Kayne Ruse
74bf70c44d
Wrote PumpPacketProximity, it works
2015-01-13 01:01:46 +11:00
Kayne Ruse
cd06ccc1a5
Room system now uses CharacterData instead of Entity
2015-01-13 00:42:16 +11:00
Kayne Ruse
1923f90329
Added TODO
2015-01-12 01:24:56 +11:00
Kayne Ruse
f13e8479e4
Refactored scripts, added a smoother for Debug Islan
...
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
2015-01-12 01:14:24 +11:00
Kayne Ruse
cf1008f0d9
Padded some API internals
2015-01-11 22:31:27 +11:00
Kayne Ruse
dfae33cbd1
Merge branch 'rooms' into develop
2015-01-11 20:13:34 +11:00
Kayne Ruse
9f3721247d
Replaced a block of code in setup_server.lua with one line
2015-01-11 20:12:50 +11:00
Kayne Ruse
d0b2f8e12f
Removed MonsterManager's Singleton status, RoomData now has mgr members
...
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.
2015-01-11 19:47:42 +11:00
Kayne Ruse
051ed0f14c
Monster API clones from Entity API, read more
...
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.
2015-01-11 19:08:31 +11:00
Kayne Ruse
8ea667a0b5
Wrote the WaypointManager API skeleton
2015-01-10 14:03:13 +11:00
Kayne Ruse
b391dde089
WaypointManager is no longer a Singleton, wrote waypoint API outline
...
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.
2015-01-09 13:21:09 +11:00
Kayne Ruse
be67906218
Moved TileSheet to common/graphics
...
Also deleted TileSheet's vestigial API.
2015-01-09 12:41:24 +11:00
Kayne Ruse
31fc5a8fa5
Added Windows 8.1 to the makefile config
2015-01-08 15:44:14 +11:00
Kayne Ruse
1973cfd061
Added a link to WinRAR to README.md
2015-01-08 13:33:09 +11:00
Kayne Ruse
3322783d95
Merge branch 'develop' into rooms
2015-01-03 03:27:34 +11:00
Kayne Ruse
877c0f59d3
Removed preprocessor switch surrounding library headers
2015-01-03 03:20:13 +11:00
Kayne Ruse
92eb75af7e
Slight tweaks to waypoints
2015-01-02 23:51:00 +11:00
Kayne Ruse
d815f17442
Reimplemented the push/pop entity methods in RoomManager
...
Some accessors in Entity had to be made const, as they were being called
from lambdas with const parameters.
2015-01-02 23:25:59 +11:00
Kayne Ruse
0344fe0d6d
Added a link to the github page to the main menu
2015-01-02 08:49:06 +11:00
Kayne Ruse
4b8f9b4330
Merge branch 'bugfix-lambda' into develop
2015-01-02 07:21:41 +11:00
Kayne Ruse
eb897c81e8
Tentative solution for bug #38
2015-01-02 07:09:04 +11:00
Kayne Ruse
963aca218a
Comment tweaks
2015-01-01 01:29:48 +11:00
Kayne Ruse
8b8ef088d9
HOTFIX: Incorrect error code checked
2014-12-31 06:10:03 +11:00
Kayne Ruse
6704944105
Updated the map system & APIs
2014-12-31 06:01:03 +11:00
Kayne Ruse
8e50be24d4
Updated room system and room API, more to come
...
There's a lot of verbosity in the scripts, so it might be beneficial to
redice that at some point.
2014-12-31 04:52:10 +11:00
Kayne Ruse
f9c19a630d
Added trigger reference to WaypointData, unused
...
WaypointData also inherits from Entity now, so I could alias Entity's API
for it too. I've also made a number of comment tweaks.
2014-12-31 03:34:06 +11:00
Kayne Ruse
78c04718e0
Removed ManagerInterface, it was a bad idea
2014-12-31 03:05:19 +11:00
Kayne Ruse
bb592b2436
Added the waypoint system to the modules
...
Also fleshed out entity_api.cpp, but that's just filler.
2014-12-30 04:37:56 +11:00
Kayne Ruse
f3fb5017b3
Added waypoint API placeholder files
2014-12-30 02:45:35 +11:00
Kayne Ruse
3a9fdd511b
Replaced door system with waypoint system
2014-12-30 02:38:25 +11:00
Kayne Ruse
57c6f45c21
Added API placeholder files
2014-12-30 02:19:19 +11:00
Kayne Ruse
8d204dc3c4
Merge branch 'master' into develop
...
Also saved todo.txt
2014-12-30 01:21:11 +11:00
Kayne Ruse
9413adcf4a
Forgot the copyright in the README files
2014-12-30 01:10:43 +11:00
Kayne Ruse
99af76c5b5
Merge branch 'develop'
...
Conflicts:
todo.txt
release-0.6
2014-12-27 23:44:54 +11:00
Kayne Ruse
cc6458daa7
Merge branch 'high-water-mark' into develop
...
Thank fuck that's over.
2014-12-27 23:34:51 +11:00
Kayne Ruse
8708cfbee0
I give up, I'm just using the stop-dead system for now.
2014-12-27 23:16:48 +11:00
Kayne Ruse
b67e85e87b
Moved some messy code from InWorld::Update() to utility methods
2014-12-27 21:00:00 +11:00
Kayne Ruse
33c3143de9
Added unary negative to Vector2
...
This is the only fragment I'm bothering to salvage from the collisions
branch.
2014-12-27 20:31:09 +11:00
Kayne Ruse
ce16fc6969
Merge branch 'develop' into high-water-mark
...
Conflicts:
server/server_logic.cpp
Finally merging the changes to develop. This is only the ConfigUtility
skipping missing files, and something with the Timer class, that I'll need
to test the collisions.
2014-12-27 19:28:02 +11:00
Kayne Ruse
f6e90d7e39
Fixed controls & hotkeys interferring; smoother logouts
2014-12-27 19:25:49 +11:00
Kayne Ruse
ee0b7884a8
Partial collision (box prep) complete; untested
2014-12-27 15:05:34 +11:00
Kayne Ruse
7e5a7f8183
Updated the copyright headers about a week ahead
2014-12-27 13:29:16 +11:00
Kayne Ruse
f2d517df9d
BUGFIX: Infinitely small motion on an axis after repeated key release;
...
read more
I've patched this issue by setting motion's elements to
CHARACTER_WALKING_SPEED or negative CHARACTER_WALKING_SPEED if they're
above or below zero, respectively.
2014-12-27 12:33:51 +11:00
Kayne Ruse
6c11aa0927
Characters are moving around in the world
2014-12-27 02:26:44 +11:00
Kayne Ruse
398f1c8bfd
Added a room check to the character query
2014-12-27 01:33:10 +11:00
Kayne Ruse
3e2d1a5a56
Implemented client-side HandleCharacterSet*(); untested
2014-12-22 23:09:28 +11:00
Kayne Ruse
f52eafdf55
Implemented server-side HandleSetCharacter*(); untested
2014-12-22 22:13:42 +11:00
Kayne Ruse
dff04b5b69
Moved server_util.cpp methods; created server_character_methods.cpp
2014-12-21 08:07:55 +11:00
Kayne Ruse
900f623f3b
Camera centering and client drop message
2014-12-19 20:33:09 +11:00
Kayne Ruse
44a1edac30
HOTFIX: Patched the stupid auto& for loop with the jenky pattern
2014-12-19 20:11:22 +11:00