* moved network_api.*pp
* Added copyright notices to scripts
* Changed SQL table names (including hardcoded usage)
* Added monster tables to the database
* Made updates.sql (unneeded, and deleted)
* Added ForEachMonster() to the room API (incomplete)
* Created class MonsterData (incomplete)
* Created class MonsterManager (incomplete)
* Created MonsterManager API (incomplete)
These changes include storing monsters on shutdown, storing dead
characters and monsters, etc. Also fleshed out the MonsterManager's
internals a bit.
(cherry picked from commit af982710f6de050c09ef503cf2f8e1c9fdd34979)
The trigger system has been fully implemented, as well as a few other
tweaks as the occasional thought came to mind.
Multiple rooms are now fully functional, mostly as a way to test the
triggers. Although there are still no real generation algorithms, a
utility for creating door pairs between given rooms is included in the
scripts directory.
Other changes in this merge include:
* Network updates via lua
* Entity types can be determined in lua
* Database columns are now order independant
It should be noted that only two types of userdata will work as far as
entity names are concerned: Characters and Monsters. I tried getting it to
work for all objects passed to lua, but it proved to be too obtuse.
In theory, I could create a teleport puzzle using what I've written here.
That might be a side project, or a way to test saving & loading systems. I
don't see any reason to delay monsters any longer; hopefully, I can get
them going soon too.
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.