if (nval_density < 1.0f)
return;
+ static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
+
this->vm = vm;
this->blockseed = bseed;
random.seed(bseed + 2);
vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
if (dp.only_in_ground) {
- // Set all air and water to be untouchable
- // to make dungeons open to caves and open air
+ // Set all air and water to be untouchable to make dungeons open to
+ // caves and open air. Optionally set ignore to be untouchable to
+ // prevent protruding dungeons.
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 ||
+ (preserve_ignore && c == CONTENT_IGNORE) ||
c == dp.c_river_water)
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;
void DungeonGen::makeDungeon(v3s16 start_padding)
{
- v3s16 areasize = vm->m_area.getExtent();
+ const v3s16 &areasize = vm->m_area.getExtent();
v3s16 roomsize;
v3s16 roomplace;