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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_sao.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_sao.cpp')
-rw-r--r--src/content_sao.cpp80
1 files changed, 40 insertions, 40 deletions
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);
}