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66 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
Linus Probert 1d988d7f2f Fixes working explosions and artifacts
Artifacts:
- Explosive daggers
- Explosive kills
2019-05-25 13:11:24 +02:00
Linus Probert 68f4e152d3 Fixes returning daggers and resets erupt attack 2019-05-20 15:37:25 +02:00
Linus Probert 7f232beb32 A beginning to the new exploding artifacts 2019-05-16 07:43:19 +02:00
Linus Probert 12aff9afad Fixes erupt so it has a base push of 1 2019-05-15 20:33:56 +02:00
Linus Probert 2dc25c9b53 Adds the DAGGER_MAGNET artifact
* Adds sprites for volotile and synamite as well
2019-05-15 20:32:48 +02:00
Linus Probert 5e67ca7ef7 Removes stun from backstab skill 2019-05-15 07:50:45 +02:00
Linus Probert cac3fea106 Altered the vampiric blow icon slightly 2019-05-15 07:46:27 +02:00
Linus Probert 9ed80acbee Removes erupt test code 2019-05-14 22:48:29 +02:00
Linus Probert 05cbce0abc Adds vampiric blow icon 2019-05-14 22:47:35 +02:00
Linus Probert 6c135c6b9c Adds gui display for held keys
Also makes the gold key actually golden
2019-05-14 22:27:13 +02:00
Linus Probert fb031e2af3 Bumps version 2019-05-14 20:36:00 +02:00
Linus Probert b861e6e452 Fixes SENTINEL monsters from ignoring forced fear 2019-05-14 16:30:02 +02:00
Linus Probert 046551ad6d Changes ERUPT to cause fear instead of bleeding 2019-05-14 16:10:28 +02:00
Linus Probert 8fb1bbcc1e Fixes bug with erupt pushing direction 2019-05-14 15:57:36 +02:00
Linus Probert 35164a9876 Introduces vampiric blow
Icon isn't done yet.
2019-05-14 15:20:45 +02:00
Linus Probert dd3e84d70d Makes critical hits cause bleeding 2019-05-14 10:26:28 +02:00
Linus Probert 8f21e8bfb2 Prevents skill radius from impacting push back range 2019-05-14 09:00:59 +02:00
Linus Probert 2b743160aa Updates erupt tooltip to mention push back 2019-05-14 08:56:39 +02:00
Linus Probert 7ddaab816e Make erupt always push back 1 tile without any artifacts 2019-05-14 08:38:42 +02:00
Linus Probert 43ca8f4560 Fixes #58 - Game crash with AOE attacks 2019-05-14 08:36:37 +02:00
Linus Probert ef5cd4e244 Adds PUSH_BACK and SKILL_RADIUS effects to erupt skill 2019-05-14 08:27:49 +02:00
Linus Probert b00e607dec Start with debug gold 2019-05-10 12:51:42 +02:00
Linus Probert 67e29d609d Added the SKILL_RADIUS artifact (not used yet)
Also drops the levelcap on artifact drops. I don't think it really
matters if you get an artifact before you have the skill. This should
make the shop a bit more useful.
2019-05-10 12:47:33 +02:00
Linus Probert 81e7df1920 Adds skill icons for the two mage skills 2019-05-09 21:06:06 +02:00
Linus Probert 18effa2416 Rogue backstab skill now triggers bleeding as well 2019-05-09 16:13:25 +02:00
Linus Probert c043ad09cf Implements the erupt skill
Also fixed monsters dying through bleeding logic
2019-05-09 16:02:33 +02:00
Linus Probert 223a3b00c1 Implements the blink skill
The icon still needs to be created but the skill is complete
2019-05-09 10:16:38 +02:00
Linus Probert 2ca78e2ec7 Adds monster bleed damage every turn 2019-05-08 12:59:15 +02:00
Linus Probert 0476d4d1bd Introduces particle emitters on monsters
Also adds the bleed emitter to monsters for later use with the mage.
2019-05-07 11:52:30 +02:00
Linus Probert 826cbe11ff A quick start to the Mage 2019-05-06 13:48:40 +02:00
Linus Probert fcc6527a93 Minor fix 2019-04-23 16:06:20 +02:00
Linus Probert b409b76eca Improved build instruction structure 2019-04-23 16:05:47 +02:00
Andriy Svyryd b0753901ec React to PR feedback 2019-04-23 15:55:20 +02:00
Andriy Svyryd 86e6f66b58 Adds Windows compilation instructions 2019-04-23 15:55:20 +02:00
Linus Probert c0a4a4eb93 Make ninja builds smoother 2019-04-06 12:27:42 +02:00
74 changed files with 2141 additions and 298 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']

4
.gitignore vendored
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@ -15,3 +15,7 @@
/steam_appid.txt /steam_appid.txt
/*.so /*.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) project(breakhack C)
set(breakhack_GAME_TITLE "BreakHack") set(breakhack_GAME_TITLE "BreakHack")
set(breakhack_MAJOR_VERSION 3) set(breakhack_MAJOR_VERSION 4)
set(breakhack_MINOR_VERSION 0) set(breakhack_MINOR_VERSION 0)
set(breakhack_PATCH_VERSION 2) set(breakhack_PATCH_VERSION 3)
set(breakhack_RELEASE_TYPE "") set(breakhack_RELEASE_TYPE "")
# Checksums # Checksums
@ -52,6 +52,10 @@ elseif ("${CMAKE_C_COMPILER_ID}" STREQUAL "GNU")
set(GCC 1) set(GCC 1)
endif() endif()
if ("${CMAKE_GENERATOR}" STREQUAL "Ninja")
set(NINJA 1)
endif()
if ("${CMAKE_SYSTEM_NAME}" STREQUAL "Darwin") if ("${CMAKE_SYSTEM_NAME}" STREQUAL "Darwin")
set(OSX 1) set(OSX 1)
endif() endif()
@ -161,17 +165,6 @@ set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -DDEBUG")
if (STEAM) if (STEAM)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -DSTEAM_BUILD") set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -DSTEAM_BUILD")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -DSTEAM_BUILD") set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -DSTEAM_BUILD")
endif ()
if (MINGW)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -DMINGW")
endif (MINGW)
if (NOT MSVC)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -D__FNAME__='\"$(subst ${CMAKE_SOURCE_DIR}/,,$(abspath $<))\"'")
else (NOT MSVC)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -D__FNAME__=__FILE__")
endif (NOT MSVC)
if (STEAM)
set(STEAM_SOURCES set(STEAM_SOURCES
src/steam/steamworks_api_wrapper src/steam/steamworks_api_wrapper
) )
@ -179,61 +172,74 @@ else ()
set(STEAM_SOURCES "") set(STEAM_SOURCES "")
endif () endif ()
if (MINGW)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -DMINGW")
endif (MINGW)
if (NOT MSVC)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -D__FNAME__='\"$(subst ${CMAKE_SOURCE_DIR}/,,$(abspath $<))\"'")
else ()
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -D__FNAME__=__FILE__")
endif ()
# PROGRAMS: # PROGRAMS:
add_executable(breakhack add_executable(breakhack
src/main src/main.c
src/texture src/texture.c
src/screenresolution src/screenresolution.c
src/sprite src/sprite.c
src/sprite_util src/sprite_util.c
src/util src/util.c
src/event src/event.c
src/player src/player.c
src/map src/save.c
src/map_lua src/map.c
src/camera src/map_lua.c
src/timer src/camera.c
src/roommatrix src/timer.c
src/position src/roommatrix.c
src/monster src/position.c
src/stats src/monster.c
src/actiontext src/stats.c
src/random src/actiontext.c
src/time src/random.c
src/linkedlist src/time.c
src/hashtable src/linkedlist.c
src/gui src/hashtable.c
src/item src/gui.c
src/item_builder src/item.c
src/pointer src/item_builder.c
src/gui_button src/pointer.c
src/particle_engine src/gui_button.c
src/menu src/particle_engine.c
src/collisions src/particle_emitter.c
src/keyboard src/menu.c
src/input src/collisions.c
src/mixer src/keyboard.c
src/io_util src/input.c
src/physfsrwops src/mixer.c
src/skillbar src/io_util.c
src/texturecache src/physfsrwops.c
src/skill src/skillbar.c
src/projectile src/texturecache.c
src/vector2d src/skill.c
src/map_room_modifiers src/projectile.c
sqlite3/sqlite3 src/vector2d.c
src/db src/map_room_modifiers.c
src/settings sqlite3/sqlite3.c
src/actiontextbuilder src/db.c
src/animation src/settings.c
src/trap src/actiontextbuilder.c
src/artifact src/animation.c
src/screen src/trap.c
src/hiscore src/artifact.c
src/object src/screen.c
src/gui_util src/hiscore.c
src/tooltip src/object.c
src/gamecontroller src/gui_util.c
src/tooltip.c
src/gamecontroller.c
src/effect_util.c
${STEAM_SOURCES} ${STEAM_SOURCES}
) )
@ -265,11 +271,11 @@ if (STEAM)
endif () endif ()
if (MSVC) if (MSVC)
set_target_properties(breakhack PROPERTIES LINK_FLAGS_DEBUG "/SUBSYSTEM:CONSOLE") set_target_properties(breakhack PROPERTIES LINK_FLAGS_DEBUG "/SUBSYSTEM:CONSOLE /NODEFAULTLIB:MSVCRTD")
set_target_properties(breakhack PROPERTIES COMPILE_DEFINITIONS_DEBUG "_CONSOLE") set_target_properties(breakhack PROPERTIES COMPILE_DEFINITIONS_DEBUG "_CONSOLE")
set_target_properties(breakhack PROPERTIES LINK_FLAGS_RELWITHDEBINFO "/SUBSYSTEM:CONSOLE") set_target_properties(breakhack PROPERTIES LINK_FLAGS_RELWITHDEBINFO "/SUBSYSTEM:CONSOLE")
set_target_properties(breakhack PROPERTIES COMPILE_DEFINITIONS_RELWITHDEBINFO "_CONSOLE") set_target_properties(breakhack PROPERTIES COMPILE_DEFINITIONS_RELWITHDEBINFO "_CONSOLE")
set_target_properties(breakhack PROPERTIES LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS") set_target_properties(breakhack PROPERTIES LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS /NODEFAULTLIB:MSVCRTD")
set_target_properties(breakhack PROPERTIES LINK_FLAGS_MINSIZEREL "/SUBSYSTEM:WINDOWS") set_target_properties(breakhack PROPERTIES LINK_FLAGS_MINSIZEREL "/SUBSYSTEM:WINDOWS")
endif (MSVC) endif (MSVC)
@ -277,19 +283,19 @@ endif (MSVC)
IF (CMOCKA_FOUND AND NOT OSX AND NOT CLANG) IF (CMOCKA_FOUND AND NOT OSX AND NOT CLANG)
find_package(Threads REQUIRED) find_package(Threads REQUIRED)
enable_testing() 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}) target_link_libraries(test_util ${CMOCKA_LIBRARY})
add_test(test_util test_util) 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}) target_link_libraries(test_linkedlist ${CMOCKA_LIBRARY})
add_test(test_linkedlist test_linkedlist) 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}) target_link_libraries(test_hashtable ${CMOCKA_LIBRARY})
add_test(test_hashtable test_hashtable) 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 target_link_libraries(test_input
${CMOCKA_LIBRARY} ${CMOCKA_LIBRARY}
${SDL2_LIBRARY} ${SDL2_LIBRARY}
@ -303,7 +309,7 @@ ENDIF ()
# LINT: # LINT:
if (CPPCHECK_FOUND) if (CPPCHECK_FOUND)
add_custom_target(lint 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} WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}
COMMENT "Run cppcheck" COMMENT "Run cppcheck"
) )

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@ -0,0 +1,10 @@
Apart from basic compile tools (*GCC/Clang, Make*) you'll also need to install **sdl2, sdl2-image, sdl2-ttf, sdl2-mixer** (If on a debian based dist you need to install the *dev* packages).
Optionally you can also install **cppcheck** and **physfs**
Once that is done run the following:
```bash
mkdir _build
cd _build
cmake -DCMAKE_BUILD_TYPE=Debug .. # Build type flag is optional
make
```

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@ -0,0 +1,16 @@
Compile on Windows with Visual Studio
-------------------------------------
1. Install [Visual Studio Community 2019](https://visualstudio.microsoft.com/vs/community/) with the "Desktop development with C++" workload
2. Install [CMake](https://cmake.org/download/)
3. Install [NSIS](https://nsis.sourceforge.io/Download)
4. Download and unzip [SDL2-devel-2.x.x-VC.zip](https://www.libsdl.org/download-2.0.php), [SDL2_image-devel-2.x.x-VC.zip](https://www.libsdl.org/projects/SDL_image/), [SDL2_mixer-devel-2.x.x-VC.zip](https://www.libsdl.org/projects/SDL_mixer/), [SDL2_ttf-devel-2.x.x-VC.zip](https://www.libsdl.org/projects/SDL_ttf/)
5. Open Developer Command Prompt for VS 2019 and run the following, substituting paths as appropriate:
```batch
SET SDL2DIR=C:\repos\breakhackBuild\SDL2-2.0.9
SET SDL2MIXERDIR=C:\repos\breakhackBuild\SDL2_mixer-2.0.4
SET SDL2_IMAGE=C:\repos\breakhackBuild\SDL2_image-2.0.4
SET SDLTTFDIR=C:\repos\breakhackBuild\SDL2_ttf-2.0.15
cmake -S C:\repos\breakhack -B C:\repos\breakhackBuild
cmake --build C:\repos\breakhackBuild --target package --config Release
```

