| Commit message (Collapse) | Author | Files | Lines |
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* Allow villagers to pickup items
* Add farmer villager harvesting
* Use of auto keyword
* Using for loop to check adjacent crops
* Show particules when farmer harvest
* Fix area comment
* Move constants to header file
* Removing unnecessary semicolon
* Initialization of CropBlockType variable
* Apply 12xx12 suggestion
* Fixing area constant size
* Refactor bounding box calculation, use vectors.
* Add Api documentation
* Update lua docs
* Rework farmer ai
* Fixing lua docs notes
* Add missing capitalisation
* Add villagers inventory save
* Fixing loading entities from disk inconsistencies
* Add farmer harvest animation
* Fix beetroots grow state
Co-authored-by: Alexander Harkness <me@bearbin.net>
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* Protocol: update Abilities flags
+ Add Spectator handling
* BioGen: move <iostream> include
* ClientHandle: rename Respawn packet dimension check flag
* Make it clearer what it's doing.
* ClientHandle: move ProcessProtocolIn calls to World
* Player: remove some redundant initialisation
* Player: UpdateCapabilities enables flight for spectators
* Produce growth: improve comments
* ClientHandle: run unload checks using delta time
* Fix forgotten initialisation of time member
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* World: change spawnpoint type to int
As Vanilla does.
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* Change cWorld::m_Players to a vector
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* Move item placement into item handlers
+ Add appropriate CanBeAt checks in cPlayer::PlaceBlocks, into which all placement handlers call.
* Partly addresses #5157
* Fixes #4878
* Fixes #2919
* Fixes #4629
* Fixes #4239
* Fixes #4849
Co-authored-by: changyong guo <guo1487@163.com>
Co-authored-by: Xotheus <shady3300@outlook.com>
Co-authored-by: Krist Pregracke <krist@tiger-scm.com>
* Review fixes
* Update APIDesc.lua
* Rename
Co-authored-by: changyong guo <guo1487@163.com>
Co-authored-by: Xotheus <shady3300@outlook.com>
Co-authored-by: Krist Pregracke <krist@tiger-scm.com>
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Yak shave: make more things use cTickTime. Fix a couple of incorrect modulo-on-millisecond-value by making them use WorldTickAge.
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+ DoWith calls now broadcast the block entity and mark the chunk dirty
+ Add block entity change queue to synchronise BE updates with block updates
* Fixed a few incorrect assertions about BE type
- Remove manual overloads
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* Partially reverts 01a4e696b
* Unify thread names
- Remove use of GetThreadId API
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* Change TimeOfDay to WorldDate
* Do not wrap at 20 minutes, continue incrementing
* Fixes #4737
* Fixes #5159
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* Use the batch update feature of the packet.
* Lengthen interval between time and ping update packets (ref. http://github.com/cuberite/cuberite/issues/4082#issuecomment-348675321).
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* Fixes #5144
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* Rename ChunkData Creatable test
* Add missing Y-check in RedstoneWireHandler
* Remove ChunkDef.h dependency in Scoreboard
* Prepare ChunkData for BlockState storage
+ Split chunk block, meta, block & sky light storage
+ Load the height map from disk
- Reduce duplicated code in ChunkData
- Remove saving MCSBiomes, there aren't any
- Remove the allocation pool, ref #4315, #3864
* fixed build
* fixed test
* fixed the debug compile
Co-authored-by: 12xx12 <44411062+12xx12@users.noreply.github.com>
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Use the standard NDEBUG.
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+ A cPlayer, once created, has a strong pointer to the cClientHandle. The player ticks the clienthandle. If he finds the handle destroyed, he destroys himself in turn. Nothing else can kill the player.
* The client handle has a pointer to the player. Once a player is created, the client handle never outlasts the player, nor does it manage the player's lifetime. The pointer is always safe to use after FinishAuthenticate, which is also the point where cProtocol is put into the Game state that allows player manipulation.
+ Entities are once again never lost by constructing a chunk when they try to move into one that doesn't exist.
* Fixed a forgotten Super invocation in cPlayer::OnRemoveFromWorld.
* Fix SaveToDisk usage in destructor by only saving things cPlayer owns, instead of accessing cWorld.
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* Hopefully fixes #5094
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- Remove leftover SendPlayerMoveLook from #1500
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Loaded entities are directly moved into the chunk data, instead of having to go through cWorld, as if they were just spawned. This avoid dirtying the chunk.
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* Turn off global-constructors warning. These are needed to implement cRoot signal handler functionality
* Add Clang flags based on version lookup instead of a compile test. The CMake config process is single threaded and slow enough already
* Reduced GetStackValue verbosity
+ Clarify EnchantmentLevel, StayCount, AlwaysTicked, ViewDistance signedness
+ Give SettingsRepositoryInterface a move constructor to simplify main.cpp code
- Remove do {} while (false) construction in redstone handler
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* Some const and inheritance correctness
* Devirtualise SendBlockTo(Vector3i)
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
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* [FIX] Add correct implementation of seed drops.
