Code

History

Commits on master to monst.c35+
  1. remove debug printmischief committed 8 years agoaa0fd85
  2. split behavior tree structure and statemischief committed 9 years ago1552b7e
  3. rearrange some level gen codemischief committed 9 years agodcb054e
  4. turn should take 12 move points, not 13mischief committed 9 years agoc66e20a
  5. convert ai from old state machine to new behavior treesmischief committed 9 years agoef328b7
  6. fix consumable item memory leakmischief committed 9 years agoad3734d
  7. implement consumable itemsmischief committed 9 years ago032929e
  8. give levels names instead of portals, improve portal descriptionsmischief committed 9 years ago7f5352c
  9. plug 3 memory leaksmischief committed 9 years ago8bc5fc0
  10. really fix hp regenmischief committed 11 years ago3f01f51
  11. fix hp gain, make randomly generated levels larger on y axismischief committed 11 years agobec9638
  12. add cloak, gloves, boots armor slotsmischief committed 11 years ago3d2cef1
  13. implement lists of items, and ability to spawn certain monsters with certain items according to a given probabilitymischief committed 11 years agob90525f
  14. age items when they are on the floor; make equipment menu; different armor types occupy different slotsmischief committed 11 years ago145a76b
  15. implement items, weapon, armormischief committed 11 years ago348199a
  16. clean up and move level generation to levelgen.cmischief committed 11 years ago7cf66ce
  17. fix roll parsing, level up monsters according to base levelmischief committed 11 years ago27148d9
  18. convert monstdata array to ndb file, make monsters by name. make some types more consistentmischief committed 11 years ago4bbc7bc
  19. implement xp. gain maxhp when you get a level. various cleanup.mischief committed 11 years agocca5e33
  20. add revive to debug menumischief committed 11 years agof9406ad
  21. hopefully fix aimischief committed 11 years ago7481151
  22. dont embed ref so gcc/clang work under plan9port.mischief committed 11 years ago3a44e7b
  23. special is broken.mischief committed 11 years ago7f35d71
  24. make hp double, gain 1% hp per movemischief committed 11 years ago2818e60
  25. implement movement speed; monster move priority sorts by move points; put player ui input inside monster loopmischief committed 11 years ago1683db7
  26. massively improved attack ai. so much improved, i had to slow all monsters down by 1/2 player speed to make it fair again.mischief committed 11 years agoef2c3c3
  27. include the killer in kill messagemischief committed 11 years agob6ca459
  28. slightly better pathfinding; kill counter; resizeable log in ui; special level in debug mode; beginnings of "special" attackmischief committed 11 years ago3c5f675
  29. better roll, miss, add crit, better map generation, portalsmischief committed 11 years ago878e3c2
  30. hooray! aimischief committed 11 years ago9b260ba
  31. ai becomes a stack automaton, idle state actually idles and waits for blocked pathsmischief committed 11 years agoa3fc693
  32. remove debugging stuffmischief committed 11 years ago7d7675b
  33. simple ai state machine with idle wander routinemischief committed 11 years ago5620815
  34. add util.c; attacks can missmischief committed 11 years ago91ba949
  35. random dice rolls for attacksmischief committed 11 years ago0a088ec