diff options
-rw-r--r-- | src/World.cpp | 17 |
1 files changed, 14 insertions, 3 deletions
diff --git a/src/World.cpp b/src/World.cpp index 8664bbec6..60d0ea723 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -681,8 +681,19 @@ void cWorld::GenerateRandomSpawn(void) { LOGD("Generating random spawnpoint..."); - while (IsBlockWaterOrIce(GetBlock((int)m_SpawnX, GetHeight((int)m_SpawnX, (int)m_SpawnZ), (int)m_SpawnZ))) + // Look for a spawn point at most 100 chunks away from map center: + for (int i = 0; i < 100; i++) { + EMCSBiome biome = GetBiomeAt((int)m_SpawnX, (int)m_SpawnZ); + if ( + (biome != biOcean) && (biome != biFrozenOcean) && // The biome is acceptable (don't want a small ocean island) + !IsBlockWaterOrIce(GetBlock((int)m_SpawnX, GetHeight((int)m_SpawnX, (int)m_SpawnZ), (int)m_SpawnZ)) // The terrain is acceptable (don't want to spawn inside a lake / river) + ) + { + // A good spawnpoint was found + break; + } + // Try a neighboring chunk: if ((GetTickRandomNumber(4) % 2) == 0) // Randomise whether to increment X or Z coords { m_SpawnX += cChunkDef::Width; @@ -691,11 +702,11 @@ void cWorld::GenerateRandomSpawn(void) { m_SpawnZ += cChunkDef::Width; } - } + } // for i - 100* m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // 1.6f to accomodate player height - LOGD("Generated random spawnpoint %i %i %i", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ); + LOGINFO("Generated random spawnpoint position {%i, %i, %i}", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ); } |