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#pragma once
#include <map>
#include <set>
#include "BlockID.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;
// This class is used to collect, for each Mob, what is it's family. It was first
// being designed to check the caps of the mobs (no more than ... hostile mob in the world)
//
// as side effects : it also know what is the spawnrate of each family : MG TODO relocate
class cMobFamilyCollecter
{
protected :
std::map<cMonster::eFamily,std::set<cMonster*> > m_Mobs;
public :
// collect a mob
void CollectMob(cMonster& a_Monster);
// return the number of mobs for this family
int getNumberOfCollectedMobs(cMonster::eFamily a_Family);
public :
typedef const std::set<cMonster::eFamily> tMobFamilyList;
static tMobFamilyList& m_AllFamilies();
public :
typedef const std::map<cMonster::eFamily,int> tMobSpawRate;
static tMobSpawRate& m_SpawnRate();
protected :
static tMobFamilyList initMobFamilyBeforeCx11();
static tMobSpawRate initMobSpawnRateBeforeCx11();
};
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