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authorparamat <paramat@users.noreply.github.com>2017-07-28 03:31:11 +0100
committerparamat <mat.gregory@virginmedia.com>2017-07-30 18:40:55 +0100
commitb20d01a3f19ea7ad1e788077af1ed5769648e3a1 (patch)
tree2d30ee6e8771bfddeb5140e4304e03795ef81190 /src/mapgen_fractal.cpp
parent238d752fa3021fa7294a4df79bfa0b8a46f4a018 (diff)
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Dungeons: Use biome 'node_stone' if normal stone types not detected
Construct dungeons from the node defined as biome 'node_stone' if 'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not detected. Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
Diffstat (limited to 'src/mapgen_fractal.cpp')
-rw-r--r--src/mapgen_fractal.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp
index 720408dbb..3663599a5 100644
--- a/src/mapgen_fractal.cpp
+++ b/src/mapgen_fractal.cpp
@@ -200,13 +200,16 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
- MgStoneType stone_type = generateBiomes(water_level - 1);
+
+ MgStoneType mgstone_type;
+ content_t biome_stone;
+ generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, large_cave_depth);
if (flags & MG_DUNGEONS)
- generateDungeons(stone_surface_max_y, stone_type);
+ generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
// Generate the registered decorations
if (flags & MG_DECORATIONS)