summaryrefslogtreecommitdiff
path: root/src/mapgen_flat.cpp
diff options
context:
space:
mode:
authorparamat <mat.gregory@virginmedia.com>2016-02-04 01:03:31 +0000
committerparamat <mat.gregory@virginmedia.com>2016-02-09 07:14:45 +0000
commit4adbd69a3701608876b50665ed3f7a150750d26e (patch)
treede3ec585173cbf4e480004c8d64c23489222677f /src/mapgen_flat.cpp
parent38e712260046f159aa201259569054bdf9793b7f (diff)
downloadminetest-4adbd69a3701608876b50665ed3f7a150750d26e.tar.gz
minetest-4adbd69a3701608876b50665ed3f7a150750d26e.tar.bz2
minetest-4adbd69a3701608876b50665ed3f7a150750d26e.zip
FindSpawnPos: Let mapgens decide what spawn altitude is suitable
To avoid spawn search failing in new specialised mapgens Increase spawn search range to 4000 nodes Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen and all mapgens Remove getGroundLevelAtPoint() functions from all mapgens except mgv6 (possibly to be re-added later in the correct form to return actual ground level) Make mgvalleys flag names consistent with other mapgens Remove now unused 'vertical spawn range' setting
Diffstat (limited to 'src/mapgen_flat.cpp')
-rw-r--r--src/mapgen_flat.cpp21
1 files changed, 14 insertions, 7 deletions
diff --git a/src/mapgen_flat.cpp b/src/mapgen_flat.cpp
index 3b7178dd7..0d071411d 100644
--- a/src/mapgen_flat.cpp
+++ b/src/mapgen_flat.cpp
@@ -192,18 +192,25 @@ void MapgenFlatParams::writeParams(Settings *settings) const
/////////////////////////////////////////////////////////////////
-int MapgenFlat::getGroundLevelAtPoint(v2s16 p)
+int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
{
+ s16 level_at_point = ground_level;
float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
+
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
- s16 depress = (lake_threshold - n_terrain) * lake_steepness;
- return ground_level - depress;
+ level_at_point = ground_level -
+ (lake_threshold - n_terrain) * lake_steepness;
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
- s16 rise = (n_terrain - hill_threshold) * hill_steepness;
- return ground_level + rise;
- } else {
- return ground_level;
+ level_at_point = ground_level +
+ (n_terrain - hill_threshold) * hill_steepness;
}
+
+ if (ground_level < water_level) // Ocean world, allow spawn in water
+ return MYMAX(level_at_point, water_level);
+ else if (level_at_point > water_level)
+ return level_at_point; // Spawn on land
+ else
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}