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-rw-r--r--source/Chunk.cpp47
-rw-r--r--source/Chunk.h4
-rw-r--r--source/MobSpawner.cpp143
-rw-r--r--source/MobSpawner.h5
-rw-r--r--source/Mobs/Monster.cpp6
-rw-r--r--source/World.cpp33
-rw-r--r--source/World.h7
7 files changed, 157 insertions, 88 deletions
diff --git a/source/Chunk.cpp b/source/Chunk.cpp
index c9d457af3..be75eae41 100644
--- a/source/Chunk.cpp
+++ b/source/Chunk.cpp
@@ -519,32 +519,28 @@ void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
ASSERT(Try_Y > 0);
ASSERT(Try_Y < cChunkDef::Height-1);
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- BLOCKTYPE BlockType_below;
- NIBBLETYPE BlockMeta_below;
- BLOCKTYPE BlockType_above;
- NIBBLETYPE BlockMeta_above;
- if (UnboundedRelGetBlock(Try_X, Try_Y , Try_Z, BlockType, BlockMeta) &&
- UnboundedRelGetBlock(Try_X, Try_Y-1, Try_Z, BlockType_below, BlockMeta_below)&&
- UnboundedRelGetBlock(Try_X, Try_Y+1, Try_Z, BlockType_above, BlockMeta_above)
- )
- {
- EMCSBiome Biome = m_ChunkMap->GetBiomeAt (Try_X, Try_Z);
- // MG TODO :
- // Moon cycle (for slime)
- // check player and playerspawn presence < 24 blocks
- // check mobs presence on the block
+ EMCSBiome Biome = m_ChunkMap->GetBiomeAt (Try_X, Try_Z);
+ // MG TODO :
+ // Moon cycle (for slime)
+ // check player and playerspawn presence < 24 blocks
+ // check mobs presence on the block
+
+ // MG TODO : check that "Level" really means Y
+
+ NIBBLETYPE SkyLight = 0;
- // MG TODO: fix the "light" thing, I'm pretty sure that UnboundedRelGetBlock s not returning the right thing
+ NIBBLETYPE BlockLight = 0;
- // MG TODO : check that "Level" really means Y
- cEntity* newMob = a_MobSpawner.TryToSpawnHere(BlockType, BlockMeta, BlockType_below, BlockMeta_below, BlockType_above, BlockMeta_above, Biome, Try_Y, MaxNbOfSuccess);
+ if (IsLightValid())
+ {
+ cEntity* newMob = a_MobSpawner.TryToSpawnHere(this, Try_X, Try_Y, Try_Z, Biome, MaxNbOfSuccess);
if (newMob)
{
int WorldX, WorldY, WorldZ;
PositionToWorldPosition(Try_X, Try_Y, Try_Z, WorldX, WorldY, WorldZ);
- newMob->SetPosition(WorldX, WorldY, WorldZ);
+ double ActualX = WorldX + 0.5;
+ double ActualZ = WorldZ + 0.5;
+ newMob->SetPosition(ActualX, WorldY, ActualZ);
LOGD("Spawning %s #%i at %d,%d,%d",newMob->GetClass(),newMob->GetUniqueID(),WorldX, WorldY, WorldZ);
NumberOfSuccess++;
}
@@ -2790,6 +2786,17 @@ Vector3i cChunk::PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ)
+NIBBLETYPE cChunk::GetTimeAlteredLight(NIBBLETYPE a_Skylight) const
+{
+ a_Skylight -= m_World->GetSkyDarkness();
+ // Because NIBBLETYPE is unsigned, we clamp it to 0 .. 15 by checking for values above 15
+ return (a_Skylight < 16)? a_Skylight : 0;
+}
+
+
+
+
+
#if !C_CHUNK_USE_INLINE
# include "cChunk.inl.h"
#endif
diff --git a/source/Chunk.h b/source/Chunk.h
index ab110c7cb..63a8f75cd 100644
--- a/source/Chunk.h
+++ b/source/Chunk.h
@@ -329,6 +329,10 @@ public:
/// Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts
void UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
+ /// Light alterations based on time
+ NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const;
+
+
// Simulator data:
cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }
diff --git a/source/MobSpawner.cpp b/source/MobSpawner.cpp
index 1b3796f70..d4926bbe5 100644
--- a/source/MobSpawner.cpp
+++ b/source/MobSpawner.cpp
@@ -124,87 +124,104 @@ cMonster::eType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
-bool cMobSpawner::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, EMCSBiome a_Biome, int a_Level)
+bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome)
{
- bool toReturn = false;
- std::set<cMonster::eType>::iterator itr = m_AllowedTypes.find(a_MobType);
- if (itr != m_AllowedTypes.end())
+ BLOCKTYPE TargetBlock;
+ if (m_AllowedTypes.find(a_MobType) != m_AllowedTypes.end() && a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, TargetBlock))
{
- // MG TODO : find a nicer paging
- if (a_MobType == cMonster::mtSquid)
- {
- toReturn = (
- IsBlockLiquid(a_BlockType) &&
- a_Level >= 45 &&
- a_Level <= 62
- );
- }
- else if (a_MobType == cMonster::mtBat)
- {
- toReturn = a_Level <= 60; // MG TODO : find a real rule
- }
- else
+ NIBBLETYPE BlockLight = a_Chunk->GetBlockLight(a_RelX, a_RelY, a_RelZ);
+ NIBBLETYPE SkyLight = a_Chunk->GetSkyLight(a_RelX, a_RelY, a_RelZ);
+ BLOCKTYPE BlockAbove = a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ);
+ BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
+
+ SkyLight = a_Chunk->GetTimeAlteredLight(SkyLight);
+
+ switch(a_MobType)
{
- if (
- a_BlockType == E_BLOCK_AIR &&
- a_BlockType_above == E_BLOCK_AIR &&
- ! (g_BlockTransparent[a_BlockType_below])
- )
+ case cMonster::mtSquid:
+ return IsBlockWater(TargetBlock) && (a_RelY >= 45) && (a_RelY <= 62);
+
+ case cMonster::mtBat:
+ return (a_RelY <= 63) && (BlockLight <= 4) && (SkyLight <= 4) && (TargetBlock == E_BLOCK_AIR) && (!g_BlockTransparent[BlockAbove]);
+
+ case cMonster::mtChicken:
+ case cMonster::mtCow:
+ case cMonster::mtPig:
+ case cMonster::mtHorse:
+ case cMonster::mtSheep:
{
- if (a_MobType == cMonster::mtChicken || a_MobType == cMonster::mtPig || a_MobType == cMonster::mtCow || a_MobType == cMonster::mtSheep)
- {
- toReturn = (
- a_BlockType_below == E_BLOCK_GRASS /*&& // MG TODO
- a_LightLevel >= 9 */
- );
- }
- else if (a_MobType == cMonster::mtOcelot)
+ return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
+ (BlockBelow == E_BLOCK_GRASS) && (SkyLight >= 9);
+ }
+
+ case cMonster::mtOcelot:
+ {
+ return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) &&
+ ((BlockBelow == E_BLOCK_GRASS) || (BlockBelow == E_BLOCK_LEAVES)) && (a_RelY >= 62) && (m_Random.NextInt(3,a_Biome) != 0);
+ }
+ case cMonster::mtEnderman:
+ {
+ if (a_RelY < 250)
{
- toReturn = (
- a_Level >= 62 &&
- (
- a_BlockType_below == E_BLOCK_GRASS ||
- a_BlockType_below == E_BLOCK_LEAVES
- ) &&
- m_Random.NextInt(3,a_Biome) != 0
- );
+ BLOCKTYPE BlockTop = a_Chunk->GetBlock(a_RelX, a_RelY + 2, a_RelZ);
+ if (BlockTop == E_BLOCK_AIR)
+ {
+ BlockTop = a_Chunk->GetBlock(a_RelX, a_RelY + 3, a_RelZ);