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@ -7,12 +7,12 @@ release:
.PHONY: release .PHONY: release
clean: clean:
@make clean -sC _build/debug @make -sC _build/debug clean
@make clean -sC _build/release @make -sC _build/release clean
.PHONY: clean .PHONY: clean
test: test:
@make test -sC _build/debug @make -sC _build/debug test
.PHONY: test .PHONY: test
run: $(all) run: $(all)
@ -21,12 +21,30 @@ run: $(all)
playtest: $(all) playtest: $(all)
@LD_LIBRARY_PATH=$LD_LIBRARY_PATH:./ ./_build/release/breakhack @LD_LIBRARY_PATH=$LD_LIBRARY_PATH:./ ./_build/release/breakhack
.PHONY: run .PHONY: playtest
lint: lint:
@make lint -sC _build/debug @make -sC _build/debug lint
.PHONY: lint .PHONY: lint
package: package:
@make package -sC _build/release @make -sC _build/release package
.PHONY: 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

View File

@ -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://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) [![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) [![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)
@ -46,16 +47,8 @@ BreakHack is released under two different licenses.
Compile Compile
------- -------
Apart from basic compile tools (*GCC/Clang, Make*) you'll also need to install **sdl2, sdl2-image, sdl2-ttf, sdl2-mixer** (If on a debian based dist you need to install the *dev* packages). * [Linux](LINUX_BUILD_INSTRUCTIONS.md)
Optionally you can also install **cppcheck** and **physfs** * [Windows (Visual Studio)](MSVC_BUILD_INSTRUCTIONS.md)
Once that is done run the following:
```bash
mkdir _build
cd _build
cmake -DCMAKE_BUILD_TYPE=Debug .. # Build type flag is optional
make
```
Contribute Contribute
---------- ----------

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

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

View File

@ -64,6 +64,14 @@
# (To distribute this file outside of CMake, substitute the full # (To distribute this file outside of CMake, substitute the full
# License text for the above reference.) # License text for the above reference.)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(SDL2_ARCH_64 TRUE)
set(SDL2_PROCESSOR_ARCH "x64")
else()
set(SDL2_ARCH_64 FALSE)
set(SDL2_PROCESSOR_ARCH "x86")
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
SET(SDL2_SEARCH_PATHS SET(SDL2_SEARCH_PATHS
~/Library/Frameworks ~/Library/Frameworks
/Library/Frameworks /Library/Frameworks
@ -87,7 +95,7 @@ FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2 NAMES SDL2
HINTS HINTS
$ENV{SDL2DIR} $ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib PATH_SUFFIXES lib64 lib lib/${SDL2_PROCESSOR_ARCH}
PATHS ${SDL2_SEARCH_PATHS} ${SDL2_INCLUDE_DIR}/../.. PATHS ${SDL2_SEARCH_PATHS} ${SDL2_INCLUDE_DIR}/../..
) )
@ -101,7 +109,7 @@ IF(NOT SDL2_BUILDING_LIBRARY)
NAMES SDL2main NAMES SDL2main
HINTS HINTS
$ENV{SDL2DIR} $ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib PATH_SUFFIXES lib64 lib lib/${SDL2_PROCESSOR_ARCH}
PATHS ${SDL2_SEARCH_PATHS} PATHS ${SDL2_SEARCH_PATHS}
) )
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework") ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")

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@ -28,6 +28,14 @@
# See the License for more information. # See the License for more information.
#============================================================================= #=============================================================================
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(SDL2_ARCH_64 TRUE)
set(SDL2_PROCESSOR_ARCH "x64")
else()
set(SDL2_ARCH_64 FALSE)
set(SDL2_PROCESSOR_ARCH "x86")
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
if(NOT SDL2_TTF_INCLUDE_DIR AND SDL2TTF_INCLUDE_DIR) if(NOT SDL2_TTF_INCLUDE_DIR AND SDL2TTF_INCLUDE_DIR)
set(SDL2_TTF_INCLUDE_DIR ${SDL2TTF_INCLUDE_DIR} CACHE PATH "directory cache set(SDL2_TTF_INCLUDE_DIR ${SDL2TTF_INCLUDE_DIR} CACHE PATH "directory cache
entry initialized from old variable name") entry initialized from old variable name")
@ -48,7 +56,7 @@ find_library(SDL2_TTF_LIBRARY
HINTS HINTS
ENV SDLTTFDIR ENV SDLTTFDIR
ENV SDLDIR ENV SDLDIR
PATH_SUFFIXES lib PATH_SUFFIXES lib lib/${SDL2_PROCESSOR_ARCH}
) )
if(SDL2_TTF_INCLUDE_DIR AND EXISTS "${SDL2_TTF_INCLUDE_DIR}/SDL_ttf.h") if(SDL2_TTF_INCLUDE_DIR AND EXISTS "${SDL2_TTF_INCLUDE_DIR}/SDL_ttf.h")

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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 -

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

View File

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

Binary file not shown.

View File

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

View File

@ -32,7 +32,7 @@ actiontextbuilder_init(SDL_Renderer *renderer)
} }
void 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); assert (gRenderer != NULL);
Sprite *sprite = sprite_create(); Sprite *sprite = sprite_create();

View File

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

View File

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

View File

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

View File

@ -65,6 +65,21 @@ artifact_set_effect(Artifact *a, MagicalEffect effect)
a->info.name = "Shadow cloak"; a->info.name = "Shadow cloak";
a->info.desc = "You feel more in phase with the world"; a->info.desc = "You feel more in phase with the world";
break; break;
case SKILL_RADIUS:
a->info.name = "Magic wand";
a->info.desc = "Your magic has greater reach";
break;
case DAGGER_BOUNCE:
a->info.name = "Magnet";
a->info.desc = "You are attractive to daggers";
break;
case EXPLOSIVE_KILLS:
a->info.name = "Stick of dynamite";
a->info.desc = "You are an explosive slayer";
break;
case VOLATILE_DAGGERS:
a->info.name = "Glowing dagger";
a->info.desc = "Your daggers are volatile";
default: default:
break; break;
} }
@ -78,7 +93,10 @@ static int WarriorArtifacts[] = {
PUSH_BACK, // 4 PUSH_BACK, // 4
FEAR_INDUCING, // 5 FEAR_INDUCING, // 5
INCREASED_STUN, // 6 INCREASED_STUN, // 6
CHARGE_THROUGH // 7 DAGGER_BOUNCE, // 7
EXPLOSIVE_KILLS, // 8
VOLATILE_DAGGERS, // 9
CHARGE_THROUGH // 10
}; };
static int RogueArtifacts[] = { static int RogueArtifacts[] = {
@ -89,7 +107,54 @@ static int RogueArtifacts[] = {
PUSH_BACK, // 4 PUSH_BACK, // 4
FEAR_INDUCING, // 5 FEAR_INDUCING, // 5
INCREASED_STUN, // 6 INCREASED_STUN, // 6
PHASE_IMPROVEMENT // 7 DAGGER_BOUNCE, // 7
EXPLOSIVE_KILLS, // 8
VOLATILE_DAGGERS, // 9
PHASE_IMPROVEMENT // 10
};
static int MageArtifacts[] = {
IMPROVED_HEARING, // 0
TRAP_AVOIDANCE, // 1
PIERCING_DAGGERS, // 2
DAGGER_RECOVERY, // 3
PUSH_BACK, // 4
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
DAGGER_BOUNCE, // 7
EXPLOSIVE_KILLS, // 8
VOLATILE_DAGGERS, // 9
SKILL_RADIUS // 10
};
/* Not in play yet */
static int PaladinArtifacts[] = {
IMPROVED_HEARING, // 0
TRAP_AVOIDANCE, // 1
PIERCING_DAGGERS, // 2
DAGGER_RECOVERY, // 3
PUSH_BACK, // 4
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
DAGGER_BOUNCE, // 7
EXPLOSIVE_KILLS, // 8
VOLATILE_DAGGERS, // 9
SKILL_RADIUS // 10
};
/* Not in play yet */
static int EngineerArtifacts[] = {
IMPROVED_HEARING, // 0
TRAP_AVOIDANCE, // 1
PIERCING_DAGGERS, // 2
DAGGER_RECOVERY, // 3
PUSH_BACK, // 4
FEAR_INDUCING, // 5
INCREASED_STUN, // 6
DAGGER_BOUNCE, // 7
EXPLOSIVE_KILLS, // 8
VOLATILE_DAGGERS, // 9
PHASE_IMPROVEMENT // 10
}; };
static void static void
@ -109,17 +174,17 @@ add_level_sprite(Artifact *a)
Artifact * Artifact *
artifact_create_random(Player *p, Uint8 level) artifact_create_random(Player *p, Uint8 level)
{ {
int option = -1; int option = get_random(9);
if (p->stats.lvl >= 4)
option = get_random(7);
else if (p->stats.lvl >= 3)
option = get_random(6);
else
option = get_random(5);
int * artifactPool = NULL; int * artifactPool = NULL;
if (p->class == ROGUE) if (p->class == ROGUE)
artifactPool = RogueArtifacts; artifactPool = RogueArtifacts;
else if (p->class == MAGE)
artifactPool = MageArtifacts;
else if (p->class == PALADIN)
artifactPool = PaladinArtifacts;
else if (p->class == ENGINEER)
artifactPool = EngineerArtifacts;
else else
artifactPool = WarriorArtifacts; artifactPool = WarriorArtifacts;
@ -196,6 +261,26 @@ artifact_sprite_for(MagicalEffect effect)
sprite_set_texture(sprite, t, 0); sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(1*16, 5*16); sprite->clip = CLIP16(1*16, 5*16);
break; break;
case SKILL_RADIUS:
t = texturecache_add("Items/Wand.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(2*16, 0);
break;
case DAGGER_BOUNCE:
t = texturecache_add("Extras/Artifacts.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(0, 0);
break;
case EXPLOSIVE_KILLS:
t = texturecache_add("Extras/Artifacts.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(32, 0);
break;
case VOLATILE_DAGGERS:
t = texturecache_add("Extras/Artifacts.png");
sprite_set_texture(sprite, t, 0);
sprite->clip = CLIP16(16, 0);
break;
default: default:
break; break;
} }
@ -218,7 +303,7 @@ artifact_create(MagicalEffect effect)
} }
Artifact * Artifact *
artifact_copy(Artifact *a) artifact_copy(const Artifact *a)
{ {
Artifact *new = ec_malloc(sizeof(Artifact)); Artifact *new = ec_malloc(sizeof(Artifact));
*new = *a; *new = *a;

View File

@ -30,6 +30,10 @@ typedef enum MagicalEffect {
INCREASED_STUN, INCREASED_STUN,
CHARGE_THROUGH, CHARGE_THROUGH,
PHASE_IMPROVEMENT, PHASE_IMPROVEMENT,
SKILL_RADIUS,
DAGGER_BOUNCE,
EXPLOSIVE_KILLS,
VOLATILE_DAGGERS,
LAST_ARTIFACT_EFFECT // Sentinel LAST_ARTIFACT_EFFECT // Sentinel
} MagicalEffect; } MagicalEffect;
@ -62,7 +66,7 @@ Artifact *
artifact_create(MagicalEffect); artifact_create(MagicalEffect);
Artifact * Artifact *
artifact_copy(Artifact*); artifact_copy(const Artifact*);
void void
artifact_render(Artifact*, Camera*); 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_

View File

@ -67,6 +67,7 @@
#define C_RED (SDL_Color) { 255, 0, 0, 255 } #define C_RED (SDL_Color) { 255, 0, 0, 255 }
#define C_GREEN (SDL_Color) { 0, 255, 0, 255 } #define C_GREEN (SDL_Color) { 0, 255, 0, 255 }
#define C_BLUE (SDL_Color) { 60, 134, 252, 255 } #define C_BLUE (SDL_Color) { 60, 134, 252, 255 }
#define C_LIGHTBLUE (SDL_Color) { 143, 178, 234, 255 }
#define C_YELLOW (SDL_Color) { 255, 255, 0, 255 } #define C_YELLOW (SDL_Color) { 255, 255, 0, 255 }
#define C_BLACK (SDL_Color) { 0, 0, 0, 255 } #define C_BLACK (SDL_Color) { 0, 0, 0, 255 }
#define C_PURPLE (SDL_Color) { 137, 16, 229, 255 } #define C_PURPLE (SDL_Color) { 137, 16, 229, 255 }

