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authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>2012-11-12 16:35:10 +0200
committerPerttu Ahola <celeron55@gmail.com>2012-11-25 19:14:24 +0200
commit756db8174aa6a05eb998cfcec8eb5127053c5ea9 (patch)
treeaf1c77b7bf4e6862095ef3524a995b0de49e606b /src/content_cao.cpp
parentfa67b46c042ed4df97102dabf9f1e7bc454b2acb (diff)
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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
Diffstat (limited to 'src/content_cao.cpp')
-rw-r--r--src/content_cao.cpp119
1 files changed, 49 insertions, 70 deletions
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);