#include "map.h"
#include "nodedef.h"
#include "profiler.h"
-#include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
+#include "settings.h"
//#define DGEN_USE_TORCHES
void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
//TimeTaker t("gen dungeons");
- int approx_groundlevel = 10 + mg->water_level;
-
- if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
- NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
+ if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
return;
this->blockseed = bseed;
// Dungeon generator doesn't modify places which have this set
vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
- // Set all air and water to be untouchable to make dungeons open
- // to caves and open air
+ bool no_float = !g_settings->getBool("enable_floating_dungeons");
+
+ // Set all air and water (and optionally ignore) to be untouchable
+ // to make dungeons open to caves and open air
for (s16 z = nmin.Z; z <= nmax.Z; z++) {
for (s16 y = nmin.Y; y <= nmax.Y; y++) {
u32 i = vm->m_area.index(nmin.X, y, z);
for (s16 x = nmin.X; x <= nmax.X; x++) {
content_t c = vm->m_data[i].getContent();
- if (c == CONTENT_AIR || c == dp.c_water)
+ if (c == CONTENT_AIR || c == dp.c_water
+ || (no_float && c == CONTENT_IGNORE))
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;
}