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Merge pull request #523 from ShFil119/default_member_initializer

[Ready]Usage of default member initializer
This commit is contained in:
Daniel Evans 2018-07-05 20:38:55 +01:00 committed by GitHub
commit 9c22dbbc91
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53 changed files with 338 additions and 582 deletions

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@ -23,16 +23,6 @@
constexpr float kCloseDoorIdleTime = 2.f;
CharacterController::CharacterController()
: character(nullptr)
, _currentActivity(nullptr)
, _nextActivity(nullptr)
, m_closeDoorTimer(0.f)
, currentGoal(None)
, leader(nullptr)
, targetNode(nullptr) {
}
bool CharacterController::updateActivity() {
if (_currentActivity && character->isAlive()) {
return _currentActivity->update(character, this);

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@ -58,23 +58,23 @@ protected:
/**
* The character being controlled.
*/
CharacterObject* character;
CharacterObject* character = nullptr;
std::unique_ptr<Activity> _currentActivity;
std::unique_ptr<Activity> _nextActivity;
std::unique_ptr<Activity> _currentActivity = nullptr;
std::unique_ptr<Activity> _nextActivity = nullptr;
bool updateActivity();
void setActivity(std::unique_ptr<Activity> activity);
float m_closeDoorTimer;
float m_closeDoorTimer{0.f};
// Goal related variables
Goal currentGoal;
CharacterObject* leader;
AIGraphNode* targetNode;
Goal currentGoal{None};
CharacterObject* leader = nullptr;
AIGraphNode* targetNode = nullptr;
public:
CharacterController();
CharacterController() = default;
virtual ~CharacterController() = default;

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@ -13,15 +13,6 @@
class Animator;
PlayerController::PlayerController()
: CharacterController()
, lastRotation(glm::vec3(0.f, 0.f, 0.f))
, missionRestartRequired(false)
, _enabled(true)
, restartState(Alive)
, payphoneState(Left) {
}
void PlayerController::setInputEnabled(bool enabled) {
_enabled = enabled;
}

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@ -11,28 +11,28 @@ private:
glm::vec3 direction{};
glm::quat lastRotation;
glm::quat lastRotation = glm::vec3(0.f, 0.f, 0.f);
bool missionRestartRequired;
bool missionRestartRequired = false;
bool adrenalineEffect;
float adrenalineEffectTime;
bool adrenalineEffect = false;
float adrenalineEffectTime{0};
bool _enabled;
bool _enabled = true;
enum RestartState {
Alive,
FadingOut,
Restarting,
FadingIn,
} restartState;
FadingIn
} restartState = Alive;
enum PayphoneState {
Left,
Talking,
PickingUp,
HangingUp,
} payphoneState;
} payphoneState = Left;
// handles player respawn logic
void restartLogic();
@ -40,7 +40,7 @@ private:
void restart();
public:
PlayerController();
PlayerController() = default;
/**
* @brief Enables and disables player input.

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@ -24,11 +24,7 @@
TrafficDirector::TrafficDirector(AIGraph* g, GameWorld* w)
: graph(g)
, world(w)
, pedDensity(1.f)
, carDensity(1.f)
, maximumPedestrians(20)
, maximumCars(10) {
, world(w) {
}
std::vector<AIGraphNode*> TrafficDirector::findAvailableNodes(

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@ -35,12 +35,12 @@ public:
void setPopulationLimits(int maxPeds, int maxCars);
private:
AIGraph* graph;
GameWorld* world;
float pedDensity;
float carDensity;
int maximumPedestrians;
int maximumCars;
AIGraph* graph = nullptr;
GameWorld* world = nullptr;
float pedDensity = 1.f;
float carDensity = 1.f;
int maximumPedestrians = 20;
int maximumCars = 10;
};
#endif

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@ -40,8 +40,7 @@ struct ChaseKeyframe {
*/
class ChaseCoordinator {
public:
ChaseCoordinator() : chaseTime(-1.f) {
}
ChaseCoordinator() = default;
bool addChaseVehicle(GameObject* vehicle, int index,
const std::string& pathFile);
@ -54,7 +53,7 @@ public:
void cleanup();
private:
float chaseTime;
float chaseTime{-1.f};
struct ChaseObject {
std::vector<ChaseKeyframe> keyframes;
GameObject* object;

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@ -17,12 +17,7 @@ struct VehicleHandlingInfo;
*/
class CollisionInstance {
public:
CollisionInstance()
: m_body(nullptr)
, m_vertArray(nullptr)
, m_motionState(nullptr)
, m_collisionHeight(0.f) {
}
CollisionInstance() = default;
~CollisionInstance();
@ -41,12 +36,12 @@ public:
void changeMass(float newMass);
private:
btRigidBody* m_body;
btRigidBody* m_body = nullptr;
std::vector<btCollisionShape*> m_shapes;
btTriangleIndexVertexArray* m_vertArray;
btMotionState* m_motionState;
btTriangleIndexVertexArray* m_vertArray = nullptr;
btMotionState* m_motionState = nullptr;
float m_collisionHeight;
float m_collisionHeight{0.f};
};
#endif

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@ -31,15 +31,13 @@
#include "platform/FileIndex.hpp"
GameData::GameData(Logger* log, const rwfs::path& path)
: datpath(path), logger(log), engine(nullptr) {
: datpath(path), logger(log) {
dffLoader.setTextureLookupCallback(
[&](const std::string& texture, const std::string&) {
return findSlotTexture(currenttextureslot, texture);
});
}
GameData::~GameData() = default;
void GameData::load() {
index.indexGameDirectory(datpath);
index.indexTree(datpath);

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@ -58,9 +58,9 @@ public:
* @param path Path to the root of the game data.
*/
GameData(Logger* log, const rwfs::path& path);
~GameData();
~GameData() = default;
GameWorld* engine;
GameWorld* engine = nullptr;
/**
* Returns the current platform

