Code

History

Commits on master to level.c35+
  1. add libbt context parametersmischief committed 8 years ago4467a98
  2. split behavior tree structure and statemischief committed 9 years ago1552b7e
  3. rearrange some level gen codemischief committed 9 years agodcb054e
  4. set level namesmischief committed 9 years ago880b9c2
  5. convert ai from old state machine to new behavior treesmischief committed 9 years agoef328b7
  6. give levels names instead of portals, improve portal descriptionsmischief committed 9 years ago7f5352c
  7. extract out mkportal functionmischief committed 9 years ago90a9b68
  8. implement items, weapon, armormischief committed 11 years ago348199a
  9. clean up and move level generation to levelgen.cmischief committed 11 years ago7cf66ce
  10. convert monstdata array to ndb file, make monsters by name. make some types more consistentmischief committed 11 years ago4bbc7bc
  11. remove asserts inserted during debuggingmischief committed 11 years agoc99276c
  12. implement xp. gain maxhp when you get a level. various cleanup.mischief committed 11 years agocca5e33
  13. hopefully fix aimischief committed 11 years ago7481151
  14. add some comments to level.c for potential hackersmischief committed 11 years agoe3c3b1d
  15. swap forest/graveyard generation parameters. this seems a bit more appropriate.mischief committed 11 years ago8e91ea5
  16. add spawns for levelsmischief committed 11 years ago89bd42a
  17. implement movement speed; monster move priority sorts by move points; put player ui input inside monster loopmischief committed 11 years ago1683db7
  18. hopefully fix spinning in stair placementmischief committed 11 years ago8970aa0
  19. set space for level genmischief committed 11 years ago868d06e
  20. slightly better pathfinding; kill counter; resizeable log in ui; special level in debug mode; beginnings of "special" attackmischief committed 11 years ago3c5f675
  21. better roll, miss, add crit, better map generation, portalsmischief committed 11 years ago878e3c2
  22. hooray! aimischief committed 11 years ago9b260ba
  23. ai becomes a stack automaton, idle state actually idles and waits for blocked pathsmischief committed 11 years agoa3fc693
  24. simple ai state machine with idle wander routinemischief committed 11 years ago5620815
  25. random dice rolls for attacksmischief committed 11 years ago0a088ec
  26. better movement, ui, monsters attack player, game overmischief committed 11 years agoa499b84
  27. bias to last direction in drunken walk; keep stairs off the wallsmischief committed 11 years ago0702a4a
  28. hooray, decent map generationmischief committed 11 years ago5040332
  29. wow so graph much pathfinding very fastmischief committed 11 years agoa5f7396
  30. fix move ZP catastrophemischief committed 11 years ago357e495
  31. use bitset in levels for the map. theres a bug lurking somewhere in move.mischief committed 11 years agob063e5a
  32. move monstersmischief committed 11 years agoef77bbc
  33. less gotomischief committed 11 years ago2879dde
  34. gotos -> do while, stairs farther apart, use player tile and not just wizardmischief committed 11 years agof292392
  35. herd cats.mischief committed 11 years agoa90c7c4