+ return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (BlockTop == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
+ (SkyLight <= 7) && (BlockLight <= 7);
+ }
}
- else if (a_MobType == cMonster::mtCreeper || a_MobType == cMonster::mtSkeleton || a_MobType == cMonster::mtZombie || a_MobType == cMonster::mtSpider || a_MobType == cMonster::mtEnderman || a_MobType == cMonster::mtZombiePigman)
+ break;
+ }
+ case cMonster::mtSpider:
+ {
+ bool CanSpawn = true;
+ bool HaveFloor = false;
+ for (int x = 0; x < 2; ++x)
{
- toReturn = true /*a_LightLevel <= 7 MG TODO*/;
- /*if (a_SunLight) MG TODO
+ for(int z = 0; z < 2; ++z)
{
- if (m_Random.NextInt(2,a_Biome) != 0)
+ CanSpawn = a_Chunk->UnboundedRelGetBlockType(a_RelX + x, a_RelY, a_RelZ + z, TargetBlock);
+ CanSpawn = CanSpawn && (TargetBlock == E_BLOCK_AIR);
+ if (!CanSpawn)
{
- toReturn = false;
+ return false;
}
- }*/
- }
- else if (a_MobType == cMonster::mtSlime)
- {
- toReturn = a_Level <= 40;
- // MG TODO : much more complicated rules
- }
- else if (a_MobType == cMonster::mtGhast)
- {
- toReturn = m_Random.NextInt(20,a_Biome) == 0;
- }
- else
- {
- LOGD("MG TODO : check I've got a Rule to write for type %d",a_MobType);
- toReturn = true;
+ if (!HaveFloor)
+ {
+ a_Chunk->UnboundedRelGetBlockType(a_RelX + x, a_RelY - 1, a_RelZ + z, TargetBlock);
+ HaveFloor = HaveFloor || !g_BlockTransparent[TargetBlock];
+ }
+ }
}
+ return CanSpawn && HaveFloor && (SkyLight <= 7) && (BlockLight <= 7);
+
}
+ case cMonster::mtCreeper:
+ case cMonster::mtZombie:
+ return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
+ (SkyLight <= 7) && (BlockLight <= 7) && (m_Random.NextInt(2,a_Biome) == 0);
+
+ case cMonster::mtSlime:
+ return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
+ ((a_RelY <= 40) || a_Biome == biSwampland);
+ case cMonster::mtGhast:
+ case cMonster::mtZombiePigman:
+ return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
+ (m_Random.NextInt(20,a_Biome) == 0);
+ default:
+ LOGD("MG TODO : check I've got a Rule to write for type %d",a_MobType);
+ return false;
}
}
- return toReturn;
+ return false;
}
-cMonster* cMobSpawner::TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, EMCSBiome a_Biome, int a_Level, int& a_MaxPackSize)
+cMonster* cMobSpawner::TryToSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int& a_MaxPackSize)
{
cMonster* toReturn = NULL;
if (m_NewPack)
@@ -225,8 +242,10 @@ cMonster* cMobSpawner::TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockM
m_NewPack = false;
}
+ // Make sure we are looking at the right chunk to spawn in
+ a_Chunk = a_Chunk->GetRelNeighborChunkAdjustCoords(a_RelX, a_RelZ);
- if (CanSpawnHere(m_MobType, a_BlockType, a_BlockMeta, a_BlockType_below, a_BlockMeta_below, a_BlockType_above, a_BlockMeta_above, a_Biome, a_Level))
+ if (CanSpawnHere(a_Chunk, a_RelX, a_RelY, a_RelZ, m_MobType, a_Biome))
{
cMonster * newMob = cMonster::NewMonsterFromType(m_MobType);
if (newMob)
diff --git a/source/MobSpawner.h b/source/MobSpawner.h
index ba2a18f2e..ea6636310 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, EMCSBiome a_Biome, int a_Level, int& a_MaxPackSize);
