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C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) (#5984)

* C++11 patchset 9: move hardcoded init parameters to class definitions

C++11 introduced the possibility to define the default values directly in class definitions, do it on current code

Also remove some unused attributes

* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed

* More constructor cleanups + some variables removal

* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
This commit is contained in:
Loïc Blot 2017-06-16 11:25:52 +02:00 committed by GitHub
parent 49d6e5f4ab
commit 76be103a91
50 changed files with 331 additions and 751 deletions

View file

@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "clientobject.h"
#include "object_properties.h"
#include "itemgroup.h"
#include "constants.h"
class Camera;
class Client;
@ -39,76 +40,74 @@ struct SmoothTranslator
v3f vect_old;
v3f vect_show;
v3f vect_aim;
f32 anim_counter;
f32 anim_counter = 0;
f32 anim_time;
f32 anim_time_counter;
bool aim_is_end;
f32 anim_time_counter = 0;
bool aim_is_end = true;
SmoothTranslator();
SmoothTranslator() {};
void init(v3f vect);
void sharpen();
void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
void translate(f32 dtime);
bool is_moving();
};
class GenericCAO : public ClientActiveObject
{
private:
// Only set at initialization
std::string m_name;
bool m_is_player;
bool m_is_local_player;
std::string m_name = "";
bool m_is_player = false;
bool m_is_local_player = false;
// Property-ish things
ObjectProperties m_prop;
//
scene::ISceneManager *m_smgr;
IrrlichtDevice *m_irr;
Client *m_client;
aabb3f m_selection_box;
scene::IMeshSceneNode *m_meshnode;
scene::IAnimatedMeshSceneNode *m_animated_meshnode;
WieldMeshSceneNode *m_wield_meshnode;
scene::IBillboardSceneNode *m_spritenode;
Nametag* m_nametag;
v3f m_position;
scene::ISceneManager *m_smgr = nullptr;
IrrlichtDevice *m_irr = nullptr;
Client *m_client = nullptr;
aabb3f m_selection_box = aabb3f(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.);
scene::IMeshSceneNode *m_meshnode = nullptr;
scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr;
WieldMeshSceneNode *m_wield_meshnode = nullptr;
scene::IBillboardSceneNode *m_spritenode = nullptr;
Nametag *m_nametag = nullptr;
v3f m_position = v3f(0.0f, 10.0f * BS, 0);
v3f m_velocity;
v3f m_acceleration;
float m_yaw;
s16 m_hp;
float m_yaw = 0.0f;
s16 m_hp = 1;
SmoothTranslator pos_translator;
// Spritesheet/animation stuff
v2f m_tx_size;
v2f m_tx_size = v2f(1,1);
v2s16 m_tx_basepos;
bool m_initial_tx_basepos_set;
bool m_tx_select_horiz_by_yawpitch;
bool m_initial_tx_basepos_set = false;
bool m_tx_select_horiz_by_yawpitch = false;
v2s32 m_animation_range;
int m_animation_speed;
int m_animation_blend;
bool m_animation_loop;
int m_animation_speed = 15;
int m_animation_blend = 0;
bool m_animation_loop = true;
// stores position and rotation for each bone name
std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
std::string m_attachment_bone;
std::string m_attachment_bone = "";
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attached_to_local;
int m_anim_frame;
int m_anim_num_frames;
float m_anim_framelength;
float m_anim_timer;
bool m_attached_to_local = false;
int m_anim_frame = 0;
int m_anim_num_frames = 1;
float m_anim_framelength = 0.2f;
float m_anim_timer = 0.0f;
ItemGroupList m_armor_groups;
float m_reset_textures_timer;
std::string m_previous_texture_modifier; // stores texture modifier before punch update
std::string m_current_texture_modifier; // last applied texture modifier
bool m_visuals_expired;
float m_step_distance_counter;
u8 m_last_light;
bool m_is_visible;
float m_reset_textures_timer = -1.0f;
// stores texture modifier before punch update
std::string m_previous_texture_modifier = "";
// last applied texture modifier
std::string m_current_texture_modifier = "";
bool m_visuals_expired = false;
float m_step_distance_counter = 0.0f;
u8 m_last_light = 255;
bool m_is_visible = false;
std::vector<u16> m_children;