#include "voxelalgorithms.h"
#include "emerge.h"
-MapgenSinglenode::MapgenSinglenode(MapgenParams *params, EmergeParams *emerge) :
- Mapgen(MAPGEN_SINGLENODE, params, emerge)
+
+MapgenSinglenode::MapgenSinglenode(MapgenParams *params, EmergeParams *emerge)
+ : Mapgen(MAPGEN_SINGLENODE, params, emerge)
{
const NodeDefManager *ndef = emerge->ndef;
set_light = (ndef->get(n_node).sunlight_propagates) ? LIGHT_SUN : 0x00;
}
+
//////////////////////// Map generator
void MapgenSinglenode::makeChunk(BlockMakeData *data)
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
- data->blockpos_requested.Y >= data->blockpos_min.Y &&
- data->blockpos_requested.Z >= data->blockpos_min.Z);
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
- data->blockpos_requested.Y <= data->blockpos_max.Y &&
- data->blockpos_requested.Z <= data->blockpos_max.Z);
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
- this->vm = data->vmanip;
+ this->vm = data->vmanip;
this->ndef = data->nodedef;
v3s16 blockpos_min = data->blockpos_min;
MapNode n_node(c_node);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 y = node_min.Y; y <= node_max.Y; y++) {
- u32 i = vm->m_area.index(node_min.X, y, z);
- for (s16 x = node_min.X; x <= node_max.X; x++) {
- if (vm->m_data[i].getContent() == CONTENT_IGNORE)
- vm->m_data[i] = n_node;
- i++;
- }
+ for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+ u32 i = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++) {
+ if (vm->m_data[i].getContent() == CONTENT_IGNORE)
+ vm->m_data[i] = n_node;
+ i++;
}
+ }
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, node_min, node_max);
this->generating = false;
}
+
int MapgenSinglenode::getSpawnLevelAtPoint(v2s16 p)
{
return 0;