d252677df2Modified tile_editor and engine for OS X to change the cwd to the directory of the app bundle. Also lightly modified the engine to check modules/ and ../modules for... modules
vashram
kts
2014-11-18 12:56:44 -0800
59beaa02baadded initial vashram module structure and most of the graphics.
Vex
2014-11-17 13:05:25 -0800
d61f4e7d29added proclib as a submodule in engine/proclib
kts
2014-11-17 00:23:43 -0800
55f77eb105Set up initial vashram branch
kts
2014-11-16 23:16:31 -0800
5e708022a5added .gitignore rules for xcode
master
kts
2014-11-16 22:30:55 -0800
a314bf4750added a npcs3 file which includes monsters/npcs for the third area, that is, the manitou jungle and the second troll brother's hideout
Vex
2014-08-08 16:19:16 -0700
8f86cc9ebcMerge branch 'master' of ssh://kettek.exoss.net:4422/srv/eureka/timesynk
Vex
2014-08-03 22:01:07 -0700
70c7c27620created a second npc folder for the second area which includes various bandits, mountain animals, capran, kerres, burned bones, wendigo, and so on. also updated ingredients and added flesh materials. Other changes as well.
Vex
2014-08-03 21:57:19 -0700
24cc67faafAdded .DS_Store to .gitignore in a rage.
kts
2014-05-27 21:47:47 -0700
58dabb6bc7Precompiler now reads the given source file into a buffer, rather than reading char by char during parsing. This allows for more flexibility in looking forwards and backwards during expression parsing at the expense of memory. Depending on the parsing methods chosen, this may be changed back to single forward reads directly from the file.
kts
2014-05-27 21:45:50 -0700
fb149cfad8Precompiler now reads the given source file into a buffer, rather than reading char by char during parsing. This allows for more flexibility in looking forwards and backwards during expression parsing at the expense of memory. Depending on the parsing methods chosen, this may be changed back to single forward reads directly from the file.
kts
2014-05-27 21:45:25 -0700
a6623a9b76Made changes to NPC file, adding giants, insects, slimes, violent fungus, big cats, bears, phages, vores, etc. Made changes to player file, adding shapeshifts. Made changes to spells file, adding firespells and waterspells. Made changes to walls, adding rock walls and stalag walls. Made changes to items fill, adding various rings, portaforg, cauldron, work bench, dirt mound, coins, and four directions.
Vex
2014-05-27 14:51:55 -0700
9f32631fe5Added rolls test program. This reads rolls.tsc in and attempts to do some basic attack/defend rolls for Tiles. Also added the basic structure for the VM function precompiler. Next modification will likely be converting the current VM precompiling code into using a buffer rather than reading from the file handle directly. This will allow for forward reading of characters in addition to backwards, thereby allowing for easier expression parsing (at least towards what I am conceiving of it thus far).
kts
2014-05-17 16:28:24 -0700
42de0d491cFixed up potential bugs and warnings revealed by clang.
kts
2014-04-29 13:08:08 -0700
22a8e518e1Cleaned up and organized vm_compile.c/.h - will add expression parsing and dynamic memory management within the vm soon
kts
2014-04-28 19:59:46 -0700
6f1ffe3563More added to the precompiler. To be done is function parameter word parsing into vm_pc_Variable Tables as well as the bulk of source to operation precompilation.
kts
2014-04-25 12:53:31 -0700
30472bf0caPrecompiler now adds Variables to a pc_Variable Table. Additional precompilation error checking implemented. TablePair now uses a T_POINTER type. If this data type is used, the memory pointed to is _not_ freed when the TablePair or its parent Table is freed. The developer must remember to free this data type manually when it is used.
kts
2014-04-15 11:18:52 -0700
5eb6cf5db2added more npcs, made changes to player file
Vex
2014-04-07 22:01:53 -0700
543e714c86Merge branch 'master' of ssh://kettek.exoss.net:4422/srv/eureka/timesynk
Vex
2014-04-07 19:40:52 -0700
084344885cadded more npcs
Vex
2014-04-07 19:39:44 -0700
9bf0e3c7fanewTile no longer takes x, y, and z params. Default values are set to 0 and are changed/set upon addTileToMap call.