63
src/effect_util.c Normal file
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@ -0,0 +1,63 @@
/*
* 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 "gui.h"
#include "monster.h"
#include "roommatrix.h"
#include "effect_util.h"
void
effect_damage_surroundings(Position *pos,
RoomMatrix *rm,
Player *player,
Stats *attackerStats,
unsigned int radius,
unsigned int pushRadius,
bool damagePlayer)
{
Position roomPos = position_to_matrix_coords(pos);
for (Sint32 i = -radius; i <= (Sint32) radius; ++i) {
for (Sint32 j = -radius; j <= (Sint32) radius; ++j) {
if (i == 0 && j == 0)
continue;
Position matrixPos = POS(roomPos.x + i, roomPos.y + j);
if (!position_in_roommatrix(&matrixPos))
continue;
RoomSpace *r = &rm->spaces[matrixPos.x][matrixPos.y];
if (r->monster) {
CombatResult result = stats_fight(attackerStats, &r->monster->stats);
monster_hit(r->monster, result.dmg, result.critical);
gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
Vector2d dir = vector2d_to_direction(&VEC2D((float) i, (float) j));
for (unsigned int k = 0; k < pushRadius; ++k) {
monster_push(r->monster,
player,
rm,
dir);
}
} else if (r->player && damagePlayer) {
CombatResult result = stats_fight(attackerStats, &r->player->stats);
player_hit(r->player, result.dmg);
gui_log("You take %d damage from the explosion", result.dmg);
}
}
}
}

31
src/effect_util.h Normal file
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@ -0,0 +1,31 @@
/*
* 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 "roommatrix.h"
#include "position.h"
#include "stats.h"
void
effect_damage_surroundings(Position *pos,
RoomMatrix *rm,
Player *player,
Stats *attackerStats,
unsigned int radius,
unsigned int pushRadius,
bool damagePlayer);

View File

@ -112,21 +112,21 @@ init_sprites(Gui *gui, Camera *cam)
linkedlist_append(&gui->sprites, create_xp_sprite( linkedlist_append(&gui->sprites, create_xp_sprite(
t, t,
(SDL_Rect) { 6 * 16, 0, 16, 16 }, (SDL_Rect) { 6 * 16, 0, 16, 16 },
(Position) { 16, POS_Y_XPBAR } POS(16, POS_Y_XPBAR)
)); ));
// Right end // Right end
linkedlist_append(&gui->sprites, create_xp_sprite( linkedlist_append(&gui->sprites, create_xp_sprite(
t, t,
(SDL_Rect) { 8 * 16, 0, 16, 16 }, (SDL_Rect) { 8 * 16, 0, 16, 16 },
(Position) { 16 + (16 * 7), POS_Y_XPBAR } POS(16 + (16 * 7), POS_Y_XPBAR)
)); ));
for (i = 1; i < 7; ++i) { for (i = 1; i < 7; ++i) {
linkedlist_append(&gui->sprites, create_xp_sprite( linkedlist_append(&gui->sprites, create_xp_sprite(
t, t,
(SDL_Rect) { 7 * 16, 0, 16, 16 }, (SDL_Rect) { 7 * 16, 0, 16, 16 },
(Position) { 16 + (i * 16), POS_Y_XPBAR } POS(16 + (i * 16), POS_Y_XPBAR)
)); ));
} }
@ -134,7 +134,7 @@ init_sprites(Gui *gui, Camera *cam)
linkedlist_append(&gui->xp_bar, create_xp_sprite( linkedlist_append(&gui->xp_bar, create_xp_sprite(
t, t,
(SDL_Rect) { 6 * 16, 4 * 16, 16, 16 }, (SDL_Rect) { 6 * 16, 4 * 16, 16, 16 },
(Position) { 16 + (i * 16), POS_Y_XPBAR } POS(16 + (i * 16), POS_Y_XPBAR)
)); ));
} }
@ -144,7 +144,7 @@ init_sprites(Gui *gui, Camera *cam)
s->fixed = true; s->fixed = true;
sprite_set_texture(s, t, 0); sprite_set_texture(s, t, 0);
s->clip = CLIP16(0, 0); s->clip = CLIP16(0, 0);
s->pos = (Position) { 16, POS_Y_COLLECTABLES }; s->pos = POS(16, POS_Y_COLLECTABLES);
linkedlist_append(&gui->sprites, s); linkedlist_append(&gui->sprites, s);
t = texturecache_add("Items/Money.png"); t = texturecache_add("Items/Money.png");
@ -152,7 +152,7 @@ init_sprites(Gui *gui, Camera *cam)
s->fixed = true; s->fixed = true;
sprite_set_texture(s, t, 0); sprite_set_texture(s, t, 0);
s->clip = CLIP16(16, 16); s->clip = CLIP16(16, 16);
s->pos = (Position) { 16, POS_Y_COLLECTABLES + 16 }; s->pos = POS(16, POS_Y_COLLECTABLES + 16);
linkedlist_append(&gui->sprites, s); linkedlist_append(&gui->sprites, s);
t = texturecache_add("Items/ShortWep.png"); t = texturecache_add("Items/ShortWep.png");
@ -160,9 +160,25 @@ init_sprites(Gui *gui, Camera *cam)
s->fixed = true; s->fixed = true;
sprite_set_texture(s, t, 0); sprite_set_texture(s, t, 0);
s->clip = CLIP16(0, 0); s->clip = CLIP16(0, 0);
s->pos = (Position) { 16, POS_Y_COLLECTABLES + 32 }; s->pos = POS(16, POS_Y_COLLECTABLES + 32);
linkedlist_append(&gui->sprites, s); linkedlist_append(&gui->sprites, s);
t = texturecache_add("Extras/Keys.png");
s = sprite_create();
s->fixed = true;
sprite_set_texture(s, t, 0);
s->clip = CLIP16(0, 0);
s->pos = POS(58, POS_Y_XPBAR + 15 + (3*14));
gui->silverKey = s;
t = texturecache_add("Extras/Keys.png");
s = sprite_create();
s->fixed = true;
sprite_set_texture(s, t, 0);
s->clip = CLIP16(16, 0);
s->pos = POS(74, POS_Y_XPBAR + 15 + (3*14));
gui->goldKey = s;
gui->statsFrame = gui_util_create_frame_sprite(RIGHT_GUI_WIDTH/16, gui->statsFrame = gui_util_create_frame_sprite(RIGHT_GUI_WIDTH/16,
STATS_GUI_HEIGHT/16, STATS_GUI_HEIGHT/16,
cam); cam);
@ -173,6 +189,10 @@ init_sprites(Gui *gui, Camera *cam)
gui->miniMapFrame = gui_util_create_frame_sprite(RIGHT_GUI_WIDTH/16, gui->miniMapFrame = gui_util_create_frame_sprite(RIGHT_GUI_WIDTH/16,
MINIMAP_GUI_HEIGHT/16, MINIMAP_GUI_HEIGHT/16,
cam); cam);
texture_load_from_text(gui->labels[KEY_LABEL]->textures[0], "Keys:", C_WHITE, C_BLACK, cam->renderer);
gui->labels[KEY_LABEL]->dim = gui->labels[KEY_LABEL]->textures[0]->dim;
} }
Gui* Gui*
@ -197,28 +217,33 @@ gui_create(Camera *cam)
texture_load_font(gui->event_message, "GUI/SDS_8x8.ttf", EVENT_MESSAGE_FONT_SIZE, 2); texture_load_font(gui->event_message, "GUI/SDS_8x8.ttf", EVENT_MESSAGE_FONT_SIZE, 2);
gui->event_message_timer = _timer_create(); gui->event_message_timer = _timer_create();
gui->labels[CURRENT_XP_LABEL] = create_label_sprite((Position) { 16, POS_Y_XPBAR + 18 }); gui->labels[CURRENT_XP_LABEL] = create_label_sprite(POS(16, POS_Y_XPBAR + 18));
gui->labels[LEVEL_LABEL] = create_label_sprite((Position) { 16, POS_Y_XPBAR + 18 + 14 }); gui->labels[LEVEL_LABEL] = create_label_sprite(POS(16, POS_Y_XPBAR + 18 + 14));
gui->labels[DUNGEON_LEVEL_LABEL] = gui->labels[DUNGEON_LEVEL_LABEL] =
create_label_sprite((Position) { create_label_sprite(POS(
16, 16,
POS_Y_XPBAR + 18 + (2*14) POS_Y_XPBAR + 18 + (2*14)
}); ));
gui->labels[KEY_LABEL] =
create_label_sprite(POS(
16,
POS_Y_XPBAR + 18 + (3*14)
));
gui->labels[HEALTH_POTION_LABEL] = gui->labels[HEALTH_POTION_LABEL] =
create_label_sprite((Position) { create_label_sprite(POS(
32, 32,
POS_Y_COLLECTABLES + 5 POS_Y_COLLECTABLES + 5
}); ));
gui->labels[GOLD_LABEL] = gui->labels[GOLD_LABEL] =
create_label_sprite((Position) { create_label_sprite(POS(
32, 32,
POS_Y_COLLECTABLES + 16 + 5 POS_Y_COLLECTABLES + 16 + 5
}); ));
gui->labels[DAGGER_LABEL] = gui->labels[DAGGER_LABEL] =
create_label_sprite((Position) { create_label_sprite(POS(
32, 32,
POS_Y_COLLECTABLES + 32 + 5 POS_Y_COLLECTABLES + 32 + 5
}); ));
gui_malloc_log(); gui_malloc_log();
gui_malloc_eventmessages(); gui_malloc_eventmessages();
@ -251,7 +276,7 @@ set_max_health(Gui *gui, int max)
sprite->fixed = true; sprite->fixed = true;
sprite->animate = false; sprite->animate = false;
sprite->clip = (SDL_Rect) { 0, 16, 16, 16 }; sprite->clip = (SDL_Rect) { 0, 16, 16, 16 };
sprite->pos = (Position) { 16 + (i%8)*16, 16 + ((i-(i%8))/8)*16 }; sprite->pos = POS(16 + (i%8)*16, 16 + ((i-(i%8))/8)*16);
sprite_set_texture(sprite, texture0, 0); sprite_set_texture(sprite, texture0, 0);
sprite_set_texture(sprite, texture1, 1); sprite_set_texture(sprite, texture1, 1);
linkedlist_append(&gui->health, sprite); linkedlist_append(&gui->health, sprite);
@ -392,6 +417,10 @@ gui_update_player_stats(Gui *gui, Player *player, Map *map, SDL_Renderer *render
gui->labels[LEVEL_LABEL]->dim = gui->labels[LEVEL_LABEL]->textures[0]->dim; gui->labels[LEVEL_LABEL]->dim = gui->labels[LEVEL_LABEL]->textures[0]->dim;
last_level = data.level; last_level = data.level;
} }
gui->silverKey->hidden = !(player->equipment.keys & LOCK_SILVER);
gui->goldKey->hidden = !(player->equipment.keys & LOCK_GOLD);
gui->goldKey->pos.x = gui->silverKey->hidden ? 58 : 74;
} }
void void
@ -410,6 +439,8 @@ gui_render_panel(Gui *gui, Camera *cam)
sprite_render(s, cam); sprite_render(s, cam);
item = item->next; item = item->next;
} }
sprite_render(gui->silverKey, cam);
sprite_render(gui->goldKey, cam);
item = gui->sprites; item = gui->sprites;
while (item != NULL) { while (item != NULL) {
Sprite *s = item->data; Sprite *s = item->data;
@ -622,5 +653,8 @@ gui_destroy(Gui *gui)
for (int i = 0; i < LABEL_COUNT; ++i) for (int i = 0; i < LABEL_COUNT; ++i)
sprite_destroy(gui->labels[i]); sprite_destroy(gui->labels[i]);
sprite_destroy(gui->silverKey);
sprite_destroy(gui->goldKey);
free(gui); free(gui);
} }

View File

@ -37,6 +37,7 @@ typedef enum Label_e {
CURRENT_XP_LABEL, CURRENT_XP_LABEL,
GOLD_LABEL, GOLD_LABEL,
DUNGEON_LEVEL_LABEL, DUNGEON_LEVEL_LABEL,
KEY_LABEL,
HEALTH_POTION_LABEL, HEALTH_POTION_LABEL,
DAGGER_LABEL, DAGGER_LABEL,
LABEL_COUNT LABEL_COUNT
@ -51,6 +52,8 @@ typedef struct Gui {
Sprite *miniMapFrame; Sprite *miniMapFrame;
Sprite *labels[LABEL_COUNT]; Sprite *labels[LABEL_COUNT];
Sprite *activeTooltip; Sprite *activeTooltip;
Sprite *goldKey;
Sprite *silverKey;
Texture *log_lines[LOG_LINES_COUNT]; Texture *log_lines[LOG_LINES_COUNT];
Texture *event_message; Texture *event_message;
Timer *event_message_timer; Timer *event_message_timer;

View File

@ -97,7 +97,7 @@ hiscore_init(void)
static void static void
save_hiscore(double gold, int lvl, int dlvl) 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); sqlite3_stmt *stmt = db_prepare(db, query);
debug("Saving high score: %dg %dpl %dl", debug("Saving high score: %dg %dpl %dl",