> Official percentage of drops has been implemented
* Fix C++ conventions
* Change "Vals" variable to "m_Vals"
* [FIX] Add correct implementation of Carrots, Potatoes, Wheat & Beetroots seed
* Add Fortune support with crops
Add fortune support with Wheat, Carrots, Potatoes & Beetroots seeds
* [FIX] Right-clicking on a grown Beetroot in survival consume 2 bone meals
Fix #4805
* Add documentation for "cWorld::IsFullGrownPlantAt" method
* Fix dispenser that full grown a plant
> Change methods cItemDyeHandler::FertilizePlant & cItemDyeHandler::growPlantsAround to static
* Display particle even if tree doesn't grow
* When right-clicking on a full grown melon / pumpkin seed, no longer produce a melon / pumpkin
Before this commit, when you right-click on a melon or a pumpkin seed, a melon / pumpkin block spawned.
With this commit, it no longer spawns
* [FIX] Do not create melon / pumpkin block when right-clicking with a bone meal
This fix will prevent the creation of a melon / pumpkin block when you right-click with a bone meal on a melon / pumpkin plant
- It just detect if the plant is full grown. if yes, the method "Grow" is not called
- Remove IsFullGrownPlant
Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
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* Fixes #4990
Co-authored-by: 12xx12 <12xx12100@gmail.com>
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+ Make TNT drop pickups, change a few comments.
+ Give each ray random intensity, instead of each explosion.
* Use direction instead of destination, rewrite for pairs of edges.
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Co-authored-by: 12xx12 <12xx12100@gmail.com>
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
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* Fix cmake not adding Werror on clang, and _lots_ of warnings
* WIP: Build fixes
* Cannot make intermediate blockhandler instance
* Tiger's changes
* Fix BitIndex check
* Handle invalid NextState values in cMultiVersionProtocol
Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
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- Remove improper accesses in cChunk destructor
* Fixes #4894
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* BlockHandler initialisation is a constant expression
If we can't make it all namespaces, this is the next best I guess.
+ Tag handlers constexpr, const as needed
+ Inherit constructors
* Privatise handler functions
* More constexpr
Co-authored-by: Alexander Harkness <me@bearbin.net>
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* Reduces confusion when using overloaded operator< and priority_queue
Co-authored-by: peterbell10 <peterbell10@live.co.uk>
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* TNT: Implement tracing algorithm
+ Add intensity tracing
* Fix iterating over all players to SendExplosion, even those not in range
* Implemented TNT entity interaction
* Fixed misaligned destruction tracing
* Finalise TNT algorithm
- Remove BlockArea and just use chunks
Using SetBlock makes it so that we can update everything properly, and does appear to be faster.
* BlockInfo learns about explosion attentuation
* Rename Explodinator parameters
* TNT: pull block destruction into common function
Co-authored-by: Alexander Harkness <me@bearbin.net>
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+ Always make a chunk for the player to go into
* Fixes #4847
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- MoveEntityToNewChunk, AddEntity can fail. Ensure we handle these cases correctly
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- Remove TouchChunk
- Remove unused bool return value in GenerateChunk
- Remove ShouldGenerateIfLoadFailed
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Partially reverts #3129, whose addition of these parameters was superseded by #3149 that fixed generated leaves' metas.
References:
https://github.com/cuberite/cuberite/pull/4417#discussion_r334950513
e0bcd754009f16480437b2c1fa5e7fbedab31496
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* Pistons/Ice no longer need to FastSetBlock first (#4600), and the former don't drop items when broken in creative
- Begin migration away from stationary fluids
* Tick the chunk after applying a client's changed
* Broadcast pending blocks at the end of a tick
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* Call OnPlaced/OnBroken in PlaceBlock/DigBlock
- Remove unused Placing/Breaking handlers
* Have the blockhandler's Check handle neighbour updating, instead of QueueTickBlockNeighbors
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* WakeUp is for singular changes (block breaking for example). The simulator should check blocks around the position and discover other affected blocks as it sees fit
* AddBlock is for when you know a whole area is to be updated; chunk loading, or area wakeups for example
+ Prepares for correct handling of destroyed blocks after removal of SolidBlockHandler in the redstone simulator
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* cWorld * -> cWorld
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* Avoid inefficient AString -> c_str() -> AString round trip
* Avoid redundant string init expressions
* Avoid unnecessary return, continue, etc.
* Add .clang-format to help with clang-tidy fix-its
* Avoid unnecessary passing by value
* Avoid unnecessary local copying
* Avoid copying in range-for loops
* Avoid over-complicated boolean expressions
* Some violations missed by my local clang-tidy
* Allow unnecessary continue statements
* Add brackets
* Another expression missed locally
* Move BindingsProcessor call into clang-tidy.sh and add space
* Fix pushd not found error
* Different grouping of CheckBlockInteractionRate
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Refactored all cBlockHandler and cItemHandler descendants to use Vector3.
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* cBlockHandler.OnUpdate uses Vector3 params.
Also slightly changed how block ticking works.
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* Don't set entity world twice
* Call HookSpawnedEntity when the entity actually spawned
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* Falling blocks can now be spawned at any position.
* Added a /cake command to Debuggers that throws a cake in a nice slow arc.
* Fixed regular falling blocks.
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The BlockID.h file was removed from Globals.h and renamed to BlockType.h (main change)
The BlockInfo.h file was removed from Globals.h (main change)
The ENUM_BLOCK_ID and ENUM_ITEM_ID enum names were replaced with ENUM_BLOCK_TYPE and ENUM_ITEM_TYPE (cosmetics)
The various enums, such as eDimension, eDamageType and eExplosionSource were moved from BlockType.h to Defines.h, together with the helper functions for converting between them and strings (StringToDimension et al.) (minor)
Many inline functions were moved from headers to their respective cpp files, so that BlockType.h could be included only into the cpp file, rather than the header.
