#include "clientobject.h"
#include "debug.h"
#include "porting.h"
-#include "constants.h"
/*
ClientActiveObject
*/
-ClientActiveObject::ClientActiveObject(u16 id, IGameDef *gamedef,
+ClientActiveObject::ClientActiveObject(u16 id, Client *client,
ClientEnvironment *env):
ActiveObject(id),
- m_gamedef(gamedef),
+ m_client(client),
m_env(env)
{
}
}
ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
- IGameDef *gamedef, ClientEnvironment *env)
+ Client *client, ClientEnvironment *env)
{
// Find factory function
- UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
- if(n == m_types.end()) {
+ auto 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;
}
Factory f = n->second;
- ClientActiveObject *object = (*f)(gamedef, env);
+ 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())
+ auto n = m_types.find(type);
+ if (n != m_types.end())
return;
m_types[type] = f;
}