Kayne Ruse
5577387d61
Added basic hearbeat framework
2014-09-03 00:53:55 +10:00
Kayne Ruse
d50cf5b91e
Fixed shoddy packet typing
2014-09-03 00:45:08 +10:00
Kayne Ruse
5536bf366d
Implemented the serialization switch statement
2014-08-31 15:35:14 +10:00
Kayne Ruse
094efad728
Rearranged the packet and serial code to make more sense
...
This mostly just reimplements the best parts of the discarded branch:
> discard-encapsulated-packets
There may still be some work needed.
2014-08-31 13:24:53 +10:00
Kayne Ruse
6f4334f84d
Moved serialization globals
2014-08-25 00:07:17 +10:00
Kayne Ruse
5dea53ad50
Removed delta time system from the framework
2014-08-19 02:52:15 +10:00
Kayne Ruse
f52a022e64
Bugfixes, read more
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* Manual modifications to the database caused the map to act unusual
* The server's packet must be created and deleted as a char array
* removed UnloadAll() from several singleton destructors
* added SDL_Delay() to BaseScene::RenderFrame(), to reduce heavy CPU use in menus
2014-08-19 01:48:48 +10:00
Kayne Ruse
0fdaa90a83
Minor code tweaks
2014-08-17 11:46:02 +10:00
Kayne Ruse
b6c70cbc0d
Tweaked the bounds values
2014-08-13 09:05:26 +10:00
Kayne Ruse
1776583e01
Added the escape hotkey, refined BoundingBox a bit
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LobbyMenu also searches for a server as soon as you enter, so you don't
have to press an extra button, a good feature.
2014-08-13 08:08:16 +10:00
Kayne Ruse
74f809a801
UDPNetworkUtility is a singleton, disabled InCombat scene
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I found incombat to be way too finicky to keep up to date, so I disabled
it for now.
2014-08-13 06:53:47 +10:00
Kayne Ruse
908f91d674
ClientApplication and ServerApplication are now Singletons
2014-08-04 00:45:09 +10:00
Kayne Ruse
fd320767c5
Implemented the changes to ConfigUtility in the client and server
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The server's changes were easy. The clients means that the constructors
for each scene have one less argument, and each scene has one less member.
The exception to this is LobbyMenu, where the config is used in multiple
places, so it was easier to have the config's reference as a member.
To replace the config's usage, I added this line in most cases:
ConfigUtility& config = ConfigUtility::GetSingleton();
The only requirement is that ConfigUtility::Create() and
ConfigUtility::Delete() are called from the main() function.
2014-08-03 23:20:39 +10:00
Kayne Ruse
0b512305a9
Added last additions from jam (read more)
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I should also mention that the client is throwing up a warning that
HandleCharacterUpdate() is passing to HandleCharacterNew().
2014-07-31 20:04:58 +10:00
Kayne Ruse
555abf9c95
Fixed the map issue (read more)
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The map generation was being written to a trigger function instead of a
glue method. Fixed, map is being drawn correctly now.
2014-07-31 19:17:29 +10:00
Kayne Ruse
414a0896c9
Began merging the jam branch into the development (read more)
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The list of changes committed:
* Removed SimpleRNG
* Added Timer (for debugging)
* Added BoundingBox
* Added floating point snapToBase()
* Added error check to Vector2::Normalize()
* Updated makefiles, project compiles
2014-07-30 21:10:43 +10:00
Kayne Ruse
e946a0741d
Encapsulated the Character class
2014-07-04 00:55:12 +10:00
Kayne Ruse
f70241cc57
Merge branch 'config' into rebuild
2014-07-03 02:17:44 +10:00
Kayne Ruse
36d30ce39b
Moved the scenes into a subdirectory
2014-07-03 02:01:53 +10:00
Kayne Ruse
28d083cba4
Hammered out server-side issues, read more
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* Removed the client-only code from CharacterData, including the .cpp file
* Removed CombatManager and EnemyManager instanciation
2014-07-03 01:41:58 +10:00
Kayne Ruse
4dd4b37fc0
It now builds cleanly, but I cut a few code stubs
2014-07-03 00:56:30 +10:00
Kayne Ruse
82b1b589dc
Moved some files around
2014-07-03 00:23:43 +10:00
Kayne Ruse
bac493c96b
Rearranged the debug output
2014-07-02 21:59:26 +10:00
Kayne Ruse
8c9d071c7a
Minor tweaks
2014-07-01 01:03:03 +10:00
Kayne Ruse
618666de43
Renamed the Restart scene to CleanUp
2014-06-15 22:39:10 +10:00
Kayne Ruse
5c74ecdd72
Removed ESC key exit, and tweaked some comments
2014-06-15 22:24:50 +10:00
Kayne Ruse
bd5e57401e
Minor comment tweaks
2014-06-14 23:27:33 +10:00
Kayne Ruse
a23fbbfb38
Characters are working correctly again
2014-06-14 23:13:11 +10:00
Kayne Ruse
c021032512
The character is visible, fixed a database issue
2014-06-14 22:37:21 +10:00
Kayne Ruse
b418ad713d
Worked these changes into the client & server (read more)
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The changes were fairly easy, and I was actually able to find and fix an
out-of-sequence bug: The destructors for the AccountManager and the
CharacterManager were using SQL code after the call to SQLite3_close_v2(),
so I added and called UnloadAll() for both of them.
