1
0

Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Tycho Bickerstaff 2013-12-10 16:53:46 +00:00
commit 5d2311bcff
11 changed files with 165 additions and 94 deletions

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@ -6,12 +6,16 @@ keyboard
STR_Warrior
mgueydan
tigerw
bearbin
bearbin (Alexander Harkness)
Lapayo
rs2k
Duralex
mtilden
Luksor
marmot
marmot21
Sofapriester
mborland
SamJBarney
worktycho
Please add yourself to this list if you contribute to MCServer.

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@ -2,15 +2,15 @@
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@ -1,4 +1,4 @@
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@ -224,8 +224,6 @@
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@ -365,16 +363,15 @@
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@ -506,6 +503,7 @@
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@ -535,7 +533,7 @@
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@ -617,7 +615,6 @@
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@ -919,6 +916,7 @@
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@ -933,7 +931,6 @@
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@ -10,73 +10,73 @@
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@ -486,37 +486,34 @@
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@ -909,6 +906,9 @@
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@ -945,12 +945,6 @@
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@ -1471,28 +1465,28 @@
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@ -1624,6 +1618,9 @@
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@ -1660,14 +1657,8 @@
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@ -1688,7 +1679,7 @@
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@ -100,7 +100,7 @@
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@ -114,7 +114,7 @@
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@ -127,7 +127,7 @@
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@ -139,7 +139,7 @@
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@ -152,7 +152,7 @@
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@ -163,7 +163,6 @@
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@ -7,9 +7,6 @@
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@ -376,9 +376,8 @@ void cBlockHandler::DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX
MicroZ = a_BlockZ + 0.5;
// Add random offset second (this causes pickups to spawn inside blocks most times, it's a little buggy)
//MicroX += (int)(r1.randInt(16) + r1.randInt(16) - 16);
//MicroY += (int)(r1.randInt(16) + r1.randInt(16) - 16);
//MicroZ += (int)(r1.randInt(16) + r1.randInt(16) - 16);
MicroX += r1.rand(1) - 0.5;
MicroZ += r1.rand(1) - 0.5;
a_World->SpawnItemPickups(Pickups, MicroX, MicroY, MicroZ);
}

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@ -224,7 +224,14 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
ItemTypeToString(NewBlock).c_str()
);
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
m_World.BroadcastSoundEffect("random.fizz", a_RelX * 8, a_RelY * 8, a_RelZ * 8, 0.5f, 1.5f);
int BaseX = a_NearChunk->GetPosX() * cChunkDef::Width;
int BaseZ = a_NearChunk->GetPosZ() * cChunkDef::Width;
BaseX += a_RelX;
BaseZ += a_RelZ;
a_NearChunk->BroadcastSoundEffect("random.fizz", BaseX * 8, a_RelY * 8, BaseZ * 8, 0.5f, 1.5f);
return;
}
}
@ -238,7 +245,14 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
);
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
m_World.BroadcastSoundEffect("random.fizz", a_RelX * 8, a_RelY * 8, a_RelZ * 8, 0.5f, 1.5f);
int BaseX = a_NearChunk->GetPosX() * cChunkDef::Width;
int BaseZ = a_NearChunk->GetPosZ() * cChunkDef::Width;
BaseX += a_RelX;
BaseZ += a_RelZ;
a_NearChunk->BroadcastSoundEffect("random.fizz", BaseX * 8, a_RelY * 8, BaseZ * 8, 0.5f, 1.5f);
return;
}
}

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@ -285,7 +285,7 @@ void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_B
if (AreCoordsPowered(X, Y, Z))
{
// There was a match, torch goes off
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
return;
}
@ -335,7 +335,7 @@ void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_B
}
// Block torch on not powered, can be turned on again!
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
}
}
@ -420,6 +420,7 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
}
else
{
NIBBLETYPE MetaToSet = 0;
NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
int TimesMetaSmaller = 0, TimesFoundAWire = 0;
@ -439,7 +440,7 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
// >= to fix a bug where wires bordering each other with the same power level will appear (in terms of meta) to power each other, when they aren't actually in the powered list
if (SurroundMeta >= MyMeta)
{
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, SurroundMeta - 1);
MetaToSet = SurroundMeta - 1; // To improve performance
}
}
@ -459,6 +460,10 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0);
return; // No need to process block power sets because self not powered
}
else
{
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet);
}
SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath
}
@ -538,6 +543,37 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
{
if (!IsOn)
{
bool ShouldCreate = true;
// If repeater is not on already (and is POWERED), see if it is in repeater list, or has reached delay time
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
{
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
{
m_RepeatersDelayList.erase(itr);
ShouldCreate = false;
break; // Delay time reached, break straight out, and into the powering code
}
else
{
itr->a_ElapsedTicks++; // Increment elapsed ticks and quit
return;
}
}
}
if (ShouldCreate)
{
// Self not in list, add self to list
sRepeatersDelayList RC;
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1; // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
RC.a_ElapsedTicks = 0;
m_RepeatersDelayList.push_back(RC);
return;
}
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // Only set if not on; SetBlock otherwise server doesn't set it in time for SimulateChunk's invalidation
}
switch (a_Meta & 0x3) // We only want the direction (bottom) bits
@ -572,7 +608,32 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
{
if (IsOn)
{
m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
// If repeater is not off already (and is NOT POWERED), see if it is in repeater list, or has reached delay time
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
{
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
{
m_RepeatersDelayList.erase(itr);
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
return;
}
else
{
itr->a_ElapsedTicks++; // Increment elapsed ticks and quit
return;
}
}
}
// Self not in list, add self to list
sRepeatersDelayList RC;
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1;
RC.a_ElapsedTicks = 0;
m_RepeatersDelayList.push_back(RC);
return;
}
}
}

View File

@ -56,14 +56,23 @@ private:
Vector3i a_BlockPos;
bool WasLastStatePowered;
};
struct sRepeatersDelayList
{
Vector3i a_BlockPos;
short a_DelayTicks;
short a_ElapsedTicks;
};
typedef std::vector <sPoweredBlocks> PoweredBlocksList;
typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
PoweredBlocksList m_PoweredBlocks;
LinkedBlocksList m_LinkedPoweredBlocks;
SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
RepeatersDelayList m_RepeatersDelayList;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;

View File

@ -1588,7 +1588,7 @@ bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlock
void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed, bool IsPlayerCreated)
{
MTRand r1;
a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop
a_FlyAwaySpeed /= 100; // Pre-divide, so that we don't have to divide each time inside the loop
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
if (!IsValidItem(itr->m_ItemType))
@ -1597,9 +1597,9 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
continue;
}
float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
float SpeedY = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(10) - 5));
float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(50));
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(10) - 5));
cPickup * Pickup = new cPickup(
a_BlockX, a_BlockY, a_BlockZ,