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@ -1,133 +1,5 @@
#include "engine/GameState.hpp"
BasicState::BasicState()
: saveName{0}
, saveTime{0, 0, 0, 0, 0, 0, 0, 0}
, islandNumber{0}
, cameraPosition{}
, gameMinuteMS{0}
, lastTick{0}
, gameHour{0}
, gameMinute{0}
, padMode{0}
, timeMS{0}
, timeScale{1.f}
, timeStep{0}
, timeStep_unclipped{0}
, frameCounter{0}
, timeStep2{0}
, framesPerUpdate{0}
, timeScale2{0}
, lastWeather{0}
, nextWeather{0}
, forcedWeather{0}
, weatherInterpolation{1.0}
, weatherType{0}
, cameraData{0}
, cameraData2{0} {
}
PlayerInfo::PlayerInfo()
: money{0}
, displayedMoney{0}
, hiddenPackagesCollected{0}
, hiddenPackageCount{0}
, neverTired{0}
, fastReload{0}
, thaneOfLibertyCity{0}
, singlePayerHealthcare{0} {
}
GameStats::GameStats()
: playerKills{0}
, otherKills{0}
, carsExploded{0}
, shotsHit{0}
, pedTypesKilled{}
, helicoptersDestroyed{0}
, playerProgress{0}
, explosiveKgsUsed{0}
, bulletsFired{0}
, bulletsHit{0}
, carsCrushed{0}
, headshots{0}
, timesBusted{0}
, timesHospital{0}
, daysPassed{0}
, mmRainfall{0}
, insaneJumpMaxDistance{0}
, insaneJumpMaxHeight{0}
, insaneJumpMaxFlips{0}
, insaneJumpMaxRotation{0}
, bestStunt{0}
, uniqueStuntsFound{0}
, uniqueStuntsTotal{0}
, missionAttempts{0}
, missionsPassed{0}
, passengersDroppedOff{0}
, taxiRevenue{0}
, portlandPassed{0}
, stauntonPassed{0}
, shoresidePassed{0}
, bestTurismoTime{0}
, distanceWalked{0}
, distanceDriven{0}
, patriotPlaygroundTime{0}
, aRideInTheParkTime{0}
, grippedTime{0}
, multistoryMayhemTime{0}
, peopleSaved{0}
, criminalsKilled{0}
, highestParamedicLevel{0}
, firesExtinguished{0}
, longestDodoFlight{0}
, bombDefusalTime{0}
, rampagesPassed{0}
, totalRampages{0}
, totalMissions{0}
, highestScore{}
, peopleKilledSinceCheckpoint{0}
, peopleKilledSinceLastBustedOrWasted{0}
, lastMissionGXT{""} {
}
GameState::GameState()
: basic{}
, gameTime(0.f)
, currentProgress(0)
, maxProgress(1)
, maxWantedLevel(0)
, playerObject(0)
, scriptOnMissionFlag(nullptr)
, overrideNextRestart(false)
, nextRestartLocation{}
, hospitalRestarts{}
, policeRestarts{}
, hospitalIslandOverride(0)
, policeIslandOverride(0)
, fadeIn(true)
, fadeStart(0.f)
, fadeTime(0.f)
, fadeSound(false)
, fadeColour{0.f, 0.f, 0.f}
, skipCutscene(false)
, isIntroPlaying(false)
, currentCutscene(nullptr)
, cutsceneStartTime(-1.f)
, isCinematic(false)
, hudFlash(HudFlash::Disabled)
, cameraNear(0.1f)
, cameraFixed(false)
, cameraPosition{}
, cameraRotation{1.0f, 0.0f, 0.0f, 0.0f}
, cameraTarget(0)
, importExportPortland(0)
, importExportShoreside(0)
, importExportUnused(0)
, world(nullptr)
, script(nullptr) {
}
int GameState::addRadarBlip(BlipData& blip) {
int l = 0;
for (const auto& radarBlip : radarBlips) {