View File

@ -172,17 +172,21 @@ Item *
item_builder_build_key(unsigned int type) item_builder_build_key(unsigned int type)
{ {
char label[20]; char label[20];
SDL_Rect clip = CLIP16(0, 0);
Item *item; Item *item;
switch (type) { switch (type) {
case 1: case 1:
m_sprintf(label, 20, "a silver key"); m_sprintf(label, 20, "a silver key");
item = create_item("Items/Key.png", NULL, clip, &pickup_silver_key); item = create_item("Extras/Keys.png",
NULL,
CLIP16(0, 0),
&pickup_silver_key);
break; break;
case 2: case 2:
m_sprintf(label, 20, "a gold key"); m_sprintf(label, 20, "a gold key");
item = create_item("Items/Key.png", NULL, clip, &pickup_gold_key); item = create_item("Extras/Keys.png",
clip.x = 16; NULL,
CLIP16(16, 0),
&pickup_gold_key);
break; break;
default: default:
fatal("Bad keytype provided"); fatal("Bad keytype provided");
@ -200,7 +204,6 @@ create_treasure(int current_level)
unsigned int value; unsigned int value;
amt = (unsigned int) 1 + get_random(5*current_level) % 40; amt = (unsigned int) 1 + get_random(5*current_level) % 40;
amt = amt == 0 ? 1 : amt;
if (current_level > 9) { if (current_level > 9) {
highest_treasure = PLATINUM; highest_treasure = PLATINUM;

View File

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

View File

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

View File

@ -58,19 +58,28 @@
#include "sprite_util.h" #include "sprite_util.h"
#include "event.h" #include "event.h"
#include "config.h" #include "config.h"
#include "save.h"
#ifdef STEAM_BUILD #ifdef STEAM_BUILD
#include "checksum.h" #include "checksum.h"
#include "steam/steamworks_api_wrapper.h" #include "steam/steamworks_api_wrapper.h"
#endif // STEAM_BUILD #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[] = { static char *artifacts_tooltip[] = {
"CONGRATULATIONS!", "", "CONGRATULATIONS!", "",
"", "",
" You just picked up your first artifact!", "", " You just picked up your first artifact!", "",
"", "",
" Your current artifacts and corresponding level are", "", " 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", "", " Artifacts have mystical effects that improve your offensive", "",
@ -94,8 +103,8 @@ static char *skills_tooltip[] = {
"", "",
"", "",
" SKILL INFO: SHIFT + <N>", "", " SKILL INFO: SHIFT + <N>", "",
" Where <N> is the number corresponding to the skill", "", " Where <N> is the number corresponding to", "",
" Eg. 1, 2, 3, 4, 5", "", " the skill, i.e. 1, 2, 3, 4, 5", "",
"", "",
" DISABLE TOOLTIPS: CTRL + D", "", " 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); 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, gWindow = SDL_CreateWindow(title_buffer,
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
(int)(SCREEN_WIDTH * renderScale), (int)(SCREEN_WIDTH * renderScale),
(int)(SCREEN_HEIGHT * renderScale), (int)(SCREEN_HEIGHT * renderScale),
SDL_WINDOW_SHOWN); SDL_WINDOW_SHOWN);
@ -272,7 +281,7 @@ bool initSDL(void)
debug("Disabling text input"); debug("Disabling text input");
SDL_StopTextInput(); SDL_StopTextInput();
} }
return true; return true;
} }
@ -405,6 +414,8 @@ on_character_select(const char *str)
playerClass = WARRIOR; playerClass = WARRIOR;
else if (strcmp(str, "rogue") == 0) else if (strcmp(str, "rogue") == 0)
playerClass = ROGUE; playerClass = ROGUE;
else if (strcmp(str, "mage") == 0)
playerClass = MAGE;
startGame(); startGame();
} }
@ -418,6 +429,56 @@ goToCharacterMenu(void *unused)
gGameState = CHARACTER_MENU; 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 static void
startRegularGame(void *unused) startRegularGame(void *unused)
{ {
@ -457,6 +518,7 @@ static void
goToMainMenu(void *unused) goToMainMenu(void *unused)
{ {
UNUSED(unused); UNUSED(unused);
save_load();
gui_clear_message_log(); gui_clear_message_log();
gGameState = MENU; gGameState = MENU;
menu_destroy(inGameMenu); menu_destroy(inGameMenu);
@ -472,37 +534,47 @@ static void
goToGameSelectMenu(void *unused) goToGameSelectMenu(void *unused)
{ {
UNUSED(unused); UNUSED(unused);
static TEXT_MENU_ITEM menuItems[] = { int item_count = 3;
{
"STANDARD GAME",
"Standard 20 level game, recommended for new players",
startRegularGame
},
#ifdef STEAM_BUILD #ifdef STEAM_BUILD
{ item_count += 1;
"WEEKLY CHALLENGE",
"Quick game with weekly leaderboards at breakhack.net",
startWeeklyGame
},
#endif #endif
{ if (save_exists()) {
"QUICK GAME", item_count += 1;
"Shorter 12 level game, with more action earlier in the game", }
startQuickGame TEXT_MENU_ITEM *menuItems = ec_malloc(item_count * sizeof(TEXT_MENU_ITEM));
}, int i = 0;
{ if (save_exists()) {
"ARCADE GAME", menuItems[i++] = (TEXT_MENU_ITEM) {
"One big level with lots of action", "CONTINUE",
startArcadeGame "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 menu_create_text_menu(&gameSelectMenu, menuItems, item_count, gRenderer);
int count = 4; free(menuItems);
#else
int count = 3;
#endif
menu_create_text_menu(&gameSelectMenu, &menuItems[0], count, gRenderer);
gGameState = GAME_SELECT; gGameState = GAME_SELECT;
} }
@ -689,6 +761,7 @@ init(void)
event_register_listener(on_event_callback); event_register_listener(on_event_callback);
settings_init(); settings_init();
save_init();
hiscore_init(); hiscore_init();
initMainMenu(); initMainMenu();
@ -849,7 +922,7 @@ end_game_details(void)
{ {
gui_log("You earned %.2f gold", gPlayer->gold); gui_log("You earned %.2f gold", gPlayer->gold);
gui_event_message("You earned %.2f gold", gPlayer->gold); gui_event_message("You earned %.2f gold", gPlayer->gold);
if (hiscore_get_top_gold() < gPlayer->gold) { if (hiscore_get_top_gold() < gPlayer->gold) {
gui_event_message("NEW HIGHSCORE"); gui_event_message("NEW HIGHSCORE");
gui_log("NEW HIGHSCORE"); gui_log("NEW HIGHSCORE");
@ -872,17 +945,17 @@ check_next_level(void)
return; return;
} }
if (tile->levelExit) { if (tile->levelExit) {
mixer_play_effect(NEXT_LEVEL);
++cLevel; ++cLevel;
if (cLevel > (unsigned int) (quickGame ? 11 : 19)) { if (!weeklyGame) {
mixer_play_music(BOSS_MUSIC0); save_save(get_random_seed(),
} else if (cLevel % (quickGame ? 3 : 5) == 0) { cLevel,
gui_log("You sense something powerful in the vicinity"); quickGame,
mixer_play_music(BOSS_MUSIC0); arcadeGame,
} else { gPlayer);
mixer_play_music(GAME_MUSIC0 + get_random(2));
} }
mixer_play_effect(NEXT_LEVEL);
choose_music();
if (!gameCompleted()) { if (!gameCompleted()) {
resetGame(); resetGame();
} }
@ -1024,9 +1097,6 @@ render_game(void)
map_render_top_layer(gMap, gRoomMatrix, gCamera); 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); roommatrix_render_lightmap(gRoomMatrix, gCamera);
actiontextbuilder_render(gCamera); actiontextbuilder_render(gCamera);
gui_render_event_message(gGui, gCamera); gui_render_event_message(gGui, gCamera);
@ -1087,10 +1157,13 @@ register_scores(void)
steam_set_achievement(ROGUE_LIKE); steam_set_achievement(ROGUE_LIKE);
steam_register_rogue_score((int) gPlayer->gold, steam_register_rogue_score((int) gPlayer->gold,
(int32_t*) &details, 1); (int32_t*) &details, 1);
} } else if (gPlayer->class == WARRIOR) {
else if (gPlayer->class == WARRIOR) {
steam_register_warrior_score((int) gPlayer->gold, steam_register_warrior_score((int) gPlayer->gold,
(int32_t*) &details, 1); (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 #endif
@ -1114,6 +1187,7 @@ run_game(void)
camera_shake(VECTOR2D_RIGHT, 800); camera_shake(VECTOR2D_RIGHT, 800);
gui_log("The dungeon consumed you"); gui_log("The dungeon consumed you");
gui_event_message("You died!"); gui_event_message("You died!");
save_clear();
end_game_details(); end_game_details();
mixer_play_effect(SPLAT); mixer_play_effect(SPLAT);
gGameState = GAME_OVER; gGameState = GAME_OVER;
@ -1347,6 +1421,7 @@ void close(void)
texturecache_close(); texturecache_close();
settings_close(); settings_close();
hiscore_close(); hiscore_close();
save_close();
#ifdef STEAM_BUILD #ifdef STEAM_BUILD
steam_shutdown(); steam_shutdown();
@ -1381,7 +1456,7 @@ validate_lib_checksum(void)
fatal("Unable to open %s for reading\n", file); fatal("Unable to open %s for reading\n", file);
} }
unsigned calculated = checksum_fp(fp); unsigned calculated = checksum_fp(fp);
fclose(fp); fclose(fp);
if (calculated != expected) { if (calculated != expected) {
@ -1401,7 +1476,7 @@ int main(int argc, char *argv[])
#endif // STEAM_BUILD #endif // STEAM_BUILD
PHYSFS_init(argv[0]); PHYSFS_init(argv[0]);
#ifndef DEBUG #if !defined(DEBUG) && !defined(__amigaos4__)
PHYSFS_mount("assets.pack", NULL, 0); PHYSFS_mount("assets.pack", NULL, 0);
PHYSFS_mount("data.pack", NULL, 0); PHYSFS_mount("data.pack", NULL, 0);
#else #else
@ -1417,7 +1492,7 @@ int main(int argc, char *argv[])
return 1; return 1;
if (settings_get()->fullscreen_enabled) { if (settings_get()->fullscreen_enabled) {
// Game starts in windowed mode so this will // Game starts in windowed mode so this will
// change to fullscreen // change to fullscreen
toggle_fullscreen(); toggle_fullscreen();
} }
@ -1427,3 +1502,4 @@ int main(int argc, char *argv[])
return 0; return 0;
} }

View File

@ -106,22 +106,25 @@ menu_create_character_selector(void (*onCharacterSelect)(const char *), Camera *
{ {
const char *spriteSheets[] = { const char *spriteSheets[] = {
"Commissions/Warrior.png", "Commissions/Warrior.png",
"Commissions/Rogue.png" "Commissions/Rogue.png",
"Commissions/Mage.png"
}; };
static char *callbackData[] = { static const char *callbackData[] = {
"warrior", "warrior",
"rogue" "rogue",
"mage"
}; };
static char *descriptions[] = { static char *descriptions[] = {
"Play as the warrior", "Play as the warrior",
"Play as the rogue", "Play as the rogue",
"Play as the mage"
}; };
Menu *menu = menu_create(); Menu *menu = menu_create();
int xoffset = 224; int xoffset = 168;
for (size_t i = 0; i < 2; ++i) { for (size_t i = 0; i < 3; ++i) {
Sprite *s1 = sprite_create(); Sprite *s1 = sprite_create();
sprite_set_texture(s1, texturecache_add(spriteSheets[i]), 0); sprite_set_texture(s1, texturecache_add(spriteSheets[i]), 0);
s1->clip = CLIP16(0, 48); s1->clip = CLIP16(0, 48);
@ -139,7 +142,7 @@ menu_create_character_selector(void (*onCharacterSelect)(const char *), Camera *
menu_item_add(menu, s1, s2, (void (*)(void *)) onCharacterSelect); menu_item_add(menu, s1, s2, (void (*)(void *)) onCharacterSelect);
MenuItem *item = linkedlist_get(&menu->items, (Uint32) i); MenuItem *item = linkedlist_get(&menu->items, (Uint32) i);
item->button->usrdata = callbackData[i]; item->button->usrdata = callbackData[i];
xoffset += 224; xoffset += 168;
linkedlist_append(&menu->descriptions, descriptions[i]); linkedlist_append(&menu->descriptions, descriptions[i]);
} }

View File

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

View File

@ -90,6 +90,9 @@ load_effects(void)
effects[BURST] = load_effect("Sounds/FX/burst.wav"); effects[BURST] = load_effect("Sounds/FX/burst.wav");
effects[DOOR_OPEN] = load_effect("Sounds/FX/door_open.wav"); effects[DOOR_OPEN] = load_effect("Sounds/FX/door_open.wav");
effects[KEY_PICKUP] = load_effect("Sounds/FX/key_pickup.wav"); effects[KEY_PICKUP] = load_effect("Sounds/FX/key_pickup.wav");
effects[BLINK_EFFECT] = load_effect("Sounds/FX/blink.wav");
effects[BLAST_EFFECT] = load_effect("Sounds/FX/blast.wav");
effects[EXPLOSION_EFFECT] = load_effect("Sounds/FX/explosion.wav");
} }
void void
@ -111,7 +114,7 @@ mixer_toggle_sound(void)
} }
bool bool
mixer_toggle_music(GameState *state) mixer_toggle_music(const GameState *state)
{ {
Settings *settings = settings_get(); Settings *settings = settings_get();
settings->music_enabled = !settings->music_enabled; settings->music_enabled = !settings->music_enabled;