That broke our tests a bit, since they pick bits and pieces out of the main code and provide stubs for the rest; they had to be re-stubbed and re-verified.
eMonsterType values are no longer tied to E_ITEM_SPAWN_EGG_META_* values
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* Lock hopper when powered by redstone
* Add to manual bindings
* Add hopper API documentation
Co-authored-by: Mat <mail@mathias.is>
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* Fix nether mob spawning
* Remove zombie from nether mobs
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Pickups are now thrown around when spawned, like in vanilla. Pickups also bail out of the collision detection checks while being created, to prevent them from blasting too far off in e.g. cobblestone generators.
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* TNT position fixes
* Don't add offset to explosion spawn coords
* Don't make other entities push TNT
* Correct initial TNT speed
* Fix typo
* Improvements
* Revert unwanted change
* Style fixes
* Update format
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* Stabilise MoveToWorld
* Fix comments and deprecate ScheduleMoveToWorld
* Enhanced thread safety for m_WorldChangeInfo
* Return unique_ptr from cAtomicUniquePtr::exchange
* cWorld now calls entity cEntity::OnAddToWorld and cEntity::OnRemoveFromWorld.
Allows broadcasting entities added to the world from the world's tick thread.
This also factors out some common code from cEntity::DoMoveToWorld and cEntity::Initialize.
As a consequence, cEntity::Destroy(false) (i.e. Destroying the entity without broadcasting) is impossible.
This isn't used anywhere in Cuberite so it's now deprecated.
* Update entity position after removing it from the world.
Fixes broadcasts being sent to the wrong chunk.
* Fix style
* cEntity: Update LastSentPosition when sending spawn packet
* Add Wno-deprecated-declarations to the lua bindings
* Kill uses of ScheduleMoveToWorld
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Removed dependency on cChunkDataCallback.
Moved all the serializing code into a worker class.
Changed the serialization into a single-call action.
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The generator now only takes care of servicing synchronous "GetChunk(X, Y)" and "GetBiomes(X, Y)" requests.
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* Vector3: Add custom fmt compatible formatter.
* cLuaState: Add fmt version of ApiParamError
* Use vector formatting in manual bindings
* Always log vectors with FLOG
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* Replace cWorld::FindClosesPlayer with cWorld::DoWithClosestPlayer
* Implement experience reward splitting into the orb sizes used in vanilla
* Modified speed calculation in cExpOrb::Tick to make the orbs fly towards the player
Fixes #4216
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Ref: https://github.com/cuberite/cuberite/pull/4264#discussion_r204769193
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Add check for number of empty lines between functions and fix the corresponding failures
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* Move Broadcast functions from cChunkMap to cBroadcaster
- Remove cBroadcastInterface in favour of cBroadcaster.
- cChunk: Remove broadcast functions.
* resurect broadcast interface
* Absorb cBroadcaster into cWorld.
Removes the need for forwarding the function calls.
* Improve const-correctness
* Use Int8 instead of char
+ Comment `ForClients` functions
* Improve comments
* Broadcaster: Rename ForClients functions
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1. Base knockback on an entity's bounding box intersection with the explosion
2. Armor blast protection reduces knockback
3. Don't apply knockback to players flying in creative mode
Fixes #4139
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Should also fix dogs not despawning
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* Fixes a number of "<function>: not all control paths return a value" warnings on MSVC.
* Introduces the UNREACHABLE global macro and uses it instead of conditionally compiled switch defaults.
* Move cNBTParseErrorCategory from FastNBT.h into FastNBT.cpp to prevent bad calls to message()
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* Uses vanilla logic to decide which blocks rain falls through.
* Rain falls infinitely above the world, and stops at y=0.
* Entities will now be extinguished if they are under rain-blocking
blocks, and fire will now be extinguished by rain similarly.
* Create IsWeatherWetAtXYZ to identify wetness at a particular location.
* Use new code for enderman rain detection.
* Fixes issue #916
* Disable warnings for global constructors in the fire simulator.
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Prevents nullptr dereferences before Start has been called.
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Start now does nothing more than launch the world's threads.
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* Made BroadcastSoundEffect take vector parameters.
* Added docs for new vectored methods
* Removed old code
* Fixed lua warnings
* Made old BroadcastSoundEffect not an override.
* m_Block to m_BlockPos, used Vector3d constructor where prettier.
* a_Block to a_BlockPos
* Changed thunderbolt a_Block to a_BlockPos
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* Add cWorld::RemoveEntity and use in cEntity
* cEntity: Remove uneeded asserts from Destroy and DoMoveToWorld
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This reverts commit 496c337cdfa593654018c171f6a74c28272265b5.
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* Fixes deadlock when cWorld::AddEntity is called while holding chunk map CS.
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* Added bed entity
* Export cBedEntity to lua
* Set color of bed through item damage value
* Added bed entity to APIDoc
* NBT: Added loading and saving
* Crafting recipes for the colored beds
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- NBT: Added saving / loading of material
- Added the material in the item handler of the boat
- Drop the correct boat if destroyed
- APIDoc: Added desc and functions
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In current Cuberite version if you are pursued by monsters you just have to disconnect and connect again to get rid of them. If no other player is in your chunk monsters will get destroyed.
