//
m_is_player(false),
m_is_local_player(false),
- m_id(0),
//
m_smgr(NULL),
m_irr(NULL),
m_animation_range(v2s32(0,0)),
m_animation_speed(15),
m_animation_blend(0),
+ m_animation_loop(true),
m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
m_attachment_bone(""),
m_attachment_position(v3f(0,0,0)),
return m_spritenode;
}
+void GenericCAO::setChildrenVisible(bool toset)
+{
+ for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+ GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
+ if (obj) {
+ obj->setVisible(toset);
+ }
+ }
+}
+
void GenericCAO::setAttachments()
{
updateAttachments();
{
ClientActiveObject *obj = NULL;
- u16 attached_id = m_env->m_attachements[getId()];
+ u16 attached_id = m_env->attachement_parent_ids[getId()];
if ((attached_id != 0) &&
(attached_id != getId())) {
// Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
if((m_env != NULL) && (permanent))
{
- for(std::vector<u16>::iterator ci = m_children.begin();
- ci != m_children.end(); ci++)
- {
- if (m_env->m_attachements[*ci] == getId()) {
- m_env->m_attachements[*ci] = 0;
+ for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+ u16 ci = m_children[i];
+ if (m_env->attachement_parent_ids[ci] == getId()) {
+ m_env->attachement_parent_ids[ci] = 0;
}
}
- m_env->m_attachements[getId()] = 0;
+ m_env->attachement_parent_ids[getId()] = 0;
LocalPlayer* player = m_env->getLocalPlayer();
if (this == player->parent) {
if (node && m_is_player && !m_is_local_player) {
// Add a text node for showing the name
gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
- std::wstring wname = narrow_to_wide(m_name);
+ std::wstring wname = utf8_to_wide(m_name);
m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
wname.c_str(), m_nametag_color, node);
m_textnode->grab();
for(std::vector<u16>::iterator ci = m_children.begin();
ci != m_children.end();)
{
- if (m_env->m_attachements[*ci] != getId()) {
+ if (m_env->attachement_parent_ids[*ci] != getId()) {
ci = m_children.erase(ci);
continue;
}
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
- for(std::vector<u16>::iterator ci = m_children.begin();
- ci != m_children.end(); ci++)
- {
+ for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
// Get the object of the child
- ClientActiveObject *obj = m_env->getActiveObject(*ci);
+ ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
if (obj)
obj->setAttachments();
}
{
if(m_animated_meshnode == NULL)
return;
- m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
- m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+
+ if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
+ m_animated_meshnode->getEndFrame() != m_animation_range.Y)
+ m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
+ if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
m_animated_meshnode->setTransitionTime(m_animation_blend);
+// Requires Irrlicht 1.8 or greater
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
+ if (m_animated_meshnode->getLoopMode() != m_animation_loop)
+ m_animated_meshnode->setLoopMode(m_animation_loop);
+#endif
}
void GenericCAO::updateBonePosition()
void GenericCAO::updateAttachments()
{
- // localplayer itself can't be attached to localplayer
- if (!m_is_local_player)
- {
- m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
- // Objects attached to the local player should always be hidden
- m_is_visible = !m_attached_to_local;
- }
-
- if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
- {
+ if (getParent() == NULL) { // Detach or don't attach
scene::ISceneNode *node = getSceneNode();
if (node) {
v3f old_position = node->getAbsolutePosition();
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
m_animation_speed = readF1000(is);
m_animation_blend = readF1000(is);
+ // these are sent inverted so we get true when the server sends nothing
+ m_animation_loop = !readU8(is);
updateAnimation();
} else {
LocalPlayer *player = m_env->getLocalPlayer();
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
m_animation_speed = readF1000(is);
m_animation_blend = readF1000(is);
+ // these are sent inverted so we get true when the server sends nothing
+ m_animation_loop = !readU8(is);
}
// update animation only if local animations present
// and received animation is unknown (except idle animation)
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
updateBonePosition();
- }
- else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
- m_env->m_attachements[getId()] = readS16(is);
- m_children.push_back(m_env->m_attachements[getId()]);
+ } else if (cmd == GENERIC_CMD_ATTACH_TO) {
+ u16 parentID = readS16(is);
+ u16 oldparent = m_env->attachement_parent_ids[getId()];
+ if (oldparent) {
+ m_children.erase(std::remove(m_children.begin(), m_children.end(),
+ getId()), m_children.end());
+ }
+ m_env->attachement_parent_ids[getId()] = parentID;
+ GenericCAO *parentobj = m_env->getGenericCAO(parentID);
+
+ if (parentobj) {
+ parentobj->m_children.push_back(getId());
+ }
+
m_attachment_bone = deSerializeString(is);
m_attachment_position = readV3F1000(is);
m_attachment_rotation = readV3F1000(is);
+ // localplayer itself can't be attached to localplayer
+ if (!m_is_local_player) {
+ m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+ // Objects attached to the local player should be hidden by default
+ m_is_visible = !m_attached_to_local;
+ }
+
updateAttachments();
}
else if(cmd == GENERIC_CMD_PUNCHED) {
m_armor_groups[name] = rating;
}
} else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
- //u8 version = readU8(is); // forward compatibility
+ readU8(is); // version
m_nametag_color = readARGB8(is);
if (m_textnode != NULL) {
m_textnode->setTextColor(m_nametag_color);
+
+ // Enforce hiding nametag,
+ // because if freetype is enabled, a grey
+ // shadow can remain.
+ m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
}
}
}