Created references to avoid using repeated expressions, improving performance across multiple instances. Reported by: PVS-Studio Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
#include "LevelController.hpp"
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#include "../settings.hpp"
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#include "../files/WorldFiles.hpp"
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#include "../debug/Logger.hpp"
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#include "../world/Level.hpp"
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#include "../world/World.hpp"
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#include "../physics/Hitbox.hpp"
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#include "../objects/Entities.hpp"
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#include "scripting/scripting.hpp"
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#include "../interfaces/Object.hpp"
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#include <algorithm>
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static debug::Logger logger("level-control");
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LevelController::LevelController(EngineSettings& settings, std::unique_ptr<Level> level)
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: settings(settings), level(std::move(level)),
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blocks(std::make_unique<BlocksController>(this->level.get(), settings.chunks.padding.get())),
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chunks(std::make_unique<ChunksController>(this->level.get(), settings.chunks.padding.get())),
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player(std::make_unique<PlayerController>(this->level.get(), settings, blocks.get())) {
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scripting::on_world_load(this);
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}
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void LevelController::update(float delta, bool input, bool pause) {
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glm::vec3 position = player->getPlayer()->getPosition();
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level->loadMatrix(position.x, position.z,
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settings.chunks.loadDistance.get() +
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settings.chunks.padding.get() * 2);
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chunks->update(settings.chunks.loadSpeed.get());
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if (!pause) {
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// update all objects that needed
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for (const auto& obj : level->objects) {
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if (obj && obj->shouldUpdate) {
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obj->update(delta);
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}
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}
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blocks->update(delta);
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player->update(delta, input, pause);
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level->entities->updatePhysics(delta);
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level->entities->update(delta);
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}
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level->entities->clean();
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player->postUpdate(delta, input, pause);
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// erease null pointers
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auto& objects = level->objects;
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objects.erase(
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std::remove_if(
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objects.begin(), objects.end(),
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[](auto obj) { return obj == nullptr; }),
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objects.end()
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);
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}
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void LevelController::saveWorld() {
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level->getWorld()->wfile->createDirectories();
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logger.info() << "writing world";
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scripting::on_world_save();
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level->onSave();
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level->getWorld()->write(level.get());
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}
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void LevelController::onWorldQuit() {
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scripting::on_world_quit();
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}
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Level* LevelController::getLevel() {
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return level.get();
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}
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Player* LevelController::getPlayer() {
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return player->getPlayer();
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}
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BlocksController* LevelController::getBlocksController() {
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return blocks.get();
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}
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PlayerController* LevelController::getPlayerController() {
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return player.get();
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}
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