kts
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7bc43929e0
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Added much code for the foundation of the netcode. Server automatically starts on port 31337 and runs as a separate thread in the SDL client. This TCP server functions as a basic echo server and can be connected to thru telnet or by typing 'connect 127.0.0.1 31337' in timesynk's console. Once connected, the echo functionality can be tested by using console command 'send my message goes here'. Somewhat buggy and crashses on occasion - suspected cause is consoleLog()ing a string that is not properly nul terminated, resulting in reading memory out of bounds. Curses client does not run the server properly at the moment, probably due to using select on server, clients, and stdin when combined with ncurses - will look into this later.
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2013-11-06 23:40:19 -08:00 |
kts
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8fc710f3a2
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Successfully recoded both SDL and curses client to use a model that ticks the world according to a Tick Event/Signal. How this works in SDL is a simple SDL Timer that pushes an SDL_USEREVENT with a code of EVENT_TICK at some interval in ms. The curses client works by calling setitimer with tickSignal as a callback, triggering whenever a SIGALRM signal is given. This was chosen for maximum cross-compatability for POSIX platforms, even though Linux has excellent timer fd support. Both the SDL and curses interfaces can have their tickrate modified by calling tickrate some_number_in_ms from the console. 0 stops the timer. For all of this to work, main() no longer has the while loop contained in it, but rather calls interfaceLoop() and lets the interface handle it (as this is extremely platform/api specific - some platforms have user input strongly tied into the drawing window (SDL), so we cannot use a monolithic select()-style while loop for all). Much more to be cleaned up, but this sets the foundation for network code.
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2013-11-04 02:32:07 -08:00 |
kts
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5edcc76a86
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interfacePrint is no longer directly called in non-interface contexts, but rather is handled by a messaging system. When one tile wishes to tell another tile a message, whether that be for descriptive purposes such as opening a door or otherwise, messageTile(Tile *sender, Tile *recipient, const char *message) is called. Within that, if the recipient->tid is PLAYER, then it calls interfacePrint. This will later be modified to check if the recipient->data->controller matches the actual user's controller (thus tying messages to particular users only). Also added was the basic struct for controller, but it is thus far unused in actual game code. The Controller will be used once a basic network/game structure is in order.
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2013-11-03 22:53:13 -08:00 |
kts
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b567be76fd
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Some minor tweaks made, majority of which I have forgotten already. DoorTile will soon be migrated to a generic TriggerTile type, in which it will exist as a DOOR subtype.
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2013-10-23 18:58:17 -07:00 |
kts
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c28a62d522
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As per usual, added a bunch of stuff and remember almost none of them. Most importantly, a console interface has been added that can be summoned by pressing the tilde key. Much of the functionality, including the less-than-stellar associative array (that acts as a function pointer) was ripped from the noirchat project. The only important commands are 'quit' and, for SDL, 'set_video widthxheight 0|1', with 0 representing windowed and 1 representing fullscreen. Both the curses and SDL client now have camera offsets, allowing for the center of the screen to always be centered on the player. There are plans to have the camera offset be relative to the distance from the edges of the map (so if the player is 25% from the left-side of the map, the camera offset would be 25% off center). Really in need of code clean-up and reorganization.
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2013-10-22 02:49:25 -07:00 |
kts
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29cdd11ec8
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Added basic NPC/monster functionality as well as a console system. Simply call ConsoleLog(&string) and it'll create a new ConsoleEntry, set the console_last_entry's next to it, set the new entry's prev to console_last_entry, and finally set console_last_entry to point to the new entry (functions very similarly to Tile Chains). This may later be changed to an array form so as to easily pull sections of the log from anywhere.
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2013-10-19 22:56:46 -07:00 |
kts
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45ebcfe970
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Added a temporary font spritesheet and the ability to interfacePrint in SDL with aforementioned font. This simply works by getting the numerical offset of the ASCII character value within the spritesheet (same principle as the rest of the tiles). In the future SDL_ttf will be used, but for the time being this will suffice.
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2013-10-17 19:38:00 -07:00 |
kts
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4c204db4f3
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Added support for doors. A DoorTile is a fairly basic tile - at the moment - sporting a state int to specify its current state via STATE_OPEN, STATE_CLOSED, STATE_BROKEN, or STATE_MISSING. Graphically/ascii-ly, the proper visual appearance is acquired by multiplying the door id by the total door states(4) and adding the current state value to the result. For example, for a door with the id of 0, you would have visual tile 0 for closed, 1 for open, 2 for broken, and 3 for missing. Beyond the doors, the curses tiles were moved from interface/curses.(c/h) to tiles/curses_tiles.(c/h) - they should, at some point, be generated in a similar manner to the tiles for the SDL client (using pack_tiles).
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2013-10-17 15:11:29 -07:00 |
kts
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22e2d1c3a8
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Fixed compiling on XCode via conditional #includes - also removed player_struct as the player is a Tile now
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2013-10-15 19:51:43 -07:00 |
kts
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6e414d9223
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Who knows what has been added! As far as I recall, *context(s) were tweaked, added compiled-in graphics for the SDL client, and probably some other stuff.
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2013-10-14 19:21:33 -07:00 |
kts
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e1a32045cf
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Added a ton of stuff, SDL compile is broken, probably due to malloc issues. Must check over code in different environments.
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2013-10-08 21:49:38 -07:00 |
kts
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2d7a45e0b5
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Map now resides on a multidimensional array titled map_matrix. This stores the Tiles in a Stack structure at each cell - I believe this should instead be changed so that each Tile instead has pointers to the previous and next Tiles, so that the map_matrix only holds Tile pointers rather than Stack structs containing some variable amount of Tile pointers. Also added a visible_matrix that denotes what tiles are visible to the player. This is simply a multi-dimensional array of ints that act as bit fields for various flags (such as TILE_VISIBLE, TILE_CAN_SEE, TILE_LIGHT_ONE, TILE_LIGHT_TWO, etc. - multiple light flags can be concatted to provide a broad array of light levels).
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2013-09-28 20:50:52 -07:00 |
kts
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1f973fc865
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Added basic player movement through playerMove(direction, distance). Also added an interface through which player commands are attached to a command id, so as to allow for functions to be called via a command id or, if later implemented, a string. Finally, implemented the moving of an @ in curses or a square in SDL via the arrow keys.
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2013-09-19 22:45:19 -07:00 |
kts
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0c5dc4c822
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Initial commit, contains a barebones structure with the interface for both (x)curses and SDL. Can be built via the Makefile or via the XCode project in the xcode/ subdirectory
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2013-09-17 22:37:36 -07:00 |