diff --git a/src/server/unit_sao.cpp b/src/server/unit_sao.cpp index 66be67522..b30b7a76b 100644 --- a/src/server/unit_sao.cpp +++ b/src/server/unit_sao.cpp @@ -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< &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 @@ 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);