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* Replaced cTracer usage with cLineBlockTracer.
* Exported new cLineBlockTracer utility functions to Lua API.
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The test for LineBlockTracer is already in the Debuggers plugin (/spidey and testtracer commands).
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The assumption is not needed and was invalid under a stress-test.
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Configurable dirty unused chunk cap to avoid RAM overuse
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Otherwise, some API calls just don't seem to happen
.gitignore tweak for test executables
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When a player leaves the game, their client handle has its state
changed to csDestroyed.
This should fix issue #3138
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Adds the bonemeal particle effect to some more places
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- Added code to make bonemeal, potions, minecarts, XP bottles and boats work inside dispensers
- Dispensers are now able to place TNT if the block is transparent but not air
- Added return value that indicates the success of pumpkin, melon, sugarcane and cactus growing functions
- Changed return value of "GrowRipePlant" so that it actually indicates if the block was able to grow
- Fixed "GrowSugarcane" and "GrowCactus" in "GrowRipePlant" so that it only grows them a single block
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* Semistable update to 15w31a
I'm going through snapshots in a sequential order since it should make things easier, and since protocol version history is written.
* Update to 15w34b protocol
Also, fix an issue with the Entity Equipment packet from the past version. Clients are able to connect and do stuff!
* Partially update to 15w35e
Chunk data doesn't work, but the client joins. I'm waiting to do chunk data because chunk data has an incomplete format until 15w36d.
* Add '/blk' debug command
This command lets one see what block they are looking at, and makes figuring out what's supposed to be where in a highly broken chunk possible.
* Fix CRLF normalization in CheckBasicStyle.lua
Normally, this doesn't cause an issue, but when running from cygwin, it detects the CR as whitespace and creates thousands of violations for every single line. Lua, when run on windows, will normalize automatically, but when run via cygwin, it won't.
The bug was simply that gsub was returning a replaced version, but not changing the parameter, so the replaced version was ignored.
* Update to 15w40b
This includes chunk serialization. Fully functional chunk serialization for 1.9.
I'm not completely happy with the chunk serialization as-is (correct use of palettes would be great), but cuberite also doesn't skip sending empty chunks so this performance optimization should probably come later. The creation of a full buffer is suboptimal, but it's the easiest way to implement this code.
* Write long-by-long rather than creating a buffer
This is a bit faster and should be equivalent. However, the code still doesn't look too good.
* Update to 15w41a protocol
This includes the new set passengers packet, which works off of the ridden entity, not the rider. That means, among other things, that information about the previously ridden vehicle is needed when detaching. So a new method with that info was added.
* Update to 15w45a
* 15w51b protocol
* Update to 1.9.0 protocol
Closes #3067. There are still a few things that need to be worked out (picking up items, effects, particles, and most importantly inventory), but in general this should work. I'll make a few more changes tomorrow to get the rest of the protocol set up, along with 1.9.1/1.9.2 (which did make a few changes). Chunks, however, _are_ working, along with most other parts of the game (placing/breaking blocks).
* Fix item pickup packet not working
That was a silly mistake, but at least it was an easy one.
* 1.9.2 protocol support
* Fix version info found in server list ping
Thus, the client reports that it can connect rather than saying that the server is out of date. This required creating separate classes for 1.9.1 and 1.9.2, unfortunately.
* Fix build errors generated by clang
These didn't happen in MSVC.
* Add protocol19x.cpp and protocol19x.h to CMakeLists
* Ignore warnings in protocol19x that are ignored in protocol18x
* Document BLOCK_FACE and DIG_STATUS constants
* Fix BLOCK_FACE links and add separate section for DIG_STATUS
* Fix bat animation and object spawning
The causes of both of these are explained in #3135, but the gist is that both were typos.
* Implement Use Item packet
This means that buckets, bows, fishing rods, and several other similar items now work when not looking at a block.
* Handle DIG_STATUS_SWAP_ITEM_IN_HAND
* Add support for spawn eggs and potions
The items are transformed from the 1.9 version to the 1.8 version when reading and transformed back when sending.
* Remove spammy potion debug logging
* Fix wolf collar color metadata
The wrong type was being used, causing several clientside issues (including the screen going black).
* Fix 1.9 chunk sending in the nether
The nether and the end don't send skylight.
* Fix clang build errors
* Fix water bottles becoming mundane potions
This happened because the can become splash potion bit got set incorrectly. Water bottles and mundane potions are only differentiated by the fact that water bottles have a metadata of 0, so setting that bit made it a mundane potion.
Also add missing break statements to the read item NBT switch, which would otherwise break items with custom names and also cause incorrect "Unimplemented NBT data when parsing!" logging.
* Copy Protocol18x as Protocol19x
Aditionally, method and class names have been swapped to clean up other diffs. This commit is only added to make the following diffs more readable; it doesn't make any other changes (beyond class names).
* Make thrown potions use the correct appearence
This was caused by potions now using metadata.
* Add missing api doc for cSplashPotionEntity::GetItem
* Fix compile error in SplashPotionEntity.cpp
* Fix fix of cSplashPotionEntity API doc
* Temporarilly disable fall damage particles
These were causing issues in 1.9 due to the changed effect ID.
* Properly send a kick packet when connecting with an invalid version
This means that the client no longer waits on the server screen with no indication whatsoever. However, right now the server list ping isn't implemented for unknown versions, so it'll only load "Old" on the ping.
