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-rw-r--r--game/gamestate.h3
-rw-r--r--game/network/network.h2
-rw-r--r--game/network/network.impl.h8
-rw-r--r--game/network/rail.cpp4
-rw-r--r--game/orders.h2
-rw-r--r--game/vehicles/train.h2
-rw-r--r--game/water.h2
7 files changed, 12 insertions, 11 deletions
diff --git a/game/gamestate.h b/game/gamestate.h
index 189417d..85cb5db 100644
--- a/game/gamestate.h
+++ b/game/gamestate.h
@@ -8,6 +8,7 @@
class WorldObject;
class Terrain;
class Environment;
+class Renderable;
class GameState {
public:
@@ -16,7 +17,7 @@ public:
NO_MOVE(GameState);
NO_COPY(GameState);
- Collection<WorldObject> world;
+ SharedCollection<WorldObject, Renderable> world;
std::shared_ptr<Terrain> terrain;
std::shared_ptr<Environment> environment;
AssetFactory::Assets assets;
diff --git a/game/network/network.h b/game/network/network.h
index 291c4ec..73c3788 100644
--- a/game/network/network.h
+++ b/game/network/network.h
@@ -77,7 +77,7 @@ class NetworkOf : public Network, public Renderable, public NetworkLinkHolder<Li
protected:
using Network::Network;
- Collection<T> links;
+ SharedCollection<T> links;
void joinLinks(const Link::Ptr &) const;
protected:
diff --git a/game/network/network.impl.h b/game/network/network.impl.h
index 0a2f9ca..294f696 100644
--- a/game/network/network.impl.h
+++ b/game/network/network.impl.h
@@ -8,7 +8,7 @@ template<typename T, typename... Links>
void
NetworkOf<T, Links...>::joinLinks(const Link::Ptr & l) const
{
- for (const auto & ol : links.objects) {
+ for (const auto & ol : links) {
Network::joinLinks(l, ol);
}
}
@@ -18,11 +18,11 @@ Link::Ptr
NetworkOf<T, Links...>::intersectRayLinks(const Ray<GlobalPosition3D> & ray) const
{
// Click link
- if (const auto link = std::find_if(links.objects.begin(), links.objects.end(),
+ if (const auto link = std::find_if(links.begin(), links.end(),
[&ray](const std::shared_ptr<T> & link) {
return link->intersectRay(ray);
});
- link != links.objects.end()) {
+ link != links.end()) {
return *link;
}
return {};
@@ -32,7 +32,7 @@ template<typename T, typename... Links>
float
NetworkOf<T, Links...>::findNodeDirection(Node::AnyCPtr n) const
{
- for (const auto & l : links.objects) {
+ for (const auto & l : links) {
for (const auto & e : l->ends) {
// cppcheck-suppress useStlAlgorithm
if (e.node.get() == n.get()) {
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 2a18b9a..dfe1dca 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -168,7 +168,7 @@ namespace {
void
RailLinks::render(const SceneShader & shader, const Frustum &) const
{
- if (!links.objects.empty()) {
+ if (!links.empty()) {
texture->bind();
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1, 0);
@@ -182,7 +182,7 @@ RailLinks::render(const SceneShader & shader, const Frustum &) const
const Surface *
RailLinks::getBaseSurface() const
{
- return std::dynamic_pointer_cast<Surface>(gameState->assets.at("terrain.surface.gravel")).get();
+ return gameState->assets.at("terrain.surface.gravel").dynamicCast<const Surface>().get();
}
RelativeDistance
diff --git a/game/orders.h b/game/orders.h
index ca5cfdb..840aa3c 100644
--- a/game/orders.h
+++ b/game/orders.h
@@ -5,7 +5,7 @@
class Objective;
-class Orders : public Collection<Objective> {
+class Orders : public SharedCollection<Objective> {
public:
[[nodiscard]] Objective * current() const;
Objective * next();
diff --git a/game/vehicles/train.h b/game/vehicles/train.h
index 4933347..88e30f9 100644
--- a/game/vehicles/train.h
+++ b/game/vehicles/train.h
@@ -15,7 +15,7 @@ class SceneShader;
class ShadowMapper;
template<typename> class Ray;
-class Train : public Vehicle, public Collection<RailVehicle, false>, public Can<Go>, public Can<Idle> {
+class Train : public Vehicle, public UniqueCollection<RailVehicle>, public Can<Go>, public Can<Idle> {
public:
explicit Train(const Link::CPtr & link, float linkDist = 0) : Vehicle {link, linkDist} { }
diff --git a/game/water.h b/game/water.h
index f9fe080..07d9ae1 100644
--- a/game/water.h
+++ b/game/water.h
@@ -29,6 +29,6 @@ private:
void generateMeshes();
std::shared_ptr<GeoData> geoData;
- Collection<MeshT<Vertex>, false> meshes;
+ UniqueCollection<MeshT<Vertex>> meshes;
Texture::Ptr water;
};