diff options
author | MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com> | 2012-11-12 16:35:10 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2012-11-25 19:14:24 +0200 |
commit | 756db8174aa6a05eb998cfcec8eb5127053c5ea9 (patch) | |
tree | af1c77b7bf4e6862095ef3524a995b0de49e606b | |
parent | fa67b46c042ed4df97102dabf9f1e7bc454b2acb (diff) | |
download | minetest-756db8174aa6a05eb998cfcec8eb5127053c5ea9.tar.gz minetest-756db8174aa6a05eb998cfcec8eb5127053c5ea9.tar.bz2 minetest-756db8174aa6a05eb998cfcec8eb5127053c5ea9.zip |
A bunch of fixes
No longer hide players who are dead. With models, a death animation should be used instead
Some changes requested by celeron55
Rename a lot of things in the code, and use better lua api function names
Minor code corrections
Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
-rw-r--r-- | doc/lua_api.txt | 8 | ||||
-rw-r--r-- | src/client.cpp | 8 | ||||
-rw-r--r-- | src/clientobject.h | 2 | ||||
-rw-r--r-- | src/clientserver.h | 7 | ||||
-rw-r--r-- | src/content_cao.cpp | 119 | ||||
-rw-r--r-- | src/content_sao.cpp | 80 | ||||
-rw-r--r-- | src/content_sao.h | 24 | ||||
-rw-r--r-- | src/environment.h | 2 | ||||
-rw-r--r-- | src/genericobject.cpp | 8 | ||||
-rw-r--r-- | src/genericobject.h | 8 | ||||
-rw-r--r-- | src/guiFormSpecMenu.cpp | 2 | ||||
-rw-r--r-- | src/scriptapi.cpp | 28 | ||||
-rw-r--r-- | src/serverobject.h | 4 |
13 files changed, 144 insertions, 156 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 45ee7648b..fc51cb2f7 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1103,10 +1103,10 @@ methods: - get_wielded_item() -> ItemStack - set_wielded_item(item): replaces the wielded item, returns true if successful - set_armor_groups({group1=rating, group2=rating, ...}) -- set_animations({x=1,y=1}, frame_speed=15, frame_blend=0) -- set_attachment(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0}) -- set_detachment() -- set_bone_posrot("", {x=0,y=0,z=0}, {x=0,y=0,z=0}) +- set_animation({x=1,y=1}, frame_speed=15, frame_blend=0) +- set_attach(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0}) +- set_detach() +- set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0}) - set_properties(object property table) LuaEntitySAO-only: (no-op for other objects) - setvelocity({x=num, y=num, z=num}) diff --git a/src/client.cpp b/src/client.cpp index 7f5421747..9a056806b 100644 --- a/src/client.cpp +++ b/src/client.cpp @@ -821,8 +821,8 @@ bool Client::loadMedia(const std::string &data, const std::string &filename) name = removeStringEnd(filename, image_ext); if(name != "") { - verbosestream<<"Client: Storing image into Irrlicht: " - <<"\""<<filename<<"\""<<std::endl; + verbosestream<<"Client: Attempting to load image " + <<"file \""<<filename<<"\""<<std::endl; io::IFileSystem *irrfs = m_device->getFileSystem(); video::IVideoDriver *vdrv = m_device->getVideoDriver(); @@ -855,8 +855,8 @@ bool Client::loadMedia(const std::string &data, const std::string &filename) name = removeStringEnd(filename, sound_ext); if(name != "") { - verbosestream<<"Client: Storing sound into Irrlicht: " - <<"\""<<filename<<"\""<<std::endl; + verbosestream<<"Client: Attempting to load sound " + <<"file \""<<filename<<"\""<<std::endl; m_sound->loadSoundData(name, data); return true; } diff --git a/src/clientobject.h b/src/clientobject.h index ff9f9f37b..852d2c76b 100644 --- a/src/clientobject.h +++ b/src/clientobject.h @@ -61,7 +61,7 @@ public: virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;} virtual bool isPlayer(){return false;} virtual bool isLocalPlayer(){return false;} - virtual void updateParent(){} + virtual void setAttachments(){} virtual bool doShowSelectionBox(){return true;} // Step object in time diff --git a/src/clientserver.h b/src/clientserver.h index 82e485d95..15a602fc8 100644 --- a/src/clientserver.h +++ b/src/clientserver.h @@ -67,9 +67,14 @@ with this program; if not, write to the Free Software Foundation, Inc., TOCLIENT_DETACHED_INVENTORY PROTOCOL_VERSION 13: InventoryList field "Width" (deserialization fails with old versions) + PROTOCOL_VERSION 14: + New messages for mesh and bone animation, as well as attachments + GENERIC_CMD_SET_ANIMATION + GENERIC_CMD_SET_BONE_POSITION + GENERIC_CMD_SET_ATTACHMENT */ -#define PROTOCOL_VERSION 13 +#define PROTOCOL_VERSION 14 #define PROTOCOL_ID 0x4f457403 diff --git a/src/content_cao.cpp b/src/content_cao.cpp index 09cc4818a..9c1171e1f 100644 --- a/src/content_cao.cpp +++ b/src/content_cao.cpp @@ -52,8 +52,6 @@ struct ToolCapabilities; core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types; -std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID - /* SmoothTranslator */ @@ -580,10 +578,10 @@ private: v2s16 m_tx_basepos; bool m_initial_tx_basepos_set; bool m_tx_select_horiz_by_yawpitch; - v2f m_frames; - int m_frame_speed; - int m_frame_blend; - std::map<std::string, core::vector2d<v3f> > m_bone_posrot; // stores position and rotation for each bone name + v2f m_animation_range; + int m_animation_speed; + int m_animation_blend; + std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name std::string m_attachment_bone; v3f m_attachment_position; v3f m_attachment_rotation; @@ -623,10 +621,10 @@ public: m_tx_basepos(0,0), m_initial_tx_basepos_set(false), m_tx_select_horiz_by_yawpitch(false), - m_frames(v2f(0,0)), - m_frame_speed(15), - m_frame_blend(0), - m_bone_posrot(std::map<std::string, core::vector2d<v3f> >()), + m_animation_range(v2f(0,0)), + m_animation_speed(15), + m_animation_blend(0), + m_bone_position(std::map<std::string, core::vector2d<v3f> >()), m_attachment_bone(""), m_attachment_position(v3f(0,0,0)), m_attachment_rotation(v3f(0,0,0)), @@ -709,7 +707,7 @@ public: return m_animated_meshnode->getAbsolutePosition(); if(m_spritenode) return m_spritenode->getAbsolutePosition(); - return v3f(0,0,0); // Just in case + return m_position; } return pos_translator.vect_show; } @@ -745,7 +743,7 @@ public: return m_is_local_player; } - void updateParent() + void setAttachments() { updateAttachments(); } @@ -753,9 +751,9 @@ public: ClientActiveObject *getParent() { ClientActiveObject *obj = NULL; - for(std::vector<core::vector2d<int> >::const_iterator cii = attachment_list.begin(); cii != attachment_list.end(); cii++) + for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++) { - if(cii->X == this->getId()){ // This ID is our child + if(cii->X == getId()){ // This ID is our child if(cii->Y > 0){ // A parent ID exists for our child if(cii->X != cii->Y){ // The parent and child ID are not the same obj = m_env->getActiveObject(cii->Y); @@ -774,22 +772,22 @@ public: if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals) { // Detach this object's children - for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { - if(ii->Y == this->getId()) // Is a child of our object + if(ii->Y == getId()) // Is a child of our object { ii->Y = 0; ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child if(obj) - obj->updateParent(); + obj->setAttachments(); } } // Delete this object from the attachments list - for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { - if(ii->X == this->getId()) // Is our object + if(ii->X == getId()) // Is our object { - attachment_list.erase(ii); + m_env->attachment_list.erase(ii); break; } } @@ -983,31 +981,16 @@ public: void updateLight(u8 light_at_pos) { - // Objects attached to the local player should always be hidden - if(m_attached_to_local) - m_is_visible = false; - else - m_is_visible = (m_hp != 0); u8 li = decode_light(light_at_pos); - if(li != m_last_light){ m_last_light = li; video::SColor color(255,li,li,li); - if(m_meshnode){ + if(m_meshnode) setMeshColor(m_meshnode->getMesh(), color); - m_meshnode->setVisible(m_is_visible); - } - if(m_animated_meshnode){ + if(m_animated_meshnode) setMeshColor(m_animated_meshnode->getMesh(), color); - m_animated_meshnode->setVisible(m_is_visible); - } - if(m_spritenode){ + if(m_spritenode) m_spritenode->setColor(color); - m_spritenode->setVisible(m_is_visible); - } - if(m_textnode){ - m_textnode->setVisible(m_is_visible); - } } } @@ -1044,9 +1027,9 @@ public: m_visuals_expired = false; // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault - for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { - if(ii->Y == this->getId()) // This is a child of our parent + if(ii->Y == getId()) // This is a child of our parent { ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child if(obj) @@ -1066,18 +1049,18 @@ public: removeFromScene(false); addToScene(m_smgr, m_gamedef->tsrc(), m_irr); - updateAnimations(); - updateBonePosRot(); + updateAnimation(); + updateBonePosition(); updateAttachments(); // Attachments, part 2: Now that the parent has been refreshed, put its attachments back - for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { - if(ii->Y == this->getId()) // This is a child of our parent + if(ii->Y == getId()) // This