kts
|
4c204db4f3
|
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).
|
2013-10-17 15:11:29 -07:00 |
kts
|
e1a32045cf
|
Added a ton of stuff, SDL compile is broken, probably due to malloc issues. Must check over code in different environments.
|
2013-10-08 21:49:38 -07:00 |
kts
|
2d7a45e0b5
|
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).
|
2013-09-28 20:50:52 -07:00 |
kts
|
0c5dc4c822
|
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
|
2013-09-17 22:37:36 -07:00 |