diff options
Diffstat (limited to 'src/Generating/Prefab.h')
-rw-r--r-- | src/Generating/Prefab.h | 26 |
1 files changed, 16 insertions, 10 deletions
diff --git a/src/Generating/Prefab.h b/src/Generating/Prefab.h index 5f937260d..bb961f2b3 100644 --- a/src/Generating/Prefab.h +++ b/src/Generating/Prefab.h @@ -32,6 +32,14 @@ class cPrefab : public cPiece { public: + /** How to handle the space between the prefab bottom and the terrain top. */ + enum eExtendFloorStrategy + { + efsNone, ///< No processing, the prefab is left "floating in the air" + efsRepeatBottomTillNonAir, ///< Repeat the bottom-most block down until the first non-air block + efsRepeatBottomTillSolid, ///< Repeat the bottom-most block down until the first solid block; non-solids are overwritten + }; + struct sDef { int m_SizeX; @@ -62,10 +70,9 @@ public: /** The merge strategy to use while drawing the prefab. */ cBlockArea::eMergeStrategy m_MergeStrategy; - /** If set to true, the prefab will extend its lowermost blocks until a solid block is found, - thus creating a foundation for the prefab. This is used for houses to be "on the ground", as well as - nether fortresses not to float. */ - bool m_ShouldExtendFloor; + /** How the prefab should handle not being on top of the ground. + This is used for houses to be "on the ground", as well as nether fortresses not to float. */ + eExtendFloorStrategy m_ExtendFloorStrategy; /** Chance of this piece being used, if no other modifier is active. */ int m_DefaultWeight; @@ -143,8 +150,8 @@ public: /** Sets the flag whether the prefab should be moved to ground level before being drawn. */ void SetMoveToGround(bool a_MoveToGround) { m_MoveToGround = a_MoveToGround; } - /** Sets the flag whether the lowest layer of the prefab should be repeated downwards until it hits a solid block. */ - void SetExtendFloor(bool a_ShouldExtendFloor) { m_ShouldExtendFloor = a_ShouldExtendFloor; } + /** Sets the strategy to use between the bottom of the prefab and the terrain top. */ + void SetExtendFloorStrategy(eExtendFloorStrategy a_Strategy) { m_ExtendFloorStrategy = a_Strategy; } /** Sets the internal hitbox to the specified value. */ void SetHitBox(const cCuboid & a_HitBox) { m_HitBox = a_HitBox; } @@ -183,10 +190,9 @@ protected: /** The merge strategy to use when drawing the prefab into a block area */ cBlockArea::eMergeStrategy m_MergeStrategy; - /** If set to true, the prefab will extend its lowermost blocks until a solid block is found, - thus creating a foundation for the prefab. This is used for houses to be "on the ground", as well as - nether fortresses not to float. */ - bool m_ShouldExtendFloor; + /** How the prefab should handle not being on top of the ground. + This is used for houses to be "on the ground", as well as nether fortresses not to float. */ + eExtendFloorStrategy m_ExtendFloorStrategy; /** Chance of this piece being used, if no other modifier is active. */ int m_DefaultWeight; |