In this new design a plugin consists of a folder with Lua files, this should enable plugin developers to keep things separate and have more overview.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@172 0a769ca7-a7f5-676a-18bf-c427514a06d6
Added checks whether flowers/mushrooms/saplings can be placed on surface
Added checks for cactus to see if it's allowed to be placed
Fluids now wash away certain items (flower, sapling, cactus)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@169 0a769ca7-a7f5-676a-18bf-c427514a06d6
Can now kick players through WebAdmin
Can now enable/disable whitelist through WebAdmin
Tick speed is limited in a better way now, instead of always sleeping 50ms before each tick, it now add only sleeps additional time when the tick time was faster than 50ms. Server should run slightly faster because of this (and use more cpu%)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@167 0a769ca7-a7f5-676a-18bf-c427514a06d6
Made some funky smart pointer things for chunks.
Fixed a bug where the client would override the player position on the server and back again, resulting in sending too many chunks to the client which it doesn't even need.
Fixed some compiler warnings in cPickup.cpp
git-svn-id: http://mc-server.googlecode.com/svn/trunk@164 0a769ca7-a7f5-676a-18bf-c427514a06d6
When there are players in the server, and a client connects as far as the handshake and then disconnects, the server crashed.
This is because there is no m_Player yet after the handshake, and the destructor uses m_Player without checking if it exists
git-svn-id: http://mc-server.googlecode.com/svn/trunk@163 0a769ca7-a7f5-676a-18bf-c427514a06d6
- Fixed various problems with the new creative inventory (Crafting, furnace, etc)
- Creative inventory will now be saved to disk, so you keep your creative inventory also for the next sessions
git-svn-id: http://mc-server.googlecode.com/svn/trunk@162 0a769ca7-a7f5-676a-18bf-c427514a06d6
Added some form of reference counting to cChunk to make sure it's not referenced when deleting it.
Right now it's only needed due to the generation of chunks in a separate thread and adding it to the spread light list in cWorld
git-svn-id: http://mc-server.googlecode.com/svn/trunk@161 0a769ca7-a7f5-676a-18bf-c427514a06d6
(Separation is not perfect yet, because maybe there are some mayor changes needed :D)
- implemented CreativeInventoryAction (was mistakenly called CreateInventoryAction)
-> Fixed meta data for creative selected blocks
->->Slabs/Steps are now placed correctly
- slabs can now be build to a double slab
- fixed a bug in the inventory which put items with different meta values in the same slot
git-svn-id: http://mc-server.googlecode.com/svn/trunk@160 0a769ca7-a7f5-676a-18bf-c427514a06d6
Players should not spawn in the ground anymore.
When an entity was added to cWorld twice (which shouldn't happen actually), the server would crash when the entity is destroyed, this should be fixed now.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@158 0a769ca7-a7f5-676a-18bf-c427514a06d6
- Beginnings of "Double Chest". All that's needed is detection when 2 chests get put next to each other, block other chests from then touching them on any side, load/save with the m_JoinedChest seeing each other and adding and making sure the left side is always the top rows.
I'm not sure exactly at this moment how to do all of the detection and saving/loading of the double chest stuff so if you've any ideas feel free to point out some areas in the server code or implement it yourself.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@154 0a769ca7-a7f5-676a-18bf-c427514a06d6
- The player no longer gets an empty bucket when in creative mode
- improved the simulators again (moved to std::list because this should be faster with so many objects) (But the water simulation still is very slow)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@153 0a769ca7-a7f5-676a-18bf-c427514a06d6
- Changed the Durationsystem for Items. cPlayer::UseEquippedItem calls cItem::DamageItem this function damages the item if it has a duration. (needed the duration also in another place so this saves code ;))
- added some other burning blocks
- the mobtypes for the settings.ini which i must have forgotten in the last commit
git-svn-id: http://mc-server.googlecode.com/svn/trunk@150 0a769ca7-a7f5-676a-18bf-c427514a06d6
Interesting to note, when you make a food item handled with health it gets rid of the eating animation, this seems backwards.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@143 0a769ca7-a7f5-676a-18bf-c427514a06d6
- Increased max interactions again, seems to be fine now for even the fastest clickers.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@142 0a769ca7-a7f5-676a-18bf-c427514a06d6
- added right monster health and attack strength
- refactored the Pawn/Monster/Player class a little bit
- changed some namings to fit the style
git-svn-id: http://mc-server.googlecode.com/svn/trunk@140 0a769ca7-a7f5-676a-18bf-c427514a06d6
'Fixed' a 'bug' where MCServer would seemingly endlessly calculate lighting for an entire world (and then crash), when this entire world has 'wrong' lighting. This happens when running a converted map from Vanilla. Fixed this by only allowing a maximum of 50 chunks to recalculate their lighting per tick.
Fixed a small coding error in cChunkMap where it would check PakVersion twice, instead of also ChunkVersion.
DeNotch converter does not need the VS2010 runtime thingies anymore
git-svn-id: http://mc-server.googlecode.com/svn/trunk@138 0a769ca7-a7f5-676a-18bf-c427514a06d6
Not sure what's up with the MC client, though. It doesn't seem to end up giving good results like the KA packet return is hanging and waiting for other things to process instead of being handled on its own to give a true result.
Feel free to update if there's any way to deliver truer results.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@133 0a769ca7-a7f5-676a-18bf-c427514a06d6
Updated makefile for Unix
I changed how the converter works, now you simply put the .exe in the folder you want to convert and run it, it'll output all the files in ./world
git-svn-id: http://mc-server.googlecode.com/svn/trunk@132 0a769ca7-a7f5-676a-18bf-c427514a06d6
-> Manager handles all ticks -> advantage: Much easier to add new simulators, because you only have to register them in the manager
- moved sand and gravel simulation to a Simulator-class (cSandSimulator)
- Made Squid a little bit more funny and realistic, because it dies now when it´s not in water
-Escaping mobs run now faster than normal (They just walked away before :D)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@125 0a769ca7-a7f5-676a-18bf-c427514a06d6