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-rw-r--r--src/content_cao.cpp110
1 files changed, 46 insertions, 64 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index 90f08f366..d87c905bc 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -119,7 +119,7 @@ class TestCAO : public ClientActiveObject
{
public:
TestCAO(Client *client, ClientEnvironment *env);
- virtual ~TestCAO();
+ virtual ~TestCAO() = default;
ActiveObjectType getType() const
{
@@ -155,10 +155,6 @@ TestCAO::TestCAO(Client *client, ClientEnvironment *env):
ClientActiveObject::registerType(getType(), create);
}
-TestCAO::~TestCAO()
-{
-}
-
ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
{
return new TestCAO(client, env);
@@ -261,7 +257,7 @@ class ItemCAO : public ClientActiveObject
{
public:
ItemCAO(Client *client, ClientEnvironment *env);
- virtual ~ItemCAO();
+ virtual ~ItemCAO() = default;
ActiveObjectType getType() const
{
@@ -323,10 +319,6 @@ ItemCAO::ItemCAO(Client *client, ClientEnvironment *env):
}
}
-ItemCAO::~ItemCAO()
-{
-}
-
ClientActiveObject* ItemCAO::create(Client *client, ClientEnvironment *env)
{
return new ItemCAO(client, env);
@@ -563,7 +555,7 @@ void GenericCAO::initialize(const std::string &data)
player->setCAO(this);
}
if (m_client->getProtoVersion() < 33)
- m_env->addPlayerName(m_name.c_str());
+ m_env->addPlayerName(m_name);
}
}
@@ -607,7 +599,7 @@ void GenericCAO::processInitData(const std::string &data)
GenericCAO::~GenericCAO()
{
if (m_is_player && m_client->getProtoVersion() < 33) {
- m_env->removePlayerName(m_name.c_str());
+ m_env->removePlayerName(m_name);
}
removeFromScene(true);
}
@@ -628,8 +620,8 @@ v3f GenericCAO::getPosition()
scene::ISceneNode *node = getSceneNode();
if (node)
return node->getAbsolutePosition();
- else
- return m_position;
+
+ return m_position;
}
return pos_translator.vect_show;
}
@@ -638,11 +630,17 @@ scene::ISceneNode* GenericCAO::getSceneNode()
{
if (m_meshnode) {
return m_meshnode;
- } else if (m_animated_meshnode) {
+ }
+
+ if (m_animated_meshnode) {
return m_animated_meshnode;
- } else if (m_wield_meshnode) {
+ }
+
+ if (m_wield_meshnode) {
return m_wield_meshnode;
- } else if (m_spritenode) {
+ }
+
+ if (m_spritenode) {
return m_spritenode;
}
return NULL;
@@ -655,8 +653,8 @@ scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
void GenericCAO::setChildrenVisible(bool toset)
{
- for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
- GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
+ for (u16 cao_id : m_children) {
+ GenericCAO *obj = m_env->getGenericCAO(cao_id);
if (obj) {
obj->setVisible(toset);
}
@@ -686,8 +684,7 @@ void GenericCAO::removeFromScene(bool permanent)
// Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
if((m_env != NULL) && (permanent))
{
- for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
- u16 ci = m_children[i];
+ for (u16 ci : m_children) {
if (m_env->attachement_parent_ids[ci] == getId()) {
m_env->attachement_parent_ids[ci] = 0;
}
@@ -858,14 +855,13 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
- }
- else if(m_prop.visual == "wielditem") {
+ } else if (m_prop.visual == "wielditem") {
ItemStack item;
infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
- if (m_prop.wield_item == "") {
+ if (m_prop.wield_item.empty()) {
// Old format, only textures are specified.