is a child of our parent { ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child if(obj) - obj->updateParent(); + obj->setAttachments(); } } } @@ -1095,12 +1078,7 @@ public: if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht { // Set these for later - if(m_meshnode) - m_position = m_meshnode->getAbsolutePosition(); - if(m_animated_meshnode) - m_position = m_animated_meshnode->getAbsolutePosition(); - if(m_spritenode) - m_position = m_spritenode->getAbsolutePosition(); + m_position = getPosition(); m_velocity = v3f(0,0,0); m_acceleration = v3f(0,0,0); pos_translator.vect_show = m_position; @@ -1405,23 +1383,23 @@ public: } } - void updateAnimations() + void updateAnimation() { if(m_animated_meshnode == NULL) return; - m_animated_meshnode->setFrameLoop((int)m_frames.X, (int)m_frames.Y); - m_animated_meshnode->setAnimationSpeed(m_frame_speed); - m_animated_meshnode->setTransitionTime(m_frame_blend); + m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y); + m_animated_meshnode->setAnimationSpeed(m_animation_speed); + m_animated_meshnode->setTransitionTime(m_animation_blend); } - void updateBonePosRot() + void updateBonePosition() { - if(!m_bone_posrot.size() || m_animated_meshnode == NULL) + if(!m_bone_position.size() || m_animated_meshnode == NULL) return; m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render - for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_posrot.begin(); ii != m_bone_posrot.end(); ++ii){ + for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ std::string bone_name = (*ii).first; v3f bone_pos = (*ii).second.X; v3f bone_rot = (*ii).second.Y; @@ -1437,6 +1415,7 @@ public: void updateAttachments() { m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer(); + m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden if(getParent() == NULL || m_attached_to_local) // Detach or don't attach { @@ -1658,35 +1637,35 @@ public: updateTexturePos(); } - else if(cmd == GENERIC_CMD_SET_ANIMATIONS) + else if(cmd == GENERIC_CMD_SET_ANIMATION) { - m_frames = readV2F1000(is); - m_frame_speed = readF1000(is); - m_frame_blend = readF1000(is); + m_animation_range = readV2F1000(is); + m_animation_speed = readF1000(is); + m_animation_blend = readF1000(is); - updateAnimations(); + updateAnimation(); } - else if(cmd == GENERIC_CMD_SET_BONE_POSROT) + else if(cmd == GENERIC_CMD_SET_BONE_POSITION) { std::string bone = deSerializeString(is); v3f position = readV3F1000(is); v3f rotation = readV3F1000(is); - m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation); + m_bone_position[bone] = core::vector2d<v3f>(position, rotation); - updateBonePosRot(); + updateBonePosition(); } else if(cmd == GENERIC_CMD_SET_ATTACHMENT) { // If an entry already exists for this object, delete it first to avoid duplicates - for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { - if(ii->X == this->getId()) // This is the ID of our object + if(ii->X == getId()) // This is the ID of our object { - attachment_list.erase(ii); + m_env->attachment_list.erase(ii); break; } } - attachment_list.push_back(core::vector2d<int>(this->getId(), readS16(is))); + m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is))); m_attachment_bone = deSerializeString(is); m_attachment_position = readV3F1000(is); m_attachment_rotation = readV3F1000(is); diff --git a/src/content_sao.cpp b/src/content_sao.cpp index 59f6c3c64..406bd9c68 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -356,8 +356,8 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos, m_last_sent_position_timer(0), m_last_sent_move_precision(0), m_armor_groups_sent(false), - m_animations_sent(false), - m_animations_bone_sent(false), + m_animation_sent(false), + m_bone_position_sent(false), m_attachment_sent(false) { // Only register type if no environment supplied @@ -537,18 +537,18 @@ void LuaEntitySAO::step(float dtime, bool send_recommended) m_messages_out.push_back(aom); } - if(m_animations_sent == false){ - m_animations_sent = true; - std::string str = gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend); + if(m_animation_sent == false){ + m_animation_sent = true; + std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } - if(m_animations_bone_sent == false){ - m_animations_bone_sent = true; - for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){ - std::string str = gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y); + if(m_bone_position_sent == false){ + m_bone_position_sent = true; + for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ + std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); @@ -575,12 +575,12 @@ std::string LuaEntitySAO::getClientInitializationData() writeF1000(os, m_yaw); writeS16(os, m_hp); - writeU8(os, 4 + m_animation_bone.size()); // number of messages stuffed in here + writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 - os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3 - for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){ - os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size + os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3 + for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ + os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size } os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4 @@ -728,18 +728,18 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups) m_armor_groups_sent = false; } -void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend) +void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) { - m_animation_frames = frames; + m_animation_range = frame_range; m_animation_speed = frame_speed; m_animation_blend = frame_blend; - m_animations_sent = false; + m_animation_sent = false; } -void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation) +void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation) { - m_animation_bone[bone] = core::vector2d<v3f>(position, rotation); - m_animations_bone_sent = false; + m_bone_position[bone] = core::vector2d<v3f>(position, rotation); + m_bone_position_sent = false; } void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) @@ -884,8 +884,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, m_properties_sent(true), m_privs(privs), m_is_singleplayer(is_singleplayer), - m_animations_sent(false), - m_animations_bone_sent(false), + m_animation_sent(false), + m_bone_position_sent(false), m_attachment_sent(false), // public m_moved(false), @@ -914,7 +914,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, m_prop.colors.push_back(video::SColor(255, 255, 255, 255)); m_prop.spritediv = v2s16(1,1); // end of default appearance - m_prop.is_visible = (getHP() != 0); // TODO: Use a death animation instead for mesh players + m_prop.is_visible = true; m_prop.makes_footstep_sound = true; } @@ -973,12 +973,12 @@ std::string PlayerSAO::getClientInitializationData() writeF1000(os, m_player->getYaw()); writeS16(os, getHP()); - writeU8(os, 4 + m_animation_bone.size()); // number of messages stuffed in here + writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 - os<<serializeLongString(gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend)); // 3 - for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){ - os<<serializeLongString(gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_animation_bone.size + os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3 + for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ + os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size } os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4 @@ -1137,18 +1137,18 @@ void PlayerSAO::step(float dtime, bool send_recommended) m_messages_out.push_back(aom); } - if(m_animations_sent == false){ - m_animations_sent = true; - std::string str = gob_cmd_update_animations(m_animation_frames, m_animation_speed, m_animation_blend); + if(m_animation_sent == false){ + m_animation_sent = true; + std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } - if(m_animations_bone_sent == false){ - m_animations_bone_sent = true; - for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){ - std::string str = gob_cmd_update_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y); + if(m_bone_position_sent == false){ + m_bone_position_sent = true; + for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ + std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); @@ -1285,20 +1285,20 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups) m_armor_groups_sent = false; } -void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend) +void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) { // store these so they can be updated to clients - m_animation_frames = frames; + m_animation_range = frame_range; m_animation_speed = frame_speed; m_animation_blend = frame_blend; - m_animations_sent = false; + m_animation_sent = false; } -void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation) +void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation) { // store