// BiomeColors.cpp // Implements the g_BiomeColors[] array preparation based on a stored biome-to-color map #include "Globals.h" #include "BiomeColors.h" int g_BiomeColors[256]; static struct { EMCSBiome Biome; int Color; } g_BiomeColorMap[] = { { biOcean, 0x000070 }, { biPlains, 0x8db360 }, { biDesert, 0xfa9418 }, { biExtremeHills, 0x606060 }, { biForest, 0x056621 }, { biTaiga, 0x0b6659 }, { biSwampland, 0x2fffda }, { biRiver, 0x3030af }, { biHell, 0x7f0000 }, { biSky, 0x007fff }, { biFrozenOcean, 0xa0a0df }, { biFrozenRiver, 0xa0a0ff }, { biIcePlains, 0xffffff }, { biIceMountains, 0xa0a0a0 }, { biMushroomIsland, 0xff00ff }, { biMushroomShore, 0xa000ff }, { biBeach, 0xfade55 }, { biDesertHills, 0xd25f12 }, { biForestHills, 0x22551c }, { biTaigaHills, 0x163933 }, { biExtremeHillsEdge, 0x7f8f7f }, { biJungle, 0x537b09 }, { biJungleHills, 0x2c4205 }, { biJungleEdge, 0x628b17 }, { biDeepOcean, 0x000030 }, { biStoneBeach, 0xa2a284 }, { biColdBeach, 0xfaf0c0 }, { biBirchForest, 0x307444 }, { biBirchForestHills, 0x1f5f32 }, { biRoofedForest, 0x40511a }, { biColdTaiga, 0x31554a }, { biColdTaigaHills, 0x597d72 }, { biMegaTaiga, 0x596651 }, { biMegaTaigaHills, 0x596659 }, { biExtremeHillsPlus, 0x507050 }, { biSavanna, 0xbdb25f }, { biSavannaPlateau, 0xa79d64 }, { biMesa, 0xd94515 }, { biMesaPlateauF, 0xb09765 }, { biMesaPlateau, 0xca8c65 }, // M variants: { biSunflowerPlains, 0xb5db88 }, { biDesertM, 0xffbc40 }, { biExtremeHillsM, 0x888888 }, { biFlowerForest, 0x2d8e49 }, { biTaigaM, 0x338e81 }, { biSwamplandM, 0x07f9b2 }, { biIcePlainsSpikes, 0xb4dcdc }, { biJungleM, 0x7ba331 }, { biJungleEdgeM, 0x628b17 }, { biBirchForestM, 0x589c6c }, { biBirchForestHillsM, 0x47875a }, { biRoofedForestM, 0x687942 }, { biColdTaigaM, 0x243f36 }, { biMegaSpruceTaiga, 0x454f3e }, { biMegaSpruceTaigaHills, 0x454f4e }, { biExtremeHillsPlusM, 0x789878 }, { biSavannaM, 0xe5da87 }, { biSavannaPlateauM, 0xa79d74 }, { biMesaBryce, 0xff6d3d }, { biMesaPlateauFM, 0xd8bf8d }, { biMesaPlateauM, 0xf2b48d }, } ; static class cBiomeColorsInitializer { public: cBiomeColorsInitializer(void) { // Reset all colors to gray: for (size_t i = 0; i < ARRAYCOUNT(g_BiomeColors); i++) { g_BiomeColors[i] = 0x7f7f7f; } for (size_t i = 0; i < ARRAYCOUNT(g_BiomeColorMap); i++) { g_BiomeColors[g_BiomeColorMap[i].Biome] = g_BiomeColorMap[i].Color; } } } g_Initializer;