Kayne Ruse
99b35483f8
Tenative port for Linux
2015-05-17 09:18:46 +10:00
Kayne Ruse
5c404c572e
Patched bug #45 without resolving it
2015-04-28 06:01:58 +10:00
Kayne Ruse
4ae58550b5
Changed SetRoomIndex() to SetRoom()
2015-03-13 21:05:24 +11:00
Kayne Ruse
d82e3a8b79
Triggers now support exclusion lists
2015-03-13 20:43:47 +11:00
Kayne Ruse
954213f1ff
Minor tweak to hCharacterMovement()
2015-03-13 19:36:03 +11:00
Kayne Ruse
d2bb3575fc
Removed initial world query
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The world is queried once the client has the player's character.
2015-03-13 19:12:34 +11:00
Kayne Ruse
670ab22e96
Using an entity stack for trigger comparisons
2015-03-11 18:22:09 +11:00
Kayne Ruse
4d71d4cc40
Room transitions are working smoothly, read more
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Although the room transitions are working fairly well, it is still heavy
handed, and a number of optimizations can be done. On the whole, this
needs a review.
2015-03-09 23:26:37 +11:00
Kayne Ruse
81b3769188
Implemented networked room chainging function
2015-03-09 21:28:28 +11:00
Kayne Ruse
c3c6d42a80
Characters moving via scripts are pushed & popped from the rooms
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The delete & create messages still need to be implemented.
2015-03-09 10:27:50 +11:00
Kayne Ruse
3d8ee25ae7
AccountManager's SQL is order-independant
2015-03-09 09:34:38 +11:00
Kayne Ruse
decc77e21c
Implemented entity.GetType() in lua
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This will only work for userdata decented from the Entity base class.
Using something else results in undefined behavior.
2015-03-09 09:04:12 +11:00
Kayne Ruse
501b1e9814
Reduced script verbosity to a degree
2015-03-08 20:08:12 +11:00
Kayne Ruse
01502372c9
Correcting a bug with unimplemented MonsterManager
2015-03-07 15:09:33 +11:00
Kayne Ruse
a8c309ec9d
Minor comment tweaks
2015-03-06 00:13:12 +11:00
Kayne Ruse
41d6314beb
Triggers have a basic response to character collision
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I've hacked the trigger system to create a really basic teleport pad,
using the dirt tile as an indicator. This behaviour is not coded into the
engine, but is in fact scripted in lua.
This commit is messy, due to lack of sleep.
2015-03-04 06:16:12 +11:00
Kayne Ruse
74ed93ddc7
Character bounds are stored in the server database
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This allows for customization of bounding boxes, as well as highlighting
aspects needed when adding new fields to the characters.
2015-03-04 04:06:16 +11:00
Kayne Ruse
18a7143926
Full trigger creation
2015-03-04 02:21:56 +11:00
Kayne Ruse
bd68af5875
Added character iteration to the rooms
2015-03-02 04:26:34 +11:00
Kayne Ruse
b8806cc209
Implemented CharacterManager::ForEach()
2015-03-02 02:41:37 +11:00
Kayne Ruse
edcb6f05ce
Implemented trigger creation & deletion via lua
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Triggers now have handles for simple understanding, but there's nothing
preventing multiple triggers from sharing the same name.
2015-03-02 01:00:58 +11:00
Kayne Ruse
cb63c9b07c
Minor comment tweaks
2015-02-27 05:43:20 +11:00
Kayne Ruse
a00ddb3142
Updated trigger names in the server
2015-02-27 05:33:47 +11:00
Kayne Ruse
3431d323e5
Renamed the waypoint system to trogger system
2015-02-27 05:21:40 +11:00
Kayne Ruse
3e6a05307e
Minor TODO tweaks
2015-02-27 03:36:47 +11:00
Kayne Ruse
c45bda645b
Switched TODO: empty to TODO: *function name*
2015-02-27 03:27:37 +11:00
Kayne Ruse
1210d2d24f
Minor comment tweaks
2015-02-27 03:06:29 +11:00
Kayne Ruse
4630b7e403
PumpCharacterUpdate() works from lua to client, read more
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There was a bug in the entity API, where getMotion() was pushing the
origin instead of the motion. This has been corrected. Since this is an
important bug, and because the features for this leg is finished, I'll
merge this to master.