I also added a GetVarIntSize method to cByteBuffer. This helps clean up part of the code here (and I think it could clean up other parts), but it may make sense for it to be moved elsewhere (or declared in a different way).
* Handle server list pings from unrecognized versions
This isn't the cleanest way of writing it (it feels odd to use ProtocolRecognizer to send packets, and the addition of m_InPingForUnrecognizedVersion feels like the wrong technique), but it works and I can't think of a better way (apart from creating a full separate protocol class to handle only the ping... which would be worse).
* Use cPacketizer for the disconnect packet
This also should fix clang build errors.
* Add 1.9.3 / 1.9.4 support
* Fix incorrect indentation in APIDesc
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Temporarily disabled enderman spawning until the glitches can be fixed
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The prefab file is "NetherFort"
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-> Many thanks to @worktycho for the idea, and @Haxi52 for the implementation plan!
* Uses classes and inheritance now
* Speed should be improved
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Fixes #2603
Signed-off-by: Dave Tucker <dave@dtucker.co.uk>
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- Supports Overworld and Nether spawns.
- Supports spawning under objects, but still above ground (e.g. under the leaves of a tree).
- Protects against spawning in oceans.
- Protects against spawning in water.
- Uses a radial search about the origin, rather than a linear.
- Correctly calculates Nether spawn on spawn world generation (fixes: cuberite#2548)
- Fixes a bug in CheckPlayerSpawnPoint() where the X offset was used in both the X and Z coords (BLOCKTYPE BlockType = GetBlock(a_PosX + Coords[i].x, a_PosY, a_PosZ + Coords[i].x);)
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Fixes #2510
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* Llama-ified and condensed Schedule/QueueTask
- Removed hackery done with piston animations
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* Growth has been slowed down
* Saplings do not grow if they do not have enough space to grow
* Saplings do not grow unless the light level is 9 or above
* Dark Oak doesn't grow unless it is in a 2x2
Jungle Trees now will grow into a large tree when 2x2 saplings are used.
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* Fixed Crops growing to maturity with only 1 bonemeal
* Trees now go through growth stages with bonemeal, as they do in
Vanilla Minecraft
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Made the portal size configurable
Alpha-sorted SetXYZNetherPortalXYZ functions
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Everything should work now :)
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This reinstates commit f36acb683594daff5af3971dcbe3c3a171628b78
and reverts commit adfbc42c021e1bcfcb355933c0fd784306ce0e18.
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* Fixes #1887
* Fixes #1763
* Fixes #1083
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This should increase performance of chunk streaming
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Made cSpawnPrepare execute on the same thread since it is a syncronous operation, and most of the code happens on the lighting thread.
Also moved cSpawnPrepare into its own file
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this prevents VS finding std::make_unique for constructors that take types from std
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Fixed minor typos in comments, simply trying to understand the code base to fix issue regarding no sound when lighting is produced, no change to actual code.
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Spaces around some operators are checked.
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Also started refactoring how broadcasts are handled
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unsafely stealing data
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Ref.: #1792
Ref.: https://github.com/mc-server/MCServer/pull/1792#discussion_r25946707
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This allows plugins to register objects that can "survive" the plugin unloading - they will simply bail out if the plugin is already unloaded, instead of referencing bad plugin data.
Fixes #1556.
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This allows plugins to create entities and immediately act on them using that call. This will most likely need to be added to most of the DoWith<> and ForEach<> calls.
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Monsters will now attack. Additional checks have been added when generating spawn.
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* Fixes #1728
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also refactored cWorld::m_WorldAge and cWorld::m_TimeOfDay
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Fixes #1618.
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The following error occurs on OS X with the order reversed: `MCServer/src/World.cpp:282:2: error: field 'm_LastSave' will be initialized after field 'm_LastUnload' [-Werror,-Wreorder] m_LastSave(0),`. Reversing the order of initialization fixes this.
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Fixes CID 71781.
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It prepares the chunk - loads or generates it and lights it.
The spawn prepare process uses this function.
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Now there's quartz in the nether
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The entity destructors called through chunkmap destructor and chunk destructor were accessing the world which was in an already invalid state (half-destroyed).
Fixed by destroying chunkmap explicitly and providing a nullptr check in the HasEntity() function.
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As a finisher called SoulsandRims
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It now supports pregeneration distance of any size and runs in two threads in parallel (generator / lighting).
Fixes #1597.
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Fixes #1534.
Added a test case into the Debuggers plugin.
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ChunkWorx was broken, it was trying to generate chunks that were not properly marked as InQueue.
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Won't spawn on a small island inside ocean anymore.
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THis wil hopefully allow for unit testing
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This fixes #1370.
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Block entities are now loaded based on the blocktype at the coords they specify; before loading, their type ("id" NBT tag) is checked.
The chunk now expects that all block entities given to it via cChunk::SetAllData() have their valid blocktype; asserts if they don't.
Fixes #1354.
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I need this for a GameRule plugin.
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* Fixes #1274
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Fixes #1196.
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* Fixes end portals' solidity
* Fixed crashes to do with multithreading and removing an entity from
the wrong world
* Fixed crashes due to bad merge
* Fixed crashes due to an object being deleted twice
* Simplified cWorld::Start() and added comments to configuration files
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This was mostly done automatically and then visually inspected for obvious errors.
All //-style comments should have a 2-space separation from the code, and 1 space after the comment sign.
