}
}
- std::string getClientInitializationData()
+ std::string getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
// version
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_speed(0),
+ m_animation_blend(0),
+ m_animation_sent(false),
+ m_bone_position_sent(false),
+ m_attachment_parent_id(0),
m_attachment_sent(false)
{
// Only register type if no environment supplied
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);
}
}
-std::string LuaEntitySAO::getClientInitializationData()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- writeU8(os, 0); // version
- os<<serializeString(""); // name
- writeS16(os, getId()); //id
- writeU8(os, 0); // is_player
- writeV3F1000(os, m_base_position);
- writeF1000(os, m_yaw);
- writeS16(os, m_hp);
- writeU8(os, 4 + m_animation_bone.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
- if(m_animation_bone.size()){
- 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
+ if(protocol_version >= 14)
+ {
+ writeU8(os, 1); // version
+ os<<serializeString(""); // name
+ writeU8(os, 0); // is_player
+ writeS16(os, getId()); //id
+ writeV3F1000(os, m_base_position);
+ writeF1000(os, m_yaw);
+ writeS16(os, m_hp);
+
+ 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_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
+ }
+ else
+ {
+ writeU8(os, 0); // version
+ os<<serializeString(""); // name
+ writeU8(os, 0); // is_player
+ writeV3F1000(os, m_base_position);
+ writeF1000(os, m_yaw);
+ writeS16(os, m_hp);
+ writeU8(os, 2); // 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_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
// return result
return os.str();
{
if(!m_registered)
return;
+ // It's best that attachments cannot be clicked
+ if(isAttached())
+ return;
lua_State *L = m_env->getLua();
scriptapi_luaentity_rightclick(L, m_id, clicker);
}
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)
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),
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;
}
return g_settings->getBool("unlimited_player_transfer_distance");
}
-std::string PlayerSAO::getClientInitializationData()
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- writeU8(os, 0); // version
- os<<serializeString(m_player->getName()); // name
- writeU8(os, 1); // is_player
- writeS16(os, getId()); //id
- writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
- writeF1000(os, m_player->getYaw());
- writeS16(os, getHP());
-
- writeU8(os, 4 + m_animation_bone.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
- if(m_animation_bone.size()){
- 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
+
+ if(protocol_version >= 15)
+ {
+ writeU8(os, 1); // version
+ os<<serializeString(m_player->getName()); // name
+ writeU8(os, 1); // is_player
+ writeS16(os, getId()); //id
+ writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+ writeF1000(os, m_player->getYaw());
+ writeS16(os, getHP());
+
+ 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_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
+ }
+ else
+ {
+ writeU8(os, 0); // version
+ os<<serializeString(m_player->getName()); // name
+ writeU8(os, 1); // is_player
+ writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+ writeF1000(os, m_player->getYaw());
+ writeS16(os, getHP());
+ writeU8(os, 2); // 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_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
// return result
return os.str();
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);
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)
std::string PlayerSAO::getPropertyPacket()
{
- m_prop.is_visible = (getHP() != 0);
+ m_prop.is_visible = (true);
return gob_cmd_set_properties(m_prop);
}