devcpp
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Both SDL and curses clients work on WIN32/64. The SDL client is fully working, as is expected, but the gameLoop timer/signal system does not work. The code is in place via preprocessor conditions but it would require a fake window to be created so the messaging system can be used.
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2013-11-04 11:59:49 -08:00 |
interface
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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 |
net
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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 |
tiles
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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 |
xcode
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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 |
.DS_Store
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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 |
COMPILING.txt
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Modified the devcpp projects to incorporate the many changes that have occurred since the last devcpp update. Also had to initialize the next and prev properties of Tiles created by newTile, as the generated executable segfaulted due to non-initialized pointers.
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2013-10-19 23:28:31 -07:00 |
Makefile
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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 |
NOTES
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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 |
common.h
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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 |
console.c
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Due to various errors on windows, along with much rage, it was decided that it is far more sensible for consoleGetCommand to simply return command[0] as the command string and command[1] as the remainder, leaving the task of distinguishing one argument from another to the function that consoleProcessCommand passes it to. This is, of course, up for remodeling in the future (possibly by using a variable amount of arguments such as in printf), but for now it'll do. Also added C preprocessor conditions for strndup to allow on Win*.
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2013-10-23 21:05:29 -07:00 |
console.h
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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 |
context.c
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Due to various errors on windows, along with much rage, it was decided that it is far more sensible for consoleGetCommand to simply return command[0] as the command string and command[1] as the remainder, leaving the task of distinguishing one argument from another to the function that consoleProcessCommand passes it to. This is, of course, up for remodeling in the future (possibly by using a variable amount of arguments such as in printf), but for now it'll do. Also added C preprocessor conditions for strndup to allow on Win*.
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2013-10-23 21:05:29 -07:00 |
context.h
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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 |
controller.h
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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 |
display.h
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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 |
game.c
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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 |
game.h
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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 |
helper.c
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Due to various errors on windows, along with much rage, it was decided that it is far more sensible for consoleGetCommand to simply return command[0] as the command string and command[1] as the remainder, leaving the task of distinguishing one argument from another to the function that consoleProcessCommand passes it to. This is, of course, up for remodeling in the future (possibly by using a variable amount of arguments such as in printf), but for now it'll do. Also added C preprocessor conditions for strndup to allow on Win*.
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2013-10-23 21:05:29 -07:00 |
helper.h
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Due to various errors on windows, along with much rage, it was decided that it is far more sensible for consoleGetCommand to simply return command[0] as the command string and command[1] as the remainder, leaving the task of distinguishing one argument from another to the function that consoleProcessCommand passes it to. This is, of course, up for remodeling in the future (possibly by using a variable amount of arguments such as in printf), but for now it'll do. Also added C preprocessor conditions for strndup to allow on Win*.
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2013-10-23 21:05:29 -07:00 |
main.c
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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 |
main.h
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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 |
map.c
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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 |
map.h
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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 |
message.c
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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 |
message.h
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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 |
npc.c
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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 |
npc.h
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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 |
pack_tiles.c
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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 |
player.c
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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 |
player.h
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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 |
stubs.h
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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 |
tile.c
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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 |
tile.h
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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 |
wall.c
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Renamed binary_to_c to pack_tiles and made it convert tiles/*.png to various char arrays in tiles/tiles.c and tiles/tiles.h. Added fully functional graphical tiles to the SDL client by using the tile's id and tid to point to the appropriate arrays in tiles.c/tiles.h. Also added proper displaying of multiple tiles on a tile chain, tile movement via gameMoveTile, tile line drawing via drawLine, along with other touch-ups
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2013-10-15 18:54:23 -07:00 |
wall.h
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Renamed binary_to_c to pack_tiles and made it convert tiles/*.png to various char arrays in tiles/tiles.c and tiles/tiles.h. Added fully functional graphical tiles to the SDL client by using the tile's id and tid to point to the appropriate arrays in tiles.c/tiles.h. Also added proper displaying of multiple tiles on a tile chain, tile movement via gameMoveTile, tile line drawing via drawLine, along with other touch-ups
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2013-10-15 18:54:23 -07:00 |