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@ -38,83 +38,83 @@ struct SystemTime {
/** Block 0 State */
struct BasicState {
GameStringChar saveName[24];
SystemTime saveTime;
uint32_t unknown;
uint16_t islandNumber;
glm::vec3 cameraPosition;
uint32_t gameMinuteMS;
uint32_t lastTick;
uint8_t gameHour;
uint8_t _align0[3];
uint8_t gameMinute;
uint8_t _align1[3];
uint16_t padMode;
uint8_t _align2[2];
uint32_t timeMS;
float timeScale;
float timeStep;
float timeStep_unclipped; // Unknown purpose
uint32_t frameCounter;
float timeStep2;
float framesPerUpdate;
float timeScale2;
uint16_t lastWeather;
uint8_t _align3[2];
uint16_t nextWeather;
uint8_t _align4[2];
uint16_t forcedWeather;
uint8_t _align5[2];
float weatherInterpolation;
uint8_t dateTime[24]; // Unused
uint32_t weatherType;
float cameraData;
float cameraData2;
GameStringChar saveName[24]{0};
SystemTime saveTime{0, 0, 0, 0, 0, 0, 0, 0};
uint32_t unknown{0};
uint16_t islandNumber{0};
glm::vec3 cameraPosition{};
uint32_t gameMinuteMS{0};
uint32_t lastTick{0};
uint8_t gameHour{0};
uint8_t _align0[3]{0};
uint8_t gameMinute{0};
uint8_t _align1[3]{0};
uint16_t padMode{0};
uint8_t _align2[2]{0};
uint32_t timeMS{0};
float timeScale{1.f};
float timeStep{0.f};
float timeStep_unclipped{0}; // Unknown purpose
uint32_t frameCounter{0};
float timeStep2{0.f};
float framesPerUpdate{0.f};
float timeScale2{0.f};
uint16_t lastWeather{0};
uint8_t _align3[2]{0};
uint16_t nextWeather{0};
uint8_t _align4[2]{0};
uint16_t forcedWeather{0};
uint8_t _align5[2]{0};
float weatherInterpolation{1.f};
uint8_t dateTime[24]{0}; // Unused
uint32_t weatherType{0};
float cameraData{0};
float cameraData2{0};
BasicState();
BasicState() = default;
};
/** Block 16 player info */
struct PlayerInfo {
int32_t money;
uint8_t unknown1;
uint32_t unknown2;
uint16_t unknown3;
float unknown4;
int32_t displayedMoney;
uint32_t hiddenPackagesCollected;
uint32_t hiddenPackageCount;
uint8_t neverTired;
uint8_t fastReload;
uint8_t thaneOfLibertyCity;
uint8_t singlePayerHealthcare;
uint8_t unknown5[70];
int32_t money{0};
uint8_t unknown1{0};
uint32_t unknown2{0};
uint16_t unknown3{0};
float unknown4{0.f};
int32_t displayedMoney{0};
uint32_t hiddenPackagesCollected{0};
uint32_t hiddenPackageCount{0};
uint8_t neverTired{0};
uint8_t fastReload{0};
uint8_t thaneOfLibertyCity{0};
uint8_t singlePayerHealthcare{0};
uint8_t unknown5[70]{0};
PlayerInfo();
PlayerInfo() = default;
};
/** Block 17 */
struct GameStats {
uint32_t playerKills;
uint32_t otherKills;
uint32_t carsExploded;
uint32_t shotsHit;
uint32_t pedTypesKilled[23];
uint32_t helicoptersDestroyed;
uint32_t playerProgress;
uint32_t explosiveKgsUsed;
uint32_t bulletsFired;
uint32_t bulletsHit;
uint32_t carsCrushed;
uint32_t headshots;
uint32_t timesBusted;
uint32_t timesHospital;
uint32_t daysPassed;
uint32_t mmRainfall;
uint32_t insaneJumpMaxDistance;
uint32_t insaneJumpMaxHeight;
int32_t insaneJumpMaxFlips;
int32_t insaneJumpMaxRotation;
uint32_t playerKills{0};
uint32_t otherKills{0};
uint32_t carsExploded{0};
uint32_t shotsHit{0};
uint32_t pedTypesKilled[23]{};
uint32_t helicoptersDestroyed{0};
uint32_t playerProgress{0};
uint32_t explosiveKgsUsed{0};
uint32_t bulletsFired{0};
uint32_t bulletsHit{0};
uint32_t carsCrushed{0};
uint32_t headshots{0};
uint32_t timesBusted{0};
uint32_t timesHospital{0};
uint32_t daysPassed{0};
uint32_t mmRainfall{0};
uint32_t insaneJumpMaxDistance{0};
uint32_t insaneJumpMaxHeight{0};
int32_t insaneJumpMaxFlips{0};
int32_t insaneJumpMaxRotation{0};
/*
* 0 none completed
* 1 insane stunt
@ -126,39 +126,39 @@ struct GameStats {
* 7 quadruple
* 8 perfect quadruple
*/
int32_t bestStunt;
uint32_t uniqueStuntsFound;
uint32_t uniqueStuntsTotal;
uint32_t missionAttempts;
uint32_t missionsPassed;
uint32_t passengersDroppedOff;
uint32_t taxiRevenue;
uint32_t portlandPassed;
uint32_t stauntonPassed;
uint32_t shoresidePassed;
int32_t bestTurismoTime;
float distanceWalked;
float distanceDriven;
int32_t patriotPlaygroundTime;
int32_t aRideInTheParkTime;
int32_t grippedTime;
int32_t multistoryMayhemTime;
uint32_t peopleSaved;
uint32_t criminalsKilled;
int32_t highestParamedicLevel;
uint32_t firesExtinguished;
int32_t longestDodoFlight;
int32_t bombDefusalTime;
uint32_t rampagesPassed;
uint32_t totalRampages;
uint32_t totalMissions;
uint32_t fastestTime[16]; // not used
int32_t highestScore[16];
uint32_t peopleKilledSinceCheckpoint; // ?
uint32_t peopleKilledSinceLastBustedOrWasted;
char lastMissionGXT[8];
int32_t bestStunt{0};
uint32_t uniqueStuntsFound{0};
uint32_t uniqueStuntsTotal{0};
uint32_t missionAttempts{0};
uint32_t missionsPassed{0};
uint32_t passengersDroppedOff{0};
uint32_t taxiRevenue{0};
uint32_t portlandPassed{0};
uint32_t stauntonPassed{0};
uint32_t shoresidePassed{0};
int32_t bestTurismoTime{0};
float distanceWalked{0};
float distanceDriven{0};
int32_t patriotPlaygroundTime{0};
int32_t aRideInTheParkTime{0};
int32_t grippedTime{0};
int32_t multistoryMayhemTime{0};
uint32_t peopleSaved{0};
uint32_t criminalsKilled{0};
int32_t highestParamedicLevel{0};
uint32_t firesExtinguished{0};
int32_t longestDodoFlight{0};
int32_t bombDefusalTime{0};
uint32_t rampagesPassed{0};
uint32_t totalRampages{0};
uint32_t totalMissions{0};
uint32_t fastestTime[16]{0}; // not used
int32_t highestScore[16]{};
uint32_t peopleKilledSinceCheckpoint{0}; // ?
uint32_t peopleKilledSinceLastBustedOrWasted{0};
char lastMissionGXT[8]{""};
GameStats();
GameStats() = default;
};
struct TextDisplayData {
@ -255,7 +255,7 @@ public:
/**
Basic Game State
*/
BasicState basic;
BasicState basic{};
/**
Player stats
@ -270,27 +270,28 @@ public:
/**
* Second since game was started
*/
float gameTime;
unsigned int currentProgress;
unsigned int maxProgress;
float gameTime = 0.f;
unsigned int currentProgress = 0;
unsigned int maxProgress = 1;
unsigned int maxWantedLevel;
unsigned int maxWantedLevel = 0;
GameObjectID playerObject;
GameObjectID playerObject = 0;
/**
* @brief Stores a pointer to script global that stores the on-mission
* state.
*/
ScriptInt* scriptOnMissionFlag;
ScriptInt* scriptOnMissionFlag = nullptr;
/** Objects created by the current mission */
std::vector<GameObject*> missionObjects;
bool overrideNextRestart;
glm::vec4 nextRestartLocation;
bool overrideNextRestart = false;
glm::vec4 nextRestartLocation{};
std::vector<glm::vec4> hospitalRestarts, policeRestarts;
int hospitalIslandOverride, policeIslandOverride;
int hospitalIslandOverride = 0;
int policeIslandOverride = 0;
void addHospitalRestart(const glm::vec4 location);
void addPoliceRestart(const glm::vec4 location);
@ -302,11 +303,11 @@ public:
const glm::vec4 getClosestRestart(RestartType type,
const glm::vec3 playerPosition) const;
bool fadeIn;
float fadeStart;
float fadeTime;
bool fadeSound;
glm::u16vec3 fadeColour;
bool fadeIn = true;
float fadeStart = 0.f;
float fadeTime = 0.f;
bool fadeSound = false;
glm::u16vec3 fadeColour{0.f, 0.f, 0.f};
// @todo fadeOut should be replaced with enum?
void fade(float time, bool f);
@ -315,13 +316,13 @@ public:
std::string currentSplash;
bool skipCutscene;
bool isIntroPlaying;
CutsceneData* currentCutscene;
float cutsceneStartTime;
bool skipCutscene = false;
bool isIntroPlaying = false;
CutsceneData* currentCutscene = nullptr;
float cutsceneStartTime{-1.f};
/** Flag for rendering cutscene letterbox */
bool isCinematic;
HudFlash hudFlash;
bool isCinematic = false;
HudFlash hudFlash{HudFlash::Disabled};
std::string lastMissionName;
@ -347,12 +348,12 @@ public:
int bigNVeinyPickupsCollected = 0;
/** The camera near value currently set by the script */
float cameraNear;
bool cameraFixed;
glm::vec3 cameraPosition;
glm::quat cameraRotation;
float cameraNear{0.1f};
bool cameraFixed = false;
glm::vec3 cameraPosition{};
glm::quat cameraRotation{1.0f, 0.0f, 0.0f, 0.0f};
GameObjectID cameraTarget;
GameObjectID cameraTarget = 0;
std::vector<VehicleGenerator> vehicleGenerators;
@ -361,28 +362,28 @@ public:
/**
* Bitsets for the car import / export list mission
*/
std::bitset<32> importExportPortland;
std::bitset<32> importExportShoreside;
std::bitset<32> importExportUnused;
std::bitset<32> importExportPortland = 0;
std::bitset<32> importExportShoreside = 0;
std::bitset<32> importExportUnused = 0;
/**
* State of the game input for the last 2 frames
*/
GameInputState input[2];
GameInputState input[2]{};
/**
* World to use for this state, this isn't saved, just used at runtime
*/
GameWorld* world;
GameWorld* world = nullptr;
/**
* Script Machine associated with this state if it exists.
*/
ScriptMachine* script;
ScriptMachine* script = nullptr;
std::array<ScriptContactData, 16> scriptContacts = {};
GameState();
GameState() = default;
/**
* Adds a blip to the state, returning it's ID.

