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(ServerEnvironment *env, v3f pos):
ServerActiveObject(env, pos)
UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos)
{
// Initialize something to armor groups
m_armor_groups["fleshy"] = 100;
@ -54,7 +53,8 @@ const ItemGroupList &UnitSAO::getArmorGroups() const
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
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;
}
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_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;
}
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.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// are still sent to clients at an interval so players might see them lagging, plus we can't
// read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This breaks some things so we also give the server the most accurate representation
// If we just attach on the server, we can only copy the position of the parent.
// Attachments are still sent to clients at an interval so players might see them
// lagging, plus we can't read and attach to skeletal bones. If we just attach on
// the client, the server still sees the child at its original location. This
// breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
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,
v3f *rotation) const
void UnitSAO::getAttachment(
int *parent_id, std::string *bone, v3f *position, v3f *rotation) const
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
@ -217,8 +219,8 @@ std::string UnitSAO::generateUpdateAttachmentCommand() const
return os.str();
}
std::string UnitSAO::generateUpdateBonePositionCommand(const std::string &bone,
const v3f &position, const v3f &rotation)
std::string UnitSAO::generateUpdateBonePositionCommand(
const std::string &bone, const v3f &position, const v3f &rotation)
{
std::ostringstream os(std::ios::binary);
// command
@ -230,7 +232,6 @@ std::string UnitSAO::generateUpdateBonePositionCommand(const std::string &bone,
return os.str();
}
std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
{
std::ostringstream os(std::ios::binary);
@ -255,7 +256,6 @@ std::string UnitSAO::generateUpdateAnimationCommand() const
return os.str();
}
std::string UnitSAO::generateUpdateArmorGroupsCommand() const
{
std::ostringstream os(std::ios::binary);
@ -268,10 +268,9 @@ std::string UnitSAO::generateUpdateArmorGroupsCommand() const
return os.str();
}
std::string UnitSAO::generateUpdatePositionCommand(const v3f &position, const v3f &velocity,
const v3f &acceleration, const v3f &rotation, bool do_interpolate, bool is_movement_end,
f32 update_interval)
std::string UnitSAO::generateUpdatePositionCommand(const v3f &position,
const v3f &velocity, const v3f &acceleration, const v3f &rotation,
bool do_interpolate, bool is_movement_end, f32 update_interval)
{
std::ostringstream os(std::ios::binary);
// command
@ -293,7 +292,6 @@ std::string UnitSAO::generateUpdatePositionCommand(const v3f &position, const v3
return os.str();
}
std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
{
std::ostringstream os(std::ios::binary);

@ -40,20 +40,24 @@ public:
// Use a function, if isDead can be defined by other conditions
bool isDead() const { return m_hp == 0; }
inline bool isAttached() const
{ return getParent(); }
inline bool isAttached() const { return getParent(); }
inline bool isImmortal() const
{ return itemgroup_get(getArmorGroups(), "immortal"); }
{
return itemgroup_get(getArmorGroups(), "immortal");
}
void setArmorGroups(const ItemGroupList &armor_groups);
const ItemGroupList &getArmorGroups() const;
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend,
bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
bool *frame_loop);
void setAnimationSpeed(float frame_speed);
void setBonePosition(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,
v3f *rotation) const;
void clearChildAttachments();
@ -69,9 +73,9 @@ public:
std::string generateUpdateAnimationSpeedCommand() const;
std::string generateUpdateAnimationCommand() const;
std::string generateUpdateArmorGroupsCommand() const;
static std::string generateUpdatePositionCommand(const v3f &position, const v3f &velocity,
const v3f &acceleration, const v3f &rotation, bool do_interpolate,
bool is_movement_end, f32 update_interval);
static std::string generateUpdatePositionCommand(const v3f &position,
const v3f &velocity, const v3f &acceleration, const v3f &rotation,
bool do_interpolate, bool is_movement_end, f32 update_interval);
std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
void sendPunchCommand();
static std::string generateUpdateBonePositionCommand(const std::string &bone,
@ -105,6 +109,7 @@ protected:
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent = false;
private:
void onAttach(int parent_id);
void onDetach(int parent_id);