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-rw-r--r--src/camera.cpp349
-rw-r--r--src/camera.h66
-rw-r--r--src/client.cpp8
-rw-r--r--src/client.h1
-rw-r--r--src/game.cpp70
-rw-r--r--src/inventory.h11
-rw-r--r--src/player.cpp19
-rw-r--r--src/player.h4
8 files changed, 425 insertions, 103 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 43009bd7c..aae36c512 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -63,6 +63,8 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_headnode = smgr->addEmptySceneNode(m_playernode);
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
m_cameranode->bindTargetAndRotation(true);
+ m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1, v3f(0, 120, 10), v3f(0, 0, 0), v3f(100, 100, 100));
+ //m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1);
updateSettings();
}
@@ -341,3 +343,350 @@ void Camera::updateSettings()
m_wanted_frametime = 1.0 / wanted_fps;
}
+void Camera::wield(InventoryItem* item)
+{
+ if (item != NULL)
+ {
+ dstream << "wield item: " << item->getName() << std::endl;
+ m_wieldnode->setSprite(item->getImageRaw());
+ m_wieldnode->setVisible(true);
+ }
+ else
+ {
+ dstream << "wield item: none" << std::endl;
+ m_wieldnode->setVisible(false);
+ }
+}
+
+void Camera::setDigging(bool digging)
+{
+ // TODO
+}
+
+
+ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
+ scene::ISceneNode* parent,
+ scene::ISceneManager* mgr,
+ s32 id,
+ const v3f& position,
+ const v3f& rotation,
+ const v3f& scale
+):
+ ISceneNode(parent, mgr, id, position, rotation, scale)
+{
+ m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
+ m_thickness = 0.1;
+ m_cubemesh = NULL;
+ m_is_cube = false;
+}
+
+ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
+{
+ removeChild(m_meshnode);
+ if (m_cubemesh)
+ m_cubemesh->drop();
+}
+
+void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
+{
+ if (texture == NULL)
+ {
+ m_meshnode->setVisible(false);
+ return;
+ }
+
+ io::path name = getExtrudedName(texture);
+ scene::IMeshCache* cache = SceneManager->getMeshCache();
+ scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
+ if (mesh != NULL)
+ {
+ // Extruded texture has been found in cache.
+ m_meshnode->setMesh(mesh);
+ }
+ else
+ {
+ // Texture was not yet extruded, do it now and save in cache
+ mesh = extrude(texture);
+ if (mesh == NULL)
+ {
+ dstream << "Warning: failed to extrude sprite" << std::endl;
+ m_meshnode->setVisible(false);
+ return;
+ }
+ cache->addMesh(name, mesh);
+ m_meshnode->setMesh(mesh);
+ mesh->drop();
+ }
+
+ m_meshnode->setScale(v3f(1, 1, m_thickness));
+ m_meshnode->getMaterial(0).setTexture(0, texture);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ m_meshnode->setVisible(true);
+ m_is_cube = false;
+}
+
+void ExtrudedSpriteSceneNode::setCube(video::ITexture* texture)
+{
+ if (texture == NULL)
+ {
+ m_meshnode->setVisible(false);
+ return;
+ }
+
+ if (m_cubemesh == NULL)
+ m_cubemesh = SceneManager->getGeometryCreator()->createCubeMesh(v3f(1));
+
+ m_meshnode->setMesh(m_cubemesh);
+ m_meshnode->setScale(v3f(1));
+ m_meshnode->getMaterial(0).setTexture(0, texture);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ m_meshnode->setVisible(true);
+ m_is_cube = true;
+}
+
+void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
+{
+ scene::IMeshCache* cache = SceneManager->getMeshCache();
+ scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
+ if (mesh != NULL)
+ cache->removeMesh(mesh);
+}
+
+void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
+{
+ m_thickness = thickness;
+ if (!m_is_cube)
+ m_meshnode->setScale(v3f(1, 1, thickness));
+}
+
+const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
