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Code modernization: subfolders (#6283)

* Code modernization: subfolders

Modernize various code on subfolders client, network, script, threading, unittests, util

* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Make connection.cpp readable in a pointed place + typo
This commit is contained in:
Loïc Blot 2017-08-19 22:23:47 +02:00 committed by GitHub
parent 7528986e44
commit 88b436e6a9
49 changed files with 398 additions and 518 deletions

View file

@ -551,8 +551,8 @@ int ObjectRef::l_get_local_animation(lua_State *L)
float frame_speed;
player->getLocalAnimations(frames, &frame_speed);
for (int i = 0; i < 4; i++) {
push_v2s32(L, frames[i]);
for (v2s32 frame : frames) {
push_v2s32(L, frame);
}
lua_pushnumber(L, frame_speed);
@ -611,7 +611,7 @@ int ObjectRef::l_set_bone_position(lua_State *L)
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
std::string bone = "";
std::string bone;
if (!lua_isnil(L, 2))
bone = lua_tostring(L, 2);
v3f position = v3f(0, 0, 0);
@ -633,7 +633,7 @@ int ObjectRef::l_get_bone_position(lua_State *L)
if (co == NULL)
return 0;
// Do it
std::string bone = "";
std::string bone;
if (!lua_isnil(L, 2))
bone = lua_tostring(L, 2);
@ -661,7 +661,7 @@ int ObjectRef::l_set_attach(lua_State *L)
return 0;
// Do it
int parent_id = 0;
std::string bone = "";
std::string bone;
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
co->getAttachment(&parent_id, &bone, &position, &rotation);
@ -696,7 +696,7 @@ int ObjectRef::l_get_attach(lua_State *L)
// Do it
int parent_id = 0;
std::string bone = "";
std::string bone;
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
co->getAttachment(&parent_id, &bone, &position, &rotation);
@ -722,7 +722,7 @@ int ObjectRef::l_set_detach(lua_State *L)
return 0;
int parent_id = 0;
std::string bone = "";
std::string bone;
v3f position;
v3f rotation;
co->getAttachment(&parent_id, &bone, &position, &rotation);
@ -1223,7 +1223,7 @@ int ObjectRef::l_get_attribute(lua_State *L)
std::string attr = luaL_checkstring(L, 2);
std::string value = "";
std::string value;
if (co->getExtendedAttribute(attr, &value)) {
lua_pushstring(L, value.c_str());
return 1;
@ -1684,9 +1684,9 @@ int ObjectRef::l_set_sky(lua_State *L)
while (lua_next(L, 4) != 0) {
// key at index -2 and value at index -1
if (lua_isstring(L, -1))
params.push_back(lua_tostring(L, -1));
params.emplace_back(lua_tostring(L, -1));
else
params.push_back("");
params.emplace_back("");
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
@ -1720,15 +1720,14 @@ int ObjectRef::l_get_sky(lua_State *L)
bool clouds;
player->getSky(&bgcolor, &type, &params, &clouds);
type = type == "" ? "regular" : type;
type = type.empty() ? "regular" : type;
push_ARGB8(L, bgcolor);
lua_pushlstring(L, type.c_str(), type.size());
lua_newtable(L);
s16 i = 1;
for (std::vector<std::string>::iterator it = params.begin();
it != params.end(); ++it) {
lua_pushlstring(L, it->c_str(), it->size());
for (const std::string &param : params) {
lua_pushlstring(L, param.c_str(), param.size());
lua_rawseti(L, -2, i);
i++;
}
@ -1865,15 +1864,6 @@ ObjectRef::ObjectRef(ServerActiveObject *object):
//infostream<<"ObjectRef created for id="<<m_object->getId()<<std::endl;
}
ObjectRef::~ObjectRef()
{
/*if (m_object)
infostream<<"ObjectRef destructing for id="
<<m_object->getId()<<std::endl;
else
infostream<<"ObjectRef destructing for id=unknown"<<std::endl;*/
}
// Creates an ObjectRef and leaves it on top of stack
// Not callable from Lua; all references are created on the C side.
void ObjectRef::create(lua_State *L, ServerActiveObject *object)