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Unified the way mobs are spawned (egg vs natural). Fixed deadlocks in mob moving. Fixed mob destroying code.

Should fix FS #400 and partially fix FS #381

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1626 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-06-25 06:36:59 +00:00
parent ce1a56836a
commit 4fe7801cfc
8 changed files with 55 additions and 55 deletions

View File

@@ -621,65 +621,55 @@ void cWorld::TickSpawnMobs(float a_Dt)
SpawnPos = (*itr)->GetPosition();
}
cMonster * Monster = NULL;
int dayRand = m_TickRand.randInt() % 6;
int nightRand = m_TickRand.randInt() % 10;
int dayRand = (m_TickRand.randInt() / 7) % 6;
int nightRand = (m_TickRand.randInt() / 11) % 10;
SpawnPos += Vector3d((double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32, (double)(m_TickRand.randInt() % 64) - 32);
int Height = GetHeight((int)SpawnPos.x, (int)SpawnPos.z);
int MobType = -1;
if (m_TimeOfDay >= 12000 + 1000)
{
if (GetBiomeAt((int)SpawnPos.x, (int)SpawnPos.z) == biHell) // Spawn nether mobs
{
if (nightRand == 1)
Monster = new cZombie();
else if (nightRand == 5)
Monster = new cGhast();
else if (nightRand == 6)
Monster = new cZombiepigman();
switch (nightRand)
{
case 1: MobType = E_ENTITY_TYPE_ZOMBIE; break; // _X 2013_06_25: Really? Zombies in the Nether?
case 5: MobType = E_ENTITY_TYPE_GHAST; break;
case 6: MobType = E_ENTITY_TYPE_ZOMBIE_PIGMAN; break;
}
}
else
{
if (nightRand == 0) //random percent to spawn for night
Monster = new cSpider();
else if (nightRand == 2)
Monster = new cEnderman();
else if (nightRand == 3)
Monster = new cCreeper();
else if (nightRand == 4)
Monster = new cCavespider();
else if (nightRand == 7)
Monster = new cSlime();
else if (nightRand == 8)
Monster = new cSilverfish();
else if (nightRand == 9)
Monster = new cSkeleton();
switch (nightRand)
{
case 0: MobType = E_ENTITY_TYPE_SPIDER; break;
case 2: MobType = E_ENTITY_TYPE_ENDERMAN; break;
case 3: MobType = E_ENTITY_TYPE_CREEPER; break;
case 4: MobType = E_ENTITY_TYPE_CAVE_SPIDER; break;
case 7: MobType = E_ENTITY_TYPE_SLIME; break;
case 8: MobType = E_ENTITY_TYPE_SILVERFISH; break;
case 9: MobType = E_ENTITY_TYPE_SKELETON; break;
}
}
//end random percent to spawn for night
}
else
{
if (dayRand == 0) //random percent to spawn for day
Monster = new cChicken();
else if (dayRand == 1)
Monster = new cCow();
else if (dayRand == 2)
Monster = new cPig();
else if (dayRand == 3)
Monster = new cSheep();
else if (dayRand == 4)
Monster = new cSquid();
else if (dayRand == 5)
Monster = new cWolf();
//end random percent to spawn for day
switch (dayRand)
{
case 0: MobType = E_ENTITY_TYPE_CHICKEN; break;
case 1: MobType = E_ENTITY_TYPE_COW; break;
case 2: MobType = E_ENTITY_TYPE_PIG; break;
case 3: MobType = E_ENTITY_TYPE_SHEEP; break;
case 4: MobType = E_ENTITY_TYPE_SQUID; break;
case 5: MobType = E_ENTITY_TYPE_WOLF; break;
}
}
if (Monster)
if (MobType >= 0)
{
Monster->Initialize(this);
Monster->TeleportTo(SpawnPos.x, (double)(Height) + 2, SpawnPos.z);
BroadcastSpawn(*Monster);
// A proper mob type was selected, now spawn the mob:
SpawnMob(SpawnPos.x, SpawnPos.y, SpawnPos.z, MobType);
}
}