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@ -52,7 +52,7 @@ public:
};
GameWorld::GameWorld(Logger* log, GameData* dat)
: logger(log), data(dat), randomEngine(rand()), paused(false) {
: logger(log), data(dat) {
data->engine = this;
collisionConfig = std::make_unique<btDefaultCollisionConfiguration>();

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@ -301,7 +301,7 @@ public:
/**
* Randomness Engine
*/
std::default_random_engine randomEngine;
std::default_random_engine randomEngine{std::random_device{}()};
/**
* Bullet
@ -385,7 +385,7 @@ private:
/**
* Flag for pausing the simulation
*/
bool paused;
bool paused = false;
/**
* Private data

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@ -30,18 +30,6 @@ CharacterObject::CharacterObject(GameWorld* engine, const glm::vec3& pos,
const glm::quat& rot, BaseModelInfo* modelinfo,
CharacterController* controller)
: GameObject(engine, pos, rot, modelinfo)
, currentState({})
, currentVehicle(nullptr)
, currentSeat(0)
, m_look(0.f, glm::half_pi<float>())
, running(false)
, jumped(false)
, jumpSpeed(DefaultJumpSpeed)
, motionBlockedByActivity(false)
, cycle_(AnimCycle::Idle)
, physCharacter(nullptr)
, physObject(nullptr)
, physShape(nullptr)
, controller(controller) {
auto info = getModelInfo<PedModelInfo>();
setClump(ClumpPtr(info->getModel()->clone()));

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@ -55,34 +55,34 @@ class GameWorld;
*/
class CharacterObject : public GameObject, public ClumpObject {
private:
CharacterState currentState;
CharacterState currentState{};
VehicleObject* currentVehicle;
size_t currentSeat;
VehicleObject* currentVehicle = nullptr;
size_t currentSeat{0};
void createActor(const glm::vec2& size = glm::vec2(0.45f, 1.2f));
void destroyActor();
glm::vec3 movement{};
glm::vec2 m_look{};
glm::vec2 m_look{0.f, glm::half_pi<float>()};
bool running;
bool jumped;
float jumpSpeed;
bool running = false;
bool jumped = false;
float jumpSpeed = DefaultJumpSpeed;
bool motionBlockedByActivity;
bool motionBlockedByActivity = false;
glm::vec3 updateMovementAnimation(float dt);
glm::vec3 currenteMovementStep{};
AnimCycle cycle_;
AnimCycle cycle_ = AnimCycle::Idle;
public:
static const float DefaultJumpSpeed;
btKinematicCharacterController* physCharacter;
btPairCachingGhostObject* physObject;
btCapsuleShapeZ* physShape;
btKinematicCharacterController* physCharacter = nullptr;
btPairCachingGhostObject* physObject = nullptr;
btCapsuleShapeZ* physShape = nullptr;
CharacterController* controller;

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@ -8,9 +8,7 @@
CutsceneObject::CutsceneObject(GameWorld *engine, const glm::vec3 &pos,
const glm::quat &rot, const ClumpPtr& model,
BaseModelInfo *modelinfo)
: GameObject(engine, pos, rot, modelinfo)
, _parent(nullptr)
, _bone(nullptr) {
: GameObject(engine, pos, rot, modelinfo) {
if (model) {
setModel(model);
}
@ -21,8 +19,6 @@ CutsceneObject::CutsceneObject(GameWorld *engine, const glm::vec3 &pos,
animator = new Animator(getClump());
}
CutsceneObject::~CutsceneObject() = default;
void CutsceneObject::tick(float dt) {
animator->tick(dt);
}

