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Cpp11 initializers 2 (#5999)

* C++11 patchset 10: continue cleanup on constructors

* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)

* More classes cleanup

* More classes cleanup + change NULL tests to boolean tests
This commit is contained in:
Loïc Blot 2017-06-17 19:11:28 +02:00 committed by GitHub
parent 76be103a91
commit 8f7785771b
59 changed files with 326 additions and 639 deletions

View file

@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "player.h"
#include "environment.h"
#include "constants.h"
#include <list>
class Client;
@ -44,27 +45,29 @@ public:
LocalPlayer(Client *client, const char *name);
virtual ~LocalPlayer();
ClientActiveObject *parent;
ClientActiveObject *parent = nullptr;
u16 hp;
bool isAttached;
bool touching_ground;
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
u16 hp = 0;
bool isAttached = false;
bool touching_ground = false;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid;
bool in_liquid = false;
// This is more stable and defines the maximum speed of the player
bool in_liquid_stable;
bool in_liquid_stable = false;
// Gets the viscosity of water to calculate friction
u8 liquid_viscosity;
bool is_climbing;
bool swimming_vertical;
u8 liquid_viscosity = 0;
bool is_climbing = false;
bool swimming_vertical = false;
float physics_override_speed;
float physics_override_jump;
float physics_override_gravity;
bool physics_override_sneak;
bool physics_override_sneak_glitch;
float physics_override_speed = 1.0f;
float physics_override_jump = 1.0f;
float physics_override_gravity = 1.0f;
bool physics_override_sneak = true;
bool physics_override_sneak_glitch = false;
// Temporary option for old move code
bool physics_override_new_move;
bool physics_override_new_move = true;
v3f overridePosition;
@ -83,32 +86,32 @@ public:
// Used to check if anything changed and prevent sending packets if not
v3f last_position;
v3f last_speed;
float last_pitch;
float last_yaw;
unsigned int last_keyPressed;
u8 last_camera_fov;
u8 last_wanted_range;
float last_pitch = 0.0f;
float last_yaw = 0.0f;
unsigned int last_keyPressed = 0;
u8 last_camera_fov = 0;
u8 last_wanted_range = 0;
float camera_impact;
float camera_impact = 0.0f;
bool makes_footstep_sound;
bool makes_footstep_sound = true;
int last_animation;
int last_animation = NO_ANIM;
float last_animation_speed;
std::string hotbar_image;
std::string hotbar_selected_image;
std::string hotbar_image = "";
std::string hotbar_selected_image = "";
video::SColor light_color;
video::SColor light_color = video::SColor(255, 255, 255, 255);
float hurt_tilt_timer;
float hurt_tilt_strength;
float hurt_tilt_timer = 0.0f;
float hurt_tilt_strength = 0.0f;
GenericCAO *getCAO() const { return m_cao; }
void setCAO(GenericCAO *toset)
{
assert(m_cao == NULL); // Pre-condition
assert(!m_cao); // Pre-condition
m_cao = toset;
}
@ -143,35 +146,36 @@ private:
v3f m_position;
v3s16 m_sneak_node;
v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
// Stores the max player uplift by m_sneak_node
// To support temporary option for old move code
f32 m_sneak_node_bb_ymax;
f32 m_sneak_node_bb_ymax = 0.0f;
// Stores the top bounding box of m_sneak_node
aabb3f m_sneak_node_bb_top;
aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
// Whether the player is allowed to sneak
bool m_sneak_node_exists;
bool m_sneak_node_exists = false;
// Whether recalculation of m_sneak_node and its top bbox is needed
bool m_need_to_get_new_sneak_node;
bool m_need_to_get_new_sneak_node = true;
// Whether a "sneak ladder" structure is detected at the players pos
// see detectSneakLadder() in the .cpp for more info (always false if disabled)
bool m_sneak_ladder_detected;
bool m_sneak_ladder_detected = false;
// Whether a 2-node-up ledge is detected at the players pos,
// see detectLedge() in the .cpp for more info (always false if disabled).
bool m_ledge_detected;
bool m_ledge_detected = false;
// Node below player, used to determine whether it has been removed,
// and its old type
v3s16 m_old_node_below;
std::string m_old_node_below_type;
bool m_can_jump;
u16 m_breath;
f32 m_yaw;
f32 m_pitch;
bool camera_barely_in_ceiling;
aabb3f m_collisionbox;
v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
std::string m_old_node_below_type = "air";
bool m_can_jump = false;
u16 m_breath = PLAYER_MAX_BREATH;
f32 m_yaw = 0.0f;
f32 m_pitch = 0.0f;
bool camera_barely_in_ceiling = false;
aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
BS * 1.75f, BS * 0.30f);
GenericCAO *m_cao;
GenericCAO *m_cao = nullptr;
Client *m_client;
};