DungeonRooms: Added the spawner in the center of the room.
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@ -197,13 +197,28 @@ protected:
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int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top
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ReplaceCuboidRandom(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE, E_BLOCK_COBBLESTONE); // Floor
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ReplaceCuboid(a_ChunkDesc, m_StartX + 1, b, m_StartZ + 1, m_EndX, t, m_EndZ, E_BLOCK_AIR); // Insides
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// Walls:
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ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_StartX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XM wall
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ReplaceCuboid(a_ChunkDesc, m_EndX, b, m_StartZ, m_EndX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XP wall
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ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_EndX + 1, t, m_StartZ + 1, E_BLOCK_COBBLESTONE); // ZM wall
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ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_EndZ, m_EndX + 1, t, m_EndZ + 1, E_BLOCK_COBBLESTONE); // ZP wall
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// Place chests:
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TryPlaceChest(a_ChunkDesc, m_Chest1);
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TryPlaceChest(a_ChunkDesc, m_Chest2);
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// Place the spawner:
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int CenterX = (m_StartX + m_EndX) / 2 - a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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int CenterZ = (m_StartZ + m_EndZ) / 2 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
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if (
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(CenterX >= 0) && (CenterX < cChunkDef::Width) &&
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(CenterZ >= 0) && (CenterZ < cChunkDef::Width)
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)
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{
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a_ChunkDesc.SetBlockTypeMeta(CenterX, b, CenterZ, E_BLOCK_MOB_SPAWNER, 0);
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// TODO: Set the spawned mob
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}
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}
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} ;
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