View File

@ -66,6 +66,9 @@ typedef enum Fx_t {
BURST, BURST,
DOOR_OPEN, DOOR_OPEN,
KEY_PICKUP, KEY_PICKUP,
BLINK_EFFECT,
BLAST_EFFECT,
EXPLOSION_EFFECT,
LAST_EFFECT LAST_EFFECT
} Fx; } Fx;
@ -76,7 +79,7 @@ bool
mixer_toggle_sound(void); mixer_toggle_sound(void);
bool bool
mixer_toggle_music(GameState*); mixer_toggle_music(const GameState*);
void void
mixer_play_effect(Fx fx); mixer_play_effect(Fx fx);

View File

@ -128,15 +128,20 @@ damage_surroundings(Monster *m, RoomMatrix *rm)
for (Sint32 j = -1; j <= 1; ++j) { for (Sint32 j = -1; j <= 1; ++j) {
if (i == 0 && j == 0) if (i == 0 && j == 0)
continue; continue;
RoomSpace *r = &rm->spaces[roomPos.x + i][roomPos.y + j];
Position matrixPos = POS(roomPos.x + i, roomPos.y + j);
if (!position_in_roommatrix(&matrixPos))
continue;
RoomSpace *r = &rm->spaces[matrixPos.x][matrixPos.y];
if (r->monster) { if (r->monster) {
int dmg = stats_fight(&m->stats, &r->monster->stats); CombatResult result = stats_fight(&m->stats, &r->monster->stats);
monster_hit(r->monster, dmg); monster_hit(r->monster, result.dmg, result.critical);
gui_log("%s takes %d damage from the explosion", r->monster->label, dmg); gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
} else if (r->player) { } else if (r->player) {
int dmg = stats_fight(&m->stats, &r->player->stats); CombatResult result = stats_fight(&m->stats, &r->player->stats);
player_hit(r->player, dmg); player_hit(r->player, result.dmg);
gui_log("You take %d damage from the explosion", dmg); gui_log("You take %d damage from the explosion", result.dmg);
} }
} }
} }
@ -209,6 +214,9 @@ handle_sentinel_behaviour(Monster *m, RoomMatrix *rm)
static void static void
monster_behaviour_check(Monster *m, RoomMatrix *rm) monster_behaviour_check(Monster *m, RoomMatrix *rm)
{ {
if (m->state.stepsSinceChange < m->state.forceCount)
return;
switch (m->behaviour) { switch (m->behaviour) {
case GUERILLA: case GUERILLA:
case SORCERER: case SORCERER:
@ -233,6 +241,24 @@ monster_behaviour_check(Monster *m, RoomMatrix *rm)
} }
} }
static void
create_emitters(Monster *m)
{
// Bloodlust
ParticleEmitter *emitter = particle_emitter_create();
emitter->timestep = 0;
emitter->enabled = false;
emitter->particle_func = particle_engine_bloodlust;
m->emitters.bloodlust = emitter;
emitter = particle_emitter_create();
emitter->timestep = 1000;
emitter->enabled = false;
emitter->particle_func = particle_engine_bleed;
m->emitters.bleed = emitter;
}
Monster* Monster*
monster_create(void) monster_create(void)
{ {
@ -265,9 +291,9 @@ monster_create(void)
m->stateIndicator.shownOnPlayerRoomEnter = false; m->stateIndicator.shownOnPlayerRoomEnter = false;
m->state.forceCount = 0; m->state.forceCount = 0;
m->boss = false; m->boss = false;
m->bloodlust = false;
m->items.keyType = LOCK_NONE; m->items.keyType = LOCK_NONE;
monster_set_behaviour(m, NORMAL); monster_set_behaviour(m, NORMAL);
create_emitters(m);
return m; return m;
} }
@ -291,14 +317,14 @@ has_collided(Monster *monster, RoomMatrix *matrix, Vector2d direction)
RoomSpace *space = roommatrix_get_space_for(matrix, &monster->sprite->pos); RoomSpace *space = roommatrix_get_space_for(matrix, &monster->sprite->pos);
if (space->player && monster->state.current == AGRESSIVE) { if (space->player && monster->state.current == AGRESSIVE) {
unsigned int dmg = stats_fight(&monster->stats, CombatResult result = stats_fight(&monster->stats,
&space->player->stats); &space->player->stats);
player_hit(space->player, dmg); player_hit(space->player, result.dmg);
if (dmg > 0) { if (result.dmg > 0) {
gui_log("%s hit you for %u damage", gui_log("%s hit you for %u damage",
monster->label, dmg); monster->label, result.dmg);
camera_shake(direction, 300); camera_shake(direction, 300);
} else { } else {
gui_log("%s missed you", monster->label); gui_log("%s missed you", monster->label);
@ -448,7 +474,7 @@ monster_coward_walk(Monster *m, RoomMatrix *rm)
} }
static void 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); Position currentTilePos = position_to_matrix_coords(&m->sprite->pos);
Player *player = rm->spaces[rm->playerRoomPos.x][rm->playerRoomPos.y].player; Player *player = rm->spaces[rm->playerRoomPos.x][rm->playerRoomPos.y].player;
@ -533,9 +559,23 @@ monster_perform_aoe_attack(Monster *m, RoomMatrix *rm)
return false; return false;
} }
static void
apply_bleed_damage(Player *p, Monster *m)
{
if (!m->emitters.bleed->enabled)
return;
uint32_t dmg = m->stats.lvl * 2;
monster_hit(m, dmg, false);
m->stats.hp -= dmg;
player_monster_kill_check(p, m);
}
bool bool
monster_move(Monster *m, RoomMatrix *rm, Map *map) monster_move(Monster *m, RoomMatrix *rm, Map *map)
{ {
apply_bleed_damage(roommatrix_get_player(rm), m);
Player *player = roommatrix_get_player(rm); Player *player = roommatrix_get_player(rm);
if (player && player->phase_count) if (player && player->phase_count)
return true; return true;
@ -586,6 +626,19 @@ monster_reset_steps(Monster *m)
m->steps = 0; m->steps = 0;
} }
static void
update_emitters(Monster *m)
{
Position pos = m->sprite->pos;
pos.x += 6;
pos.y += 6;
particle_emitter_update(m->emitters.bloodlust, pos, DIM(20, 20));
pos.x += 5;
pos.y += 5;
particle_emitter_update(m->emitters.bleed, pos, DIM(10, 10));
}
void void
monster_update(Monster *m, UpdateData *data) monster_update(Monster *m, UpdateData *data)
{ {
@ -593,6 +646,7 @@ monster_update(Monster *m, UpdateData *data)
return; return;
sprite_update(m->sprite, data); sprite_update(m->sprite, data);
update_emitters(m);
if (m->sprite->state == SPRITE_STATE_PLUMMETED) { if (m->sprite->state == SPRITE_STATE_PLUMMETED) {
m->stats.hp = 0; m->stats.hp = 0;
@ -634,7 +688,7 @@ monster_update(Monster *m, UpdateData *data)
} }
void void
monster_hit(Monster *monster, unsigned int dmg) monster_hit(Monster *monster, unsigned int dmg, bool critical)
{ {
if (dmg > 0) { if (dmg > 0) {
Position p = monster->sprite->pos; Position p = monster->sprite->pos;
@ -652,6 +706,9 @@ monster_hit(Monster *monster, unsigned int dmg)
C_YELLOW, C_YELLOW,
&monster->sprite->pos); &monster->sprite->pos);
} }
if (critical)
monster_set_bleeding(monster);
monster_behaviour_check_post_hit(monster); monster_behaviour_check_post_hit(monster);
} }
@ -762,13 +819,8 @@ monster_render(Monster *m, Camera *cam)
if (m->stats.hp <= 0) if (m->stats.hp <= 0)
return; return;
if (m->bloodlust) { particle_emitter_render(m->emitters.bloodlust);
Position pos = m->sprite->pos; particle_emitter_render(m->emitters.bleed);
pos.x += 6;
pos.y += 6;
particle_engine_sparkle(pos, DIM(20, 20), C_RED, false);
}
sprite_render(m->sprite, cam); sprite_render(m->sprite, cam);
} }
@ -832,7 +884,7 @@ monster_push(Monster *m, Player *p, RoomMatrix *rm, Vector2d direction)
if (space->trap) { if (space->trap) {
int dmg = space->trap->damage * 3; int dmg = space->trap->damage * 3;
m->stats.hp -= dmg; m->stats.hp -= dmg;
monster_hit(m, dmg); monster_hit(m, dmg, false);
gui_log("%s takes %d damage from a trap", m->label, dmg); gui_log("%s takes %d damage from a trap", m->label, dmg);
} else if (space->damaging) { } else if (space->damaging) {
LinkedList *objects = space->objects; LinkedList *objects = space->objects;
@ -842,7 +894,7 @@ monster_push(Monster *m, Player *p, RoomMatrix *rm, Vector2d direction)
if (!o->damage) if (!o->damage)
return; return;
m->stats.hp -= o->damage * 3; m->stats.hp -= o->damage * 3;
monster_hit(m, o->damage * 3); monster_hit(m, o->damage * 3, false);
} }
} else if (has_collided(m, rm, direction)) { } else if (has_collided(m, rm, direction)) {
m->sprite->pos.x -= TILE_DIMENSION * (int) direction.x; m->sprite->pos.x -= TILE_DIMENSION * (int) direction.x;
@ -856,11 +908,11 @@ monster_push(Monster *m, Player *p, RoomMatrix *rm, Vector2d direction)
void void
monster_set_bloodlust(Monster *m, bool bloodlust) monster_set_bloodlust(Monster *m, bool bloodlust)
{ {
if (m->bloodlust == bloodlust || m->stats.hp <= 0) { if (m->emitters.bloodlust->enabled == bloodlust || m->stats.hp <= 0) {
return; return;
} }
m->bloodlust = bloodlust; m->emitters.bloodlust->enabled = bloodlust;
if (bloodlust) { if (bloodlust) {
gui_log("%s rages with bloodlust", m->label); gui_log("%s rages with bloodlust", m->label);
monster_set_behaviour(m, HOSTILE); monster_set_behaviour(m, HOSTILE);
@ -882,6 +934,13 @@ monster_set_bloodlust(Monster *m, bool bloodlust)
} }
} }
void
monster_set_bleeding(Monster *m)
{
m->emitters.bleed->enabled = true;
gui_log("%s starts bleeding profusely", m->label);
}
void void
monster_destroy(Monster *m) monster_destroy(Monster *m)
{ {
@ -890,6 +949,10 @@ monster_destroy(Monster *m)
free(m->label); free(m->label);
if (m->lclabel) if (m->lclabel)
free(m->lclabel); free(m->lclabel);
particle_emitter_destroy(m->emitters.bloodlust);
particle_emitter_destroy(m->emitters.bleed);
sprite_destroy(m->stateIndicator.sprite); sprite_destroy(m->stateIndicator.sprite);
free(m); free(m);
} }

View File

@ -26,6 +26,7 @@
#include "player.h" #include "player.h"
#include "linkedlist.h" #include "linkedlist.h"
#include "doorlocktype.h" #include "doorlocktype.h"
#include "particle_emitter.h"
struct UpdateData; struct UpdateData;
@ -68,6 +69,11 @@ typedef struct MonsterItems {
enum DoorLockType keyType; enum DoorLockType keyType;
} MonsterItems; } MonsterItems;
typedef struct ParticleEmitters {
ParticleEmitter *bloodlust;
ParticleEmitter *bleed;
} ParticleEmitters;
typedef struct Monster { typedef struct Monster {
char *label; char *label;
char *lclabel; char *lclabel;
@ -77,9 +83,9 @@ typedef struct Monster {
MonsterStateIndicator stateIndicator; MonsterStateIndicator stateIndicator;
MonsterBehaviour behaviour; MonsterBehaviour behaviour;
MonsterItems items; MonsterItems items;
ParticleEmitters emitters;
unsigned int steps; unsigned int steps;
bool boss; bool boss;
bool bloodlust;
} Monster; } Monster;
Monster* monster_create(void); Monster* monster_create(void);
@ -97,7 +103,7 @@ void
monster_render_top_layer(Monster*, RoomMatrix*, Camera*); monster_render_top_layer(Monster*, RoomMatrix*, Camera*);
void void
monster_hit(Monster*, unsigned int dmg); monster_hit(Monster*, unsigned int dmg, bool critical);
void void
monster_update_stats_for_level(Monster*, unsigned int level); monster_update_stats_for_level(Monster*, unsigned int level);
@ -123,6 +129,9 @@ monster_reset_steps(Monster *m);
void void
monster_set_bloodlust(Monster*, bool bloodlust); monster_set_bloodlust(Monster*, bool bloodlust);
void
monster_set_bleeding(Monster*);
void void
monster_destroy(Monster*); monster_destroy(Monster*);