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@ -14,14 +14,14 @@ class ModelFrame;
* @brief Object type used for cutscene animations.
*/
class CutsceneObject : public GameObject, public ClumpObject {
GameObject* _parent;
ModelFrame* _bone;
GameObject* _parent = nullptr;
ModelFrame* _bone = nullptr;
public:
CutsceneObject(GameWorld* engine, const glm::vec3& pos,
const glm::quat& rot, const ClumpPtr& model,
BaseModelInfo* modelinfo);
~CutsceneObject() override;
~CutsceneObject() override = default;
Type type() const override {
return Cutscene;

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@ -25,14 +25,14 @@ class GameWorld;
class GameObject {
glm::vec3 _lastPosition;
glm::quat _lastRotation;
GameObjectID objectID;
GameObjectID objectID = 0;
BaseModelInfo* modelinfo_;
/**
* Model used for rendering
*/
ClumpPtr model_;
ClumpPtr model_ = nullptr;
protected:
void changeModelInfo(BaseModelInfo* next) {
@ -43,37 +43,30 @@ public:
glm::vec3 position;
glm::quat rotation;
GameWorld* engine;
GameWorld* engine = nullptr;
Animator* animator; /// Object's animator.
Animator* animator = nullptr; /// Object's animator.
bool inWater;
bool inWater = false;
/**
* @brief stores the height of water at the last tick
*/
float _lastHeight;
float _lastHeight = std::numeric_limits<float>::max();
/**
* Should object be rendered?
*/
bool visible;
bool visible = true;
GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot,
BaseModelInfo* modelinfo)
: _lastPosition(pos)
, _lastRotation(rot)
, objectID(0)
, modelinfo_(modelinfo)
, model_(nullptr)
, position(pos)
, rotation(rot)
, engine(engine)
, animator(nullptr)
, inWater(false)
, _lastHeight(std::numeric_limits<float>::max())
, visible(true)
, lifetime(GameObject::UnknownLifetime) {
, engine(engine) {
if (modelinfo_) {
modelinfo_->addReference();
}
@ -241,7 +234,7 @@ public:
}
private:
ObjectLifetime lifetime;
ObjectLifetime lifetime = GameObject::UnknownLifetime;
};
class ClumpObject {

View File

@ -18,13 +18,7 @@ InstanceObject::InstanceObject(GameWorld* engine, const glm::vec3& pos,
BaseModelInfo* modelinfo,
const std::shared_ptr<DynamicObjectData>& dyn)
: GameObject(engine, pos, rot, modelinfo)
, health(100.f)
, visible(true)
, floating(false)
, usePhysics(false)
, changeAtomic(-1)
, scale(scale)
, body(nullptr)
, dynamics(dyn) {
if (modelinfo) {
changeModel(modelinfo);

View File

@ -17,12 +17,12 @@ class GameWorld;
* A simple object instance
*/
class InstanceObject : public GameObject {
float health;
bool visible;
bool floating;
bool static_;
bool usePhysics;
int changeAtomic;
float health = 100.f;
bool visible =true;
bool floating = false;
bool static_ = false;
bool usePhysics = false;
int changeAtomic = -1;
/**
* The Atomic instance for this object

View File

@ -92,10 +92,6 @@ PickupObject::BehaviourFlags PickupObject::defaultBehaviourFlags(
PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
BaseModelInfo* modelinfo, PickupType type)
: GameObject(world, position, glm::quat{1.0f, 0.0f, 0.0f, 0.0f}, modelinfo)
, m_ghost(nullptr)
, m_shape(nullptr)
, m_enabled(false)
, m_collected(false)
, m_type(type) {
btTransform tf;
tf.setIdentity();

View File

@ -114,18 +114,18 @@ public:
}
private:
btPairCachingGhostObject* m_ghost;
btSphereShape* m_shape;
bool m_enabled;
float m_enableTimer;
bool m_collected;
VisualFX* m_corona;
short m_colourId;
bool respawn;
float respawnTime;
BehaviourFlags behaviourFlags;
btPairCachingGhostObject* m_ghost = nullptr;
btSphereShape* m_shape = nullptr;
bool m_enabled = false;
float m_enableTimer = 0.f;
bool m_collected = false;
VisualFX* m_corona = nullptr;
short m_colourId = 0;
bool respawn = false;
float respawnTime{};
BehaviourFlags behaviourFlags{};
PickupType m_type;
PickupType m_type{};
};
/**

View File

@ -114,10 +114,7 @@ void ProjectileObject::cleanup() {
ProjectileObject::ProjectileObject(GameWorld* world, const glm::vec3& position,
const ProjectileObject::ProjectileInfo& info)
: GameObject(world, position, glm::quat{1.0f,0.0f,0.0f,0.0f}, nullptr)
, _info(info)
, _body(nullptr)
, _ghostBody(nullptr)
, _exploded(false) {
, _info(info) {
_shape = new btSphereShape(0.45f);
btVector3 inertia(0.f, 0.f, 0.f);
_shape->calculateLocalInertia(1.f, inertia);

View File

@ -38,12 +38,12 @@ private:
btSphereShape* _shape;
btRigidBody* _body;
btRigidBody* _body = nullptr;
/** Used for RPGs and Molotov collision detection */
btPairCachingGhostObject* _ghostBody;
btPairCachingGhostObject* _ghostBody = nullptr;
bool _exploded;
bool _exploded = false;
void checkPhysicsContact();
void explode();

View File

@ -92,18 +92,10 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
VehicleInfoHandle info, const glm::u8vec3& prim,
const glm::u8vec3& sec)
: GameObject(engine, pos, rot, modelinfo)
, steerAngle(0.f)
, throttle(0.f)
, brake(0.f)
, handbrake(true)
, health(1000.f)
, info(info)
, colourPrimary(prim)
, colourSecondary(sec)
, mHasSpecial(true)
, collision(new CollisionInstance)
, physRaycaster(nullptr)
, physVehicle(nullptr) {
, collision(new CollisionInstance) {
collision->createPhysicsBody(this, modelinfo->getCollision(), nullptr,
&info->handling);
collision->getBulletBody()->forceActivationState(DISABLE_DEACTIVATION);

