From b20d01a3f19ea7ad1e788077af1ed5769648e3a1 Mon Sep 17 00:00:00 2001 From: paramat Date: Fri, 28 Jul 2017 03:31:11 +0100 Subject: 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. --- src/mapgen_valleys.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'src/mapgen_valleys.cpp') diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp index ff56c69da..f0c145934 100644 --- a/src/mapgen_valleys.cpp +++ b/src/mapgen_valleys.cpp @@ -236,7 +236,9 @@ void MapgenValleys::makeChunk(BlockMakeData *data) updateHeightmap(node_min, node_max); // Place biome-specific nodes and build biomemap - MgStoneType stone_type = generateBiomes(water_level - 1); + MgStoneType mgstone_type; + content_t biome_stone; + generateBiomes(&mgstone_type, &biome_stone, water_level - 1); // Cave creation. if (flags & MG_CAVES) @@ -244,7 +246,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data) // Dungeon creation if ((flags & MG_DUNGEONS) && node_max.Y < 50) - generateDungeons(stone_surface_max_y, stone_type); + generateDungeons(stone_surface_max_y, mgstone_type, biome_stone); // Generate the registered decorations if (flags & MG_DECORATIONS) -- cgit v1.2.3