From 756db8174aa6a05eb998cfcec8eb5127053c5ea9 Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Mon, 12 Nov 2012 16:35:10 +0200 Subject: 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 --- src/content_cao.cpp | 119 ++++++++++++++++++++++------------------------------ 1 file changed, 49 insertions(+), 70 deletions(-) (limited to 'src/content_cao.cpp') 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 ClientActiveObject::m_types; -std::vector > 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 > 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 > 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 >()), + m_animation_range(v2f(0,0)), + m_animation_speed(15), + m_animation_blend(0), + m_bone_position(std::map >()), 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 >::const_iterator cii = attachment_list.begin(); cii != attachment_list.end(); cii++) + for(std::vector >::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 >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector >::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 >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector >::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 >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector >::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 >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector >::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 >::const_iterator ii = m_bone_posrot.begin(); ii != m_bone_posrot.end(); ++ii){ + for(std::map >::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(position, rotation); + m_bone_position[bone] = core::vector2d(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 >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++) + for(std::vector >::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(this->getId(), readS16(is))); + m_env->attachment_list.push_back(core::vector2d(getId(), readS16(is))); m_attachment_bone = deSerializeString(is); m_attachment_position = readV3F1000(is); m_attachment_rotation = readV3F1000(is); 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