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author | Perttu Ahola <celeron55@gmail.com> | 2011-11-14 00:19:48 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-11-29 19:13:41 +0200 |
commit | abceeee92f99b84ebb79968269835a4f509bfb90 (patch) | |
tree | 669edeca68fae4eb086ac4e4c1846b55d3aa779d /src/map.h | |
parent | 5fc791ac9a15ea6f234ca2d23041c83679255746 (diff) | |
download | minetest-abceeee92f99b84ebb79968269835a4f509bfb90.tar.gz minetest-abceeee92f99b84ebb79968269835a4f509bfb90.tar.bz2 minetest-abceeee92f99b84ebb79968269835a4f509bfb90.zip |
Create framework for getting rid of global definitions of node/tool/item/whatever types
Diffstat (limited to 'src/map.h')
-rw-r--r-- | src/map.h | 20 |
1 files changed, 13 insertions, 7 deletions
@@ -41,6 +41,7 @@ class ServerMapSector; class ClientMapSector; class MapBlock; class NodeMetadata; +class IGameDef; namespace mapgen{ struct BlockMakeData; @@ -109,7 +110,7 @@ class Map /*: public NodeContainer*/ { public: - Map(std::ostream &dout); + Map(std::ostream &dout, IGameDef *gamedef); virtual ~Map(); /*virtual u16 nodeContainerId() const @@ -289,7 +290,9 @@ public: 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; @@ -315,7 +318,7 @@ public: /* savedir: directory to which map data should be saved */ - ServerMap(std::string savedir); + ServerMap(std::string savedir, IGameDef *gamedef); ~ServerMap(); s32 mapType() const @@ -435,9 +438,9 @@ public: 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; @@ -496,6 +499,7 @@ struct MapDrawControl }; class Client; +class ITextureSource; /* ClientMap @@ -508,6 +512,7 @@ class ClientMap : public Map, public scene::ISceneNode public: ClientMap( Client *client, + IGameDef *gamedef, MapDrawControl &control, scene::ISceneNode* parent, scene::ISceneManager* mgr, @@ -583,9 +588,10 @@ public: /* 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); + void updateMeshes(v3s16 blockpos, u32 daynight_ratio, + ITextureSource *tsrc); // Update meshes that touch the node //void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio); |