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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_v7.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_v7.cpp')
-rw-r--r-- | src/mapgen_v7.cpp | 15 |
1 files changed, 3 insertions, 12 deletions
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 53f385b53..404780158 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -44,7 +44,6 @@ FlagDesc flagdesc_mapgen_v7[] = { {"ridges", MGV7_RIDGES}, {"floatlands", MGV7_FLOATLANDS}, {"caverns", MGV7_CAVERNS}, - {"biomerepeat", MGV7_BIOMEREPEAT}, {NULL, 0} }; @@ -290,12 +289,6 @@ void MapgenV7::makeChunk(BlockMakeData *data) blockseed = getBlockSeed2(full_node_min, seed); - // Get zero level for biomes and decorations - // Optionally repeat surface biomes in floatlands - s16 biome_zero_level = ((spflags & MGV7_FLOATLANDS) && - (spflags & MGV7_BIOMEREPEAT) && node_max.Y >= shadow_limit) ? - floatland_level - 1 : water_level - 1; - // Generate base and mountain terrain // An initial heightmap is no longer created here for use in generateRidgeTerrain() s16 stone_surface_max_y = generateTerrain(); @@ -312,7 +305,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) MgStoneType mgstone_type; content_t biome_stone; - generateBiomes(&mgstone_type, &biome_stone, water_level - 1); + generateBiomes(&mgstone_type, &biome_stone); // Generate caverns, tunnels and classic caves if (flags & MG_CAVES) { @@ -336,12 +329,10 @@ void MapgenV7::makeChunk(BlockMakeData *data) // Generate the registered decorations if (flags & MG_DECORATIONS) - m_emerge->decomgr->placeAllDecos(this, blockseed, - node_min, node_max, biome_zero_level); + m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Generate the registered ores - m_emerge->oremgr->placeAllOres(this, blockseed, - node_min, node_max, water_level - 1); + m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Sprinkle some dust on top after everything else was generated dustTopNodes(); |