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author | paramat <paramat@users.noreply.github.com> | 2017-09-17 00:26:20 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-09-17 05:31:48 +0100 |
commit | 27144b471678b30156ad3383fb8d26a5bd9b66cb (patch) | |
tree | 853db5930973f5d6c7ef3f1b6e4c354123f7dc8a /src/mapgen.cpp | |
parent | 76817fdf98b1597c569267bc751f4f285302721a (diff) | |
download | minetest-27144b471678b30156ad3383fb8d26a5bd9b66cb.tar.gz minetest-27144b471678b30156ad3383fb8d26a5bd9b66cb.tar.bz2 minetest-27144b471678b30156ad3383fb8d26a5bd9b66cb.zip |
Biome API: Revert biomes, decos, ores being relative to water level
Feature is unnecessary and would greatly complicate future development,
it would also make 'get biome at pos' extremely complex.
Mgv7: Revert option to repeat surface biomes in floatlands, which
depended on the above.
Diffstat (limited to 'src/mapgen.cpp')
-rw-r--r-- | src/mapgen.cpp | 10 |
1 files changed, 3 insertions, 7 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp index 72c075466..7b32ffab1 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -613,7 +613,7 @@ MapgenBasic::~MapgenBasic() void MapgenBasic::generateBiomes(MgStoneType *mgstone_type, - content_t *biome_stone, s16 biome_zero_level) + content_t *biome_stone) { // can't generate biomes without a biome generator! assert(biomegen); @@ -665,10 +665,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type, if (is_stone_surface || is_water_surface) { // (Re)calculate biome - // Limit to +-MAX MAP GENERATION LIMIT to work with biome y_min / y_max. - s32 relative_y = rangelim(y - biome_zero_level, - -MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT); - biome = biomegen->getBiomeAtIndex(index, relative_y); + biome = biomegen->getBiomeAtIndex(index, y); if (biomemap[index] == BIOME_NONE && is_stone_surface) biomemap[index] = biome->index; @@ -679,8 +676,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type, noise_filler_depth->result[index], 0.0f); depth_water_top = biome->depth_water_top; depth_riverbed = biome->depth_riverbed; - biome_y_min = rangelim(biome->y_min + biome_zero_level, - -MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT); + biome_y_min = biome->y_min; // Detect stone type for dungeons during every biome calculation. // If none detected the last selected biome stone is chosen. |