kts
2014-04-07 10:08:04 -0700
c1b8cf6c56added more npcs, worked on tree, modified hatun warrior
Vex
2014-04-07 00:23:56 -0700
b7388533e3updated city floors and city walls
Vex
2014-04-06 14:02:57 -0700
9fd2a2833cUpdated graphics, including pcs, npcs, weapons, armor, items, etc.
Vex
2014-04-04 16:38:24 -0700
b45862f351Windows PTime now uses native (non-SDL) millisecond precision for acquiring and delaying time.
kts
2014-04-03 19:54:29 -0700
902e21ebc6After far too long of a delay, a git commit. The updates pertain to vm_compile and implements the basic parsing of virtual machine C source files into global, group, and local scopes. At the moment it does not convert to op codes - it only identifies variables declared outside of functions for the given scope.
kts
2014-04-02 00:37:31 -0700
c7daa2d1b7Added a test compiler program. Not much functionality yet, but it describes the precompilation (and, to a lesser extent, precompilation) of VM functions.
kts
2014-03-16 19:37:51 -0700
fa7a158ec9The Mystery of the git Commit
kts
2014-03-14 14:51:41 -0700
b0c5bea071Added bone armor, capran blood shaman, human rogue, jaguar man, crow man, npcs; edited human mage -- all graphical
Vex
2014-03-14 02:07:36 -0700
e3941fa552Updated devcpp project. Engine runs fine on win64.
kts
2014-03-13 16:29:13 -0700
c1397f62fcFixed addTablePair bug wherein a new TablePair would overwrite the old rather than add itself to the end of the TablePair linked list. Also moved timer.c/.h from engine/sdl/ to engine/. If compiling on Windows, getPTime and doNanoSleep still require SDL.
kts
2014-03-13 16:13:35 -0700
0842a2252eUpdated xcode project to compile the engine. tile_edtior and old engine probably will not compile in xcode at the moment, but this will be remedied later. Need to make modules directory definable in some way.
kts
2014-03-13 04:10:59 -0700
6b0ef6fd83Lots of fun abounded with segfaulting. Fixed it eventually - was accessing a state after it had already been freed, thus wreaking havoc in the next state. Maps and Tiles implemented now. Animation is a thing as well, but still a work in progress. It will likely be managed entirely by the Tile's doThink VM function. With modules now (partially loading) and Maps/Tiles figured out, the limited virtual machine will soon take shape.
kts
2014-03-13 03:25:17 -0700
b33b2a534cAdded some (pretty bad) module loading code. At the moment modules/module_name/CONF is loaded (if not, it bails) into g_module_conf and the list of sprites and default scale is acquired. From this, g_module_spritesheets is malloced for (spritesheet count) * sizeof(struct Spritesheet*) and Spritesheets are created and loaded into their respective positions. NOTE: Spritesheets should be set up by the renderer in part - probably via function pointer, similar to Elements. After these are loaded, ../modules/module_name/module_name.tsd is attempted to be loaded as well. Not much error checking done yet, so eggshells abound. Module CONF error checking will probably be handled by some function when we first generate the list of modules in modules/ dir. ALSO, Spritesheet loading does not check sprites/CONF for width, height and columns - this will be fixed on next commit.
kts
2014-03-12 03:46:46 -0700
d42b12885fAdded a load module state that provides a button list of modules found in the ../modules directory. When clicking on one, it will attempt to load ../modules/MODULE_NAME/MODULE_NAME.tsd into struct Data* g_tile_data. If it succeeds, it switches to a test state where I will be tweaking stuff like tile movement and similar. I will also add spritesheet loading in the load module state.
