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.
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.