Kayne Ruse
64833f86da
Added index to CharacterData, removed some expensive lookups
2016-08-25 23:23:57 +10:00
Kayne Ruse
518ea93adc
Added RoomData::[Pop/Push]Character()
2016-08-25 20:47:08 +10:00
Kayne Ruse
07218418a2
Discovered I need to do something
2016-08-25 20:01:17 +10:00
Kayne Ruse
6d8d7963a1
Renamed CombatInstance to Battle, for clarity
2016-07-11 10:14:07 +10:00
Kayne Ruse
69a13c5ed6
Broke RoomData::RunFrame() into several parts for readability
2016-07-09 20:14:07 +10:00
Kayne Ruse
011f71ea61
Wrote out the pseudocode for RoomData::RunFrame
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This method is too overloaded. The pseudocode itself takes up a whole
page.
2016-07-09 17:25:13 +10:00
Kayne Ruse
4894daa273
Moved barrier system into it's own subdirectory
2016-07-09 16:56:35 +10:00
Kayne Ruse
9a1dcc2f53
Set barrier bounds
2016-05-29 02:24:10 +10:00
Kayne Ruse
8d2fc45d7d
Combat instances are created alongside the barriers
2016-05-29 02:15:41 +10:00
Kayne Ruse
7c6468c1dd
Multiple changes, read more
...
* Implemented HeartbeatUtility
* simplified the SQL files
* Added a dummy inventory button
2016-04-25 22:10:11 +10:00
Kayne Ruse
fb2d49f1e0
Added respawning rabbits
2016-04-14 23:33:39 +10:00
Kayne Ruse
f9a5f60969
Try a different approach for creature deletion
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This works almost instantly, as opposed to the refactored version, which
takes nearly a second, or more.
2016-04-14 21:52:44 +10:00
Kayne Ruse
20b121766a
Expanded creature & barrier API
2016-04-11 02:18:13 +10:00
Kayne Ruse
f32b8a9b4f
Exposed BarrierManager to the API*
2016-04-11 01:03:02 +10:00
Kayne Ruse
1f2d0b8e76
Barriers are created at the correct location
2016-04-09 00:02:39 +10:00
Kayne Ruse
e2e2e243d4
Server responds to barrier queries
2016-04-08 22:30:44 +10:00
Kayne Ruse
8749d1fd93
Barriers are queried, created when colliding with creatures
2016-04-04 02:41:14 +10:00
Kayne Ruse
7205d6692c
Threaded barriers into the client, not yet queried
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I've also refactored the rooms slightly.
2016-04-04 01:05:32 +10:00
Kayne Ruse
7b9c016082
Threaded the barriers through the networking system
2016-04-03 22:32:39 +10:00
Kayne Ruse
f23b929f8a
Added some boilerplate
2016-04-03 16:04:41 +10:00
Kayne Ruse
957458d489
Renamed some of Get() methods to Find(), read more
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From now on, ideally any function with "get" in the name should always
return a valid value. A function with "find" in the name, however, does
the same thing, but may also return an invalid result such as an error
code.
2016-04-03 02:17:02 +11:00
Kayne Ruse
a751531e18
Added distance based creature culling
2016-03-30 12:54:59 +11:00
Kayne Ruse
8778bfdc4b
Creatures are visible
2016-03-29 03:19:17 +11:00
Kayne Ruse
42b37be6f5
Creatures are nearly ready
2016-03-27 14:06:47 +11:00
Kayne Ruse
cbf8538c24
Server is ready to send
2016-03-27 11:04:53 +11:00
Kayne Ruse
4ced27a905
Creatures update server-side
2016-03-27 09:53:24 +11:00
Kayne Ruse
9a1714a881
Added creatures to the room containers
2016-03-25 22:29:26 +11:00
Kayne Ruse
ba384c182a
Updated the copyright in the file headers
2016-03-22 13:40:26 +11:00
Kayne Ruse
a86a41ad46
Renamed monster files to creatures
2016-03-21 19:28:49 +11:00
Kayne Ruse
fd11f4e0e6
Moved server/server_utilities up one directory
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Also modified makefiles to account for the change.
2016-03-21 19:07:09 +11:00
Kayne Ruse
24eb730c72
Switched to the #pragma once system
2015-07-07 17:36:14 +10:00
Kayne Ruse
210bccbe0d
Pruned the usage of the incomplete monster system
2015-07-07 12:41:57 +10:00
Kayne Ruse
822d0636cc
Merge branch 'master' into develop
2015-05-17 12:38:44 +10:00
Kayne Ruse
99b35483f8
Tenative port for Linux
2015-05-17 09:18:46 +10:00
Kayne Ruse
35e7d0cf61
Tweaked scripts, added ForEachMonster()
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(cherry picked from commit 0cf6a3dceb56a85969e8248e19f9143364b75c68)
2015-04-28 10:25:12 +10:00
Kayne Ruse
5c404c572e
Patched bug #45 without resolving it
2015-04-28 06:01:58 +10:00
Kayne Ruse
d82e3a8b79
Triggers now support exclusion lists
2015-03-13 20:43:47 +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
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
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
a00ddb3142
Updated trigger names in the server
2015-02-27 05:33:47 +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