Kayne Ruse
f585b8adda
Added some admin tools
2015-08-23 02:59:33 +10:00
Kayne Ruse
563a217237
Changed the formats of the graphical assets
2015-08-23 02:20:38 +10:00
Kayne Ruse
a4d3a356c3
Some menu scenes compiling; replaced KR Studios logo file
...
Scene list:
> disconnected_screen.*pp
* lobby_menu.*pp
* main_menu.*pp
> options_menu.*pp
> splash_screen.*pp
* world*.*pp
* unfinished
> building
2015-08-14 18:18:21 +10:00
Kayne Ruse
f0ab1dfef8
One menu scene works, but I need some more UI widgets
...
Namely, I need a text box widget, which can display text without having to
re-create and destroy the texture every frame.
2015-08-02 04:13:54 +10:00
Kayne Ruse
210bccbe0d
Pruned the usage of the incomplete monster system
2015-07-07 12:41:57 +10:00
Kayne Ruse
102ba18b7b
Finally wrote the monster manager API
2015-05-08 23:17:35 +10:00
Kayne Ruse
35e7d0cf61
Tweaked scripts, added ForEachMonster()
...
(cherry picked from commit 0cf6a3dceb56a85969e8248e19f9143364b75c68)
2015-04-28 10:25:12 +10:00
Kayne Ruse
27fd810cfd
Added a simple database update script, and comment headers
...
I don't know why it took me this long to add those headers in the first
place.
(cherry picked from commit 3c28b6c3bf75c4bdb42e5ea9d9864efaa855620c)
2015-04-28 10:24:47 +10:00
Kayne Ruse
8903b1e28d
Began marking changes for monsters
...
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)
2015-04-28 10:24:17 +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
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
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
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
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
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
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
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
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
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
5583ba4323
Updated TODO comments
2015-02-04 16:52:22 +11:00
Kayne Ruse
92a02c7f0c
Reverted the server to a LAN system
2015-01-18 21:34:23 +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
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
9f3721247d
Replaced a block of code in setup_server.lua with one line
2015-01-11 20:12:50 +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
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
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
57c6f45c21
Added API placeholder files
2014-12-30 02:19:19 +11:00
Kayne Ruse
cc167180f6
Added support for cleaning up after rejection messages
2014-12-01 22:33:15 +11:00
Kayne Ruse
6485839dcf
Replaced RoomData's hooks with Initialize API function
2014-11-26 06:33:02 +11:00
Kayne Ruse
81a3a92603
Simplified setup_server.lua
2014-11-26 06:12:01 +11:00