kts
2014-03-11 23:56:23 -0700
722ceb5747Reorganized the project root, deleted unnecessary files, moved data.c/.h, fio.c/.h, llist.c/.h into common and old code into old/ directory. All modules will now reside on the modules/ directory.
kts
2014-03-10 12:41:49 -0700
53ffd0fce3Added vm.c/.h in test. Implemented a good portion of the bytecode execution system. Need to implement non int data type operations. The VM is coming together\!
kts
2014-03-06 23:54:19 -0800
a590956502Added vm_memory.c in test/ - basically just a test bed for vm memory.
kts
2014-03-06 13:05:02 -0800
e9f2e33cf8Created armor and weapons sprite sheets for Xibalba. Created system with Tiers(materials) on Y-axis and Types on X-axis. (ex. body slots) Also, created spell sprite sheet with system of Elements on Y and types (cone, bolt, ball, lode and combinations) on X.
Vex
2014-03-05 00:18:34 -0800
3b24b50e4cAdded fio and llist to xcode project. Should move stuff like fio, llist, elements, etc. to a common/ directory in the top of the project hierarchy.
kts
2014-03-03 22:57:22 -0800
f9f65cd376Added the linked list struct, LList, along with two functions for initializing and freeing a single LList. Also added the fio.c/.h files that will contain all functions pertaining to more complicated file or directory access. At the moment it provides two functions: dirToLList, which populates a linked list with the contents of the directory (as explained in the source), and fileExists, a simple function that checks if the file exists.
kts
2014-03-03 22:48:00 -0800
1ebb045fefFixed the freezing issue on Windows - apparently it does not handle type conversions as fluidly as *nix. Changed SDL_GetTicks in getPTime to be assigned to int64_t rather than int. I suspect bugs still exist, but this will likely become a non-issue once a high precision timer(or as close as we can get) is implemented for Windows. Also it is a mystery why fps is capped to 60 - perhaps some Windows-specific OpenGL voodoo.
kts
2014-03-03 13:14:23 -0800
452bdf4a1dCleaned up code in data.c and organized it. Current and future code will be formatted in adherence to the current draft of KCS. Also added datatype-specific writing and reading functions for TablePair values. This reduces the chance of unexpected behaviors when one datatype is interpreted as another.
kts
2014-03-03 12:11:19 -0800
13df61167dAdded dev-cpp project for the engine. It kind of works. For some reason, as soon as the fps goes over 60, the engine freezes. I've tried adding SDL_Delay(s), removing most of the engine, as well as tweaking both renderers, but the outcome is the same. No clue as to why it would stop responding after a couple seconds, but work fine during those initial moments.
kts
2014-03-02 23:28:49 -0800
bbcd6cd0aaMore stuff added - how nondescript. In particular, data.c/.h now includes a function for loading in a .tsc, or timesynk configuration file, into a Table. This adheres to the information regarding the timesynk Configuration Syntax on the wiki. This feature has been implemented in the engine, as video width, height, and other similar options are loaded from the settings.tsc file relative to the engine. Also added a modules directory with a basic skeleton for the Xibalba module.
kts
2014-03-02 22:10:49 -0800
1569e89715Fixed elements rendering twice in state_menu. Added a moving background to state_menu for movement testing.
kts
2014-02-26 18:43:05 -0800
2f596f4d50Fixed PTime on OS X. OpenGL performance still terrible on OS X.
kts
2014-02-26 16:36:12 -0800
ffa74bd574Fixed the high precision timer and renamed it to PTime. It seems a bit silly to use nanoseconds for game tickrate, as many systems only have microsecond precision at best - but why not. Still have to add support for higher-than-millisecond precision on Windows - will likely run with microsecond, but more research is needed.
kts
2014-02-26 14:22:02 -0800
c6efd2245bMade some changes for the timer to work on OS X. It is likely unoptimized, but more research will be done. Also, for some unknown reason, the OpenGL renderer now runs slower than the terrible software renderer (in OS X). No clue why as of yet.
