forked from Mirrorlandia_minetest/minetest
4bf95703a0
* New API to allow access into MapSector::m_blocks * Use this API on ClientMap::touchMapBlocks(), ClientMap::updateDrawList(), and ClientMap::updateDrawListShadow() to speed them up
100 lines
2.5 KiB
C++
100 lines
2.5 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes.h"
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#include "irr_v2d.h"
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#include "mapblock.h"
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#include <ostream>
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#include <map>
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#include <vector>
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class Map;
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class IGameDef;
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/*
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This is an Y-wise stack of MapBlocks.
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*/
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#define MAPSECTOR_SERVER 0
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#define MAPSECTOR_CLIENT 1
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class MapSector
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{
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public:
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MapSector(Map *parent, v2s16 pos, IGameDef *gamedef);
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virtual ~MapSector();
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void deleteBlocks();
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v2s16 getPos() const
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{
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return m_pos;
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}
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MapBlock *getBlockNoCreateNoEx(s16 y);
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std::unique_ptr<MapBlock> createBlankBlockNoInsert(s16 y);
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MapBlock *createBlankBlock(s16 y);
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void insertBlock(std::unique_ptr<MapBlock> block);
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void deleteBlock(MapBlock *block);
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// Remove a block from the map and the sector without deleting it
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// Returns an owning ptr to block.
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std::unique_ptr<MapBlock> detachBlock(MapBlock *block);
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// This makes a copy of the internal collection.
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// Prefer getBlocks() if possible.
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void getBlocks(MapBlockVect &dest);
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// Get access to the internal collection
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// This is explicitly only allowed on a const object since modifying anything while iterating is unsafe.
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// The caller needs to make sure that this does not happen.
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const auto &getBlocks() const { return m_blocks; }
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const auto &getBlocks() = delete;
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bool empty() const { return m_blocks.empty(); }
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int size() const { return m_blocks.size(); }
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protected:
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// The pile of MapBlocks
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std::unordered_map<s16, std::unique_ptr<MapBlock>> m_blocks;
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Map *m_parent;
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// Position on parent (in MapBlock widths)
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v2s16 m_pos;
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IGameDef *m_gamedef;
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// Last-used block is cached here for quicker access.
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// Be sure to set this to nullptr when the cached block is deleted
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MapBlock *m_block_cache = nullptr;
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s16 m_block_cache_y;
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/*
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Private methods
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*/
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MapBlock *getBlockBuffered(s16 y);
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};
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