details, int32_t nDetails);
void steam_register_warrior_score(Sint32 nScore, const int32_t *details, int32_t nDetails);
void steam_register_rogue_score(Sint32 nScore, const int32_t *details, int32_t nDetails);

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@ -160,13 +160,11 @@ texture_load_from_text(Texture *t,
{
SDL_Surface *bg_surface = NULL;
SDL_Surface *fg_surface = NULL;
fg_surface = TTF_RenderText_Blended(t->font, text, c);
if (t->outlineFont) {
bg_surface = TTF_RenderText_Blended(t->outlineFont, text, oc);
fg_surface = TTF_RenderText_Blended(t->font, text, c);
}
else {
fg_surface = TTF_RenderText_Solid(t->font, text, c);
}
SDL_Surface *surface = fg_surface;
if (bg_surface) {
int outline = TTF_GetFontOutline(t->outlineFont);
@ -287,3 +285,4 @@ void texture_destroy(Texture *texture)
TTF_CloseFont(texture->outlineFont);
free(texture);
}

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@ -51,8 +51,6 @@ texturecache_add(const char *path)
texture_load_from_file(tc->texture, path, renderer);
ht_set(textures, path, tc);
debug("Cached texture: %s", path);
} else {
debug("Retrieved cached texture: %s", path);
}
return tc->texture;

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@ -27,16 +27,12 @@ vector2d_to_direction(const Vector2d *vec)
if (new.x > 0)
new.x = 1;
else if (new.x == 0)
new.x = 0;
else
else if (new.x < 0)
new.x = -1;
if (new.y > 0)
new.y = 1;
else if (new.y == 0)
new.y = 0;
else
else if (new.y < 0)
new.y = -1;
return new;