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#pragma once
class BiomeSource;
class ChunkSource;
class ChunkStorage;
class Level;
class LevelType;
#include "Material.h"
#include "Vec3.h"
#include "Pos.h"
class Dimension
{
public:
Level *level;
LevelType *levelType;
BiomeSource *biomeSource;
bool ultraWarm ;
bool hasCeiling;
float *brightnessRamp;
int id;
virtual void init(Level *level);
protected:
virtual void updateLightRamp();
virtual void init();
public:
Dimension();
~Dimension();
virtual ChunkSource *createRandomLevelSource() const;
virtual ChunkSource *createFlatLevelSource() const;
virtual ChunkStorage *createStorage(File dir);
virtual bool isValidSpawn(int x, int z) const;
virtual float getTimeOfDay(__int64 time, float a) const;
virtual int getMoonPhase(__int64 time, float a) const;
virtual bool isNaturalDimension();
private:
static const int fogColor = 0xc0d8ff;
float sunriseCol[4];
public:
virtual float *getSunriseColor(float td, float a);
virtual Vec3 *getFogColor(float td, float a) const;
virtual bool mayRespawn() const;
static Dimension *getNew(int id);
virtual float getCloudHeight();
virtual bool hasGround();
virtual Pos *getSpawnPos();
int getSpawnYPosition();
virtual bool hasBedrockFog();
double getClearColorScale();
virtual bool isFoggyAt(int x, int z);
// 4J Added
virtual int getXZSize();
};
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