#include "mapblock_nodemod.h"
#include "constants.h"
#include "voxel.h"
+#include "utility.h" // Needed for UniqueQueue, a member of Map
extern "C" {
#include "sqlite3.h"
class ClientMapSector;
class MapBlock;
class NodeMetadata;
+class IGameDef;
namespace mapgen{
struct BlockMakeData;
{
public:
- Map(std::ostream &dout);
+ Map(std::ostream &dout, IGameDef *gamedef);
virtual ~Map();
/*virtual u16 nodeContainerId() const
// Returns NULL if not found
MapBlock * getBlockNoCreateNoEx(v3s16 p);
+ /* Server overrides */
+ virtual MapBlock * emergeBlock(v3s16 p, bool allow_generate=true)
+ { return getBlockNoCreateNoEx(p); }
+
// Returns InvalidPositionException if not found
bool isNodeUnderground(v3s16 p);
protected:
- std::ostream &m_dout;
+ std::ostream &m_dout; // A bit deprecated, could be removed
+
+ IGameDef *m_gamedef;
core::map<MapEventReceiver*, bool> m_event_receivers;
/*
savedir: directory to which map data should be saved
*/
- ServerMap(std::string savedir);
+ ServerMap(std::string savedir, IGameDef *gamedef);
~ServerMap();
s32 mapType() const
void verifyDatabase();
// Get an integer suitable for a block
static sqlite3_int64 getBlockAsInteger(const v3s16 pos);
+ static v3s16 getIntegerAsBlock(sqlite3_int64 i);
// Returns true if the database file does not exist
bool loadFromFolders();
void save(bool only_changed);
//void loadAll();
+ void listAllLoadableBlocks(core::list<v3s16> &dst);
+
// Saves map seed and possibly other stuff
void saveMapMeta();
void loadMapMeta();
u64 getSeed(){ return m_seed; }
private:
- // Seed used for all kinds of randomness
+ // Seed used for all kinds of randomness in generation
u64 m_seed;
-
+
std::string m_savedir;
bool m_map_saving_enabled;
sqlite3 *m_database;
sqlite3_stmt *m_database_read;
sqlite3_stmt *m_database_write;
+ sqlite3_stmt *m_database_list;
};
/*
};
class Client;
+class ITextureSource;
/*
ClientMap
public:
ClientMap(
Client *client,
+ IGameDef *gamedef,
MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
/*
Update the faces of the given block and blocks on the
- leading edge.
+ leading edge, without threading. Rarely used.
*/
void updateMeshes(v3s16 blockpos, u32 daynight_ratio);