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https://github.com/minetest/minetest.git
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8e7449e092
* Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
67 lines
1.7 KiB
C++
67 lines
1.7 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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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#include "clientobject.h"
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#include "debug.h"
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#include "porting.h"
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/*
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ClientActiveObject
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*/
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ClientActiveObject::ClientActiveObject(u16 id, Client *client,
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ClientEnvironment *env):
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ActiveObject(id),
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m_client(client),
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m_env(env)
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{
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}
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ClientActiveObject::~ClientActiveObject()
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{
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removeFromScene(true);
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}
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ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
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Client *client, ClientEnvironment *env)
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{
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// Find factory function
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UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
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if(n == m_types.end()) {
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// If factory is not found, just return.
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warningstream << "ClientActiveObject: No factory for type="
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<< (int)type << std::endl;
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return NULL;
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}
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Factory f = n->second;
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ClientActiveObject *object = (*f)(client, env);
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return object;
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}
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void ClientActiveObject::registerType(u16 type, Factory f)
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{
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UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
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if(n != m_types.end())
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return;
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m_types[type] = f;
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}
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