View File

@ -32,29 +32,29 @@ class btHingeConstraint;
*/
class VehicleObject : public GameObject, public ClumpObject {
private:
float steerAngle;
float throttle;
float brake;
bool handbrake;
float steerAngle{0.f};
float throttle{0.f};
float brake{0.f};
bool handbrake = true;
Atomic* chassishigh_ = nullptr;
Atomic* chassislow_ = nullptr;
std::array<Atomic*, 6> extras_;
std::array<Atomic*, 6> extras_{};
public:
float health;
float health{1000.f};
VehicleInfoHandle info;
glm::u8vec3 colourPrimary;
glm::u8vec3 colourSecondary;
bool mHasSpecial;
VehicleInfoHandle info{};
glm::u8vec3 colourPrimary{};
glm::u8vec3 colourSecondary{};
bool mHasSpecial = true;
std::map<size_t, GameObject*> seatOccupants;
std::unique_ptr<CollisionInstance> collision;
btVehicleRaycaster* physRaycaster;
btRaycastVehicle* physVehicle;
btVehicleRaycaster* physRaycaster = nullptr;
btRaycastVehicle* physVehicle = nullptr;
struct Part {
ModelFrame* dummy;

View File

@ -13,7 +13,7 @@
#include "render/GameRenderer.hpp"
DebugDraw::DebugDraw() : shaderProgram(nullptr) {
DebugDraw::DebugDraw() {
lineBuff = new GeometryBuffer;
dbuff = new DrawBuffer;
dbuff->setFaceType(GL_LINES);

View File

@ -47,7 +47,7 @@ protected:
DrawBuffer *dbuff;
//Ownership is handled by worldProg in renderer
Renderer::ShaderProgram *shaderProgram;
Renderer::ShaderProgram *shaderProgram = nullptr;
GLuint texture;
};

View File

@ -56,10 +56,6 @@ struct ParticleVert {
GameRenderer::GameRenderer(Logger* log, GameData* _data)
: data(_data)
, logger(log)
, renderer(std::make_shared<OpenGLRenderer>())
, _renderAlpha(0.f)
, _renderWorld(nullptr)
, cullOverride(false)
, map(renderer, _data)
, water(this)
, text(this) {

View File

@ -37,11 +37,11 @@ class GameRenderer {
Logger* logger;
/** The low-level drawing interface to use */
std::shared_ptr<Renderer> renderer;
std::shared_ptr<Renderer> renderer = std::make_shared<OpenGLRenderer>();
// Temporary variables used during rendering
float _renderAlpha;
GameWorld* _renderWorld;
float _renderAlpha{0.f};
GameWorld* _renderWorld = nullptr;
/** Internal non-descript VAOs */
GLuint vao, debugVAO;
@ -49,7 +49,7 @@ class GameRenderer {
/** Camera values passed to renderWorld() */
ViewCamera _camera;
ViewCamera cullingCamera;
bool cullOverride;
bool cullOverride = false;
/** Number of culling events */
size_t culled;

View File

@ -36,8 +36,7 @@ class ObjectRenderer {
public:
ObjectRenderer(GameWorld* world, const ViewCamera& camera,
float renderAlpha, GLuint errorTexture)
: culled(0)
, m_world(world)
: m_world(world)
, m_camera(camera)
, m_renderAlpha(renderAlpha)
, m_errorTexture(errorTexture) {
@ -48,7 +47,7 @@ public:
*
* Exports rendering instructions for an object
*/
size_t culled;
size_t culled = 0;
void buildRenderList(GameObject* object, RenderList& outList);
void renderGeometry(Geometry* geom, const glm::mat4& modelMatrix,

View File

@ -77,32 +77,26 @@ public:
*/
struct DrawParameters {
/// Number of indicies
size_t count;
size_t count{};
/// Start index.
unsigned int start;
unsigned int start{};
/// Textures to use
Textures textures;
Textures textures{};
/// Blending mode
BlendMode blendMode;
BlendMode blendMode = BlendMode::BLEND_NONE;
// Depth writing state
bool depthWrite;
bool depthWrite = true;
/// Material
glm::u8vec4 colour{};
/// Material
float ambient;
float ambient{1.f};
/// Material
float diffuse;
float diffuse{1.f};
/// Material
float visibility;
float visibility{1.f};
// Default state -- should be moved to materials
DrawParameters()
: blendMode(BlendMode::BLEND_NONE)
, depthWrite(true)
, ambient(1.f)
, diffuse(1.f)
, visibility(1.f) {
}
DrawParameters() = default;
};
/**
@ -129,9 +123,9 @@ public:
struct ObjectUniformData {
glm::mat4 model{1.0f};
glm::vec4 colour{1.0f};
float diffuse;
float ambient;
float visibility;
float diffuse{};
float ambient{};
float visibility{};
};
struct SceneUniformData {
@ -141,8 +135,8 @@ public:
glm::vec4 dynamic{};
glm::vec4 fogColour{};
glm::vec4 campos{};
float fogStart;
float fogEnd;
float fogStart{};
float fogEnd{};
};
class ShaderProgram {
@ -220,13 +214,13 @@ public:
* USING(RENDER_PROFILER)
*/
struct ProfileInfo {
GLuint64 timerStart;
GLuint64 duration;
unsigned int primitives;
unsigned int draws;
unsigned int textures;
unsigned int buffers;
unsigned int uploads;
GLuint64 timerStart{};
GLuint64 duration{};
unsigned int primitives{};
unsigned int draws{};
unsigned int textures{};
unsigned int buffers{};
unsigned int uploads{};
};
/**
@ -245,10 +239,10 @@ private:
glm::mat4 projection2D{1.0f};
protected:
int drawCounter;
int textureCounter;
int bufferCounter;
SceneUniformData lastSceneData;
int drawCounter{};
int textureCounter{};
int bufferCounter{};
SceneUniformData lastSceneData{};
};
class OpenGLRenderer : public Renderer {
@ -329,12 +323,12 @@ public:
private:
struct Buffer {
GLuint name;
GLuint currentEntry;
GLuint name{};
GLuint currentEntry{};
GLuint entryCount;
GLuint entrySize;
GLsizei bufferSize;
GLuint entryCount{};
GLuint entrySize{};
GLsizei bufferSize{};
};
void useDrawBuffer(DrawBuffer* dbuff);