+{
+ return m_meshnode->getBoundingBox();
+}
+
+void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
+{
+ if (IsVisible)
+ SceneManager->registerNodeForRendering(this);
+ ISceneNode::OnRegisterSceneNode();
+}
+
+void ExtrudedSpriteSceneNode::render()
+{
+ // do nothing
+}
+
+io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
+{
+ io::path path = texture->getName();
+ path.append("/[extruded]");
+ return path;
+}
+
+scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
+{
+ const s32 argb_wstep = 4 * width;
+ const s32 alpha_threshold = 1;
+
+ scene::IMeshBuffer* buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+
+ // Front and back
+ {
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
+ video::S3DVertex(-0.5,0.5,-0.5, 0,0,-1, c, 0,0),
+ video::S3DVertex(0.5,0.5,-0.5, 0,0,-1, c, 1,0),
+ video::S3DVertex(0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
+ video::S3DVertex(0.5,-0.5,0.5, 0,0,1, c, 1,1),
+ video::S3DVertex(0.5,0.5,0.5, 0,0,1, c, 1,0),
+ video::S3DVertex(-0.5,0.5,0.5, 0,0,1, c, 0,0),
+ video::S3DVertex(-0.5,-0.5,0.5, 0,0,1, c, 0,1),
+ };
+ u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
+ buf->append(vertices, 8, indices, 12);
+ }
+
+ // "Interior"
+ // (add faces where a solid pixel is next to a transparent one)
+ u8* solidity = new u8[(width+2) * (height+2)];
+ u32 wstep = width + 2;
+ for (u32 y = 0; y < height + 2; ++y)
+ {
+ u8* scanline = solidity + y * wstep;
+ if (y == 0 || y == height + 1)
+ {
+ for (u32 x = 0; x < width + 2; ++x)
+ scanline[x] = 0;
+ }
+ else
+ {
+ scanline[0] = 0;
+ u8* argb_scanline = data + (y - 1) * argb_wstep;
+ for (u32 x = 0; x < width; ++x)
+ scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
+ scanline[width + 1] = 0;
+ }
+ }
+
+ // without this, there would be occasional "holes" in the mesh
+ f32 eps = 0.01;
+
+ for (u32 y = 0; y <= height; ++y)
+ {
+ u8* scanline = solidity + y * wstep + 1;
+ for (u32 x = 0; x <= width; ++x)
+ {
+ if (scanline[x] && !scanline[x + wstep])
+ {
+ u32 xx = x + 1;
+ while (scanline[xx] && !scanline[xx + wstep])
+ ++xx;
+ f32 vx1 = (x - eps) / (f32) width - 0.5;
+ f32 vx2 = (xx + eps) / (f32) width - 0.5;
+ f32 vy = 0.5 - (y - eps) / (f32) height;
+ f32 tx1 = x / (f32) width;
+ f32 tx2 = xx / (f32) width;
+ f32 ty = (y - 0.5) / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
+ video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
+ video::S3DVertex(vx2,vy,0.5, 0,-1,0, c, tx2,ty),
+ video::S3DVertex(vx1,vy,0.5, 0,-1,0, c, tx1,ty),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ x = xx - 1;
+ }
+ if (!scanline[x] && scanline[x + wstep])
+ {
+ u32 xx = x + 1;
+ while (!scanline[xx] && scanline[xx + wstep])
+ ++xx;
+ f32 vx1 = (x - eps) / (f32) width - 0.5;
+ f32 vx2 = (xx + eps) / (f32) width - 0.5;
+ f32 vy = 0.5 - (y + eps) / (f32) height;
+ f32 tx1 = x / (f32) width;
+ f32 tx2 = xx / (f32) width;
+ f32 ty = (y + 0.5) / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
+ video::S3DVertex(vx1,vy,0.5, 0,1,0, c, tx1,ty),
+ video::S3DVertex(vx2,vy,0.5, 0,1,0, c, tx2,ty),
+ video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ x = xx - 1;
+ }
+ }
+ }
+
+ for (u32 x = 0; x <= width; ++x)
+ {
+ u8* scancol = solidity + x + wstep;
+ for (u32 y = 0; y <= height; ++y)
+ {
+ if (scancol[y * wstep] && !scancol[y * wstep + 1])
+ {
+ u32 yy = y + 1;
+ while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
+ ++yy;
+ f32 vx = (x - eps) / (f32) width - 0.5;
+ f32 vy1 = 0.5 - (y - eps) / (f32) height;
+ f32 vy2 = 0.5 - (yy + eps) / (f32) height;
+ f32 tx = (x - 0.5) / (f32) width;
+ f32 ty1 = y / (f32) height;
+ f32 ty2 = yy / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
