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pass clang-format

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nerzhul committed Apr 11, 2020
1 parent 2a7267f commit c99e8df07fe88c0b19363beca09e12f151bc13d0
Showing with 38 additions and 35 deletions.
  1. +21 −23 src/server/unit_sao.cpp
  2. +17 −12 src/server/unit_sao.h
@@ -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;
@@ -194,7 +196,7 @@ void UnitSAO::onDetach(int parent_id)
m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
}

ObjectProperties* UnitSAO::accessObjectProperties()
ObjectProperties *UnitSAO::accessObjectProperties()
{
return &m_prop;
}
@@ -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);
@@ -255,23 +256,21 @@ std::string UnitSAO::generateUpdateAnimationCommand() const
return os.str();
}


std::string UnitSAO::generateUpdateArmorGroupsCommand() const
{
std::ostringstream os(std::ios::binary);
writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
writeU16(os, m_armor_groups.size());
for (const auto &armor_group : m_armor_groups) {
os<<serializeString(armor_group.first);
os << serializeString(armor_group.first);
writeS16(os, armor_group.second);
}
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);
@@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "object_properties.h"
#include "serveractiveobject.h"

class UnitSAO: public ServerActiveObject
class UnitSAO : public ServerActiveObject
{
public:
UnitSAO(ServerEnvironment *env, v3f pos);
@@ -40,20 +40,24 @@ class UnitSAO: public ServerActiveObject
// 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();
@@ -62,20 +66,20 @@ class UnitSAO: public ServerActiveObject
void removeAttachmentChild(int child_id);
const std::unordered_set<int> &getAttachmentChildIds() const;
ServerActiveObject *getParent() const;
ObjectProperties* accessObjectProperties();
ObjectProperties *accessObjectProperties();
void notifyObjectPropertiesModified();

std::string generateUpdateAttachmentCommand() const;
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,
const v3f &position, const v3f &rotation);
const v3f &position, const v3f &rotation);

protected:
u16 m_hp = 1;
@@ -105,6 +109,7 @@ class UnitSAO: public ServerActiveObject
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent = false;

private:
void onAttach(int parent_id);
void onDetach(int parent_id);

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