- /*
- Map generation
- */
-
- // Returns the position of the chunk where the sector is in
- v2s16 sector_to_chunk(v2s16 sectorpos)
- {
- sectorpos.X += m_chunksize / 2;
- sectorpos.Y += m_chunksize / 2;
- v2s16 chunkpos = getContainerPos(sectorpos, m_chunksize);
- return chunkpos;
- }
-
- // Returns the position of the (0,0) sector of the chunk
- v2s16 chunk_to_sector(v2s16 chunkpos)
- {
- v2s16 sectorpos(
- chunkpos.X * m_chunksize,
- chunkpos.Y * m_chunksize
- );
- sectorpos.X -= m_chunksize / 2;
- sectorpos.Y -= m_chunksize / 2;
- return sectorpos;
- }
-
- /*
- Get a chunk.
- */
- MapChunk *getChunk(v2s16 chunkpos)
- {
- core::map<v2s16, MapChunk*>::Node *n;
- n = m_chunks.find(chunkpos);
- if(n == NULL)
- return NULL;
- return n->getValue();
- }
-
- /*
- Generate a chunk.
-
- All chunks touching this one can be altered also.
-
- Doesn't update lighting.
- */
- MapChunk* generateChunkRaw(v2s16 chunkpos);
-
- /*
- Generate a chunk and its neighbors so that it won't be touched
- anymore.
-
- Doesn't update lighting.
- */
- MapChunk* generateChunk(v2s16 chunkpos);
-
- /*
- Generate a sector.
-
- This is mainly called by generateChunkRaw.
- */
- //ServerMapSector * generateSector(v2s16 p);
-