kts
2014-02-25 03:31:27 -0800
9b5a1ed4b3Added rendering code for sprite and fonts, made a pretty bad high precision timer - while being higher precision than SDL_GetTicks, it has a few problems that I must sort out. Also need to make it crossplatform.
kts
2014-02-25 02:44:16 -0800
3634e0cfa3Added engine as a target for the xcode project. SDL_Surface to OpenGL Texture function now packs pixel data according to the endianness of the machine, as acquired from a run-time test in the function. This should probably be checked for on start and have an appropriate system flag set.
kts
2014-02-22 01:09:37 -0800
b3f50776e8Lots of stuff added since last commit. ASCII-based Font system and Element system(similar to tile_editor)s now partially in place. State management now more flushed out, but still likely to be tweaked. Now sports two renderers - software-mode SDL and hardware-accelerated OpenGL mode. At the moment code is not in place to switch between the two renderers in-program (managed by a call to interfaceSetRenderer), but it will be added later with the appropriate freeing of surfaces and textures. A more generalized binary to .c/.h program was added to the new tools subdirectory - it takes a binary file as an argument and creates the appropriate .c/.h files. It also can handle the append flag, -a.
kts
2014-02-22 00:20:44 -0800
478090d7c4Began work on complete client rewrite within the engine/ subdirectory. This new client is written with game states in mind (i.e., main menu, net lobby, game) and a more expandable structure for multiple interfaces. Old code in the main directory will be removed entirely or reintegrated with the new engine. Majority of the code related to Tile(s) will be removed, as their properties are now dynamically loaded from TSD files (as generated by the tile_editor). Tiles will also have a local x and y coordinate for positioning within their currently occupied tile (or something very similar) - this will allow for smooth movement and more precise collision detection (according to quarters of tiles). Much more to come\!
kts
2014-02-14 06:46:11 -0800
49ce932ecedata.c/.h added to devcpp project. Tile editor runs fine on win32/64.
kts
2014-01-21 00:15:02 -0800
48574819b8I have Done The Right Thing(tm) and made the tab key jump to the next Spinner or TextInput element it can find in the Element chain.
kts
2014-01-20 17:00:40 -0800
2e48e2e1faThe tile editor's Data struct(tiles_data) isa) and accompanying sets(up to 7 default) are now created on start. This allows for the saving of Data without a file needed to be loaded prior. Some code should be moved to data.c/.h and the entire thing needs to be stress tested.
kts
2014-01-20 06:46:32 -0800
75b1960fe1Table's count property was not initialized to 0 in newTable, thus causing erroneous behavior on OS X - now initialized properly.
kts
2014-01-20 02:44:59 -0800
149cd25ef9After much struggling due to a fool's lack of documentation, the tile_editor is now (seemingly) fully functional. Changes to tile entries can now be made by adding/deleting/modifying the UI elements and pressing the 'commit changes' button. This only does a change for the TileData, etc., stored in ram. These changes can be saved to a file by specifying a filename in the data field and pressing the 'save' button. On a more technical note, fixed some bugs in the data reading code, such as inventory lines being partially read but then being assigned as a simple key=>string pair rather than an InventoryData struct - this, of course, caused segfaults and was particularly mystifying. Table structs now also have a 'count' property that is incremented or decremented whenever a TablePair is added.
kts
2014-01-20 02:21:15 -0800
9fe34501b5Added a commit changes button that will save the key=>value Elements to TileData/TablePair/InventoryData, etc. structs. At the moment it only parses the elements and printf()s the key=>value pairs, including inventory elements.
kts
2014-01-19 20:56:13 -0800
8615026e0bFixed a minor bug wherein the editor_elements ElementList's last property was not set to the Inventory Item Element of a new Inventory declaration.
kts
2014-01-19 18:02:54 -0800
a81419d662Adding and deleting of Pair(s) and Inventory(s), as well as adding and deleting of Inventory Items now fully works. Some of the code is messy, but it works fine. Next on the itinerary is the saving of changed Elements to TileData/TablePair(s), then the saving of all such changed data back to a tsd file\!
