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Commit Graph

119 Commits

Author SHA1 Message Date
lapayo94@gmail.com
9f77572fb0 - improved Simulator system
-> 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
2011-12-26 20:57:12 +00:00
mtilden@gmail.com
c7fa610be3 - Linux compatible fixes including updated makefile
- Mersenne Twister still says uint32 but it's now signed for compatibility with random uses needing negative values
 - Server seed is sent to clients, but needs to be able to be signed long long later on for authentic reasons
 - Protocol Version is required to match to ensure client compatibility, this should probably have a settings.ini check as well as store the value there

git-svn-id: http://mc-server.googlecode.com/svn/trunk@121 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-12-26 09:09:47 +00:00
faketruth
537e1afcb1 Moved the actual world generation from cChunk.cpp to a more isolated file cWorldGenerator.cpp
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
2011-12-26 02:39:43 +00:00
faketruth
c35db25269 Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speed
git-svn-id: http://mc-server.googlecode.com/svn/trunk@115 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-12-26 02:13:40 +00:00
faketruth
2892a844d4 Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :O
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
2011-12-24 23:34:30 +00:00
lapayo94@gmail.com
24efa6f864 Digging leaves with shears now drops leaves
Falling Sand now notifies water around
Implemented Function to get the relative chunk position in the total position (cChunk::PositionToWorldPosition)
Pistons don´t drop water and lava items anymore when stopping water/lava
implemented Getter for lava and water simulator
IsBlockWater and IsBlockLava function in Defines.h




git-svn-id: http://mc-server.googlecode.com/svn/trunk@97 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-12-22 21:36:24 +00:00
admin@omencraft.com
3ea286fef8 Changed chunk generation so any surface sand with air underneath it will turn into sandstone to prevent most sand cave-ins due to odd cave placement.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@93 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-15 00:39:01 +00:00
admin@omencraft.com
581165bb58 Fixed doors. I forgot to actually return proper Hex value. Started work on adding farmland, farming, and leaf decay support.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@86 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-10 03:35:46 +00:00
admin@omencraft.com
744c0187ba Redstone clocks now work. even one clocks. torches don't update themselves when placed yet, but redstone wire updates the torch. Fixed a bug with piston animations.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@80 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-09 01:31:19 +00:00
admin@omencraft.com
0c3eda9b17 Fixed bug in cChunk.cpp not calculating RedstoneCircuits at the correct positions. Also, forgot to mention you can now place colored wool.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@75 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-07 23:09:03 +00:00
admin@omencraft.com
a9e02cf8fa Updated redstone and pistons some mode. If you break an extended piston the piston extension will now also break. When a redstone device is broken by something other than a person the redstone circuit should now update.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@74 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-07 22:59:29 +00:00
admin@omencraft.com
36f7084e3f Patch with diff file created by Sebi (implemented some stuff like lava physics, drops are deleted when in lava, water is now slower, lava gives actual damage etc.). Pistons now work mostly as they should. They do not yet show the motion animation and do not emit sound. They do extend, push, and retract as they should though. Right now the only way to activate a piston is to light redstone wire adjacent to it with a redstone torch.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@67 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-06 09:23:20 +00:00
admin@omencraft.com
7fe70356b9 Change SetBlock to FastSetBlock in cRedstone.cpp and grass will now grow if any one hit block is above it.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@65 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-05 19:31:25 +00:00
faketruth
dada2bea27 Fixed some "Entity was not found in any chunk!" warnings
Player's current world is saved in the player file. When a player joins the server, the player joins the last world he was in.
It seems MCServer can finally run multiple worlds! It just needs functionality to switch between them

git-svn-id: http://mc-server.googlecode.com/svn/trunk@46 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-02 20:19:57 +00:00
admin@omencraft.com
bf2806dcb8 fixed player spawning in the ground.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@42 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-01 22:27:09 +00:00
faketruth
e2f1cf51c7 Prepared some parts of the code for multi world support, I created lots of TODO's
git-svn-id: http://mc-server.googlecode.com/svn/trunk@29 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-31 00:52:20 +00:00
faketruth
625c30d8bd Using SSE instructions for noise (terrain generation)
Unfortunately the noise functions is only like 7% faster, so you won't even notice

git-svn-id: http://mc-server.googlecode.com/svn/trunk@9 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-25 18:57:38 +00:00
faketruth
c7b4b9f819 Compiles for linux
git-svn-id: http://mc-server.googlecode.com/svn/trunk@6 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-21 21:25:29 +00:00
faketruth
386d58b586 MCServer c++ source files
git-svn-id: http://mc-server.googlecode.com/svn/trunk@3 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-03 18:41:19 +00:00