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
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
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
Kayne Ruse
87af4f1a1e
Comment tweaks, updated network version
2015-02-14 23:54:18 +11:00
Kayne Ruse
18b144fa46
Updated client, read more
...
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.
2015-02-14 23:39:56 +11:00
Kayne Ruse
e71d0b3a09
Finished these server tweaks
2015-02-13 23:34:34 +11:00
Kayne Ruse
9710acad6f
Lost focus
2015-02-13 02:57:36 +11:00
Kayne Ruse
ca2d4c9217
Expanded network protocol, read more
...
Not really doing much, just busywork with the server's handlers.
I've tweaked the TODO tags as well.
2015-02-13 02:05:10 +11:00
Kayne Ruse
bad6cc2fab
Moved ip_operators.*pp to common/utilities
2015-02-05 23:06:22 +11:00
Kayne Ruse
95e3ce9a69
Re-added the network version
2015-02-05 22:24:04 +11:00
Kayne Ruse
5583ba4323
Updated TODO comments
2015-02-04 16:52:22 +11:00
Kayne Ruse
a18577665a
Updated TODO tags
2015-01-23 03:34:53 +11:00
Kayne Ruse
0bdafe7e15
minor file shuffling
2015-01-21 05:21:14 +11:00
Kayne Ruse
38f6ced633
Filled out some client side monster code
2015-01-21 05:09:55 +11:00
Kayne Ruse
65f23bbd1a
Fixed issue caused by merges
2015-01-20 22:43:47 +11:00
Kayne Ruse
453a211343
Merge branch 'master' into develop
...
Conflicts:
todo.txt
2015-01-20 05:21:00 +11:00
Kayne Ruse
1e8f91a871
rename
2015-01-20 05:18:52 +11:00
Kayne Ruse
2a86a09693
Merge branch 'monsters' into develop
...
Conflicts:
client/scenes/in_world.cpp
2015-01-20 05:04:08 +11:00
Kayne Ruse
bd878e20ce
Added monster message handlers
2015-01-20 05:02:44 +11:00
Kayne Ruse
92a02c7f0c
Reverted the server to a LAN system
2015-01-18 21:34:23 +11:00
Kayne Ruse
dacb8df674
Split in_world.cpp into three files
2015-01-17 22:09:14 +11:00
Kayne Ruse
7356e8ae77
Removed the dependencies on utility.*pp
2015-01-17 21:46:12 +11:00
Kayne Ruse
9b2e78a68e
Split the scenes directory into gameplay_scenes and menu_scenes
2015-01-17 16:57:04 +11:00
Kayne Ruse
be90694234
Added network tweaks to client; project builds cleanly
2015-01-15 23:32:04 +11:00
Kayne Ruse
e2757a7628
Client now points to home server
...
I've also tweaked the README.txt
2015-01-14 14:29:55 +11:00
Kayne Ruse
42662c3f61
Replaced HandleCharacterSet*() with HandleCharacterMovement()
...
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()
2015-01-13 02:04:48 +11:00
Kayne Ruse
e752dd7b0f
Merge branch 'develop' into monsters
2015-01-13 01:37:20 +11:00
Kayne Ruse
44e24b667e
Merge branch 'develop'
2015-01-13 01:37:02 +11:00
Kayne Ruse
de6eb38516
Reduced CPU load of the client
2015-01-13 01:34:59 +11:00
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
dc40ee64cf
common builds cleanly
2015-01-13 00:23:01 +11:00
Kayne Ruse
de1cd8d6a8
Began expanding network protocols for monsters
...
All big feature expansions have begun with SerialPacketType, and this is
no exception.
2015-01-13 00:04:42 +11:00
Kayne Ruse
1923f90329
Added TODO
2015-01-12 01:24:56 +11:00
Kayne Ruse
eeac329c49
Merge branch 'develop'
2015-01-12 01:19:39 +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