these so they can be updated to clients - m_animation_bone[bone] = core::vector2d<v3f>(position, rotation); - m_animations_bone_sent = false; + m_bone_position[bone] = core::vector2d<v3f>(position, rotation); + m_bone_position_sent = false; } void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) @@ -1381,7 +1381,7 @@ void PlayerSAO::disconnected() std::string PlayerSAO::getPropertyPacket() { - m_prop.is_visible = (getHP() != 0); + m_prop.is_visible = (true); return gob_cmd_set_properties(m_prop); } diff --git a/src/content_sao.h b/src/content_sao.h index f6e0bac5b..392c3f923 100644 --- a/src/content_sao.h +++ b/src/content_sao.h @@ -62,8 +62,8 @@ public: void setHP(s16 hp); s16 getHP() const; void setArmorGroups(const ItemGroupList &armor_groups); - void setAnimations(v2f frames, float frame_speed, float frame_blend); - void setBonePosRot(std::string bone, v3f position, v3f rotation); + void setAnimation(v2f frame_range, float frame_speed, float frame_blend); + void setBonePosition(std::string bone, v3f position, v3f rotation); void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation); ObjectProperties* accessObjectProperties(); void notifyObjectPropertiesModified(); @@ -101,13 +101,13 @@ private: float m_last_sent_move_precision; bool m_armor_groups_sent; - v2f m_animation_frames; + v2f m_animation_range; float m_animation_speed; float m_animation_blend; - bool m_animations_sent; + bool m_animation_sent; - std::map<std::string, core::vector2d<v3f> > m_animation_bone; - bool m_animations_bone_sent; + std::map<std::string, core::vector2d<v3f> > m_bone_position; + bool m_bone_position_sent; int m_attachment_parent_id; std::string m_attachment_bone; @@ -161,8 +161,8 @@ public: void setHP(s16 hp); void setArmorGroups(const ItemGroupList &armor_groups); - void setAnimations(v2f frames, float frame_speed, float frame_blend); - void setBonePosRot(std::string bone, v3f position, v3f rotation); + void setAnimation(v2f frame_range, float frame_speed, float frame_blend); + void setBonePosition(std::string bone, v3f position, v3f rotation); void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation); ObjectProperties* accessObjectProperties(); void notifyObjectPropertiesModified(); @@ -260,13 +260,13 @@ private: std::set<std::string> m_privs; bool m_is_singleplayer; - v2f m_animation_frames; + v2f m_animation_range; float m_animation_speed; float m_animation_blend; - bool m_animations_sent; + bool m_animation_sent; - std::map<std::string, core::vector2d<v3f> > m_animation_bone; // stores position and rotation for each bone name - bool m_animations_bone_sent; + std::map<std::string, core::vector2d<v3f> > m_bone_position; // Stores position and rotation for each bone name + bool m_bone_position_sent; int m_attachment_parent_id; std::string m_attachment_bone; diff --git a/src/environment.h b/src/environment.h index 042229038..e2028d614 100644 --- a/src/environment.h +++ b/src/environment.h @@ -463,6 +463,8 @@ public: // Get event from queue. CEE_NONE is returned if queue is empty. ClientEnvEvent getClientEvent(); + + std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID private: ClientMap *m_map; diff --git a/src/genericobject.cpp b/src/genericobject.cpp index 1976d5c80..654548fa1 100644 --- a/src/genericobject.cpp +++ b/src/genericobject.cpp @@ -92,11 +92,11 @@ std::string gob_cmd_set_sprite( return os.str(); } -std::string gob_cmd_update_animations(v2f frames, float frame_speed, float frame_blend) +std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend) { std::ostringstream os(std::ios::binary); // command - writeU8(os, GENERIC_CMD_SET_ANIMATIONS); + writeU8(os, GENERIC_CMD_SET_ANIMATION); // parameters writeV2F1000(os, frames); writeF1000(os, frame_speed); @@ -104,11 +104,11 @@ std::string gob_cmd_update_animations(v2f frames, float frame_speed, float frame return os.str(); } -std::string gob_cmd_update_bone_posrot(std::string bone, v3f position, v3f rotation) +std::string gob_cmd_update_bone_position(std::string bone, v3f position, v3f rotation) { std::ostringstream os(std::ios::binary); // command - writeU8(os, GENERIC_CMD_SET_BONE_POSROT); + writeU8(os, GENERIC_CMD_SET_BONE_POSITION); // parameters os<<serializeString(bone); writeV3F1000(os, position); diff --git a/src/genericobject.h b/src/genericobject.h index 34b8a8a51..a46a9474f 100644 --- a/src/genericobject.h +++ b/src/genericobject.h @@ -28,8 +28,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #define GENERIC_CMD_UPDATE_POSITION 1 #define GENERIC_CMD_SET_TEXTURE_MOD 2 #define GENERIC_CMD_SET_SPRITE 3 -#define GENERIC_CMD_SET_ANIMATIONS 4 -#define GENERIC_CMD_SET_BONE_POSROT 5 +#define GENERIC_CMD_SET_ANIMATION 4 +#define GENERIC_CMD_SET_BONE_POSITION 5 #define GENERIC_CMD_SET_ATTACHMENT 6 #define GENERIC_CMD_PUNCHED 7 #define GENERIC_CMD_UPDATE_ARMOR_GROUPS 8 @@ -57,9 +57,9 @@ std::string gob_cmd_set_sprite( bool select_horiz_by_yawpitch ); -std::string gob_cmd_update_animations(v2f frames, float frame_speed, float frame_blend); +std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend); -std::string gob_cmd_update_bone_posrot(std::string bone, v3f position, v3f rotation); +std::string gob_cmd_update_bone_position(std::string bone, v3f position, v3f rotation); std::string gob_cmd_update_attachment(int parent_id, std::string bone, v3f position, v3f rotation); diff --git a/src/guiFormSpecMenu.cpp b/src/guiFormSpecMenu.cpp index 7f638830f..4db020c11 100644 --- a/src/guiFormSpecMenu.cpp +++ b/src/guiFormSpecMenu.cpp @@ -714,6 +714,7 @@ void GUIFormSpecMenu::drawMenu() Draw backgrounds */ for(u32 i=0; i<m_backgrounds.size(); i++) + { const ImageDrawSpec &spec = m_backgrounds[i]; video::ITexture *texture = m_gamedef->tsrc()->getTextureRaw(spec.name); @@ -727,6 +728,7 @@ void GUIFormSpecMenu::drawMenu() core::rect<s32>(core::position2d<s32>(0,0), core::dimension2di(texture->getOriginalSize())), NULL/*&AbsoluteClippingRect*/, colors, true); + } /* Draw images diff --git a/src/scriptapi.cpp b/src/scriptapi.cpp index 9fd55b2e3..2b2ccfcec 100644 --- a/src/scriptapi.cpp +++ b/src/scriptapi.cpp @@ -2716,8 +2716,8 @@ private: return 0; } - // setanimations(self, frames, frame_speed, frame_blend) - static int l_set_animations(lua_State *L) + // set_animation(self, frame_range, frame_speed, frame_blend) + static int l_set_animation(lua_State *L) { ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); @@ -2732,12 +2732,12 @@ private: float frame_blend = 0; if(!lua_isnil(L, 4)) frame_blend = lua_tonumber(L, 4); - co->setAnimations(frames, frame_speed, frame_blend); + co->setAnimation(frames, frame_speed, frame_blend); return 0; } - // setboneposrot(self, std::string bone, v3f position, v3f rotation) - static int l_set_bone_posrot(lua_State *L) + // set_bone_position(self, std::string bone, v3f position, v3f rotation) + static int l_set_bone_position(lua_State *L) { ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); @@ -2752,12 +2752,12 @@ private: v3f rotation = v3f(0, 0, 0); if(!lua_isnil(L, 4)) rotation = read_v3f(L, 4); - co->setBonePosRot(bone, position, rotation); + co->setBonePosition(bone, position, rotation); return 0; } - // set_attachment(self, parent, bone, position, rotation) - static int l_set_attachment(lua_State *L) + // set_attach(self, parent, bone, position, rotation) + static int l_set_attach(lua_State *L) { ObjectRef *ref = checkobject(L, 1); ObjectRef *parent_ref = checkobject(L, 2); @@ -2779,8 +2779,8 @@ private: return 0; } - // set_detachment(self) - static int l_set_detachment(lua_State *L) + // set_detach(self) + static int l_set_detach(lua_State *L) { ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); @@ -3104,10 +3104,10 @@ const luaL_reg ObjectRef::methods[] = { method(ObjectRef, get_wielded_item), method(ObjectRef, set_wielded_item), method(ObjectRef, set_armor_groups), - method(ObjectRef, set_animations), - method(ObjectRef, set_bone_posrot), - method(ObjectRef, set_attachment), - method(ObjectRef, set_detachment), + method(ObjectRef, set_animation), + method(ObjectRef, set_bone_position), + method(ObjectRef, set_attach), + method(ObjectRef, set_detach), method(ObjectRef, set_properties), // LuaEntitySAO-only method(ObjectRef, setvelocity), diff --git a/src/serverobject.h b/src/serverobject.h index a0886ed1e..1bbd3e4e8 100644 --- a/src/serverobject.h +++ b/src/serverobject.h @@ -152,9 +152,9 @@ public: virtual void setArmorGroups(const ItemGroupList &armor_groups) {} - virtual void setAnimations(v2f frames, float frame_speed, float frame_blend) + virtual void setAnimation(v2f frames, float frame_speed, float frame_blend) {} - virtual void setBonePosRot(std::string bone, v3f position, v3f rotation) + virtual void setBonePosition(std::string bone, v3f position, v3f rotation) {} virtual void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) {} |