This website requires JavaScript.
Explore
Help
Sign In
kts
/
timesynk
Watch
1
Star
0
Fork
You've already forked timesynk
0
Code
Issues
Pull Requests
Releases
Wiki
Activity
4e6f983db8
timesynk
/
interface
History
kts
4e6f983db8
win32/64 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.
2013-11-17 16:37:10 -08:00
..
curses.c
Added tile scaling via interfaceSetScale. This currently modifies the various spritesheet->Surface(s) loaded from tiles.c/pack_tiles, but they should modify live alternatives, so that changes always start from the original surfaces. Also created shading on the rock wall, created a new palisade wall, and also fixed/prettified the current doors.
2013-11-10 01:01:07 -08:00
curses.h
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.
2013-11-06 23:40:19 -08:00
sdl.c
win32/64 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.
2013-11-17 16:37:10 -08:00
sdl.h
Added 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.
2013-11-17 16:02:49 -08:00