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authorParamat <paramat@users.noreply.github.com>2019-11-18 23:40:01 +0000
committerGitHub <noreply@github.com>2019-11-18 23:40:01 +0000
commit97764600e27f8872768a28ac4a379d1d82f86952 (patch)
tree1e28408bf50648c7691f52401af4934984edfa9c /src/mapgen/cavegen.cpp
parent706b6aad06a112f55105f08b6acd130b276a06ca (diff)
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Randomwalk cave liquids: Remove deprecated 'lava depth' parameter (#9105)
Low-disruption first step towards removing the hardcoded cave liquid code. Since MT 5.0.0 cave liquids can be defined and located by biome definitions instead. In games that do not yet use biome definitions to define and locate cave liquids (MTGame does), lava will now appear below y = water_level - 256 instead of below 'lava depth' (usually y = -256). Therefore no change in most mapgens if using the default 'lava depth'.
Diffstat (limited to 'src/mapgen/cavegen.cpp')
-rw-r--r--src/mapgen/cavegen.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/src/mapgen/cavegen.cpp b/src/mapgen/cavegen.cpp
index d3d51935b..a9df4506f 100644
--- a/src/mapgen/cavegen.cpp
+++ b/src/mapgen/cavegen.cpp
@@ -281,7 +281,6 @@ CavesRandomWalk::CavesRandomWalk(
content_t water_source,
content_t lava_source,
float large_cave_flooded,
- int lava_depth,
BiomeGen *biomegen)
{
assert(ndef);
@@ -292,7 +291,6 @@ CavesRandomWalk::CavesRandomWalk(
this->water_level = water_level;
this->np_caveliquids = &nparams_caveliquids;
this->large_cave_flooded = large_cave_flooded;
- this->lava_depth = lava_depth;
this->bmgn = biomegen;
c_water_source = water_source;
@@ -530,12 +528,12 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
if (use_biome_liquid) {
liquidnode = c_biome_liquid;
} else {
- // TODO remove this. Cave liquids are now defined and located using biome
- // definitions.
// If cave liquid not defined by biome, fallback to old hardcoded behaviour.
+ // TODO 'np_caveliquids' is deprecated and should eventually be removed.
+ // Cave liquids are now defined and located using biome definitions.
float nval = NoisePerlin3D(np_caveliquids, startp.X,
startp.Y, startp.Z, seed);
- liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
+ liquidnode = (nval < 0.40f && node_max.Y < water_level - 256) ?
lavanode : waternode;
}
}