#include <fstream>
#include <typeinfo>
#include "mg_schematic.h"
-#include "gamedef.h"
+#include "server.h"
#include "mapgen.h"
#include "emerge.h"
#include "map.h"
#include "util/serialize.h"
#include "serialization.h"
#include "filesys.h"
+#include "voxelalgorithms.h"
///////////////////////////////////////////////////////////////////////////////
-SchematicManager::SchematicManager(IGameDef *gamedef) :
- ObjDefManager(gamedef, OBJDEF_SCHEMATIC)
+SchematicManager::SchematicManager(Server *server) :
+ ObjDefManager(server, OBJDEF_SCHEMATIC)
{
- m_gamedef = gamedef;
+ m_server = server;
}
void SchematicManager::clear()
{
- EmergeManager *emerge = m_gamedef->getEmergeManager();
+ EmergeManager *emerge = m_server->getEmergeManager();
// Remove all dangling references in Decorations
DecorationManager *decomgr = emerge->decomgr;
return vm->m_area.contains(VoxelArea(p, p + s - v3s16(1,1,1)));
}
-void Schematic::placeOnMap(Map *map, v3s16 p, u32 flags,
+void Schematic::placeOnMap(ServerMap *map, v3s16 p, u32 flags,
Rotation rot, bool force_place)
{
std::map<v3s16, MapBlock *> lighting_modified_blocks;
blitToVManip(&vm, p, rot, force_place);
- vm.blitBackAll(&modified_blocks);
+ voxalgo::blit_back_with_light(map, &vm, &modified_blocks);
//// Carry out post-map-modification actions
- //// Update lighting
- // TODO: Optimize this by using Mapgen::calcLighting() instead
- lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end());
- map->updateLighting(lighting_modified_blocks, modified_blocks);
-
//// Create & dispatch map modification events to observers
MapEditEvent event;
event.type = MEET_OTHER;