+ video::S3DVertex(vx,vy1,0.5, 1,0,0, c, tx,ty1),
+ video::S3DVertex(vx,vy2,0.5, 1,0,0, c, tx,ty2),
+ video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ y = yy - 1;
+ }
+ if (!scancol[y * wstep] && scancol[y * wstep + 1])
+ {
+ u32 yy = y + 1;
+ while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
+ ++yy;
+ f32 vx = (x + eps) / (f32) width - 0.5;
+ f32 vy1 = 0.5 - (y - eps) / (f32) height;
+ f32 vy2 = 0.5 - (yy + eps) / (f32) height;
+ f32 tx = (x + 0.5) / (f32) width;
+ f32 ty1 = y / (f32) height;
+ f32 ty2 = yy / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
+ video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
+ video::S3DVertex(vx,vy2,0.5, -1,0,0, c, tx,ty2),
+ video::S3DVertex(vx,vy1,0.5, -1,0,0, c, tx,ty1),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ y = yy - 1;
+ }
+ }
+ }
+
+ // Add to mesh
+ scene::SMesh* mesh = new scene::SMesh();
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ mesh->recalculateBoundingBox();
+ scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
+ mesh->drop();
+ return anim_mesh;
+}
+
+scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
+{
+ scene::IAnimatedMesh* mesh = NULL;
+ core::dimension2d<u32> size = texture->getSize();
+ video::ECOLOR_FORMAT format = texture->getColorFormat();
+ if (format == video::ECF_A8R8G8B8)
+ {
+ // Texture is in the correct color format, we can pass it
+ // to extrudeARGB right away.
+ void* data = texture->lock(true);
+ if (data == NULL)
+ return NULL;
+ mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
+ texture->unlock();
+ }
+ else
+ {
+ video::IVideoDriver* driver = SceneManager->getVideoDriver();
+
+ video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
+ if (img1 == NULL)
+ return NULL;
+
+ // img1 is in the texture's color format, convert to 8-bit ARGB
+ video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
+ if (img2 != NULL)
+ {
+ img1->copyTo(img2);
+ img1->drop();
+
+ mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
+ img2->unlock();
+ img2->drop();
+ }
+ img1->drop();
+ }
+ return mesh;
+}
+
diff --git a/src/camera.h b/src/camera.h
index dd9f30551..08c03dd19 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -21,14 +21,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define CAMERA_HEADER
#include "common_irrlicht.h"
+#include "inventory.h"
#include "utility.h"
class LocalPlayer;
class MapDrawControl;
+class ExtrudedSpriteSceneNode;
/*
Client camera class, manages the player and camera scene nodes, the viewing distance
- and performs view bobbing etc.
+ and performs view bobbing etc. It also displays the wielded tool in front of the
+ first-person camera.
*/
class Camera
{
@@ -59,6 +62,12 @@ public:
return m_cameranode;
}
+ // Get wielded item scene node.
+ inline ExtrudedSpriteSceneNode* getWieldNode() const
+ {
+ return m_wieldnode;
+ }
+
// Get the camera position (in absolute scene coordinates).
// This has view bobbing applied.
inline v3f getPosition() const
@@ -107,12 +116,19 @@ public:
// Update settings from g_settings
void updateSettings();
+ // Replace the wielded item mesh
+ void wield(InventoryItem* item);
+
+ // Start or stop digging animation
+ void setDigging(bool digging);
+
private:
// Scene manager and nodes
scene::ISceneManager* m_smgr;
scene::ISceneNode* m_playernode;
scene::ISceneNode* m_headnode;
scene::ICameraSceneNode* m_cameranode;
+ ExtrudedSpriteSceneNode* m_wieldnode;
// draw control
MapDrawControl& m_draw_control;
@@ -151,5 +167,51 @@ private:
f32 m_view_bobbing_speed;
};
-#endif
+/*
+ A scene node that displays a 2D mesh extruded into the third dimension,
+ to add an illusion of depth.
