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#pragma once
class Level;
class Random;
class Biome;
class Feature;
class BiomeDecorator
{
friend class DesertBiome;
friend class ForestBiome;
friend class PlainsBiome;
friend class SwampBiome;
friend class TaigaBiome;
friend class MushroomIslandBiome;
friend class BeachBiome;
friend class JungleBiome;
protected:
Level *level;
Random *random;
int xo;
int zo;
Biome *biome;
public:
BiomeDecorator(Biome *biome);
void decorate(Level *level, Random *random, int xo, int zo);
protected:
Feature *clayFeature;
Feature *sandFeature;
Feature *gravelFeature;
Feature *dirtOreFeature;
Feature *gravelOreFeature;
Feature *coalOreFeature;
Feature *ironOreFeature;
Feature *goldOreFeature;
Feature *redStoneOreFeature;
Feature *diamondOreFeature;
Feature *lapisOreFeature;
Feature *yellowFlowerFeature;
Feature *roseFlowerFeature;
Feature *brownMushroomFeature;
Feature *redMushroomFeature;
Feature *hugeMushroomFeature;
Feature *reedsFeature;
Feature *cactusFeature;
Feature *waterlilyFeature;
int waterlilyCount;
int treeCount;
int flowerCount;
int grassCount;
int deadBushCount;
int mushroomCount;
int reedsCount;
int cactusCount;
int gravelCount;
int sandCount;
int clayCount;
int hugeMushrooms;
bool liquids;
void _init();
protected:
virtual void decorate();
void decorate(int count, Feature *feature);
void decorateDepthSpan(int count, Feature *feature, int y0, int y1);
void decorateDepthAverage(int count, Feature *feature, int yMid, int ySpan);
void decorateOres();
};
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