2014-06-14 03:38:13 +10:00
Kayne Ruse
a11867126c
Fixed segfault in common, changed casting of packets to static_cast
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This required that I switch from using a char array for the packet buffers
to using malloc() and free(). They make more sense anyway, and I've
learned (or relearned) something about casting.
2014-06-12 03:47:49 +10:00
Kayne Ruse
13332bf3fc
in_combat.cpp builds; entire repo builds
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Doesn't mean I'm done yet.
2014-06-11 21:57:34 +10:00
Kayne Ruse
955aed2224
in_world.cpp is building
2014-06-11 21:48:01 +10:00
Kayne Ruse
ee79231de0
Began bringing the client into line with the server's changes
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Several parts of the client already built correctly.
Updated LobbyMenu, it not builds.
2014-06-10 02:42:07 +10:00
Kayne Ruse
170096b5db
Server is nearly done, only server_application.cpp is failing
2014-06-06 23:34:38 +10:00
Kayne Ruse
2c9b0fc3e7
Committing some comment tweaks
2014-06-06 21:12:46 +10:00
Kayne Ruse
fb6fba9564
Removed BBox, renamed position to origin
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I've replaced the BBox class with a pair of inline functions in
check_bounds.hpp. I've also renamed the 'position' variable to 'origin' in
several locations.
These changes are mostly to alleviate ambiguity.
2014-06-02 21:13:08 +10:00
Kayne Ruse
d2f03b98dc
Screwing around with some settings
2014-06-02 20:02:19 +10:00
Kayne Ruse
4acd350219
Added the restart scene
2014-06-02 00:45:57 +10:00
Kayne Ruse
9d83abbd38
Copied some boilerplate code from InWorld to InCombat
2014-06-01 23:42:30 +10:00
Kayne Ruse
bf922ec598
Updated the license headers
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It only took me 5 months.
2014-05-29 00:16:49 +10:00
Kayne Ruse
de902d2d3d
Bumped the network version
2014-05-28 23:39:31 +10:00
Kayne Ruse
7b3bf24e5d
Refactored UDPNetworkUtility, and tied it to SerialPacket
2014-05-28 23:22:00 +10:00
Kayne Ruse
de7da81102
Solved a few items on the TODO list
2014-05-28 22:16:36 +10:00
Kayne Ruse
6428b02d85
Refactored some code from InWorld into methods in CharacterData
2014-05-28 21:25:52 +10:00
Kayne Ruse
519b8a1e36
Entire project is building cleanly again, but characters are static
2014-05-28 00:50:14 +10:00
Kayne Ruse
967f0653a1
Threaded the tables through the scenes
2014-05-27 23:59:42 +10:00
Kayne Ruse
b86d393571
Moved the scenes up one directory level, subdirs no longer needed
2014-05-27 23:28:29 +10:00
Kayne Ruse
6b38501c27
Added the GRAPHICS flag, to simplify the gameplay structures
2014-05-27 23:25:07 +10:00
Kayne Ruse
5893342ad8
Removed the shared parameters structure (read more)
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I've also stopped using a separate branch for sharing the CharacterData
structre. This commit won't build, mostly because I need to refactor
InWorld to handle the loss of the PlayerCharacter class.
I should probably rename SQL's tables too.
2014-05-27 22:27:30 +10:00