55
src/particle_emitter.c Normal file
View File

@ -0,0 +1,55 @@
#include "particle_emitter.h"
#include "util.h"
#include <stdlib.h>
ParticleEmitter *
particle_emitter_create(void)
{
ParticleEmitter *emitter = ec_malloc(sizeof(ParticleEmitter));
emitter->pos = POS(0, 0);
emitter->dim = DIM(32, 32);
emitter->particle_func = NULL;
emitter->timer = _timer_create();
emitter->timestep = 1;
emitter->enabled = false;
return emitter;
}
void
particle_emitter_render(ParticleEmitter *emitter)
{
if (!emitter->enabled)
return;
if (!timer_started(emitter->timer)) {
timer_start(emitter->timer);
return;
}
if (timer_get_ticks(emitter->timer) < emitter->timestep)
return;
timer_stop(emitter->timer);
timer_start(emitter->timer);
if (emitter->particle_func)
emitter->particle_func(emitter->pos, emitter->dim);
else
error("Particle emitter missing particle_func");
}
void
particle_emitter_update(ParticleEmitter *emitter, Position pos, Dimension dim)
{
emitter->pos = pos;
emitter->dim = dim;
}
void
particle_emitter_destroy(ParticleEmitter *emitter)
{
timer_destroy(emitter->timer);
emitter->timer = NULL;
free(emitter);
}

44
src/particle_emitter.h Normal file
View File

@ -0,0 +1,44 @@
/*
* 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/>.
*/
#pragma once
#include "timer.h"
#include "position.h"
#include "dimension.h"
typedef struct ParticleEmitter {
unsigned int timestep;
Timer *timer;
Position pos;
Dimension dim;
void (*particle_func)(Position, Dimension);
bool enabled;
} ParticleEmitter;
ParticleEmitter *
particle_emitter_create(void);
void
particle_emitter_render(ParticleEmitter*);
void
particle_emitter_update(ParticleEmitter*, Position, Dimension);
void
particle_emitter_destroy(ParticleEmitter*);

View File

@ -100,6 +100,12 @@ particle_engine_init(void)
engine->global_particles = linkedlist_create(); engine->global_particles = linkedlist_create();
} }
void
particle_engine_bleed(Position pos, Dimension dim)
{
particle_engine_bloodspray(pos, dim, 10);
}
void void
particle_engine_bloodspray(Position pos, Dimension dim, unsigned int count) particle_engine_bloodspray(Position pos, Dimension dim, unsigned int count)
{ {
@ -181,6 +187,13 @@ particle_engine_fire_explosion(Position pos, Dimension dim)
create_explosion(pos, dim, 3, C_YELLOW, C_YELLOW, C_RED); create_explosion(pos, dim, 3, C_YELLOW, C_YELLOW, C_RED);
} }
void
particle_engine_blink(Position pos, Dimension dim)
{
check_engine();
create_explosion(pos, dim, 3, (SDL_Color) { 0, 0, 255, 255 }, C_BLUE, C_LIGHTBLUE);
}
void void
particle_engine_eldritch_explosion(Position pos, Dimension dim) particle_engine_eldritch_explosion(Position pos, Dimension dim)
{ {
@ -254,6 +267,12 @@ particle_engine_speed_lines(Position pos, Dimension dim, bool horizontal)
} }
} }
void
particle_engine_bloodlust(Position pos, Dimension dim)
{
particle_engine_sparkle(pos, dim, C_RED, false);
}
void void
particle_engine_sparkle(Position pos, Dimension dim, SDL_Color color, bool global) particle_engine_sparkle(Position pos, Dimension dim, SDL_Color color, bool global)
{ {

View File

@ -28,12 +28,18 @@
void void
particle_engine_init(void); particle_engine_init(void);
void
particle_engine_bleed(Position pos, Dimension dim);
void void
particle_engine_bloodspray(Position, Dimension, unsigned int count); particle_engine_bloodspray(Position, Dimension, unsigned int count);
void void
particle_engine_fire_explosion(Position, Dimension); particle_engine_fire_explosion(Position, Dimension);
void
particle_engine_blink(Position, Dimension);
void void
particle_engine_eldritch_explosion(Position, Dimension); particle_engine_eldritch_explosion(Position, Dimension);
@ -43,6 +49,9 @@ particle_engine_dust_puff(Position, Dimension);
void void
particle_engine_speed_lines(Position, Dimension, bool horizontal); particle_engine_speed_lines(Position, Dimension, bool horizontal);
void
particle_engine_bloodlust(Position, Dimension);
void void
particle_engine_sparkle(Position, Dimension, SDL_Color, bool global); particle_engine_sparkle(Position, Dimension, SDL_Color, bool global);

View File

@ -37,13 +37,14 @@
#include "trap.h" #include "trap.h"
#include "gamecontroller.h" #include "gamecontroller.h"
#include "event.h" #include "event.h"
#include "effect_util.h"
#ifdef STEAM_BUILD #ifdef STEAM_BUILD
#include "steam/steamworks_api_wrapper.h" #include "steam/steamworks_api_wrapper.h"
#endif // STEAM_BUILD #endif // STEAM_BUILD
#define ENGINEER_STATS { 12, 12, 5, 7, 2, 2, 1, false, false } #define ENGINEER_STATS { 12, 12, 5, 7, 2, 1, 1, false, false }
#define MAGE_STATS { 12, 12, 5, 7, 1, 2, 1, false, false } #define MAGE_STATS { 12, 12, 5, 7, 1, 1, 1, false, false }
#define PALADIN_STATS { 12, 12, 8, 9, 3, 1, 1, false, false } #define PALADIN_STATS { 12, 12, 8, 9, 3, 1, 1, false, false }
#define ROGUE_STATS { 9, 9, 6, 9, 4, 2, 1, false, false } #define ROGUE_STATS { 9, 9, 6, 9, 4, 2, 1, false, false }
#define WARRIOR_STATS { 12, 12, 8, 9, 3, 1, 1, false, false } #define WARRIOR_STATS { 12, 12, 8, 9, 3, 1, 1, false, false }
@ -133,16 +134,16 @@ on_monster_collision(Player *player,
RoomMatrix *matrix, RoomMatrix *matrix,
Vector2d direction) Vector2d direction)
{ {
unsigned int hit = stats_fight(&player->stats, CombatResult result = stats_fight(&player->stats,
&monster->stats); &monster->stats);
mixer_play_effect(SWING0 + get_random(2)); mixer_play_effect(SWING0 + get_random(2));
monster_hit(monster, hit); monster_hit(monster, result.dmg, result.critical);
animation_run(player->swordAnimation); animation_run(player->swordAnimation);
if (hit > 0) { if (result.dmg > 0) {
gui_log("You hit %s for %u damage", gui_log("You hit %s for %u damage",
monster->lclabel, hit); monster->lclabel, result.dmg);
player->stat_data.hits += 1; player->stat_data.hits += 1;
mixer_play_effect(SWORD_HIT); mixer_play_effect(SWORD_HIT);
} else { } else {
@ -150,6 +151,17 @@ on_monster_collision(Player *player,
player->stat_data.misses += 1; player->stat_data.misses += 1;
} }
player_monster_kill_check(player, monster); player_monster_kill_check(player, monster);
if (monster->stats.hp <= 0 && (player_has_artifact(player, EXPLOSIVE_KILLS))) {
mixer_play_effect(EXPLOSION_EFFECT);
particle_engine_fire_explosion(monster->sprite->pos, DIM(32, 32));
effect_damage_surroundings(&monster->sprite->pos,
matrix,
player,
&player->stats,
player_has_artifact(player, EXPLOSIVE_KILLS),
0,
false);
}
if (monster->stats.hp > 0) { if (monster->stats.hp > 0) {
if (get_random(10) < player_has_artifact(player, PUSH_BACK)) { if (get_random(10) < player_has_artifact(player, PUSH_BACK)) {
@ -254,7 +266,7 @@ has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
else { else {
player_collect_items(player, space); player_collect_items(player, space);
player_pickup_artifacts(player, space); player_pickup_artifacts(player, space);
// If not phased or phase will end this turn, react to traps and pits // If not phased or phase will end this turn, react to traps and pits
if (!player->phase_count || (player->phase_count == 1 && player->stats.speed == (player->stat_data.steps + 1))) { if (!player->phase_count || (player->phase_count == 1 && player->stats.speed == (player->stat_data.steps + 1))) {
player_interact_objects(player, space); player_interact_objects(player, space);
@ -326,7 +338,7 @@ move(Player *player, RoomMatrix *matrix, Vector2d direction)
lastSpace->trap == NULL && lastSpace->trap == NULL &&
lastSpace->objects == NULL && lastSpace->objects == NULL &&
lastSpace->items == NULL lastSpace->items == NULL
) )
map_trigger_tile_fall(lastSpace->tile); map_trigger_tile_fall(lastSpace->tile);
} }
} }
@ -334,8 +346,13 @@ move(Player *player, RoomMatrix *matrix, Vector2d direction)
void void
player_sip_health(Player *player) player_sip_health(Player *player)
{ {
if (player->potion_sips > 0) { bool hasSips = player->class == MAGE ?
player->potion_sips > 1 : player->potion_sips > 0;
if (hasSips) {
--player->potion_sips; --player->potion_sips;
if (player->class == MAGE)
--player->potion_sips;
++player->stats.hp; ++player->stats.hp;
mixer_play_effect(BUBBLE0 + get_random(2)); mixer_play_effect(BUBBLE0 + get_random(2));
gui_log("You take a sip from a health potion"); gui_log("You take a sip from a health potion");
@ -504,8 +521,10 @@ player_create(class_t class, Camera *cam)
player->sprite = sprite_create(); player->sprite = sprite_create();
#ifdef DEBUG #ifdef DEBUG
player->daggers = 10; player->daggers = 10;
player->gold = 500;
#else #else
player->daggers = 0; player->daggers = 0;
player->gold = 0;
#endif #endif
player->stat_data.total_steps = 0; player->stat_data.total_steps = 0;
player->stat_data.steps = 0; player->stat_data.steps = 0;
@ -513,7 +532,6 @@ player_create(class_t class, Camera *cam)
player->stat_data.kills = 0; player->stat_data.kills = 0;
player->stat_data.misses = 0; player->stat_data.misses = 0;
player->xp = 0; player->xp = 0;
player->gold = 0;
player->potion_sips = 0; player->potion_sips = 0;
player->phase_count = 0; player->phase_count = 0;
player->class = class; player->class = class;
@ -542,6 +560,9 @@ player_create(class_t class, Camera *cam)
case MAGE: case MAGE:
m_strcpy(asset, 100, "Commissions/Mage.png"); m_strcpy(asset, 100, "Commissions/Mage.png");
player->stats = (Stats) MAGE_STATS; player->stats = (Stats) MAGE_STATS;
player->skills[0] = skill_create(VAMPIRIC_BLOW, cam);
player->skills[1] = skill_create(ERUPT, cam);
player->skills[2] = skill_create(BLINK, cam);
break; break;
case PALADIN: case PALADIN:
m_strcpy(asset, 100, "Commissions/Paladin.png"); m_strcpy(asset, 100, "Commissions/Paladin.png");
@ -553,7 +574,6 @@ player_create(class_t class, Camera *cam)
player->skills[0] = skill_create(BACKSTAB, cam); player->skills[0] = skill_create(BACKSTAB, cam);
player->skills[1] = skill_create(TRIP, cam); player->skills[1] = skill_create(TRIP, cam);
player->skills[2] = skill_create(PHASE, cam); player->skills[2] = skill_create(PHASE, cam);
player->skills[3] = skill_create(DAGGER_THROW, cam);
player->daggers = 10; player->daggers = 10;
break; break;
case WARRIOR: case WARRIOR:
@ -562,10 +582,10 @@ player_create(class_t class, Camera *cam)
player->skills[0] = skill_create(FLURRY, cam); player->skills[0] = skill_create(FLURRY, cam);
player->skills[1] = skill_create(BASH, cam); player->skills[1] = skill_create(BASH, cam);
player->skills[2] = skill_create(CHARGE, cam); player->skills[2] = skill_create(CHARGE, cam);
player->skills[3] = skill_create(DAGGER_THROW, cam);
break; break;
} }
player->skills[3] = skill_create(DAGGER_THROW, cam);
player->skills[4] = skill_create(SIP_HEALTH, cam); player->skills[4] = skill_create(SIP_HEALTH, cam);
sprite_load_texture(player->sprite, asset, 0, cam->renderer); sprite_load_texture(player->sprite, asset, 0, cam->renderer);
@ -584,7 +604,8 @@ player_reset_on_levelchange(Player *player)
player->equipment.keys = 0; player->equipment.keys = 0;
} }
ExperienceData player_get_xp_data(Player *p) ExperienceData
player_get_xp_data(Player *p)
{ {
ExperienceData data; ExperienceData data;
data.previousLevel = next_level_threshold(p->stats.lvl - 1); data.previousLevel = next_level_threshold(p->stats.lvl - 1);

