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Adding an Empty shell that would launch mob spawner - not called yet

This commit is contained in:
mgueydan 2013-09-08 00:11:38 +02:00
parent d2eb58f277
commit bf1fb0aa3d
5 changed files with 109 additions and 3 deletions

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@ -31,6 +31,7 @@
#include "Blocks/BlockHandler.h"
#include "Simulator/FluidSimulator.h"
#include "MobCensus.h"
#include "MobSpawner.h"
#include <json/json.h>
@ -468,6 +469,42 @@ void cChunk::CollectMobCensus(cMobCensus& toFill)
void cChunk::getThreeRandomNumber(int& a_X, int& a_Y, int& a_Z,int a_MaxX, int a_MaxY, int a_MaxZ)
{
assert(a_MaxX * a_MaxY * a_MaxZ * 8 < 0x00ffffff);
int Random = m_World->GetTickRandomNumber(0x00ffffff);
a_X = Random % (a_MaxX * 2);
a_Y = (Random / (a_MaxX * 2)) % (a_MaxY * 2);
a_Z = ((Random / (a_MaxX * 2)) / (a_MaxY * 2)) % (a_MaxZ * 2);
a_X /= 2;
a_Y /= 2;
a_Z /= 2;
}
void cChunk::getRandomBlock(int& a_X, int& a_Y, int& a_Z)
{
// MG TODO : check if this kind of optimization (only one random call) is still needed
// MG TODO : if so propagate it
getThreeRandomNumber(a_X, a_Y, a_Z, Width, Height-2, Width);
a_Y++;
}
void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
{
}
void cChunk::Tick(float a_Dt)
{

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@ -50,6 +50,7 @@ class cChunkDataSerializer;
class cBlockArea;
class cFluidSimulatorData;
class cMobCensus;
class cMobSpawner;
typedef std::list<cClientHandle *> cClientHandleList;
typedef cItemCallback<cEntity> cEntityCallback;
@ -128,6 +129,9 @@ public:
/// Recence all mobs proximities to players in order to know what to do with them
void CollectMobCensus(cMobCensus& toFill);
/// Try to Spawn Monsters inside chunk
void SpawnMobs(cMobSpawner& a_MobSpawner);
void Tick(float a_Dt);
int GetPosX(void) const { return m_PosX; }
@ -389,6 +393,10 @@ private:
cSandSimulatorChunkData m_SandSimulatorData;
// pick up a random block of this chunk
void getRandomBlock(int& a_X, int& a_Y, int& a_Z);
void getThreeRandomNumber(int& a_X, int& a_Y, int& a_Z,int a_MaxX, int a_MaxY, int a_MaxZ);
void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
void AddBlockEntity (cBlockEntity * a_BlockEntity);

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@ -13,6 +13,7 @@
#include "PluginManager.h"
#include "Entities/TNTEntity.h"
#include "MobCensus.h"
#include "MobSpawner.h"
#ifndef _WIN32
#include <cstdlib> // abs
@ -2167,6 +2168,19 @@ void cChunkMap::CollectMobCensus(cMobCensus& a_ToFill)
void cChunkMap::SpawnMobs(cMobSpawner& a_MobSpawner)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->SpawnMobs(a_MobSpawner);
} // for itr - m_Layers
}
void cChunkMap::Tick(float a_Dt)
{
cCSLock Lock(m_CSLayers);
@ -2343,6 +2357,20 @@ void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill)
void cChunkMap::cChunkLayer::SpawnMobs(cMobSpawner& a_MobSpawner)
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
// We only spawn close to players
if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
{
m_Chunks[i]->SpawnMobs(a_MobSpawner);
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::Tick(float a_Dt)
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)

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@ -27,6 +27,7 @@ class cPickup;
class cChunkDataSerializer;
class cBlockArea;
class cMobCensus;
class cMobSpawner;
typedef std::list<cClientHandle *> cClientHandleList;
typedef cChunk * cChunkPtr;
@ -264,12 +265,15 @@ public:
/// Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config
void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
/// Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call
void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Make a Mob census, of all mobs, their family, their chunk and theyr distance to closest player
void CollectMobCensus(cMobCensus& a_ToFill);
/// Try to Spawn Monsters inside all Chunks
void SpawnMobs(cMobSpawner& a_MobSpawner);
void Tick(float a_Dt);
void UnloadUnusedChunks(void);
@ -314,8 +318,9 @@ private:
void UnloadUnusedChunks(void);
/// Collect a mob census, of all mobs, their megatype, their chunk and their distance o closest player
void CollectMobCensus(cMobCensus& a_ToFill);
void CollectMobCensus(cMobCensus& a_ToFill);
/// Try to Spawn Monsters inside all Chunks
void SpawnMobs(cMobSpawner& a_MobSpawner);
void Tick(float a_Dt);

28
source/MobSpawner.h Normal file
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@ -0,0 +1,28 @@
#pragma once
#include <set>
#include "BlockID.h"
#include "ChunkDef.h"
#include "FastRandom.h"
#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
class cChunk;
class cEntity;
// This class is used to determine wich monster can be spawned on wich place
// it is essentially static (f.i. Squids spawn in water, Zombie spawn in dark places)
// but it also has dynamic part depending on the world.ini
class cMobSpawner
{
public :
// constructor
// a_MobFamily is the mega type of mobs that this spawner will spawn
// a_AllowedTypes is the set of types allowed for mobs it will spawn. Empty set
// would result in no spawn at all
// Allowed mobs thah are not of the right Megatype will not be include (no warning)
cMobSpawner(cMonster::eFamily MobFamily, const std::set<cMonster::eType>& a_AllowedTypes);
};