kts
2014-01-19 17:43:36 -0800
ff8409be64Added UI elements for InventoryData in the tile editor. Also added various buttons for deleting key=>value pairs and for adding new pairs, new inventories, and new inventory items. These buttons do not change anything at the moment. Also changed the tile editor's dimensions.
kts
2014-01-19 02:29:01 -0800
38f62c970eSpinner and TextInput Elements now change cursor position based on mouseup coordinates.
kts
2014-01-18 03:52:31 -0800
4ea6159ef6Added data.c/.h to xcode project for both the engine and the editor and tested both on OS X.
kts
2014-01-17 04:34:43 -0800
30f71466fdMuch progress on the tile editor, as it can now read in a .tsd file using the earlier developed data.c/data.h (Data, TileSetData, TileData, etc. structs and accompanying functions). Once a file is successfully loaded, changing the set/id will attempt to populate the GUI with key=>value pairs for the given tile, if it exists. Partially implemented is the parsing of InventoryData. Will implement adding new TablePairs through the GUI and the saving of any changes back to a .tsd file. Fixed some memory allocation problems as well - some leakage still existing in the tile editor as well as the Data functions/structs, but they are noted and will be taken care of in time.
kts
2014-01-17 04:03:10 -0800
3b6160cb51Spinner now has increment and decrement buttons, as well as mousewheel support. Mouse clicks now handled by the elements system rather than SDL. Tiles in the spritesheet view can now be clicked on, changing the currently focused tile id.
kts
2014-01-15 05:52:36 -0800
cfb2eda1c4Added tile_editor/helper.c/.h to the Tile Editor target in xcode. Also removed tile_editor/.helper.c.swp file that accidentally was committed.
kts
2014-01-15 00:32:48 -0800
ae5cbb9b4eTile editor becoming more functional. Set and id input now use the SpinnerElement type that only takes numerical input, increments or decrements via up/down keys, and runs its callback after any change. Currently loaded set's spritesheet shows in the right-hand side of the screen, resizing the screen accordingly. This spritesheet preview will be used as a way to load tile data visually rather than via tile ids.
kts
2014-01-15 00:28:23 -0800
8570a9cca5devcpp project files now updated to compile with parser types and functions. Also added the tile editor project, which produces a working win32/64 tile editor.
kts
2014-01-09 21:54:53 -0800
874378c5a7The tile editor now compiles and works on Linux/X11. Fixed quite a few memory allocation related problems and added code for free'ing Element(s).
kts
2014-01-09 21:50:23 -0800
2c28c31bf8Tile graphics may now be loaded by specifying the directory in the tile editor and pressing the load button. It will then look for doors.png, equips.png, floors.png, items.png, npcs.png, players.png, and walls.png. If any of these are not found, some or all of the graphic sets will be unavailable (the program iterates through them and returns if any fail, so if the 3rd tileset to be loaded fails, all thereafter will not load). The set and id can also be specified, after which the tile's graphic will be displayed.
kts
2014-01-09 06:41:50 -0800
b1aa56cadeThe tile editor has moved well beyond a skeleton, although much work is yet to be done. Added an Element struct for the tile_editor - basically the catch-all for input boxes, buttons, text fields, drop-down menus and so on. Fully functional is the button and text types, semi-functional (only visually) is text input (needs to be focus/editable), and non-existing are drop-down menus. The button callbacks for data and graphics loading do not actually load anything yet - will be done after text input, ofc.
kts
2013-12-31 02:34:36 -0800
4ca32efeeeAdded an empty skeleton for the tile editor, including its own sub-directory in tile_editor/ (along with corresponding Makefile), as well as its own Target in timesynk's XCode project file.
kts
2013-12-27 23:22:04 -0800
f2422fdadaadded getTileDataById to data.h, as it was causing segfaults on gcc 4.2.1, mac os 10.6.8/x86 without it. Also fixed pack_data.c, as it was attempting to load the tile data directory before checking argc if an arg was passed. Also added equipment to ibexian shocktrooper and barbarian in xibalba/players for additional testing.