+
+ Since this class was created to display the wielded tool of the local
+ player, and only tools and items are rendered like this (but not solid
+ content like stone and mud, which are shown as cubes), the option to
+ draw a textured cube instead is provided.
+ */
+class ExtrudedSpriteSceneNode: public scene::ISceneNode
+{
+public:
+ ExtrudedSpriteSceneNode(
+ scene::ISceneNode* parent,
+ scene::ISceneManager* mgr,
+ s32 id = -1,
+ const v3f& position = v3f(0,0,0),
+ const v3f& rotation = v3f(0,0,0),
+ const v3f& scale = v3f(0,0,0));
+ ~ExtrudedSpriteSceneNode();
+
+ void setSprite(video::ITexture* texture);
+ void setCube(const TileSpec faces[6]);
+
+ f32 getSpriteThickness() const { return m_thickness; }
+ void setSpriteThickness(f32 thickness);
+
+ void removeSpriteFromCache(video::ITexture* texture);
+
+ virtual const core::aabbox3d<f32>& getBoundingBox() const;
+ virtual void OnRegisterSceneNode();
+ virtual void render();
+
+private:
+ scene::IMeshSceneNode* m_meshnode;
+ f32 m_thickness;
+ scene::IMesh* m_cubemesh;
+ bool m_is_cube;
+
+ // internal extrusion helper methods
+ io::path getExtrudedName(video::ITexture* texture);
+ scene::IAnimatedMesh* extrudeARGB(u32 width, u32 height, u8* data);
+ scene::IAnimatedMesh* extrude(video::ITexture* texture);
+ scene::IMesh* createCubeMesh();
+};
+
+#endif
diff --git a/src/client.cpp b/src/client.cpp
index 71a826a1f..81dedd144 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -2004,14 +2004,6 @@ LocalPlayer* Client::getLocalPlayer()
return m_env.getLocalPlayer();
}
-void Client::setPlayerWield(scene::ISceneNode *wield)
-{
- //JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
- LocalPlayer *player = m_env.getLocalPlayer();
- assert(player != NULL);
- player->wield = wield;
-}
-
void Client::setPlayerControl(PlayerControl &control)
{
//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
diff --git a/src/client.h b/src/client.h
index e7a81a111..930987c02 100644
--- a/src/client.h
+++ b/src/client.h
@@ -210,7 +210,6 @@ public:
LocalPlayer* getLocalPlayer();
- void setPlayerWield(scene::ISceneNode *wield);
void setPlayerControl(PlayerControl &control);
void selectPlayerItem(u16 item);
diff --git a/src/game.cpp b/src/game.cpp
index a712323b5..5e8db9b1d 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -820,44 +820,6 @@ void the_game(
f32 camera_pitch = 0; // "up/down"
/*
- Tool
- */
-
- v3f tool_wield_position(0.06*BS, -0.06*BS, 0.1*BS);
- v3f tool_wield_rotation(-25, 180, -25);
- float tool_wield_animation = 0.0;
- scene::IMeshSceneNode *tool_wield;
- {
- scene::SMesh *mesh = new scene::SMesh();
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-0.5,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(0.5,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(0.5,0.5,0, 0,0,0, c, 1,0),
- video::S3DVertex(-0.5,0.5,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
-
- tool_wield = smgr->addMeshSceneNode(mesh, camera.getHeadNode());
- mesh->drop();
- }
- tool_wield->setVisible(false);
- tool_wield->setPosition(tool_wield_position);
- tool_wield->setRotation(tool_wield_rotation);
-
- client.setPlayerWield(tool_wield);
-
- /*
Clouds
*/
@@ -1552,6 +1514,7 @@ void the_game(
std::cout<<DTIME<<"Left-clicked object"<<std::endl;
client.clickObject(0, selected_object->getBlock()->getPos(),
selected_object->getId(), g_selected_item);
+ camera.setDigging(true);
}
else if(input->getRightClicked())
{
@@ -1619,6 +1582,7 @@ void the_game(
std::cout<<DTIME<<"Left-clicked object"<<std::endl;
client.clickActiveObject(0,
