// CompoGen.h /* Interfaces to the various terrain composition generators: - cCompoGenSameBlock - cCompoGenDebugBiomes - cCompoGenClassic */ #pragma once #include "cChunkGenerator.h" class cCompoGenSameBlock : public cTerrainCompositionGen { public: cCompoGenSameBlock(BLOCKTYPE a_BlockType, bool a_IsBedrocked) : m_BlockType(a_BlockType), m_IsBedrocked(a_IsBedrocked) {} protected: BLOCKTYPE m_BlockType; bool m_IsBedrocked; // cTerrainCompositionGen overrides: virtual void ComposeTerrain( int a_ChunkX, int a_ChunkZ, cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated const cChunkDef::HeightMap & a_HeightMap, // The height map to fit cEntityList & a_Entities, // Entitites may be generated along with the terrain cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) ) override; } ; class cCompoGenDebugBiomes : public cTerrainCompositionGen { public: cCompoGenDebugBiomes(cBiomeGen * a_BiomeGen) : m_BiomeGen(a_BiomeGen) {} protected: cBiomeGen * m_BiomeGen; // cTerrainCompositionGen overrides: virtual void ComposeTerrain( int a_ChunkX, int a_ChunkZ, cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated const cChunkDef::HeightMap & a_HeightMap, // The height map to fit cEntityList & a_Entities, // Entitites may be generated along with the terrain cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) ) override; } ; class cCompoGenClassic : public cTerrainCompositionGen { public: cCompoGenClassic(int a_SeaLevel, int a_BeachHeight, int a_BeachDepth); protected: int m_SeaLevel; int m_BeachHeight; int m_BeachDepth; // cTerrainCompositionGen overrides: virtual void ComposeTerrain( int a_ChunkX, int a_ChunkZ, cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated const cChunkDef::HeightMap & a_HeightMap, // The height map to fit cEntityList & a_Entities, // Entitites may be generated along with the terrain cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) ) override; } ;