minetest/src/clientobject.cpp
Ner'zhul 8e7449e092 Environment & IGameDef code refactoring (#4985)
* 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
2017-01-09 20:39:22 +01:00

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "clientobject.h"
#include "debug.h"
#include "porting.h"
/*
ClientActiveObject
*/
ClientActiveObject::ClientActiveObject(u16 id, Client *client,
ClientEnvironment *env):
ActiveObject(id),
m_client(client),
m_env(env)
{
}
ClientActiveObject::~ClientActiveObject()
{
removeFromScene(true);
}
ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
Client *client, ClientEnvironment *env)
{
// Find factory function
UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
if(n == m_types.end()) {
// If factory is not found, just return.
warningstream << "ClientActiveObject: No factory for type="
<< (int)type << std::endl;
return NULL;
}
Factory f = n->second;
ClientActiveObject *object = (*f)(client, env);
return object;
}
void ClientActiveObject::registerType(u16 type, Factory f)
{
UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
if(n != m_types.end())
return;
m_types[type] = f;
}