Commit Graph

705 Commits

Author SHA1 Message Date
Kayne Ruse 5c404c572e Patched bug #45 without resolving it 2015-04-28 06:01:58 +10:00
Kayne Ruse 878d502b8b Looking for the bug 2015-04-27 01:35:14 +10:00
Kayne Ruse 2a1ee4acbf tmp 2015-04-26 03:29:33 +10:00
Kayne Ruse 0e149acc62 Pointless tweak 2015-04-26 03:24:25 +10:00
Kayne Ruse 63e4394583 I can't seem to pinpoint the cause 2015-04-26 03:11:00 +10:00
Kayne Ruse 7aeabf0d14 Hunting a strange networking bug 2015-04-26 02:14:26 +10:00
Kayne Ruse 9d5a668045 Merge branch 'develop', read more
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.
release-0.6.2
2015-03-13 21:28:05 +11:00
Kayne Ruse 0efb541074 Moved the door pair script to it's own file 2015-03-13 21:24:31 +11:00
Kayne Ruse 4ae58550b5 Changed SetRoomIndex() to SetRoom() 2015-03-13 21:05:24 +11:00
Kayne Ruse d82e3a8b79 Triggers now support exclusion lists 2015-03-13 20:43:47 +11:00
Kayne Ruse 954213f1ff Minor tweak to hCharacterMovement() 2015-03-13 19:36:03 +11:00
Kayne Ruse d2bb3575fc Removed initial world query
The world is queried once the client has the player's character.
2015-03-13 19:12:34 +11:00
Kayne Ruse ca6afb72ad Minor comment tweaks 2015-03-11 20:23:52 +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
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 81b3769188 Implemented networked room chainging function 2015-03-09 21:28:28 +11:00
Kayne Ruse c3c6d42a80 Characters moving via scripts are pushed & popped from the rooms
The delete & create messages still need to be implemented.
2015-03-09 10:27:50 +11:00
Kayne Ruse 3d8ee25ae7 AccountManager's SQL is order-independant 2015-03-09 09:34:38 +11:00
Kayne Ruse decc77e21c Implemented entity.GetType() in lua
This will only work for userdata decented from the Entity base class.
Using something else results in undefined behavior.
2015-03-09 09:04:12 +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
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 74ed93ddc7 Character bounds are stored in the server database
This allows for customization of bounding boxes, as well as highlighting
aspects needed when adding new fields to the characters.
2015-03-04 04:06:16 +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 edcb6f05ce Implemented trigger creation & deletion via lua
Triggers now have handles for simple understanding, but there's nothing
preventing multiple triggers from sharing the same name.
2015-03-02 01:00:58 +11:00
Kayne Ruse cb63c9b07c Minor comment tweaks 2015-02-27 05:43:20 +11:00
Kayne Ruse a00ddb3142 Updated trigger names in the server 2015-02-27 05:33:47 +11:00
Kayne Ruse 3431d323e5 Renamed the waypoint system to trogger system 2015-02-27 05:21:40 +11:00
Kayne Ruse 84c4dd0497 Placeholder monster spawn function in map maker 2015-02-27 04:28:28 +11:00
Kayne Ruse 3e6a05307e Minor TODO tweaks 2015-02-27 03:36:47 +11:00
Kayne Ruse c45bda645b Switched TODO: empty to TODO: *function name* 2015-02-27 03:27:37 +11:00
Kayne Ruse 1210d2d24f Minor comment tweaks 2015-02-27 03:06:29 +11:00
Kayne Ruse 894b53e760 Merge branch 'develop' 2015-02-27 02:45:19 +11:00
Kayne Ruse 4630b7e403 PumpCharacterUpdate() works from lua to client, read more
There was a bug in the entity API, where getMotion() was pushing the
origin instead of the motion. This has been corrected. Since this is an
important bug, and because the features for this leg is finished, I'll
merge this to master.
2015-02-27 02:39:27 +11:00
Kayne Ruse 067bf40be7 Moved some utility methods out of the "god class"
These methods are are now functions in server_utilities.hpp
2015-02-27 01:20:05 +11:00
Kayne Ruse d8045ae339 Minor comment tweaks 2015-02-25 21:16:03 +11:00
Kayne Ruse eff23352aa Merge branch 'develop'
Changes:

* "ticking" rooms
* character API
* bare-bones character manager API
* bounds checking in serial_utility.cpp

I have an idea for swapping the existing utility/singleton classes for
namesapces, as I think this would reduce the verbosity that I have to deal
with.
2015-02-23 01:54:46 +11:00
Kayne Ruse 46df0f17b7 Changed a massive swap statement for bounds checks
Instead of using a massive block of case statements in serial_utility.cpp,
I've added FORMAT_* tags to SerialPacketType as a way to destinguish
between type values, at least internally. I can't believe I missed this
for so long.

I've also added a placeholder for the network API, as I was working on
that when I ran into this problem.
2015-02-21 23:46:50 +11:00
Kayne Ruse ddedc06e47 Implemented bare-bones character system API
I need to devise a way to update the clients about changes to their
characters directly from the lua scripts. This isn't too important per se,
but the pattern will be important for the monster and trigger systems.
2015-02-21 21:46:22 +11:00
Kayne Ruse 6a999a8a72 Room API hooks are updated automatically 2015-02-19 03:40:20 +11:00
Kayne Ruse 8a97cb8c2c Checked the tick in Hertz 2015-02-18 00:21:38 +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
Kayne Ruse a538cf73d5 Merge branch 'ticks' into develop 2015-02-17 22:23:36 +11:00
Kayne Ruse b273b4c04a Added character API 2015-02-17 22:10:07 +11:00
Kayne Ruse 248d142c2b Reconsidering the server's structure 2015-02-17 21:03:30 +11:00
Kayne Ruse 2cc7260552 Server can handle multiple dropped clients at once 2015-02-17 20:48:03 +11:00