kts
2013-12-24 06:01:43 -0800
d5f4947c90Yet again committed the sin of not committing for a long duration of time. As I recall: Finished most of the code for parsing a ts tile declaration file into data structures. In doing so added the InventoryData structure, which simply contains the name of the target tile, the count of tiles(using struct Range, which has min and max properties), the chance of spawn(using a float from 0.0 to 100.0), and an optional pointer to the next InventoryData in the line (akin to Tile Chains). Still todo is for TileData's TablePairs to be parsed into more than char*=>char* pairs, such as char*=>int, char*=>float, etc.. This will be far more efficient and given that TablePair(s) already contain the property for type, it should be done. Also added variations to addTablePair/setTablePair - addTablePairPointer and setTablePairPointer. These functions set the value pointer to the passed pointer rather than allocating new memory and copying the pointer's target memory to that new memory.
kts
2013-12-24 05:37:15 -0800
df13ab259fadded pack_tiles.c, providing pack_tiles, a program that takes a directory as an argument and creates a new file (directory/directory.tsd) from cleaned files 'doors', 'floors', 'npcs', 'walls', 'equips', 'items', and 'players' in that directory. At the moment it can be used on the xibalba directory to create 'xibalba/xibalba.tsd', which can then be tested with test/t2d.c, providing the internal filename referenced is changed. At the moment the Data system does not properly deal with inventories so any inventory/equipment declaration is ignored.
kts
2013-12-21 02:38:46 -0800
c7f3ac15d3added pack_tiles.c, providing pack_tiles, a program that takes a directory as an argument and creates a new file (directory/directory.tsd) from cleaned files 'doors', 'floors', 'npcs', 'walls', 'equips', 'items', and 'players' in that directory. At the moment it can be used on the xibalba directory to create 'xibalba/xibalba.tsd', which can then be tested with test/t2d.c, providing the internal filename referenced is changed. At the moment the Data system does not properly deal with inventories so any inventory/equipment declaration is ignored.
kts
2013-12-21 02:38:08 -0800
0005a93d65Implemented Data system fully now (not integrated into ts engine itself yet). In the process added a new Table (hash table) system that matches keys to values. More information pertaining to that in data.h/data.c. Might switch over to a system wherein all Tiles are actually TileData structs (or contain TileData structs). This would increase the processing necessary, as values for properties must be acquired from a string instead of reading from a pre-defined struct, but it would increase the modularity immensely as there is no real limit on the amount of properties a Tile may contain (which will be most important once the interpreter is implemented and used for tile movement, collisions, etc.).
kts
2013-12-20 18:24:06 -0800
e2e015c76bAdded two folders: test/ and xibalba/. Contained within test/ are two test/devel-beds for two systems that will be integrated within ts. The first is script.c, which is the development program for the interpreter system - this interpreter system allows for the setting of variables (both local and global), the creation of new functions, and the definition of default in-game functions such as dice rolling and the like. The second file, t2d.c functions as a basic test utility for Tile Data loading and the like - it interprets a tileset/tile definition file into Data, TileDataSet, and TileData(s) respectively. These structs, as defined in data.c/.h, allow for reference to tiles by TID:ID or simply by name through the use of key=>value pairs. It is from these structs and their accompanying access functions that new Tiles will be created (perhaps later optimized through a basic Tile array that contains semi-populated Tile(s) that can be memcpy'd similar to the current system). Also added the xibalba/ sub-dir that will contain the various data for Xibalba (tile definitions, graphics, map creation, etc.), moving majority of what is in tiles/ into xibalba/.
kts
2013-12-17 17:08:37 -0800
b3a3831cd2Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like.
kts
2013-11-27 18:31:49 -0800
770ad240e2Updated Xcode to include parser.c/.h. Since it was not mentioned in last commit, parser.c/.h contains functions related to parsing slots, adding slots together, doing comparisons between slots, etc.. It is also where dice parsing and stat parsing will go as well.