2015-02-27 02:39:27 +11:00
Kayne Ruse
067bf40be7
Moved some utility methods out of the "god class"
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These methods are are now functions in server_utilities.hpp
2015-02-27 01:20:05 +11:00
Kayne Ruse
46df0f17b7
Changed a massive swap statement for bounds checks
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Instead of using a massive block of case statements in serial_utility.cpp,
I've added FORMAT_* tags to SerialPacketType as a way to destinguish
between type values, at least internally. I can't believe I missed this
for so long.
I've also added a placeholder for the network API, as I was working on
that when I ran into this problem.
2015-02-21 23:46:50 +11:00
Kayne Ruse
ddedc06e47
Implemented bare-bones character system API
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I need to devise a way to update the clients about changes to their
characters directly from the lua scripts. This isn't too important per se,
but the pattern will be important for the monster and trigger systems.
2015-02-21 21:46:22 +11:00
Kayne Ruse
6a999a8a72
Room API hooks are updated automatically
2015-02-19 03:40:20 +11:00
Kayne Ruse
e011e6bdc5
The rooms are ticking
2015-02-18 00:07:38 +11:00
Kayne Ruse
a106134dd1
Added hooks to the room system
2015-02-17 23:37:11 +11:00
Kayne Ruse
a538cf73d5
Merge branch 'ticks' into develop
2015-02-17 22:23:36 +11:00
Kayne Ruse
b273b4c04a
Added character API
2015-02-17 22:10:07 +11:00
Kayne Ruse
248d142c2b
Reconsidering the server's structure
2015-02-17 21:03:30 +11:00
Kayne Ruse
2cc7260552
Server can handle multiple dropped clients at once
2015-02-17 20:48:03 +11:00
Kayne Ruse
87af4f1a1e
Comment tweaks, updated network version
2015-02-14 23:54:18 +11:00
Kayne Ruse
18b144fa46
Updated client, read more
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It seems like the project as a whole is fairly stable now. I'm prepping to
merge this into master, despite the lack of monsters ATM. Hopefully this
break hasn't affected the stability too much.
2015-02-14 23:39:56 +11:00
Kayne Ruse
e71d0b3a09
Finished these server tweaks
2015-02-13 23:34:34 +11:00
Kayne Ruse
9710acad6f
Lost focus
2015-02-13 02:57:36 +11:00
Kayne Ruse
ca2d4c9217
Expanded network protocol, read more
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Not really doing much, just busywork with the server's handlers.
I've tweaked the TODO tags as well.
2015-02-13 02:05:10 +11:00
Kayne Ruse
bad6cc2fab
Moved ip_operators.*pp to common/utilities
2015-02-05 23:06:22 +11:00
Kayne Ruse
a18577665a
Updated TODO tags
2015-01-23 03:34:53 +11:00
Kayne Ruse
0bdafe7e15
minor file shuffling
2015-01-21 05:21:14 +11:00
Kayne Ruse
2a86a09693
Merge branch 'monsters' into develop
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Conflicts:
client/scenes/in_world.cpp
2015-01-20 05:04:08 +11:00
Kayne Ruse
7356e8ae77
Removed the dependencies on utility.*pp
2015-01-17 21:46:12 +11:00
Kayne Ruse
42662c3f61
Replaced HandleCharacterSet*() with HandleCharacterMovement()
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This new method rolls three otherwise similar methods together. There is
still a conditional which handles room movements separately, but it's much
smoother, and PumpPacketProximity is utilized much more.
I've also added a stub for graphical attack data via
HandleCharacterAttack()
2015-01-13 02:04:48 +11:00
Kayne Ruse
de6eb38516
Reduced CPU load of the client
2015-01-13 01:34:59 +11:00