View File

@ -82,10 +82,6 @@ struct TextVertex {
}
};
TextRenderer::TextInfo::TextInfo()
: font(0), size(1.f), baseColour({1.f, 1.f, 1.f}), align(Left), wrapX(0) {
}
TextRenderer::TextRenderer(GameRenderer* renderer) : renderer(renderer) {
textShader = renderer->getRenderer()->createShader(TextVertexShader,
TextFragmentShader);
@ -131,8 +127,6 @@ TextRenderer::TextRenderer(GameRenderer* renderer) : renderer(renderer) {
}
}
TextRenderer::~TextRenderer() = default;
void TextRenderer::setFontTexture(int index, const std::string& texture) {
if (index < GAME_FONTS) {
fonts[index] = texture;

View File

@ -33,23 +33,23 @@ public:
enum TextAlignemnt { Left = 0, Right = 1, Center = 2 };
/// Font index @see TextRenderer::setFontTexture
int font;
int font{0};
/// Message to be displayed (including markup)
GameString text;
/// On screen position
glm::vec2 screenPosition{};
/// font size
float size;
float size{1.f};
/// Base colour
glm::u8vec3 baseColour{};
glm::u8vec3 baseColour{1.f, 1.f, 1.f};
/// Background colour
glm::u8vec4 backgroundColour{};
/// Horizontal Alignment
TextAlignemnt align;
TextAlignemnt align = Left;
/// Wrap width
int wrapX;
int wrapX{0};
TextInfo();
TextInfo() = default;
};
/**
@ -60,7 +60,7 @@ public:
};
TextRenderer(GameRenderer* renderer);
~TextRenderer();
~TextRenderer() = default;
void setFontTexture(int index, const std::string& font);

View File

@ -16,12 +16,12 @@ public:
float distance{};
};
float near;
float far;
float fov;
float aspectRatio;
float near{};
float far{};
float fov{};
float aspectRatio{};
ViewPlane planes[6];
ViewPlane planes[6]{};
ViewFrustum(float near, float far, float fov, float aspect)
: near(near), far(far), fov(fov), aspectRatio(aspect) {

View File

@ -13,7 +13,7 @@
#include "render/GameShaders.hpp"
#include "render/OpenGLRenderer.hpp"
WaterRenderer::WaterRenderer(GameRenderer* renderer) : waterProg(nullptr) {
WaterRenderer::WaterRenderer(GameRenderer* renderer) {
maskDraw.setFaceType(GL_TRIANGLES);
gridDraw.setFaceType(GL_TRIANGLES);
@ -55,8 +55,6 @@ WaterRenderer::WaterRenderer(GameRenderer* renderer) : waterProg(nullptr) {
gridDraw.addGeometry(&gridGeom);
}
WaterRenderer::~WaterRenderer() = default;
void WaterRenderer::setWaterTable(const float* waterHeights, const unsigned int nHeights,
const uint8_t* tiles, const unsigned int nTiles) {
// Determine the dimensions of the input tiles

View File

@ -20,7 +20,7 @@ class GameWorld;
class WaterRenderer {
public:
WaterRenderer(GameRenderer* renderer);
~WaterRenderer();
~WaterRenderer() = default;
/**
* Creates the required data for rendering the water. Accepts
@ -41,19 +41,19 @@ public:
void render(GameRenderer* renderer, GameWorld* world);
private:
std::unique_ptr<Renderer::ShaderProgram> waterProg;
std::unique_ptr<Renderer::ShaderProgram> maskProg;
std::unique_ptr<Renderer::ShaderProgram> waterProg = nullptr;
std::unique_ptr<Renderer::ShaderProgram> maskProg = nullptr;
DrawBuffer maskDraw;
GeometryBuffer maskGeom;
DrawBuffer maskDraw{};
GeometryBuffer maskGeom{};
std::vector<int> maskSizes;
DrawBuffer gridDraw;
GeometryBuffer gridGeom;
DrawBuffer gridDraw{};
GeometryBuffer gridGeom{};
GLuint fbOutput;
GLuint dataTexture;
GLuint fbOutput{};
GLuint dataTexture{};
};
#endif

View File

@ -15,12 +15,7 @@ class SCMFile {
public:
enum SCMTarget { NoTarget = 0, GTAIII = 0xC6, GTAVC = 0x6D, GTASA = 0x73 };
SCMFile()
: _data(nullptr)
, _target(NoTarget)
, mainSize(0)
, missionLargestSize(0) {
}
SCMFile() = default;
~SCMFile() {
delete[] _data;
@ -70,21 +65,21 @@ public:
}
private:
SCMByte* _data;
SCMByte* _data = nullptr;
SCMTarget _target;
SCMTarget _target{NoTarget};
std::vector<std::string> models;
std::vector<unsigned int> missionOffsets;
uint32_t mainSize;
uint32_t missionLargestSize;
uint32_t mainSize{0};
uint32_t missionLargestSize{0};
uint32_t globalSectionOffset;
uint32_t modelSectionOffset;
uint32_t missionSectionOffset;
uint32_t codeSectionOffset;
uint32_t globalSectionOffset{0};
uint32_t modelSectionOffset{0};
uint32_t missionSectionOffset{0};
uint32_t codeSectionOffset{0};
};
#endif

View File

@ -34,8 +34,8 @@ struct SCMException {
};
struct IllegalInstruction : SCMException {
SCMOpcode opcode;
unsigned int offset;
SCMOpcode opcode{};
unsigned int offset{0};
std::string thread;
template <class String>
@ -57,8 +57,8 @@ struct IllegalInstruction : SCMException {
};
struct UnknownType : SCMException {
SCMByte type;
unsigned int offset;
SCMByte type{};
unsigned int offset{0};
std::string thread;
template <class String>
@ -184,9 +184,9 @@ public:
void execute(float dt);
private:
SCMFile* file;
ScriptModule* module;
GameState* state;
SCMFile* file = nullptr;
ScriptModule* module = nullptr;
GameState* state = nullptr;
bool debugFlag;
std::list<SCMThread> _activeThreads;

