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.
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()
I've added a simple edge-smoothing function to debug island's generator. It
doesn't handle all edge cases (pun intended), but the proof of concept is
sound. I just wish I could release this...
I've also added exception checks to region.cpp
RoomData now has monsterMgr and waypointMgr members, so that it can
compare it's characters to the monster & waypoints, etc.
RoomManager has been updated. It now has a database reference, which is
passed to the monsterMgr of new rooms. The room API also has functions
which expose these managers to lua.
This is my solution for handling inheritance via lua. The Entity class is
only a base class, so the entity API is designed to be copied from, rather
than used directly.
linit.c: It should be noted that the Entity API must always be placed
before the utilizing child APIs. I don't know about how lua handles things
internally, but I'm assuming that this is the case.
There's no real meat in the API code yet, since that's just busy-work.
Right now I feel beter about writing the connective tissue. This case
could aslo extend to the waypoint and monster APIs.
The waypoint system had some API and class methods removed for brevity.
I'm planning on giving each room it's own waypoint manager, so it can
compare it's waypoints against the characters in that room alone. If it
turns out to be a good pattern, I'll do thae same for monsters.