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Dungeons: Use biome 'node_stone' if normal stone types not detected

Construct dungeons from the node defined as biome 'node_stone' if
'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not
detected.
Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
This commit is contained in:
paramat 2017-07-28 03:31:11 +01:00 committed by paramat
parent 238d752fa3
commit b20d01a3f1
8 changed files with 61 additions and 22 deletions

View file

@ -79,11 +79,11 @@ enum GenNotifyType {
NUM_GENNOTIFY_TYPES
};
// TODO(hmmmm/paramat): make stone type selection dynamic
enum MgStoneType {
MGSTONE_STONE,
MGSTONE_DESERT_STONE,
MGSTONE_SANDSTONE,
MGSTONE_OTHER,
};
struct GenNotifyEvent {
@ -250,8 +250,10 @@ public:
virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
virtual bool generateCaverns(s16 max_stone_y);
virtual void generateDungeons(s16 max_stone_y, MgStoneType stone_type);
virtual MgStoneType generateBiomes(s16 biome_zero_level = 0);
virtual void generateDungeons(s16 max_stone_y,
MgStoneType stone_type, content_t biome_stone);
virtual void generateBiomes(MgStoneType *mgstone_type,
content_t *biome_stone, s16 biome_zero_level);
virtual void dustTopNodes();
protected: