cChunk fix - setting a block to the same value doesn't mark chunk dirty (resulted in un-unloadable chunks)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@279 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
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
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
- 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
'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
-> 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
- 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
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
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
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
Players are now stored in separate folder /players instead of in the world folder (!so move the folder!)
Fixed a memory leak/error in cPickup.cpp
Multiple worlds are stored in cRoot
cClientHandle lists are taken out of cWorld and now stored in cServer
Worlds now have names to distinguish them by
Some functions in the Core plugin now distinguish between worlds
git-svn-id: http://mc-server.googlecode.com/svn/trunk@40 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