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author | Samuel Barney <samjbarney@gmail.com> | 2013-10-28 16:49:06 +0100 |
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committer | Samuel Barney <samjbarney@gmail.com> | 2013-10-28 16:49:06 +0100 |
commit | 16bac5ace9a2388cee3fd0d9192b7cd69a06152d (patch) | |
tree | ec59166cffd2fa6ade2f3754dbf76e000d387608 /source/MobSpawner.h | |
parent | Disabling Endermen and spiders until I rework the CanSpawnHere to take a chunk and a position. (diff) | |
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Diffstat (limited to 'source/MobSpawner.h')
-rw-r--r-- | source/MobSpawner.h | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/source/MobSpawner.h b/source/MobSpawner.h index e5b7e9b6b..22adb00f4 100644 --- a/source/MobSpawner.h +++ b/source/MobSpawner.h @@ -4,6 +4,7 @@ #include <set> #include "BlockID.h" #include "ChunkDef.h" +#include "Chunk.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 @@ -38,7 +39,7 @@ public : // if this is the first of a Pack : determine the type of monster // BlockType & BlockMeta are used to decide what kind of Mob can Spawn here // MaxPackSize is set to the maximal size for a pack this type of mob - cMonster * TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, NIBBLETYPE a_Skylight, NIBBLETYPE a_Blocklight, EMCSBiome a_Biome, int a_Level, int& a_MaxPackSize); + cMonster * TryToSpawnHere(const cChunk * a_Chunk, int A_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int& a_MaxPackSize); // mark the beginning of a new Pack // all mobs of the same Pack are the same type @@ -52,7 +53,7 @@ public : protected : // return true if specified type of mob can spawn on specified block - bool CanSpawnHere(cMonster::eType a_MobType, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, NIBBLETYPE a_Skylight, NIBBLETYPE a_Blocklight, EMCSBiome a_Biome, int a_Level); + bool CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome); // return a random type that can spawn on specified biome. // returns E_ENTITY_TYPE_DONOTUSE if none is possible |