Adding mobtype filter inside world.ini
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@ -6,6 +6,7 @@
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#include "Mobs/Monster.h"
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#include "Mobs/Monster.h"
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#include "Mobs/IncludeAllMonsters.h"
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#include "Mobs/IncludeAllMonsters.h"
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#include <sstream>
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cMobSpawner::tMobTypes& cMobSpawner::m_MobTypes()
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cMobSpawner::tMobTypes& cMobSpawner::m_MobTypes()
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{
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{
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@ -178,7 +179,7 @@ bool cMobSpawner::CanSpawnHere(cMonster::eType a_MobType, BLOCKTYPE a_BlockType,
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{
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{
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if (a_MobType == cMonster::mtChicken || a_MobType == cMonster::mtPig || a_MobType == cMonster::mtCow || a_MobType == cMonster::mtSheep)
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if (a_MobType == cMonster::mtChicken || a_MobType == cMonster::mtPig || a_MobType == cMonster::mtCow || a_MobType == cMonster::mtSheep)
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{
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{
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LOGD("Trying to spawn an animal");
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LOGD(oss.str().c_str());
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toReturn = (
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toReturn = (
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a_BlockType_below == E_BLOCK_GRASS /*&& // MG TODO
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a_BlockType_below == E_BLOCK_GRASS /*&& // MG TODO
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a_LightLevel >= 9 */
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a_LightLevel >= 9 */
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@ -491,14 +491,19 @@ void cWorld::Start(void)
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m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode);
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m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode);
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m_bAnimals = true;
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m_bAnimals = IniFile.GetValueB("Monsters", "AnimalsOn", true);
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AString sAllMonsters = IniFile.GetValue("Monsters", "Types");
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m_AllowedMobs.insert(cMonster::mtCow); // MG TODO : temporary
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AStringVector SplitList = StringSplit(sAllMonsters, ",");
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m_AllowedMobs.insert(cMonster::mtZombie);
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for (unsigned int i = 0; i < SplitList.size(); ++i)
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m_AllowedMobs.insert(cMonster::mtZombiePigman);
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{
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m_AllowedMobs.insert(cMonster::mtBat);
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cMonster::eType ToAdd = cMobTypesManager::fromStringToMobType(SplitList[i]);
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m_AllowedMobs.insert(cMonster::mtSpider);
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if (ToAdd != cMonster::mtInvalidType)
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m_AllowedMobs.insert(cMonster::mtGhast);
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{
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m_AllowedMobs.insert(ToAdd);
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LOGD("Allowed mob: %s",cMobTypesManager::fromMobTypeToString(ToAdd).c_str()); // a bit reverse working, but very few ressources wasted
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}
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};
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m_ChunkMap = new cChunkMap(this);
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m_ChunkMap = new cChunkMap(this);
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