infostream << "textures: " << m_prop.textures.size() << std::endl;
- if (m_prop.textures.size() >= 1) {
+ if (!m_prop.textures.empty()) {
infostream << "textures[0]: " << m_prop.textures[0]
<< std::endl;
IItemDefManager *idef = m_client->idef();
@@ -894,7 +890,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
updateTextures(m_current_texture_modifier);
scene::ISceneNode *node = getSceneNode();
- if (node && m_prop.nametag != "" && !m_is_local_player) {
+ if (node && !m_prop.nametag.empty() && !m_is_local_player) {
// Add nametag
v3f pos;
pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
@@ -919,8 +915,8 @@ void GenericCAO::updateLight(u8 light_at_pos)
updateLightNoCheck(light_at_pos);
// Update light of all children
- for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
- ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
+ for (u16 i : m_children) {
+ ClientActiveObject *obj = m_env->getActiveObject(i);
if (obj) {
obj->updateLightNoCheck(light_at_pos);
}
@@ -1046,9 +1042,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
// Attachments, part 1: All attached objects must be unparented first,
// or Irrlicht causes a segmentation fault
- for(std::vector<u16>::iterator ci = m_children.begin();
- ci != m_children.end();)
- {
+ for (auto ci = m_children.begin(); ci != m_children.end();) {
if (m_env->attachement_parent_ids[*ci] != getId()) {
ci = m_children.erase(ci);
continue;
@@ -1066,9 +1060,9 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
addToScene(m_client->tsrc());
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
- for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+ for (u16 cao_id : m_children) {
// Get the object of the child
- ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
+ ClientActiveObject *obj = m_env->getActiveObject(cao_id);
if (obj)
obj->setAttachments();
}
@@ -1248,12 +1242,10 @@ void GenericCAO::updateTextures(std::string mod)
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
- if(m_spritenode)
- {
- if(m_prop.visual == "sprite")
- {
+ if (m_spritenode) {
+ if (m_prop.visual == "sprite") {
std::string texturestring = "unknown_node.png";
- if(m_prop.textures.size() >= 1)
+ if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->setMaterialTexture(0,
@@ -1262,8 +1254,7 @@ void GenericCAO::updateTextures(std::string mod)
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
- if(m_prop.colors.size() >= 1)
- {
+ if (!m_prop.colors.empty()) {
m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
@@ -1274,20 +1265,17 @@ void GenericCAO::updateTextures(std::string mod)
m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
}
- if(m_animated_meshnode)
- {
- if(m_prop.visual == "mesh")
- {
+
+ if (m_animated_meshnode) {
+ if (m_prop.visual == "mesh") {
for (u32 i = 0; i < m_prop.textures.size() &&
- i < m_animated_meshnode->getMaterialCount(); ++i)
- {
+ i < m_animated_meshnode->getMaterialCount(); ++i) {
std::string texturestring = m_prop.textures[i];
- if(texturestring == "")
+ if (texturestring.empty())
continue; // Empty texture string means don't modify that material
texturestring += mod;
video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
- if(!texture)
- {
+ if (!texture) {
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
continue;
}
@@ -1351,13 +1339,11 @@ void GenericCAO::updateTextures(std::string mod)
m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
- }
- else if(m_prop.visual == "upright_sprite")
- {
+ } else if (m_prop.visual == "upright_sprite") {
scene::IMesh *mesh = m_meshnode->getMesh();
{
std::string tname = "unknown_object.png";
- if(m_prop.textures.size() >= 1)
+ if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
@@ -1367,8 +1353,7 @@ void GenericCAO::updateTextures(std::string mod)
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
- if(m_prop.colors.size() >= 1)
- {
+ if(!m_prop.colors.empty()) {
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
@@ -1380,9 +1365,9 @@ void GenericCAO::updateTextures(std::string mod)
}
{
std::string tname = "unknown_object.png";
- if(m_prop.textures.size() >= 2)
+ if (m_prop.textures.size() >= 2)
tname = m_prop.textures[1];
- else if(m_prop.textures.size() >= 1)
+ else if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
@@ -1392,14 +1377,11 @@ void GenericCAO::updateTextures(std::string mod)
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
- if(m_prop.colors.size() >= 2)
- {
+ if (m_prop.colors.size() >= 2) {
buf->getMaterial().AmbientColor = m_prop.colors[1];
buf->getMaterial().DiffuseColor = m_prop.colors[1];
buf->getMaterial().SpecularColor = m_prop.colors[1];
- }
- else if(m_prop.colors.size() >= 1)
- {
+ } else if (!m_prop.colors.empty()) {
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
@@ -1476,7 +1458,7 @@ void GenericCAO::updateAttachments()
scene::ISceneNode *parent_node = getParent()->getSceneNode();
scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
getParent()->getAnimatedMeshSceneNode();
- if (parent_animated_mesh_node && m_attachment_bone != "") {
+ if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
}
@@ -1519,7 +1501,7 @@ void GenericCAO::processMessage(const std::string &data)
player->setCollisionbox(m_selection_box);
}
- if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
+ if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
m_prop.nametag = m_name;
expireVisuals();