{
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;
}
}