MapEditEvent() = default;
- MapEditEvent * clone()
- {
- MapEditEvent *event = new MapEditEvent();
- event->type = type;
- event->p = p;
- event->n = n;
- event->modified_blocks = modified_blocks;
- event->is_private_change = is_private_change;
- return event;
- }
-
- VoxelArea getArea()
+ VoxelArea getArea() const
{
switch(type){
case MEET_ADDNODE:
{
public:
// event shall be deleted by caller after the call.
- virtual void onMapEditEvent(MapEditEvent *event) = 0;
+ virtual void onMapEditEvent(const MapEditEvent &event) = 0;
};
class Map /*: public NodeContainer*/
void addEventReceiver(MapEventReceiver *event_receiver);
void removeEventReceiver(MapEventReceiver *event_receiver);
// event shall be deleted by caller after the call.
- void dispatchEvent(MapEditEvent *event);
+ void dispatchEvent(const MapEditEvent &event);
// On failure returns NULL
MapSector * getSectorNoGenerateNoLock(v2s16 p2d);
// This stores the properties of the nodes on the map.
const NodeDefManager *m_nodedef;
+ bool determineAdditionalOcclusionCheck(const v3s16 &pos_camera,
+ const core::aabbox3d<s16> &block_bounds, v3s16 &check);
bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
- const core::aabbox3d<s16> &block_bounds, float step, float stepfac,
- float offset, u32 needed_count);
+ float step, float stepfac, float start_offset, float end_offset,
+ u32 needed_count);
private:
f32 m_transforming_liquid_loop_count_multiplier = 1.0f;
names when saving
*/
void createDirs(const std::string &path);
- // returns something like "map/sectors/xxxxxxxx"
- std::string getSectorDir(v2s16 pos, int layout = 2);
- // dirname: final directory name
- v2s16 getSectorPos(const std::string &dirname);
- v3s16 getBlockPos(const std::string §ordir, const std::string &blockfile);
- static std::string getBlockFilename(v3s16 p);
/*
Database functions
*/
static MapDatabase *createDatabase(const std::string &name, const std::string &savedir, Settings &conf);
- // Returns true if the database file does not exist
- bool loadFromFolders();
-
// Call these before and after saving of blocks
void beginSave();
void endSave();
bool saveBlock(MapBlock *block);
static bool saveBlock(MapBlock *block, MapDatabase *db);
- // This will generate a sector with getSector if not found.
- void loadBlock(const std::string §ordir, const std::string &blockfile,
- MapSector *sector, bool save_after_load=false);
MapBlock* loadBlock(v3s16 p);
// Database version
void loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load=false);