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kts b3f50776e8 Lots 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. 2014-02-22 00:20:44 -08:00
devcpp data.c/.h added to devcpp project. Tile editor runs fine on win32/64. 2014-01-21 00:15:02 -08:00
engine Lots 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. 2014-02-22 00:20:44 -08:00
interface Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like. 2013-11-27 18:31:49 -08:00
net
test Much 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. 2014-01-17 04:03:10 -08:00
tile_editor I 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. 2014-01-20 17:00:40 -08:00
tiles Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like. 2013-11-27 18:31:49 -08:00
tools Lots 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. 2014-02-22 00:20:44 -08:00
xcode The 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. 2014-01-20 06:46:32 -08:00
xibalba After 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. 2014-01-20 02:21:15 -08:00
.DS_Store
COMPILING.txt
Makefile Lots 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. 2014-02-22 00:20:44 -08:00
NOTES
common.h
console.c Implemented 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. 2013-11-23 03:28:38 -08:00
console.h
context.c Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like. 2013-11-27 18:31:49 -08:00
context.h Equipping 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. 2013-11-26 16:02:04 -08:00
controller.h
data.c The 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. 2014-01-20 06:46:32 -08:00
data.h The 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. 2014-01-20 06:46:32 -08:00
display.h
game.c Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like. 2013-11-27 18:31:49 -08:00
game.h
helper.c
helper.h
inventory.c Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like. 2013-11-27 18:31:49 -08:00
inventory.h Equipping 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. 2013-11-26 16:02:04 -08:00
main.c Implemented 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. 2013-11-23 03:28:38 -08:00
main.h 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
map.c Implemented 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. 2013-11-23 03:28:38 -08:00
map.h
message.c NULL 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). 2013-11-16 16:15:22 -08:00
message.h Equipping 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. 2013-11-26 16:02:04 -08:00
npc.c Added 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. 2013-11-21 18:20:20 -08:00
npc.h
pack_data.c Much 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. 2014-01-17 04:03:10 -08:00
pack_tiles.c Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like. 2013-11-27 18:31:49 -08:00
parser.c Equipping 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. 2013-11-26 16:02:04 -08:00
parser.h Equipping 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. 2013-11-26 16:02:04 -08:00
player.c Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like. 2013-11-27 18:31:49 -08:00
player.h NULL 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). 2013-11-16 16:15:22 -08:00
stubs.h 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
tags Updated 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. 2013-11-26 16:08:13 -08:00
tile.c Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like. 2013-11-27 18:31:49 -08:00
tile.h Added EquipTile/EQUIP. This distinguishes equipable items such as weapons, armour, rings, etc., from non-equipables such as keys and the like. 2013-11-27 18:31:49 -08:00
wall.c Added some equipment-related code, but it needs to be reworked entirely. Equipment should just be an instance of Inventory, not its own struct. 2013-11-25 00:59:08 -08:00
wall.h Added some equipment-related code, but it needs to be reworked entirely. Equipment should just be an instance of Inventory, not its own struct. 2013-11-25 00:59:08 -08:00