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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
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11df7e886a
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49 changed files with 301 additions and 409 deletions
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@ -18,11 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "particles.h"
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#include "constants.h"
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#include "debug.h"
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#include "settings.h"
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#include "client/tile.h"
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#include "gamedef.h"
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#include "client.h"
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#include "collision.h"
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#include <stdlib.h>
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#include "util/numeric.h"
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@ -452,7 +448,7 @@ void ParticleManager::clearAll ()
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}
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}
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void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
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scene::ISceneManager* smgr, LocalPlayer *player)
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{
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switch (event->type) {
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@ -477,9 +473,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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}
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video::ITexture *texture =
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gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
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client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
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ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
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ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
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event->add_particlespawner.amount,
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event->add_particlespawner.spawntime,
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*event->add_particlespawner.minpos,
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@ -520,9 +516,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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}
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case CE_SPAWN_PARTICLE: {
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video::ITexture *texture =
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gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
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client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
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Particle* toadd = new Particle(gamedef, smgr, player, m_env,
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Particle* toadd = new Particle(client, smgr, player, m_env,
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*event->spawn_particle.pos,
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*event->spawn_particle.vel,
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*event->spawn_particle.acc,
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