pass clang-format

This commit is contained in:
Loic Blot 2020-04-11 09:35:27 +02:00 committed by Loïc Blot
parent 2a7267febf
commit c99e8df07f
2 changed files with 38 additions and 35 deletions

@ -26,8 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
UnitSAO UnitSAO
*/ */
UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos): UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos)
ServerActiveObject(env, pos)
{ {
// Initialize something to armor groups // Initialize something to armor groups
m_armor_groups["fleshy"] = 100; m_armor_groups["fleshy"] = 100;
@ -54,7 +53,8 @@ const ItemGroupList &UnitSAO::getArmorGroups() const
return m_armor_groups; return m_armor_groups;
} }
void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop) void UnitSAO::setAnimation(
v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{ {
// store these so they can be updated to clients // store these so they can be updated to clients
m_animation_range = frame_range; m_animation_range = frame_range;
@ -64,7 +64,8 @@ void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend
m_animation_sent = false; m_animation_sent = false;
} }
void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop) void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
bool *frame_loop)
{ {
*frame_range = m_animation_range; *frame_range = m_animation_range;
*frame_speed = m_animation_speed; *frame_speed = m_animation_speed;
@ -91,14 +92,15 @@ void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotat
*rotation = m_bone_position[bone].Y; *rotation = m_bone_position[bone].Y;
} }
void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation) void UnitSAO::setAttachment(
int parent_id, const std::string &bone, v3f position, v3f rotation)
{ {
// Attachments need to be handled on both the server and client. // Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments // If we just attach on the server, we can only copy the position of the parent.
// are still sent to clients at an interval so players might see them lagging, plus we can't // Attachments are still sent to clients at an interval so players might see them
// read and attach to skeletal bones. // lagging, plus we can't read and attach to skeletal bones. If we just attach on
// If we just attach on the client, the server still sees the child at its original location. // the client, the server still sees the child at its original location. This
// This breaks some things so we also give the server the most accurate representation // breaks some things so we also give the server the most accurate representation
// even if players only see the client changes. // even if players only see the client changes.
int old_parent = m_attachment_parent_id; int old_parent = m_attachment_parent_id;
@ -114,8 +116,8 @@ void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position
} }
} }
void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position, void UnitSAO::getAttachment(
v3f *rotation) const int *parent_id, std::string *bone, v3f *position, v3f *rotation) const
{ {
*parent_id = m_attachment_parent_id; *parent_id = m_attachment_parent_id;
*bone = m_attachment_bone; *bone = m_attachment_bone;
@ -194,7 +196,7 @@ void UnitSAO::onDetach(int parent_id)
m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this); m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
} }
ObjectProperties* UnitSAO::accessObjectProperties() ObjectProperties *UnitSAO::accessObjectProperties()
{ {
return &m_prop; return &m_prop;
} }
@ -217,8 +219,8 @@ std::string UnitSAO::generateUpdateAttachmentCommand() const
return os.str(); return os.str();
} }
std::string UnitSAO::generateUpdateBonePositionCommand(const std::string &bone, std::string UnitSAO::generateUpdateBonePositionCommand(
const v3f &position, const v3f &rotation) const std::string &bone, const v3f &position, const v3f &rotation)
{ {
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);
// command // command
@ -230,7 +232,6 @@ std::string UnitSAO::generateUpdateBonePositionCommand(const std::string &bone,
return os.str(); return os.str();
} }
std::string UnitSAO::generateUpdateAnimationSpeedCommand() const std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
{ {
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);
@ -255,23 +256,21 @@ std::string UnitSAO::generateUpdateAnimationCommand() const
return os.str(); return os.str();
} }
std::string UnitSAO::generateUpdateArmorGroupsCommand() const std::string UnitSAO::generateUpdateArmorGroupsCommand() const
{ {
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);
writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS); writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
writeU16(os, m_armor_groups.size()); writeU16(os, m_armor_groups.size());
for (const auto &armor_group : m_armor_groups) { for (const auto &armor_group : m_armor_groups) {
os<<serializeString(armor_group.first); os << serializeString(armor_group.first);
writeS16(os, armor_group.second); writeS16(os, armor_group.second);
} }
return os.str(); return os.str();
} }
std::string UnitSAO::generateUpdatePositionCommand(const v3f &position,
std::string UnitSAO::generateUpdatePositionCommand(const v3f &position, const v3f &velocity, const v3f &velocity, const v3f &acceleration, const v3f &rotation,
const v3f &acceleration, const v3f &rotation, bool do_interpolate, bool is_movement_end, bool do_interpolate, bool is_movement_end, f32 update_interval)
f32 update_interval)
{ {
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);
// command // command
@ -293,7 +292,6 @@ std::string UnitSAO::generateUpdatePositionCommand(const v3f &position, const v3
return os.str(); return os.str();
} }
std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
{ {
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);

