Fix findSpawnPos()
authorkwolekr <kwolekr@minetest.net>
Sun, 21 Apr 2013 19:39:34 +0000 (15:39 -0400)
committerkwolekr <kwolekr@minetest.net>
Sun, 21 Apr 2013 19:39:34 +0000 (15:39 -0400)
src/server.cpp

index 241826ba21c516159da139d70623cac4cc91864d..7fad623c2213b620d875c20194a70d44a43091d4 100644 (file)
@@ -4951,36 +4951,28 @@ v3f findSpawnPos(ServerMap &map)
        {
                s32 range = 1 + i;
                // We're going to try to throw the player to this position
-               v2s16 nodepos2d = v2s16(-range + (myrand()%(range*2)),
-                               -range + (myrand()%(range*2)));
-               //v2s16 sectorpos = getNodeSectorPos(nodepos2d);
-               // Get ground height at point (fallbacks to heightmap function)
+               v2s16 nodepos2d = v2s16(
+                               -range + (myrand() % (range * 2)),
+                               -range + (myrand() % (range * 2)));
+
+               // Get ground height at point
                s16 groundheight = map.findGroundLevel(nodepos2d);
-               // Don't go underwater
-               if(groundheight <= water_level)
-               {
-                       //infostream<<"-> Underwater"<<std::endl;
+               if (groundheight <= water_level) // Don't go underwater
                        continue;
-               }
-               // Don't go to high places
-               if(groundheight > water_level + 6)
-               {
-                       //infostream<<"-> Underwater"<<std::endl;
+               if (groundheight > water_level + 6) // Don't go to high places
                        continue;
-               }
 
-               nodepos = v3s16(nodepos2d.X, groundheight-2, nodepos2d.Y);
+               nodepos = v3s16(nodepos2d.X, groundheight, nodepos2d.Y);
                bool is_good = false;
                s32 air_count = 0;
-               for(s32 i=0; i<10; i++){
+               for (s32 i = 0; i < 10; i++) {
                        v3s16 blockpos = getNodeBlockPos(nodepos);
                        map.emergeBlock(blockpos, true);
-                       MapNode n = map.getNodeNoEx(nodepos);
-                       if(n.getContent() == CONTENT_AIR){
+                       content_t c = map.getNodeNoEx(nodepos).getContent();
+                       if (c == CONTENT_AIR || c == CONTENT_IGNORE) {
                                air_count++;
-                               if(air_count >= 2){
+                               if (air_count >= 2){
                                        is_good = true;
-                                       nodepos.Y -= 1;
                                        break;
                                }
                        }