View File

@ -28,6 +28,8 @@
#include "item_builder.h" #include "item_builder.h"
#include "random.h" #include "random.h"
#include "update_data.h" #include "update_data.h"
#include "effect_util.h"
#include "particle_engine.h"
static void static void
onDaggerRender(Sprite *s) onDaggerRender(Sprite *s)
@ -49,6 +51,7 @@ projectile_dagger_create(void)
p->sprite->dim = (Dimension) { 32, 32 }; p->sprite->dim = (Dimension) { 32, 32 };
p->sprite->rotationPoint = (SDL_Point) { 16, 16 }; p->sprite->rotationPoint = (SDL_Point) { 16, 16 };
p->collisionCount = 0; p->collisionCount = 0;
p->bounceCount = 0;
memset(&p->processedSpaces, memset(&p->processedSpaces,
false, false,
sizeof(p->processedSpaces[0][0]) * MAP_ROOM_WIDTH * MAP_ROOM_HEIGHT); sizeof(p->processedSpaces[0][0]) * MAP_ROOM_WIDTH * MAP_ROOM_HEIGHT);
@ -86,6 +89,30 @@ get_projectile_pos_for(Projectile *p)
return projectilePos; return projectilePos;
} }
static void
clear_processed_spaces(Projectile *p)
{
memset(&p->processedSpaces,
false,
sizeof(p->processedSpaces[0][0]) * MAP_ROOM_WIDTH * MAP_ROOM_HEIGHT);
}
static void
perform_dagger_explosion(Player *player, RoomMatrix *rm, Position *collisionPos)
{
if (player_has_artifact(player, VOLATILE_DAGGERS)) {
mixer_play_effect(EXPLOSION_EFFECT);
particle_engine_fire_explosion(*collisionPos, DIM(32, 32));
effect_damage_surroundings(collisionPos,
rm,
player,
&player->stats,
player_has_artifact(player, VOLATILE_DAGGERS),
0,
false);
}
}
void void
projectile_update(Projectile *p, UpdateData *data) projectile_update(Projectile *p, UpdateData *data)
{ {
@ -119,17 +146,23 @@ projectile_update(Projectile *p, UpdateData *data)
if (space->monster) { if (space->monster) {
Stats tmpStats = data->player->stats; Stats tmpStats = data->player->stats;
tmpStats.dmg *= 2; tmpStats.dmg *= 2;
Uint32 dmg = stats_fight(&tmpStats, &space->monster->stats); CombatResult result = stats_fight(&tmpStats, &space->monster->stats);
if (dmg > 0) { if (result.dmg > 0) {
gui_log("Your dagger pierced %s for %u damage", space->monster->lclabel, dmg); gui_log("Your dagger pierced %s for %u damage", space->monster->lclabel, result.dmg);
data->player->stat_data.hits += 1; data->player->stat_data.hits += 1;
perform_dagger_explosion(data->player, data->matrix, &collisionPos);
} else { } else {
gui_log("%s dodged your dagger", space->monster->label); gui_log("%s dodged your dagger", space->monster->label);
} }
monster_hit(space->monster, dmg); monster_hit(space->monster, result.dmg, result.critical);
player_monster_kill_check(data->player, space->monster); player_monster_kill_check(data->player, space->monster);
alive = player_has_artifact(data->player, PIERCING_DAGGERS) > p->collisionCount; alive = player_has_artifact(data->player, PIERCING_DAGGERS) > p->collisionCount;
projectilePos = space->monster->sprite->pos; projectilePos = space->monster->sprite->pos;
} else {
p->bounceCount += 1;
vector2d_reverse(&p->velocity);
clear_processed_spaces(p);
alive = p->bounceCount <= player_has_artifact(data->player, DAGGER_BOUNCE);
} }
mixer_play_effect(SWORD_HIT); mixer_play_effect(SWORD_HIT);

View File

@ -36,6 +36,7 @@ typedef struct Projectile {
Timer *lifetime; Timer *lifetime;
bool alive; bool alive;
Uint32 collisionCount; Uint32 collisionCount;
Uint32 bounceCount;
bool processedSpaces[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT]; bool processedSpaces[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
void (*onRender)(struct Projectile*); void (*onRender)(struct Projectile*);
} Projectile; } Projectile;

View File

@ -15,9 +15,7 @@
* You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>. * along with this program. If not, see <http://www.gnu.org/licenses/>.
*/ */
#pragma once
#ifndef ROOMMATRIX_H_
#define ROOMMATRIX_H_
#include <stdbool.h> #include <stdbool.h>
#include "defines.h" #include "defines.h"
@ -87,6 +85,9 @@ roommatrix_render_lightmap(RoomMatrix*, Camera*);
RoomSpace* RoomSpace*
roommatrix_get_space_for(RoomMatrix*, const Position *p); roommatrix_get_space_for(RoomMatrix*, const Position *p);
Player *
roommatrix_get_player(RoomMatrix*);
#ifdef DEBUG #ifdef DEBUG
void void
roommatrix_render_debug(RoomMatrix*, Camera*); roommatrix_render_debug(RoomMatrix*, Camera*);
@ -94,8 +95,3 @@ roommatrix_render_debug(RoomMatrix*, Camera*);
void void
roommatrix_destroy(RoomMatrix*); roommatrix_destroy(RoomMatrix*);
Player *
roommatrix_get_player(RoomMatrix*);
#endif // ROOMMATRIX_H_

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)); linkedlist_push(&screen->sprites, credit_txt("liquidityc.github.io", C_WHITE, x + columnOffset, y, renderer));
y += 20; y += 20;
linkedlist_push(&screen->sprites, credit_txt("@LiquidityC", C_WHITE, x + columnOffset, y, renderer)); 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)); linkedlist_push(&screen->sprites, credit_txt(" - Graphics -", C_BLUE, x, y, renderer));
y += 30; y += 30;
linkedlist_push(&screen->sprites, credit_txt("Tileset:", C_YELLOW, x, y, renderer)); 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)); sprite_destroy(linkedlist_pop(&screen->sprites));
free(screen); free(screen);
} }