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There should be at least two spaces in front and one space after //-style comments.
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Indenting by spaces and alignment by spaces, as well as trailing whitespace on non-empty lines.
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Fixes #1160.
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* Fixed piston extension non-solidness
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+ Added trapped chests
* Fixed a bunch of bugs in the redstone simulator concerning wires and
repeaters
* Other potential bugfixes
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Ref.: http://forum.mc-server.org/showthread.php?tid=1518
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Now any cEntity can be collected, not only cPickups.
This should help PR #1098.
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Fixes #1039, fixes #851
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This alone doesn't work properly yet, further changes to cPlayer are needed.
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Also fixed unreliability in Health and LootPickup loading.
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As suggested by @worktycho.
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* Fixes #879
* Fixes #714
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Squashed a warning.
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Squashed a warning.
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Two spawn packets were sent per projectile.
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DeadlockDetect reads the value from the ini file, and world lighting has a separate queue now.
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Also had to undefine TOLUA_TEMPLATE_BIND a couple of times.
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+ TNT now has a chance of flinging FallingBlock entities around
* Improved TNT damage
* Improved TNT spawning visuals
* Possible fix for 'SetSwimState failure' messages in debug
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The maps were loaded too soon, the world wasn't initialized yet.
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cWorld::GetDefaultWeatherInterval() returns -1 for unknown weather.
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+ Added fireworks
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Fixes #675.
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This allows plugins to send composite chat messages, containing URLs, commands to run and cmdline suggestions.
Fixes #678.
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SaveAllChunks. Meaning, QueueUnloadUnusedChunks and the supporting
cTaskUnloadUnusedChunks has been added. Use QueueUnloadUnusedChunks from
now on to prevent deadlocking.
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Also added a "noop" redstone simulator that does the same as the fluid version.
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* Also moved the PVP setting into Mechanics
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* Moved string manipulation into cClientHandle and therefore...
+ Added configuration option for prefixes.
* Cleaned up code.
* Updated documentation for API.
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Changed a number of funcictions from using integers to store biomes to using EMCSBiome
Note that switching from an int to an Enum is a non-breaking chang to the lua bindings
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This reverts commit 7d03876a3e11aedff0201a8330bfdb2b5523fc5e.
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This reverts commit d8aa0b0ec7a2ebea2fc157c623ae8cd7d0b6ba1c.
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* This fixes players spawning in vast oceans of ice, as opposed to the
previous water
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* Fixed some issues
* Fixed standard violation
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Not tested (I don't have RasPi)
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* Mobs no longer require constant line-of-sight to a player to remain
aggravated
* Fixed an ASSERT
* Fixed mobs jumping
* Fixed Idle state not properly using AI
+ Added FILE_IO_PREFIX to favicon loading
+ Implemented #563
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Now it takes the delay in ticks as an argument, and a cTask descendant as the task to run. Lua API has been updated similarly.
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ScheduleTask schedules a SceduledTask object to be run x ticks in the future.
In is exported to lua, fixes #150
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Now the chunk generator can be used by other projects without depending on the two hugest structures in MCS.
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Game of Thrones music in Minecraft, here I come!
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Ref.: #407
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Renamed BroadcastPlayerAnimation to BroadcastEntityAnimation. Not just
players can have animations, you know.
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If a coordinate was queued, and then the block there was broken, it
would reappear: double items!
Also now just sets meta if previous and current blocktypes matched.
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They aren't spawned at all if their itemtype isn't valid; possibly fixes
the client crashing with bad pickups.
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Settable in world.ini, lava can spawn fire to fuel blocks near it. Fix #65.
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The value names are case-insensitive.
The debug message is printed only once.
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Also exported them to the Lua API.
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* Fixed compiler warning in Monster.cpp
* Future proofed particle effects
* Improved pickups, made less jittery
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* Fixed pickups spawning in an incorrect position from a JukeBox
* Pickups make a popping sound in Prtcl1.7
* Arrows make a *what sort of sound does an arrow make anyway‽* when
hitting a block, and a popping sound when fired
* Mobs again have metadata
* Fixed Prtcl1.7 not using valid JSON to kick a client
* Minecarts and arrows again have metadata
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Fixes issue #75
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Also updated code to match our style.
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Implements FS#394.
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Reported as #283; this is a hotfix only.
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This removes some of the memory leaks and is more logical in structure. Also the functions are exported to Lua.
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Also wrote in some code to use the default settings for monsters located in settings.ini
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* Changed IsA() to *long if statement*
- Removed deprecated values in Entity.h - to blazes with the plugins!
* Renamed villager type enumerations to be LESS SHOUTY and more vt-y
+ Use vtMax for World.cpp testificate spawning
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This implements #220.
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Added EnderDragon, Blaze and Horse spawning.
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* Enumerated Villager spawning
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* Implemented suggestions
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And exported to Lua.
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+ Pigs, Minecarts, Sheep, Skeletons, Slimes, Villagers, Wolves, and
Horses have metadata
+ Base code on taming wolves, shearing sheep, and taming horses
+ Sheep and horses have different colours when spawned
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+ Added dragons
+ Added golems
+ Added giants
+ Added horses
+ Added some missing items
+ Added missing spawn egg metas
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* Revised pickup comments
* SlotArea pickup tossing now reflects Player.cpp
* Removed unneeded ItemShears comment (was working already)
* Sand and gravel pickups spawn with correct speed
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Added a comment-space as well.
