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-rw-r--r--src/Generating/DungeonRoomsFinisher.h25
1 files changed, 15 insertions, 10 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.h b/src/Generating/DungeonRoomsFinisher.h
index bd5380448..92e2a747b 100644
--- a/src/Generating/DungeonRoomsFinisher.h
+++ b/src/Generating/DungeonRoomsFinisher.h
@@ -16,21 +16,25 @@
-class cDungeonRoomsFinisher:
- public cGridStructGen
+class cDungeonRoomsFinisher : public cGridStructGen
{
using Super = cGridStructGen;
-public:
-
+ public:
/** Creates a new dungeon room finisher.
a_ShapeGen is the underlying terrain shape generator, so that the rooms can always be placed under the terrain.
a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across.
a_HeightDistrib is the string defining the height distribution for the rooms (cProbabDistrib format). */
- cDungeonRoomsFinisher(cTerrainShapeGen & a_ShapeGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib);
-
-protected:
-
+ cDungeonRoomsFinisher(
+ cTerrainShapeGen & a_ShapeGen,
+ int a_Seed,
+ int a_GridSize,
+ int a_MaxSize,
+ int a_MinSize,
+ const AString & a_HeightDistrib
+ );
+
+ protected:
/** The shape gen that is used for limiting the rooms' Y coords */
cTerrainShapeGen & m_ShapeGen;
@@ -40,10 +44,11 @@ protected:
/** Minimum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 2 (vanilla). */
int m_MinHalfSize;
- /** The height probability distribution to make the spawners more common in layers 10 - 40, less common outside this range. */
+ /** The height probability distribution to make the spawners more common in layers 10 - 40, less common outside this
+ * range. */
cProbabDistrib m_HeightProbability;
// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;
-} ;
+};