- 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
-> 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
New generators should inherit cWorldGenerator and implement their own generation algorithms
git-svn-id: http://mc-server.googlecode.com/svn/trunk@117 0a769ca7-a7f5-676a-18bf-c427514a06d6
- Added xC9 PlayerListItem packet and added code for player names to be added and removed from the scoreboard (need a catch-all for client disconnects: crashes, timeouts, etc)
- Changed wid wording to a_WindowType
git-svn-id: http://mc-server.googlecode.com/svn/trunk@113 0a769ca7-a7f5-676a-18bf-c427514a06d6
Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues.
Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage()
Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
- Server compatible with the weapons and equip again. (Some Packets were incompatible)
- fixed bucket bugs (not all)
- Fixed clients getting crashed by wrong Pickups
- fixed nearly all mob drops. (Check wheather they are burning is missing Big Grin)
- maybe some other things I can´t recall atm Big Grin
git-svn-id: http://mc-server.googlecode.com/svn/trunk@94 0a769ca7-a7f5-676a-18bf-c427514a06d6
cFileFormatUpdate will loop through old files and convert them to new files (should replace legacy old format loading code)
cItem has two new functions to load from Json and output Json, this will keep the items in Json standard
ChestEntity and FurnaceEntity use the new functions in cItem
git-svn-id: http://mc-server.googlecode.com/svn/trunk@35 0a769ca7-a7f5-676a-18bf-c427514a06d6
Added printing for Byte array tags (the length is incorrect though)
Structured the tags enums a bit more
In cConvert.cpp the correct compounds are opened before accessing data
Added VS2010 project so the converter can be compiled through VS2010
git-svn-id: http://mc-server.googlecode.com/svn/trunk@27 0a769ca7-a7f5-676a-18bf-c427514a06d6
Made monster spawning code in cWorld.cpp a bit more compact and readable
srand() is only supposed to be called once in the whole program, and it's already called in the constructor of cWorld so it doesn't have to be in cWorld::Tick()
git-svn-id: http://mc-server.googlecode.com/svn/trunk@14 0a769ca7-a7f5-676a-18bf-c427514a06d6