From 8e7449e09253e138716d8dbad6a2ab5c6e089e28 Mon Sep 17 00:00:00 2001 From: Ner'zhul Date: Mon, 9 Jan 2017 20:39:22 +0100 Subject: 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 --- src/clientenvironment.cpp | 30 +++++++++++++++--------------- 1 file changed, 15 insertions(+), 15 deletions(-) (limited to 'src/clientenvironment.cpp') diff --git a/src/clientenvironment.cpp b/src/clientenvironment.cpp index e831de109..65646c6b4 100644 --- a/src/clientenvironment.cpp +++ b/src/clientenvironment.cpp @@ -34,13 +34,13 @@ with this program; if not, write to the Free Software Foundation, Inc., */ ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr, - ITextureSource *texturesource, IGameDef *gamedef, + ITextureSource *texturesource, Client *client, IrrlichtDevice *irr): m_map(map), m_local_player(NULL), m_smgr(smgr), m_texturesource(texturesource), - m_gamedef(gamedef), + m_client(client), m_irr(irr) { char zero = 0; @@ -94,7 +94,7 @@ void ClientEnvironment::step(float dtime) stepTimeOfDay(dtime); // Get some settings - bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); + bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool free_move = fly_allowed && g_settings->getBool("free_move"); // Get local player @@ -223,7 +223,7 @@ void ClientEnvironment::step(float dtime) f32 post_factor = 1; // 1 hp per node/s if(info.type == COLLISION_NODE) { - const ContentFeatures &f = m_gamedef->ndef()-> + const ContentFeatures &f = m_client->ndef()-> get(m_map->getNodeNoEx(info.node_p)); // Determine fall damage multiplier int addp = itemgroup_get(f.groups, "fall_damage_add_percent"); @@ -237,7 +237,7 @@ void ClientEnvironment::step(float dtime) if(damage != 0){ damageLocalPlayer(damage, true); MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage"); - m_gamedef->event()->put(e); + m_client->event()->put(e); } } } @@ -259,11 +259,11 @@ void ClientEnvironment::step(float dtime) u32 damage_per_second = 0; damage_per_second = MYMAX(damage_per_second, - m_gamedef->ndef()->get(n1).damage_per_second); + m_client->ndef()->get(n1).damage_per_second); damage_per_second = MYMAX(damage_per_second, - m_gamedef->ndef()->get(n2).damage_per_second); + m_client->ndef()->get(n2).damage_per_second); damage_per_second = MYMAX(damage_per_second, - m_gamedef->ndef()->get(n3).damage_per_second); + m_client->ndef()->get(n3).damage_per_second); if(damage_per_second != 0) { @@ -272,7 +272,7 @@ void ClientEnvironment::step(float dtime) } // Protocol v29 make this behaviour obsolete - if (((Client*) getGameDef())->getProtoVersion() < 29) { + if (getGameDef()->getProtoVersion() < 29) { /* Drowning */ @@ -282,7 +282,7 @@ void ClientEnvironment::step(float dtime) // head v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS); MapNode n = m_map->getNodeNoEx(p); - ContentFeatures c = m_gamedef->ndef()->get(n); + ContentFeatures c = m_client->ndef()->get(n); u8 drowning_damage = c.drowning; if (drowning_damage > 0 && lplayer->hp > 0) { u16 breath = lplayer->getBreath(); @@ -306,7 +306,7 @@ void ClientEnvironment::step(float dtime) // head v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS); MapNode n = m_map->getNodeNoEx(p); - ContentFeatures c = m_gamedef->ndef()->get(n); + ContentFeatures c = m_client->ndef()->get(n); if (!lplayer->hp) { lplayer->setBreath(11); } else if (c.drowning == 0) { @@ -332,7 +332,7 @@ void ClientEnvironment::step(float dtime) v3s16 p = lplayer->getLightPosition(); node_at_lplayer = m_map->getNodeNoEx(p); - u16 light = getInteriorLight(node_at_lplayer, 0, m_gamedef->ndef()); + u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef()); u8 day = light & 0xff; u8 night = (light >> 8) & 0xff; finalColorBlend(lplayer->light_color, day, night, day_night_ratio); @@ -360,7 +360,7 @@ void ClientEnvironment::step(float dtime) v3s16 p = obj->getLightPosition(); MapNode n = m_map->getNodeNoEx(p, &pos_ok); if (pos_ok) - light = n.getLightBlend(day_night_ratio, m_gamedef->ndef()); + light = n.getLightBlend(day_night_ratio, m_client->ndef()); else light = blend_light(day_night_ratio, LIGHT_SUN, 0); @@ -467,7 +467,7 @@ u16 ClientEnvironment::addActiveObject(ClientActiveObject *object) v3s16 p = object->getLightPosition(); MapNode n = m_map->getNodeNoEx(p, &pos_ok); if (pos_ok) - light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef()); + light = n.getLightBlend(getDayNightRatio(), m_client->ndef()); else light = blend_light(getDayNightRatio(), LIGHT_SUN, 0); @@ -480,7 +480,7 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type, const std::string &init_data) { ClientActiveObject* obj = - ClientActiveObject::create((ActiveObjectType) type, m_gamedef, this); + ClientActiveObject::create((ActiveObjectType) type, m_client, this); if(obj == NULL) { infostream<<"ClientEnvironment::addActiveObject(): " -- cgit v1.2.3