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authorparamat <paramat@users.noreply.github.com>2017-09-17 00:26:20 +0100
committerparamat <mat.gregory@virginmedia.com>2017-09-17 05:31:48 +0100
commit27144b471678b30156ad3383fb8d26a5bd9b66cb (patch)
tree853db5930973f5d6c7ef3f1b6e4c354123f7dc8a /src/mapgen_v7.cpp
parent76817fdf98b1597c569267bc751f4f285302721a (diff)
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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.cpp15
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();