kts
2013-11-26 16:08:13 -0800
ef59c0a365Equipping and unequipping items now fully implemented. Uses the player's slots and used_slots properties along with the target item's required slots property. used_slots+required_slots are checked against slots and if less than, used_slots is changed accordingly. Unequipping removes required_slots from used_slots. equipmentContext added for equipping/unequipping as well. interface/sdl.c changed so that the focused UI (being either inventory or equipment) is at a higher opacity than the unfocused UI.
kts
2013-11-26 16:02:04 -0800
375067aa8aAdded some equipment-related code, but it needs to be reworked entirely. Equipment should just be an instance of Inventory, not its own struct.
kts
2013-11-25 00:59:08 -0800
d368c1efd0Implemented the basic system for slots, stats, and damage wherein the type and amount of slots, stats, or die rolls are defined in their respective Tiles as a string. Although this has computational shortcomings due to parsing, it is the most flexible of all and forces no hard-coding on slot types or stat types. It can later be optimized, of course, as the size of each ItemTile, PlayerTile, and NpcTile has increased by at least 128 bytes. Note that some code is left-over from when the initial slot system was written using structs. Additionally, inventoryContext now handles up and down appropriately, and the inventory display has been improved. Along with the inventory display, an equipment surface is shown, although at the moment it lacks any equipment listing.
kts
2013-11-23 03:28:38 -0800
d10407fb38Added functions descriptions in various *.c files. Should be in the header files, but for me, having the comments with the code is far better (since it's all in-development). interface/sdl.c should likely be split into multiple files, as it handles netcode, basic graphics operations, user input, and drawing the various UI elements all in one file.
kts
2013-11-21 18:20:20 -0800
bd67818190Added tile_scale command that calls consoleScaleTiles(const char *string). This then converts the passed arguments of 'float x float y' (e.g., 'tile_scale 1.0 1.0' to scale to 1.0 times) to scaleTiles(float scale_x, float scale_y). If no argument is passed in the string, the default 2.0 scale is used. If the y property is not passed, the value of scale_x is used for scale_y.
kts
2013-11-17 17:05:55 -0800
4e6f983db8win32/64 uncovered out-of-bounds reading/writing for getpixel/putpixel in interface/sdl.c, so both functions now check if x/y is greater than or equal to 0 and less than or equal to the surface's width/height.
kts
2013-11-17 16:37:10 -0800
7e7a4bd2feAdded drawScaledSpriteOutline function that (basically) draws an outline of the given sprite from the passed spritesheet. Although this function could later be used for drawing items/players behind tall objects, it is only used to outline the selected item while in the inventory screen at the moment. The function produces many warnings during compile, but they will be fixed later. Most of the draw*Sprite* functions should be combined - that is to say, drawScaledSprite and drawSprite should likely be the same function that chooses which spritesheet to use via a passed flag.
kts
2013-11-17 16:02:49 -0800
81b566f9c8No real changes, only minor tweaks to the trasparency of the inventory UI.
kts
2013-11-16 23:23:43 -0800
2776c9a91cUpdated devcpp projects to use inventory.c and inventory.h - works ok.
kts
2013-11-16 16:22:43 -0800
6ad2ae9a5bNULL wasn't declared on non-xcode environment, so string.h was included (over stddef.h, as sprintf was required). Inventory window, such as it is, is created according to the max_slots/slots_per_row properties of the Inventory, thus adjusting for larger inventories. The current item's name is now shown at the center-bottom of the window. Dropping items is also tidier, as the inventory->selected property is adjusted if it is equal to count (i.e., the selected cursor is pushed back when the last item is removed so selected always corresponds to an existing item).
kts
2013-11-16 16:15:22 -0800
d50282effaWe now have a mostly working inventory system. Items can be picked up via ` and dropped using ` within the inventory. Currently using a new playerPickup() function, but it should be abstracted to a tilePickup(struct Tile *tile) function so that npcs, etc., can share in the fun.