selected_active_object->getId(), g_selected_item);
+ camera.setDigging(true);
}
else if(input->getRightClicked())
{
@@ -1792,6 +1756,8 @@ void the_game(
}
dig_time += dtime;
+
+ camera.setDigging(true);
}
}
@@ -1859,16 +1825,6 @@ void the_game(
nodepos_old = nodepos;
}
- else{
- }
-
-
- if(input->getLeftState())
- // Tool animation loops 0.0 - 1.0
- tool_wield_animation = fmod(tool_wield_animation + dtime * 3.0, 1.0);
- else
- // Return tool to holding position if not digging
- tool_wield_animation /= 1.5;
} // selected_object == NULL
@@ -1880,6 +1836,7 @@ void the_game(
std::cout<<DTIME<<"Left button released (stopped digging)"
<<std::endl;
client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);
+ camera.setDigging(false);
}
if(input->getRightReleased())
{
@@ -1986,16 +1943,6 @@ void the_game(
}
/*
- Animate tool
- */
- {
- f32 tool_wield_sin = sin(tool_wield_animation * PI);
- tool_wield->setRotation(tool_wield_rotation - tool_wield_sin * 40.0);
- tool_wield->setPosition(tool_wield_position - tool_wield_sin * BS / 30.0);
- }
-
-
- /*
Update gui stuff (0ms)
*/
@@ -2140,6 +2087,13 @@ void the_game(
old_selected_item = g_selected_item;
//std::cout<<"Updating local inventory"<<std::endl;
client.getLocalInventory(local_inventory);
+
+ // Update wielded tool
+ InventoryList *mlist = local_inventory.getList("main");
+ InventoryItem *item = NULL;
+ if(mlist != NULL)
+ item = mlist->getItem(g_selected_item);
+ camera.wield(item);
}
/*
diff --git a/src/inventory.h b/src/inventory.h
index ef8c499b1..4aa68d99e 100644
--- a/src/inventory.h
+++ b/src/inventory.h
@@ -56,8 +56,6 @@ public:
// Return the name of the image for this item
virtual std::string getBasename() { return ""; }
// Shall return an image of the item (or NULL)
- virtual video::ITexture * getImageRaw() { return NULL; }
- // Shall return an image to show in the GUI (or NULL)
virtual video::ITexture * getImage() { return NULL; }
#endif
// Shall return a text to show in the GUI
@@ -156,7 +154,6 @@ public:
video::ITexture * getImage()
{
return content_features(m_content).inventory_texture;
- return NULL;
}
#endif
std::string getText()
@@ -388,14 +385,6 @@ public:
return "cloud.png";
}
- video::ITexture * getImageRaw()
- {
- if(g_texturesource == NULL)
- return NULL;
-
- return g_texturesource->getTextureRaw(getBasename());
- }
-
video::ITexture * getImage()
{
if(g_texturesource == NULL)
diff --git a/src/player.cpp b/src/player.cpp
index 03ae24f45..7cfdfebb6 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -309,31 +309,12 @@ LocalPlayer::LocalPlayer():
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
hp = 0;
-
- // No tool wielded initially
- wield = NULL;
}
LocalPlayer::~LocalPlayer()
{
}
-void LocalPlayer::wieldItem(u16 item)
-{
- m_selected_item = item;
-
- if(wield) {
- InventoryItem* i = inventory.getList("main")->getItem(m_selected_item);
-
- if(i && strcmp(i->getName(), "ToolItem") == 0) {
- wield->getMaterial(0).setTexture(0, i->getImageRaw());
- wield->setVisible(true);
- }
- else
- wield->setVisible(false);
- }
-}
-
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info)
{
diff --git a/src/player.h b/src/player.h
index 0f2c40011..ad0fb5ff9 100644
--- a/src/player.h
+++ b/src/player.h
@@ -357,8 +357,6 @@ public:
return true;
}
- void wieldItem(u16 item);
-
void move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info);
void move(f32 dtime, Map &map, f32 pos_max_d);
@@ -367,8 +365,6 @@ public:
PlayerControl control;
- scene::ISceneNode *wield;
-
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;