View File

@ -57,11 +57,11 @@ struct ScriptObjectType {
/**
* @brief m_id VM Memory containing the object handler
*/
ScriptInt* m_id;
ScriptInt* m_id = nullptr;
/**
* @brief m_object Real object instance
*/
T* m_object;
T* m_object = nullptr;
ScriptObjectType(ScriptInt* var, GameObject* object)
: m_id(var), m_object(static_cast<T*>(object)) {
@ -236,8 +236,8 @@ typedef std::vector<SCMOpcodeParameter> SCMParams;
class ScriptArguments {
const SCMParams* parameters;
SCMThread* thread;
ScriptMachine* machine;
SCMThread* thread = nullptr;
ScriptMachine* machine = nullptr;
public:
ScriptArguments(const SCMParams* p, SCMThread* t, ScriptMachine* m)

View File

@ -20,10 +20,7 @@ constexpr int kWindowWidth = 800;
constexpr int kWindowHeight = 600;
GameBase::GameBase(Logger &inlog, int argc, char *argv[]) :
log(inlog),
config(),
window(),
options() {
log(inlog) {
log.info("Game", "Build: " + kBuildStr);
size_t w = kWindowWidth, h = kWindowHeight;

View File

@ -26,9 +26,9 @@ public:
protected:
Logger& log;
GameConfig config;
GameWindow window;
boost::program_options::variables_map options;
GameConfig config{};
GameWindow window{};
boost::program_options::variables_map options{};
};
#endif

View File

@ -10,12 +10,6 @@ namespace pt = boost::property_tree;
const std::string kConfigDirectoryName("OpenRW");
GameConfig::GameConfig()
: m_configPath()
, m_parseResult()
, m_inputInvertY(false) {
}
void GameConfig::loadFile(const rwfs::path &path) {
m_configPath = path;
std::string dummy;

View File

@ -176,7 +176,7 @@ public:
/**
* @brief GameConfig Create a game configuration (initially invalid)
*/
GameConfig();
GameConfig() = default;
/**
* @brief Initialize this object using the config file at path
@ -252,8 +252,8 @@ private:
ParseType destType, std::string &destination);
/* Config State */
rwfs::path m_configPath;
ParseResult m_parseResult;
rwfs::path m_configPath{};
ParseResult m_parseResult{};
/* Actual Configuration */
@ -264,14 +264,14 @@ private:
std::string m_gameLanguage = "american";
/// Invert the y axis for camera control.
bool m_inputInvertY;
bool m_inputInvertY = false;
/// Size of the window
int m_windowWidth;
int m_windowHeight;
int m_windowWidth{800};
int m_windowHeight{600};
/// Set the window to fullscreen
bool m_windowFullscreen;
bool m_windowFullscreen = false;
};
#endif

View File

@ -1,9 +1,6 @@
#include "GameWindow.hpp"
#include <core/Logger.hpp>
GameWindow::GameWindow() : window(nullptr), glcontext(nullptr) {
}
void GameWindow::create(const std::string& title, size_t w, size_t h,
bool fullscreen) {
Uint32 style = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;

View File

@ -8,12 +8,11 @@
#include <render/GameRenderer.hpp>
class GameWindow {
SDL_Window* window;
SDL_Surface* icon;
SDL_GLContext glcontext;
SDL_Window* window = nullptr;
SDL_Surface* icon = nullptr;
SDL_GLContext glcontext{nullptr};
public:
GameWindow();
GameWindow() = default;
void create(const std::string& title, size_t w, size_t h, bool fullscreen);
void close();

View File

@ -44,8 +44,7 @@ constexpr float kMaxPhysicsSubSteps = 2;
RWGame::RWGame(Logger& log, int argc, char* argv[])
: GameBase(log, argc, argv)
, data(&log, config.getGameDataPath())
, renderer(&log, &data)
, lastDraws(0) {
, renderer(&log, &data) {
bool newgame = options.count("newgame");
bool test = options.count("test");
std::string startSave(

View File

@ -43,7 +43,7 @@ class RWGame : public GameBase {
};
DebugViewMode debugview_ = DebugViewMode::Disabled;
int lastDraws{}; /// Number of draws issued for the last frame.
int lastDraws{0}; /// Number of draws issued for the last frame.
std::string cheatInputWindow = std::string(32, ' ');

View File

@ -6,7 +6,7 @@
#include <iostream>
BenchmarkState::BenchmarkState(RWGame* game, const std::string& benchfile)
: State(game), benchfile(benchfile), benchmarkTime(0.f), duration(0.f), frameCounter(0) {
: State(game), benchfile(benchfile) {
}
void BenchmarkState::enter() {

View File

@ -15,9 +15,9 @@ class BenchmarkState : public State {
std::string benchfile;
float benchmarkTime;
float duration;
uint32_t frameCounter;
float benchmarkTime{0.f};
float duration{0.f};
uint32_t frameCounter{0};
public:
BenchmarkState(RWGame* game, const std::string& benchfile);

View File

@ -33,13 +33,9 @@ constexpr float kVehicleCameraPitch =
IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
: State(game)
, started(false)
, save(save)
, newgame(newgame)
, autolookTimer(0.f)
, camMode(IngameState::CAMERA_NORMAL)
, m_invertedY(game->getConfig().getInputInvertY())
, m_vehicleFreeLook(true) {
, m_invertedY(game->getConfig().getInputInvertY()) {
}
void IngameState::startTest() {

View File

@ -16,21 +16,21 @@ class IngameState : public State {
CAMERA_MAX
};
bool started;
bool started = false;
std::string save;
bool newgame;
ViewCamera _look;
ViewCamera _look{};
glm::vec3 cameraPosition{};
/** Timer to hold user camera position */
float autolookTimer;
CameraMode camMode;
float autolookTimer{0.f};
CameraMode camMode{IngameState::CAMERA_NORMAL};
/// Player camera input since the last update
glm::vec2 cameradelta_{};
/// Invert Y axis movement
bool m_invertedY;
/// Free look in vehicles.
bool m_vehicleFreeLook;
bool m_vehicleFreeLook = true;
float moneyTimer = 0.f; // Timer used to updated displayed money value