+ cMonster * TryToSpawnHere(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, EMCSBiome a_Biome, int a_Level);
+ bool CanSpawnHere(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
diff --git a/source/Mobs/Monster.cpp b/source/Mobs/Monster.cpp
index 9b1f2fc4c..72dfb2583 100644
--- a/source/Mobs/Monster.cpp
+++ b/source/Mobs/Monster.cpp
@@ -609,9 +609,9 @@ int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
{
switch (a_MobFamily)
{
- case mfHostile: return 1;
- case mfPassive: return 400;
- case mfAmbient: return 400;
+ case mfHostile: return 40;
+ case mfPassive: return 40;
+ case mfAmbient: return 40;
case mfWater: return 400;
}
ASSERT(!"Unhandled mob family");
diff --git a/source/World.cpp b/source/World.cpp
index 786d97a4d..ad34dc6a5 100644
--- a/source/World.cpp
+++ b/source/World.cpp
@@ -229,7 +229,8 @@ cWorld::cWorld(const AString & a_WorldName) :
m_RSList(0),
m_Weather(eWeather_Sunny),
m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :)
- m_TickThread(*this)
+ m_TickThread(*this),
+ m_SkyDarkness(0)
{
LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
@@ -608,6 +609,9 @@ void cWorld::Tick(float a_Dt)
m_WorldAge = (Int64)(m_WorldAgeSecs * 20.0);
m_TimeOfDay = (Int64)(m_TimeOfDaySecs * 20.0);
+ // Updates the sky darkness based on current time of day
+ UpdateSkyDarkness();
+
// Broadcast time update every 40 ticks (2 seconds)
if (m_LastTimeUpdate < m_WorldAge - 40)
{
@@ -2676,3 +2680,30 @@ void cWorld::cTaskSaveAllChunks::Run(cWorld & a_World)
+
+#define TIME_SUNSET 12000
+#define TIME_NIGHT_START 13187
+#define TIME_NIGHT_END 22812
+#define TIME_SUNRISE 23999
+#define TIME_SPAWN_DIVIZOR 148
+
+
+
+
+
+void cWorld::UpdateSkyDarkness()
+{
+ int TempTime = m_TimeOfDay;
+ if (TempTime <= TIME_SUNSET)
+ m_SkyDarkness = 0;
+ else if (TempTime <= TIME_NIGHT_START)
+ m_SkyDarkness = (TIME_NIGHT_START - TempTime)/TIME_SPAWN_DIVIZOR;
+ else if (TempTime <= TIME_NIGHT_END)
+ m_SkyDarkness = 8;
+ else
+ m_SkyDarkness = (TIME_SUNRISE - TempTime)/TIME_SPAWN_DIVIZOR;
+}
+
+
+
+
diff --git a/source/World.h b/source/World.h
index f174a1c2c..c4fd06d0b 100644
--- a/source/World.h
+++ b/source/World.h
@@ -592,6 +592,9 @@ public:
/// Appends all usernames starting with a_Text (case-insensitive) into Results
void TabCompleteUserName(const AString & a_Text, AStringVector & a_Results);
+ /// Get the current darkness level based on the time
+ NIBBLETYPE GetSkyDarkness() { return m_SkyDarkness; }
+
private:
friend class cRoot;
@@ -636,6 +639,8 @@ private:
Int64 m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
std::map<cMonster::eFamily,Int64> m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned (for each megatype of monster) // MG TODO : find a way to optimize without creating unmaintenability (if mob IDs are becoming unrowed)
+ NIBBLETYPE m_SkyDarkness;
+
eGameMode m_GameMode;
bool m_bEnabledPVP;
bool m_IsDeepSnowEnabled;
@@ -727,6 +732,8 @@ private:
/// Ticks all clients that are in this world
void TickClients(float a_Dt);
+
+ void UpdateSkyDarkness();
/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);