View File

@ -36,6 +36,8 @@
#include "artifact.h" #include "artifact.h"
#include "trap.h" #include "trap.h"
#include "tooltip.h" #include "tooltip.h"
#include "actiontextbuilder.h"
#include "effect_util.h"
static char *flurry_tooltip[] = { static char *flurry_tooltip[] = {
"FLURRY", "", "FLURRY", "",
@ -55,6 +57,25 @@ static char *flurry_tooltip[] = {
NULL NULL
}; };
static char *vampiric_blow_tooltip[] = {
"VAMPIRIC BLOW", "",
"",
" Hits an adjecant enemy with a vampiric blow.", "",
" Upon hitting you will siphon life from the target", "",
" and cause the target to bleed.", "",
"",
"COOLDOWN:", "",
" 5 turns", "",
"",
"USAGE:", "",
" activate the skill (press ", "1", ")", "",
" followed by a direction (left, right, up or down)", "",
"",
"",
"Press ", "ESC", " to close", "", "",
NULL
};
static char *bash_tooltip[] = { static char *bash_tooltip[] = {
"BASH", "", "BASH", "",
"", "",
@ -156,6 +177,43 @@ static char *charge_tooltip[] = {
NULL NULL
}; };
static char *blink_tooltip[] = {
"BLINK", "",
"",
" You blink in a chosen direction into the first obstructing", "",
" object picking up items in your path. Monsters will not", "",
" obstruct your blink.", "",
"",
"COOLDOWN:", "",
" 4 turns", "",
"",
"USAGE:",
" activate the skill (press ", "3", ")", "",
" followed by a direction (left, right, up or down)", "",
"",
"",
"Press ", "ESC", " to close", "",
NULL
};
static char *erupt_tooltip[] = {
"ERUPT", "",
"",
" You erupt in a magical explosion damaging monsters", "",
" around you pushing them back and causing fear", "",
" for 3 turns.", "",
"",
"COOLDOWN:", "",
" 3 turns", "",
"",
"USAGE:",
" Erupt (press ", "2", ")", "",
"",
"",
"Press ", "ESC", " to close", "",
NULL
};
static char *dagger_tooltip[] = { static char *dagger_tooltip[] = {
"THROW DAGGER", "", "THROW DAGGER", "",
"", "",
@ -266,6 +324,73 @@ check_skill_validity(Position *playerPos, Position *targetPos, SkillData *data)
return true; return true;
} }
static bool
vampiric_blow_skill(Skill *skill, SkillData *data)
{
UNUSED (skill);
Position playerPos, targetPos;
Player *player = data->player;
if (!check_skill_validity(&playerPos, &targetPos, data)) {
return false;
}
animation_run(player->swordAnimation);
Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster;
mixer_play_effect(SWING0);
if (monster) {
gui_log("You attack %s with a vampiric blow", monster->lclabel);
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_set_bleeding(monster);
unsigned int gain = player->stats.lvl * 3;
gain = min(gain, (unsigned int) player->stats.maxhp - player->stats.hp);
if (gain > 0) {
gui_log("You gain %u health", gain);
char msg[4];
m_sprintf(msg, 4, "+%u", gain);
actiontextbuilder_create_text(msg,
C_GREEN,
&player->sprite->pos);
player->stats.hp += gain;
player->stats.hp = min(player->stats.maxhp,
player->stats.hp);
}
} else {
gui_log("You missed %s", monster->lclabel);
}
} else {
gui_log("You swing at thin air with a vampiric blow");
}
player_monster_kill_check(data->player, monster);
return true;
}
static Skill *
create_vampiric_blow(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
s->clip = CLIP32(0, 64);
s->fixed = true;
Skill *skill = create_default("Vampiric blow", s);
skill->levelcap = 2;
skill->use = vampiric_blow_skill;
skill->resetTime = 5;
return skill;
}
static bool static bool
skill_use_flurry(Skill *skill, SkillData *data) skill_use_flurry(Skill *skill, SkillData *data)
{ {
@ -284,12 +409,12 @@ skill_use_flurry(Skill *skill, SkillData *data)
unsigned int hitCount = 0; unsigned int hitCount = 0;
for (size_t i = 0; i < 3; ++i) { for (size_t i = 0; i < 3; ++i) {
unsigned int originalHp = monster->stats.hp; unsigned int originalHp = monster->stats.hp;
unsigned int dmg = stats_fight(&data->player->stats, &monster->stats); CombatResult result = stats_fight(&data->player->stats, &monster->stats);
if (dmg > 0 && originalHp > 0) { if (result.dmg > 0 && originalHp > 0) {
gui_log("You hit for %u damage", dmg); gui_log("You hit for %u damage", result.dmg);
hitCount++; hitCount++;
} }
monster_hit(monster, dmg); monster_hit(monster, result.dmg, result.critical);
} }
if (hitCount == 1) { if (hitCount == 1) {
mixer_play_effect(SWORD_HIT); mixer_play_effect(SWORD_HIT);
@ -298,9 +423,6 @@ skill_use_flurry(Skill *skill, SkillData *data)
} else if (hitCount == 3) { } else if (hitCount == 3) {
mixer_play_effect(TRIPPLE_SWORD_HIT); mixer_play_effect(TRIPPLE_SWORD_HIT);
} }
data->player->stat_data.hits += hitCount;
} else { } else {
gui_log("You swing at thin air with a flurry of strikes"); gui_log("You swing at thin air with a flurry of strikes");
} }
@ -401,20 +523,19 @@ skill_bash(Skill *skill, SkillData *data)
mixer_play_effect(SWING0); mixer_play_effect(SWING0);
if (monster) { if (monster) {
gui_log("You bash %s with your shield", monster->lclabel); gui_log("You bash %s with your shield", monster->lclabel);
unsigned int dmg = stats_fight(&data->player->stats, &monster->stats); CombatResult result = stats_fight(&data->player->stats, &monster->stats);
if (dmg > 0) { if (result.dmg > 0) {
gui_log("You hit for %u damage", dmg); gui_log("You hit for %u damage", result.dmg);
if (monster->stats.hp > 0) { if (monster->stats.hp > 0) {
gui_log("%s seems dazed and confused", monster->label); gui_log("%s seems dazed and confused", monster->label);
monster_set_state(monster, STUNNED, monster_set_state(monster, STUNNED,
(Uint8) (3 + player_has_artifact(data->player, INCREASED_STUN))); (Uint8) (3 + player_has_artifact(data->player, INCREASED_STUN)));
} }
mixer_play_effect(SLAM); mixer_play_effect(SLAM);
data->player->stat_data.hits += 1;
} else { } else {
gui_log("You missed %s", monster->lclabel); gui_log("You missed %s", monster->lclabel);
} }
monster_hit(monster, dmg); monster_hit(monster, result.dmg, result.critical);
} else { } else {
gui_log("You bash your shield at nothing"); gui_log("You bash your shield at nothing");
} }
@ -456,13 +577,13 @@ skill_trip(Skill *skill, SkillData *data)
mixer_play_effect(SWING0 + get_random(2)); mixer_play_effect(SWING0 + get_random(2));
animation_run(data->player->swordAnimation); animation_run(data->player->swordAnimation);
if (space->monster) { if (space->monster) {
int dmg = stats_fight(&data->player->stats, &space->monster->stats); CombatResult result = stats_fight(&data->player->stats, &space->monster->stats);
if (dmg) if (result.dmg)
mixer_play_effect(SWORD_HIT); mixer_play_effect(SWORD_HIT);
gui_log("You trip %s causing it to fall away from you", space->monster->lclabel); gui_log("You trip %s causing it to fall away from you", space->monster->lclabel);
monster_hit(space->monster, dmg); monster_hit(space->monster, result.dmg, result.critical);
player_monster_kill_check(data->player, space->monster); player_monster_kill_check(data->player, space->monster);
if (dmg && space->monster->stats.hp > 0) { if (result.dmg && space->monster->stats.hp > 0) {
Uint32 pushCount = 1 + player_has_artifact(data->player, PUSH_BACK); Uint32 pushCount = 1 + player_has_artifact(data->player, PUSH_BACK);
for (Uint32 i = 0; i < pushCount; ++i) { for (Uint32 i = 0; i < pushCount; ++i) {
monster_push(space->monster, data->player, data->matrix, data->direction); monster_push(space->monster, data->player, data->matrix, data->direction);
@ -529,13 +650,13 @@ skill_backstab(Skill *skill, SkillData *data)
monster_push(m, data->player, data->matrix, reverseDirection); monster_push(m, data->player, data->matrix, reverseDirection);
m->stats.disadvantage = true; m->stats.disadvantage = true;
int dmg = stats_fight(&data->player->stats, &m->stats); CombatResult result = stats_fight(&data->player->stats, &m->stats);
m->stats.disadvantage = false; m->stats.disadvantage = false;
monster_hit(m, dmg); monster_hit(m, result.dmg, result.critical);
player_monster_kill_check(data->player, m); player_monster_kill_check(data->player, m);
if (dmg) { if (result.dmg) {
mixer_play_effect(SWORD_HIT); mixer_play_effect(SWORD_HIT);
monster_set_state(m, STUNNED, (Uint8)(2 + player_has_artifact(data->player, INCREASED_STUN))); monster_set_bleeding(m);
} }
} }
@ -595,7 +716,9 @@ create_phase(void)
static bool static bool
skill_sip_health_available(Player *player) skill_sip_health_available(Player *player)
{ {
return player->potion_sips > 0 && player->stats.hp != player->stats.maxhp; bool hasSips = player->class == MAGE ?
player->potion_sips > 1 : player->potion_sips > 0;
return hasSips > 0 && player->stats.hp != player->stats.maxhp;
} }
static bool static bool
@ -644,13 +767,12 @@ skill_charge_check_path(SkillData *data,
Stats tmpStats = player->stats; Stats tmpStats = player->stats;
tmpStats.dmg *= steps > 0 ? steps : 1; tmpStats.dmg *= steps > 0 ? steps : 1;
mixer_play_effect(SWING0 + get_random(2)); mixer_play_effect(SWING0 + get_random(2));
unsigned int dmg = stats_fight(&tmpStats, &monster->stats); CombatResult result = stats_fight(&tmpStats, &monster->stats);
if (dmg > 0) { if (result.dmg > 0) {
gui_log("You charged %s for %u damage", monster->lclabel, dmg); gui_log("You charged %s for %u damage", monster->lclabel, result.dmg);
mixer_play_effect(SWORD_HIT); mixer_play_effect(SWORD_HIT);
data->player->stat_data.hits += 1;
} }
monster_hit(monster, dmg); monster_hit(monster, result.dmg, result.critical);
player_monster_kill_check(data->player, monster); player_monster_kill_check(data->player, monster);
} }
@ -752,6 +874,143 @@ create_charge(void)
return skill; return skill;
} }
static bool
skill_blink(Skill *skill, SkillData *data)
{
UNUSED(skill);
Player *player = data->player;
RoomMatrix *matrix = data->matrix;
Position playerStartPos = position_to_matrix_coords(&player->sprite->pos);
Position destination = playerStartPos;
// Find collider
destination.x += (int) data->direction.x;
destination.y += (int) data->direction.y;
Position lastAvailableDest = playerStartPos;
while (position_in_roommatrix(&destination))
{
RoomSpace *space = &matrix->spaces[destination.x][destination.y];
if (space->occupied) {
break;
}
if (!space->monster) {
lastAvailableDest = destination;
}
perform_pickups_for_space(space, player);
destination.x += (int) data->direction.x;
destination.y += (int) data->direction.y;
}
destination = lastAvailableDest;
// Move player
Position playerOriginPos = player->sprite->pos;
Sint32 xdiff = destination.x - playerStartPos.x;
Sint32 ydiff = destination.y - playerStartPos.y;
player->sprite->pos.x += xdiff * TILE_DIMENSION;
player->sprite->pos.y += ydiff * TILE_DIMENSION;
Position playerDestinationPos = player->sprite->pos;
player_turn(data->player, &data->direction);
particle_engine_blink(playerOriginPos, DIM(32, 32));
particle_engine_blink(playerDestinationPos, DIM(32, 32));
mixer_play_effect(BLINK_EFFECT);
Position lastTilePos = position_to_matrix_coords(&playerDestinationPos);
RoomSpace *destSpace = &matrix->spaces[lastTilePos.x][lastTilePos.y];
handle_space_effects(destSpace, player);
return true;
}
static Skill *
create_blink(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
s->clip = CLIP32(64, 64);
s->fixed = true;
Skill *skill = create_default("Blink", s);
skill->levelcap = 3;
skill->use = skill_blink;
skill->resetTime = 4;
return skill;
}
static bool
skill_erupt(Skill *skill, SkillData *data)
{
UNUSED(skill);
Player *player = data->player;
RoomMatrix *rm = data->matrix;
gui_log("You erupt in a magical explosion");
particle_engine_eldritch_explosion(player->sprite->pos, DIM(32, 32));
mixer_play_effect(BLAST_EFFECT);
Position playerMPos = position_to_matrix_coords(&player->sprite->pos);
int range = player_has_artifact(player, SKILL_RADIUS);
for (Sint32 i = -1 - range; i <= 1 + range; ++i) {
for (Sint32 j = -1 - range; j <= 1 + range; ++j) {
if (i == 0 && j == 0)
continue;
Position matrixPos = POS(playerMPos.x + i, playerMPos.y + j);
if (!position_in_roommatrix(&matrixPos))
continue;
RoomSpace *r = &rm->spaces[matrixPos.x][matrixPos.y];
if (r->monster) {
player->stats.advantage = true;
CombatResult result = stats_fight(&player->stats, &r->monster->stats);
player->stats.advantage = false;
monster_hit(r->monster, result.dmg, result.critical);
gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
monster_set_state(r->monster, SCARED, 3);
int lvl = 1 + player_has_artifact(player, PUSH_BACK);
Vector2d dir = vector2d_to_direction(&VEC2D((float) i, (float) j));
for (int k = 0; k < lvl; ++k) {
if (r->monster->stats.hp > 0)
monster_push(r->monster,
player,
rm,
dir);
}
}
}
}
return true;
}
static Skill *
create_erupt(void)
{
Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create();
sprite_set_texture(s, t, 0);
s->dim = GAME_DIMENSION;
s->clip = CLIP32(32, 64);
s->fixed = true;
Skill *skill = create_default("Erupt", s);
skill->levelcap = 3;
skill->use = skill_erupt;
skill->instantUse = true;
skill->resetTime = 3;
return skill;
}
Skill* Skill*
skill_create(enum SkillType t, Camera *cam) skill_create(enum SkillType t, Camera *cam)
{ {
@ -761,6 +1020,10 @@ skill_create(enum SkillType t, Camera *cam)
skill = create_flurry(); skill = create_flurry();
skill->tooltip = tooltip_create(flurry_tooltip, cam); skill->tooltip = tooltip_create(flurry_tooltip, cam);
break; break;
case VAMPIRIC_BLOW:
skill = create_vampiric_blow();
skill->tooltip = tooltip_create(vampiric_blow_tooltip, cam);
break;
case SIP_HEALTH: case SIP_HEALTH:
skill = create_sip_health(); skill = create_sip_health();
skill->tooltip = tooltip_create(health_tooltip, cam); skill->tooltip = tooltip_create(health_tooltip, cam);
@ -769,6 +1032,14 @@ skill_create(enum SkillType t, Camera *cam)
skill = create_charge(); skill = create_charge();
skill->tooltip = tooltip_create(charge_tooltip, cam); skill->tooltip = tooltip_create(charge_tooltip, cam);
break; break;
case BLINK:
skill = create_blink();
skill->tooltip = tooltip_create(blink_tooltip, cam);
break;
case ERUPT:
skill = create_erupt();
skill->tooltip = tooltip_create(erupt_tooltip, cam);
break;
case DAGGER_THROW: case DAGGER_THROW:
skill = create_throw_dagger(); skill = create_throw_dagger();
skill->tooltip = tooltip_create(dagger_tooltip, cam); skill->tooltip = tooltip_create(dagger_tooltip, cam);

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@ -35,7 +35,10 @@ enum SkillType {
SIP_HEALTH, SIP_HEALTH,
BACKSTAB, BACKSTAB,
TRIP, TRIP,
PHASE PHASE,
BLINK,
ERUPT,
VAMPIRIC_BLOW
}; };
typedef struct SkillData_t { typedef struct SkillData_t {

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

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@ -61,31 +61,30 @@ get_defence_roll(Stats *defender)
return roll + defender->def; return roll + defender->def;
} }
unsigned int CombatResult
stats_fight(Stats *attacker, Stats *defender) stats_fight(Stats *attacker, Stats *defender)
{ {
bool critical = false; CombatResult result = { 0, false };
int atkRoll = get_attack_roll(attacker); int atkRoll = get_attack_roll(attacker);
int defRoll = get_defence_roll(defender); int defRoll = get_defence_roll(defender);
if (atkRoll - attacker->atk == 20) if (atkRoll - attacker->atk == 20)
critical = get_attack_roll(attacker) > defRoll; result.critical = get_attack_roll(attacker) > defRoll;
int dmgRoll = 0;
if (atkRoll >= defRoll) { if (atkRoll >= defRoll) {
if (attacker->dmg > 0) if (attacker->dmg > 0)
dmgRoll = get_random(attacker->dmg - 1) + 1; result.dmg = get_random(attacker->dmg - 1) + 1;
else else
dmgRoll = 1; result.dmg = 1;
if (critical) { if (result.critical) {
dmgRoll = dmgRoll * 2; result.dmg = result.dmg * 2;
gui_log("CRITICAL HIT!"); gui_log("CRITICAL HIT!");
} }
defender->hp -= dmgRoll; defender->hp -= result.dmg;
} }
return dmgRoll; return result;
} }

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@ -31,7 +31,12 @@ typedef struct Stats_t {
bool disadvantage; bool disadvantage;
} Stats; } Stats;
unsigned int typedef struct CombatResult {
unsigned int dmg;
bool critical;
} CombatResult;
CombatResult
stats_fight(Stats *attacker, Stats *defender); stats_fight(Stats *attacker, Stats *defender);
#endif // STATS_H_ #endif // STATS_H_

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

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@ -13,7 +13,8 @@ typedef enum EAchievement
BUGGFIXER = 7, BUGGFIXER = 7,
BUGGCREATOR = 8, BUGGCREATOR = 8,
ROGUE_LIKE = 9, ROGUE_LIKE = 9,
ARCADE_HACK = 10 MAGICAL = 10,
ARCADE_HACK = 11
} EAchievement; } 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_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_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); 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 *bg_surface = NULL;
SDL_Surface *fg_surface = NULL; SDL_Surface *fg_surface = NULL;
fg_surface = TTF_RenderText_Blended(t->font, text, c);
if (t->outlineFont) { if (t->outlineFont) {
bg_surface = TTF_RenderText_Blended(t->outlineFont, text, oc); 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; SDL_Surface *surface = fg_surface;
if (bg_surface) { if (bg_surface) {
int outline = TTF_GetFontOutline(t->outlineFont); int outline = TTF_GetFontOutline(t->outlineFont);
@ -287,3 +285,4 @@ void texture_destroy(Texture *texture)
TTF_CloseFont(texture->outlineFont); TTF_CloseFont(texture->outlineFont);
free(texture); free(texture);
} }

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

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@ -12,3 +12,28 @@ vector2d_is_opposite(Vector2d v1, Vector2d v2)
return ((v1.x > 0 && v2.x < 0) ^ (v1.y > 0 && v2.y < 0)) return ((v1.x > 0 && v2.x < 0) ^ (v1.y > 0 && v2.y < 0))
|| ((v1.x < 0 && v2.x > 0) ^ (v1.y < 0 && v2.y > 0)); || ((v1.x < 0 && v2.x > 0) ^ (v1.y < 0 && v2.y > 0));
} }
void
vector2d_reverse(Vector2d *vec)
{
vec->x *= -1;
vec->y *= -1;
}
Vector2d
vector2d_to_direction(const Vector2d *vec)
{
Vector2d new = VEC2D(vec->x, vec->y);
if (new.x > 0)
new.x = 1;
else if (new.x < 0)
new.x = -1;
if (new.y > 0)
new.y = 1;
else if (new.y < 0)
new.y = -1;
return new;
}

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@ -27,6 +27,8 @@
#define VECTOR2D_UP (Vector2d) { 0, -1 } #define VECTOR2D_UP (Vector2d) { 0, -1 }
#define VECTOR2D_DOWN (Vector2d) { 0, 1 } #define VECTOR2D_DOWN (Vector2d) { 0, 1 }
#define VEC2D(x, y) (Vector2d) { x, y }
typedef struct Vector2d_t { typedef struct Vector2d_t {
float x; float x;
float y; float y;
@ -38,4 +40,10 @@ vector2d_equals(Vector2d, Vector2d);
bool bool
vector2d_is_opposite(Vector2d, Vector2d); vector2d_is_opposite(Vector2d, Vector2d);
Vector2d
vector2d_to_direction(const Vector2d*);
void
vector2d_reverse(Vector2d*);
#endif // VECTOR2D_H_ #endif // VECTOR2D_H_