kts
2013-11-16 04:38:42 -0800
4b7e0db3e0Added rudimentary Inventory display, however we must have some way to keep track of the selected item in inventory offset. Perhaps through a global variable or, if it must be done, through a new Inventory struct that contains pertinent information. It should likely be the latter, so the same system can be expanded to chests and the like. Also added the ITEM type in general.
kts
2013-11-16 02:15:03 -0800
57a1b46db4Created a new Spritesheet struct for loading and managing spritesheets - has two SDL_Surfaces, one scaled, the other original. Also has various properties related to scale size, columns in a row, etc.. Changed interfaceDraw() to use the new system. Also, the tile in front of the player is drawn at partial opacity if it is a WALL or a DOOR. Moved the position of the UI around.
kts
2013-11-15 18:19:54 -0800
981e0cd2f2Added SDL_image.framework as a framework to include in the produced app, thus allowing timesynk.app to run w/o dependencies.
kts
2013-11-15 14:00:26 -0800
81c3ea6fdcMoved a portion of the user messages (e.g., 'You open the %s.') to various #define MESSAGE_* in message.h. Also fixed the bug I never looked into where entries in consoleLog would read past the string into neighboring memory - this was due to using strlen(string) for the byte-length in memcpy, as strlen does not count the terminating character '\0'. Fixed by adding +1 to the return value of strlen
kts
2013-11-14 16:21:53 -0800
23455ccd5cTidied up interface/sdl.h somewhat. Fixed most of the compiler warnings from interface/sdl.c. Also touched up font_mini.png to make it a bit more readable.
kts
2013-11-14 15:15:42 -0800
8893eb35d4Did a hack to get transparency working on big endian systems - basically it grabs a portion of the pixel color value and uses that for alpha. This is terrible, but I did not want to waste time trying to figure out what was wrong, as it is more of a tertiary feature. Beyond that, added a new font_mini.png spritesheet that contains an 8x8 ASCII font. This is currently used in the new UI messages system, which is basically a window that is drawn over the map with the current in-games messages. At some point this will be split into two different categories, one from the PC perspective and the other from the player perspective (e.g., 'you bludgeon the nupi' - '4 damage (1d6+1)'). Also added a new Font struct that contains: int width, int height, SDL_Surface *spritesheet, float scale_x, float scale_y, and SDL_Surface *scaled_spritesheet. Helper function added of loadFontFromMemory(struct Font *font, unsigned char *memory, unsigned int length, int font_width, int font_height) - this creates a new SDL_Surface from the passed memory and sets the passed font's surface to it along with the width and height. Also added was a setFontScale(struct Font *font, float scale_x, float scale_y) - this calls interfaceScaleSurface on the font's spritesheet and sets scaled_spritesheet to point to that new surface. For the time being, the new font is used through interfaceDrawStringF and interfaceDrawCharF, two functions that closely match their normal counterparts, but instead use a passed font and its values for drawing. The normal draw char/string functions will likely be replaced with the new ones.
kts
2013-11-14 03:03:10 -0800
d7ad2c3bd6Added uiInit(), a function that creates ui_hotbar_surface, blits the appropriate ui.png sprites to it, then sets the opacity to 0.75. At the moment, ui.png must be in RGBA format due to my lack of knowledge on alpha blending, etc. - this shall be changed later for optimization. Added the SDL_SetOpacity(SDL_Surface *surface, double opacity) function that sets the alpha layer of the target surface to the desired amount. Along with this is the uiSetOpacity helper, which simply calls SDL_SetOpacity on ui_hotbar_surface. Also added uiSetScale which simply calls interfaceScaleSurface(SDL_Surface *surface, float x, float y) on ui_hotbar_surface. interfaceScaleSurface does a rough up/down-scale of the target surface - has not been thoroughly tested for bugs, so it has the potential to break.
kts
2013-11-12 02:41:32 -0800