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This had caused food eating to fail and players unable to collect pickups on Linux.
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Triggerred for each world every time it ticks, parameters are the cWorld and the previous tick length (a_Dt)
|
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Untested yet, so might not work.
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Fixes #57
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Tab complete now finds the last word and matches accordingly, with a 20%
increase in speed!
Fixed missing comma breaking compilation
|
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Added stained clay, coal block, and hardened clay Block IDs
Added stained clay and carpet block Metas
Fixed bug with sticky retract bailing out but not unsetting arm
Fixed autocomplete not working when not at the first character, fixes
#64
Added furnace recipes for hardened clay and coal and coal blocks
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Also slightly improved the spawning algorithm.
|
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...are no longer set, instead, the server operator is told to set them.
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This fixes #92.
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Fixed generation values not being written
Fixed piston being able to push water
Fixed ice creating a non-source block (still doesn't update though)
Removed problematic piston code
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These two functions make it difficult to move to the new ticking system, and they aren't used anyway. If so required, they can be emulated by ForEachWorld / ForEachPlayer calls.
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The cWorld:SaveAllChunks() is therefore deprecated in the API and will be removed soon, use QueueSaveAllChunks() instead.
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Also started creating a new cWorld::cTickThread class, but not used yet.
|
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As requested in FS 413, with extra parameters:
World, BlockX, BlockY, BlockZ, Size, CanCauseFire, Source, SourceData
OnExploding() can return 3 values:
StopHook, CanCauseFire, ExplosionSize
|
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As requested in FS 418.
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This will be used by the blocktracers to gain direct access to chunk data.
|
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Each command is reported only if the player has the permission to use it.
|
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This only handles the network comm and the overall design logic, the actual completion is not yet implemented, only dummy values are returned for now.
|
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Fixes FS #409.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1662 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1659 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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Fixes FS #407.
Also fixes a few possible deadlocks between SocketThreads and TickThread
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1641 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Fixes FS #297 and part of FS #403.
Added sizes to all entities.
Moved all damage-related functions from cPawn to cEntity
API change: renamed cPawn:TeleportTo() to cEntity:TeleportToCoords()
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1635 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Should fix FS #400 and partially fix FS #381
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1626 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1624 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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Also made the dimension in world.ini specifiable by a string. Exported StringToDimension() and StringToBiome() to Lua API.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1621 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1617 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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Fixes FS #391
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1615 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Chain-reaction TNTs are spawned in proper coordinates (FS #390)
Centralized Primed TNT entity spawning and made available to the plugins.
Internal changes for better TNT performance.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1604 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Other blocks can be placed next to TNT.
Explosions activate nearby TNT blocks.
TNT doesn't destroy bedrock, obsidian and liquid blocks.
Server doesn't crash when a TNT (or other entity) leaves the valid Y range.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1603 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1591 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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FS #364
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1582 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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Added a common ancestor class "DropSpenser" that has the common code for dropper and dispenser and is Lua-accessible, too. The Debuggers plugin now triggers both droppers and dispensers when rclking them with a redstone torch.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1514 0a769ca7-a7f5-676a-18bf-c427514a06d6
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(Additional fix for FS #338)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1478 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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The pickups get spawned with zero speed, not to mess up their physics simulation. Marked as temporary, remove when physics are completed.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1474 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1441 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1397 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1396 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1392 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1386 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1385 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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FS #166
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1359 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1348 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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This is not meant to be a permanent solution, but should provide insight into why the issue happens.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1347 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1283 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1275 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1274 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1272 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1270 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1266 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1249 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1240 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
http://forum.mc-server.org/showthread.php?tid=617&pid=6626#pid6626
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1233 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1228 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1227 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
http://www.mc-server.org/support/index.php?do=details&task_id=299
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1210 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
It should still work the same - call the callback for the player with the most similar name.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1184 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1139 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1119 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1105 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1096 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
Should fix chunk saving bug in http://forum.mc-server.org/showthread.php?tid=434&pid=5663#pid5663
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1079 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
Android: Fixed FastNBT
Android: Fixed level.dat reading/writing
GroupManager uses groups.example.ini as default
WebAdmin uses webadmin.example.ini as default
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1049 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1036 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
Now it is stored in two values - WorldAge (only incremented, plugins cannot change) and TimeOfDay (plugins can change). Since sub-tick precision is needed in Tick(), we store it both as number of seconds (double) and number of ticks (Int64) is calculated off of that.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1022 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1021 0a769ca7-a7f5-676a-18bf-c427514a06d6
|
|
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1017 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1014 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1011 0a769ca7-a7f5-676a-18bf-c427514a06d6
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( http://forum.mc-server.org/showthread.php?tid=598&pid=5071#pid5071 )
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1010 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@1000 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@994 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@986 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Floody fluid simulator is now woken up properly across chunk borders.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@966 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@965 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Can spread, cannot dry.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@963 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Moved all simulators into a subfolder.
Replaced cWaterSimulator and cLavaSimulator with a generic cFluidSimulator.
Moved original fluid simulation into cClassicFluidSimulator.
