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2012-06-16Exported cWorld::ForEachEntity and cWorld::ForEachEntityInChunk; no idea if they actually workmadmaxoft@gmail.com1-0/+4
2012-06-14Attempt to bring sanity to newlines across systems.cedeel@gmail.com1-281/+281
2012-06-09Cacti grow by themselves and by bonemealmadmaxoft@gmail.com1-0/+3
2012-06-08Sugarcane grows and can be grown using bonemeal.madmaxoft@gmail.com1-0/+3
2012-06-07Bonemeal works on crops, melons, pumpkins, saplings and grass. Plant growing has been refactored into separate functions callable from Lua, too.madmaxoft@gmail.com1-0/+3
2012-06-07Repeaters' delays can be set by rclkmadmaxoft@gmail.com1-0/+1
2012-06-06Item-dropping code rewritten and centralized - now there's only one place to modify if we want to split or merge same-item drops: cWorld:SpawnItemPickups(). Also, mined blocks can now drop more items, and they recognize if they're being mined by the correct tool.madmaxoft@gmail.com1-2/+2
2012-05-30Added support for SetNextBlockTick() function callable from Luamadmaxoft@gmail.com1-0/+3
2012-05-29Added code for the chunks to manipulate their neighbors while ticking. Also added some basic farming support - melon and pumpkin growing code. Untested and untestable so far, will test and fix later.madmaxoft@gmail.com1-2/+10
2012-05-25Merged the composable_generator branch into the trunkmadmaxoft@gmail.com1-14/+39
2012-04-10Added the "/regeneratechunk" command that regenerates either current chunk or a chunk specified with x, z parameters. TODO: permissions - we don't want guests erasing our chunks!madmaxoft@gmail.com1-0/+3
2012-03-22Fixed a deadlock by removing clients from all chunks upon their exit, not using the clients chunklists.madmaxoft@gmail.com1-2/+4
2012-03-16Exposed a function to Lua to get a block's sky light valuefaketruth1-0/+1
2012-03-14Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com1-46/+48
2012-03-09cClientHandles have a unique ID now to distinguish themfaketruth1-1/+1
2012-03-05ChunkSender: Chunks are now compressed and sent to clients from a separate threads, proper passive waiting between threads. Not much tested, just appears to work :)madmaxoft@gmail.com1-3/+6
2012-03-03Got rid of some hardcoded numbers, now using hardcoded variables! woofaketruth1-6/+6
2012-02-28Chunk now has an indicator of load failure; Chunk generator uses cChunkStaymadmaxoft@gmail.com1-0/+3
2012-02-28Implemented synchronous chunk loading; optimized cChunkStay interface for speed (though still unused ;)madmaxoft@gmail.com1-6/+22
2012-02-28Const-correctness for packet broadcasting (fixes GCC compilation)madmaxoft@gmail.com1-2/+2
2012-02-26New cChunkStay class for temporarily keeping chunks loaded even when then have no clients. For now unused, will be used by generator and lighting in the future.madmaxoft@gmail.com1-0/+30
2012-02-23Plain pointer cChunkPtr finishing touches; removed cChunk's critical sectionsmadmaxoft@gmail.com1-0/+1
2012-02-21Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com1-4/+18
2012-02-21Fixed heightmap optimization from rev 302; removed a few more cChunkPtrsmadmaxoft@gmail.com1-0/+9
2012-02-21Fixed block-getting so that simulators work againmadmaxoft@gmail.com1-0/+2
2012-02-20Removed some more cChunkPtr usagemadmaxoft@gmail.com1-1/+16
2012-02-18Substantial cWorld::FastSetBlock() speed up by queueing all such calls and processing them later chunk-wise (makes growing trees in the generator fast again)madmaxoft@gmail.com1-0/+1
2012-02-18Re-implemented tree-growing. May produce artefacts on old-world / new-world boundaries.madmaxoft@gmail.com1-0/+1
2012-02-18Thread-safe chunk generation, storage and generator are queried for progress while initializing servermadmaxoft@gmail.com1-9/+12
2012-02-17Chunk coords mostly "upgraded" to include the Y coord for future compatibilitymadmaxoft@gmail.com1-9/+3
2012-02-16cWorldGenerator speedup - doesn't call GetChunk() anymore, not queueing the chunk it's generating to be loaded recursively.madmaxoft@gmail.com1-7/+8
2012-02-16Chunk is now marked as dirty; saving only dirty chunks; rewritten load / save not to use cChunkPtr; set VC2008 project to level4 warnings; block entities are now loaded and saved properlymadmaxoft@gmail.com1-2/+10
2012-02-16Chunks are properly saved before being unloaded nowfaketruth1-1/+8
2012-02-15Restored chest and furnace functionality as it was (it's basically working but joined chests show single-chest window)madmaxoft@gmail.com1-1/+34
2012-02-14Slight cleanup - removed old code, some additional comments on dangerous functionsmadmaxoft@gmail.com1-2/+2
2012-02-13Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.madmaxoft@gmail.com1-48/+41
2012-02-08Removed unused codemadmaxoft@gmail.com1-1/+0
2012-02-08MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)madmaxoft@gmail.com1-1/+18
2012-01-30Initial cFile implementation (using stdio FILE) and test in cChunkMapmadmaxoft@gmail.com1-2/+3
2012-01-29Old code begone! ChunkMap cleanupmadmaxoft@gmail.com1-22/+1
2012-01-01Fixed the numchunks console command.faketruth1-0/+2
2011-12-25Chunks 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 :Ofaketruth1-0/+2
2011-10-31Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth1-1/+3
2011-10-29Added denotch map converter. Program currently reads the only mcr file in the region dir and writes the uncompressed chunk data in world/X0-Z0.pak. I compile in linux with "g++ cConvert.cpp -lz -o denotch"admin@omencraft.com1-1/+1
2011-10-03MCServer c++ source filesfaketruth1-0/+91