@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "object_properties.h" #include "object_properties.h"
#include "serveractiveobject.h" #include "serveractiveobject.h"
class UnitSAO: public ServerActiveObject class UnitSAO : public ServerActiveObject
{ {
public: public:
UnitSAO(ServerEnvironment *env, v3f pos); UnitSAO(ServerEnvironment *env, v3f pos);
@ -40,20 +40,24 @@ public:
// Use a function, if isDead can be defined by other conditions // Use a function, if isDead can be defined by other conditions
bool isDead() const { return m_hp == 0; } bool isDead() const { return m_hp == 0; }
inline bool isAttached() const inline bool isAttached() const { return getParent(); }
{ return getParent(); }
inline bool isImmortal() const inline bool isImmortal() const
{ return itemgroup_get(getArmorGroups(), "immortal"); } {
return itemgroup_get(getArmorGroups(), "immortal");
}
void setArmorGroups(const ItemGroupList &armor_groups); void setArmorGroups(const ItemGroupList &armor_groups);
const ItemGroupList &getArmorGroups() const; const ItemGroupList &getArmorGroups() const;
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop); void setAnimation(v2f frame_range, float frame_speed, float frame_blend,
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop); bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
bool *frame_loop);
void setAnimationSpeed(float frame_speed); void setAnimationSpeed(float frame_speed);
void setBonePosition(const std::string &bone, v3f position, v3f rotation); void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation); void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation); void setAttachment(int parent_id, const std::string &bone, v3f position,
v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position, void getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation) const; v3f *rotation) const;
void clearChildAttachments(); void clearChildAttachments();
@ -62,16 +66,16 @@ public:
void removeAttachmentChild(int child_id); void removeAttachmentChild(int child_id);
const std::unordered_set<int> &getAttachmentChildIds() const; const std::unordered_set<int> &getAttachmentChildIds() const;
ServerActiveObject *getParent() const; ServerActiveObject *getParent() const;
ObjectProperties* accessObjectProperties(); ObjectProperties *accessObjectProperties();
void notifyObjectPropertiesModified(); void notifyObjectPropertiesModified();
std::string generateUpdateAttachmentCommand() const; std::string generateUpdateAttachmentCommand() const;
std::string generateUpdateAnimationSpeedCommand() const; std::string generateUpdateAnimationSpeedCommand() const;
std::string generateUpdateAnimationCommand() const; std::string generateUpdateAnimationCommand() const;
std::string generateUpdateArmorGroupsCommand() const; std::string generateUpdateArmorGroupsCommand() const;
static std::string generateUpdatePositionCommand(const v3f &position, const v3f &velocity, static std::string generateUpdatePositionCommand(const v3f &position,
const v3f &acceleration, const v3f &rotation, bool do_interpolate, const v3f &velocity, const v3f &acceleration, const v3f &rotation,
bool is_movement_end, f32 update_interval); bool do_interpolate, bool is_movement_end, f32 update_interval);
std::string generateSetPropertiesCommand(const ObjectProperties &prop) const; std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
void sendPunchCommand(); void sendPunchCommand();
static std::string generateUpdateBonePositionCommand(const std::string &bone, static std::string generateUpdateBonePositionCommand(const std::string &bone,
@ -105,6 +109,7 @@ protected:
v3f m_attachment_position; v3f m_attachment_position;
v3f m_attachment_rotation; v3f m_attachment_rotation;
bool m_attachment_sent = false; bool m_attachment_sent = false;
private: private:
void onAttach(int parent_id); void onAttach(int parent_id);
void onDetach(int parent_id); void onDetach(int parent_id);