Fluid simulator parameters (MaxHeight, Falloff) are read from the world.ini file (can have nether-like lava with lower falloff)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@956 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@953 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@944 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@937 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@933 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@924 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Also slightly refactored the variable / argument names (BlockID is deprecated, use BlockType instead)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@921 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@911 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@902 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@892 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@887 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@885 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@884 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@883 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@881 0a769ca7-a7f5-676a-18bf-c427514a06d6
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http://forum.mc-server.org/showthread.php?tid=434&pid=4564#pid4564
git-svn-id: http://mc-server.googlecode.com/svn/trunk@858 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@819 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@814 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Sometimes the client lets the player through, but most of the times the connection breaks for no apparent reason.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@812 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@802 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@796 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@789 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Also, Lua API change, OnCollectItem -> OnCollectPickup; first param is cPlayer to match other callbacks.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@786 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@783 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Created a preprocessor template (define) for DoWith* functions
Exported cWorld::FindAndDoWithPlayer(), cRoot::FindAndDoWithPlayer() and cRoot::ForEachPlayer() to Lua
Added a function FindAndDoWithPlayer to cRoot and cWorld. It takes a part of a player name and finds a single player based on that.
Fixed Core's MOTD to contain the correct URL to the MCServer site
Fixed Core /kick command
Fixed Core's WebAdmin kick
git-svn-id: http://mc-server.googlecode.com/svn/trunk@779 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@762 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@761 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Also changed cItem::m_ItemID into m_ItemType of type short. Easier handling. m_ItemID kept for compatibility reasons (Lua-interface etc.)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@756 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Again, API change! cPlugin:OnChat() has had its parameters swapped, to match all the other callbacks - Player first, Message second
git-svn-id: http://mc-server.googlecode.com/svn/trunk@751 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@738 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@711 0a769ca7-a7f5-676a-18bf-c427514a06d6
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It was really a lot of work :D
Took me the complete weekend :D
Would really like to here your opinion on this =)
The aim of this is to put all the actions for one block in one place so it is not spread around the source. (ToPickup, Action in cWorld, Action in cChunk, Action here, action there :D)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@671 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@669 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@665 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@663 0a769ca7-a7f5-676a-18bf-c427514a06d6
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made cWorld::DoWithPlayer case insensitive
git-svn-id: http://mc-server.googlecode.com/svn/trunk@662 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@641 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@639 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@633 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@628 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@622 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@620 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@613 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@610 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@582 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@578 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@573 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@570 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@561 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@527 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@518 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@504 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@454 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@428 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@427 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@426 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@416 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@413 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@411 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@404 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@401 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@397 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Thread objects now use variable names consistent with MCS convention;
Fixed a few *nix threading cornercases
git-svn-id: http://mc-server.googlecode.com/svn/trunk@392 0a769ca7-a7f5-676a-18bf-c427514a06d6
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cAuthenticator uses unique client ID for authentication
Changed the kick function used by cAuthenticator to take a client ID instead of name, so the correct user is kicked
Using callback reference instead of pointer in GetChunkData and affiliates
GetChunkData returns false when failed, and true when succeeded
Renamed entity type enums to something prettier
Exposed some functions to Lua
git-svn-id: http://mc-server.googlecode.com/svn/trunk@388 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Also removed the SetClientHandle() function from cPlayer
Added a Destroyed() function to cEntity that is called ONLY ONCE after an entity has been 'destroyed'
Cleaned up some code, using enums for GameMode and Weather and replaced some 'const char *' with 'const AString &'
Exposed some more functions to Lua
git-svn-id: http://mc-server.googlecode.com/svn/trunk@382 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@372 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@365 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@355 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@345 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@330 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@312 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Also fixed a threading issue when a player connecting might have gotten stuck in "Downloading world" forever
git-svn-id: http://mc-server.googlecode.com/svn/trunk@304 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@303 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@294 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@293 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Note that this commit breaks foliage generation - there are no trees in the chunks generated!
git-svn-id: http://mc-server.googlecode.com/svn/trunk@292 0a769ca7-a7f5-676a-18bf-c427514a06d6
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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
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@264 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Core now uses ForEachPlayer() to interact with connected players
git-svn-id: http://mc-server.googlecode.com/svn/trunk@260 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@245 0a769ca7-a7f5-676a-18bf-c427514a06d6
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Global player-kicking function (cServer, cRoot);
More char * -> AString conversion
git-svn-id: http://mc-server.googlecode.com/svn/trunk@221 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@189 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@188 0a769ca7-a7f5-676a-18bf-c427514a06d6
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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
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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
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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
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- 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
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@148 0a769ca7-a7f5-676a-18bf-c427514a06d6
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'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
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@127 0a769ca7-a7f5-676a-18bf-c427514a06d6
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-> 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
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- 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
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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
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Thanks to mtilden ( http://forum.mc-server.org/showthread.php?tid=183&pid=1381#pid1381 )
git-svn-id: http://mc-server.googlecode.com/svn/trunk@101 0a769ca7-a7f5-676a-18bf-c427514a06d6
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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
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@85 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@84 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@83 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@81 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@80 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@78 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@72 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@67 0a769ca7-a7f5-676a-18bf-c427514a06d6
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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
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@43 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@42 0a769ca7-a7f5-676a-18bf-c427514a06d6
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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
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@29 0a769ca7-a7f5-676a-18bf-c427514a06d6
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@18 0a769ca7-a7f5-676a-18bf-c427514a06d6
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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
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git-svn-id: http://mc-server.googlecode.com/svn/trunk@3 0a769ca7-a7f5-676a-18bf-c427514a06d6
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