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# pragma once
# include <set>
# include "BlockID.h"
# include "ChunkDef.h"
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# include "Chunk.h"
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# include "FastRandom.h"
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# include "Mobs/Monster.h" // This is a side-effect of keeping Mobfamily inside Monster class. I'd prefer to keep both (Mobfamily and Monster) inside a "Monster" namespace MG TODO : do it
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// fwd:
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class cChunk ;
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/** This class is used to determine which monster can be spawned in which place
it is essentially static ( eg . Squids spawn in water , Zombies spawn in dark places )
but it also has dynamic part depending on the world . ini settings .
*/
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class cMobSpawner
{
public :
// constructor
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// a_MobFamily is the Family of mobs that this spawner will spawn
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// a_AllowedTypes is the set of types allowed for mobs it will spawn. Empty set
// would result in no spawn at all
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// Allowed mobs thah are not of the right Family will not be include (no warning)
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cMobSpawner ( cMonster : : eFamily MobFamily , const std : : set < eMonsterType > & a_AllowedTypes ) ;
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/// Check if specified block can be a Pack center for this spawner
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bool CheckPackCenter ( BLOCKTYPE a_BlockType ) ;
// Try to create a monster here
// if this is the first of a Pack : determine the type of monster
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// BlockType & BlockMeta are used to decide what kind of Mob can Spawn here
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// MaxPackSize is set to the maximal size for a pack this type of mob
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cMonster * TryToSpawnHere ( cChunk * a_Chunk , int A_RelX , int a_RelY , int a_RelZ , EMCSBiome a_Biome , int & a_MaxPackSize ) ;
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// mark the beginning of a new Pack
// all mobs of the same Pack are the same type
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void NewPack ( void ) ;
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// return true if there is at least one allowed type
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bool CanSpawnAnything ( void ) ;
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typedef const std : : set < cMonster * > tSpawnedContainer ;
tSpawnedContainer & getSpawned ( void ) ;
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/** Returns true if specified type of mob can spawn on specified block */
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static bool CanSpawnHere ( cChunk * a_Chunk , int a_RelX , int a_RelY , int a_RelZ , eMonsterType a_MobType , EMCSBiome a_Biome ) ;
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protected :
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// return a random type that can spawn on specified biome.
// returns E_ENTITY_TYPE_DONOTUSE if none is possible
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eMonsterType ChooseMobType ( EMCSBiome a_Biome ) ;
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// add toAdd inside toAddIn, if toAdd is in m_AllowedTypes
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void addIfAllowed ( eMonsterType toAdd , std : : set < eMonsterType > & toAddIn ) ;
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cMonster : : eFamily m_MonsterFamily ;
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std : : set < eMonsterType > m_AllowedTypes ;
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bool m_NewPack ;
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eMonsterType m_MobType ;
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std : : set < cMonster * > m_Spawned ;
cFastRandom m_Random ;
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} ;
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