// Default dungeon parameters
dp.seed = 0;
- dp.c_water = ndef->getId("mapgen_water_source");
- dp.c_river_water = ndef->getId("mapgen_river_water_source");
- dp.c_wall = ndef->getId("mapgen_cobble");
- dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
- dp.c_stair = ndef->getId("mapgen_stair_cobble");
-
- if (dp.c_river_water == CONTENT_IGNORE)
- dp.c_river_water = ndef->getId("mapgen_water_source");
+ dp.c_wall = ndef->getId("mapgen_cobble");
+ dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
+ dp.c_stair = ndef->getId("mapgen_stair_cobble");
dp.diagonal_dirs = false;
dp.only_in_ground = true;
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. Optionally set ignore to be untouchable to
- // prevent protruding dungeons.
+ // Set all air and liquid drawtypes to be untouchable to make dungeons
+ // open to air and liquids. Optionally set ignore to be untouchable to
+ // prevent projecting 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)
+ NodeDrawType dtype = ndef->get(c).drawtype;
+ if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
+ (preserve_ignore && c == CONTENT_IGNORE))
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;
}