Add third person view
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@ -1874,6 +1874,12 @@ Player-only: (no-op for other objects)
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- override_day_night_ratio(ratio or nil)
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^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
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^ nil: Disables override, defaulting to sunlight based on day-night cycle
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- set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30): set animation for player model in third person view
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^ stand/idle animation key frames
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^ walk animation key frames
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^ dig animation key frames
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^ walk+dig animation key frames
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^ animation frame speed
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InvRef: Reference to an inventory
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methods:
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@ -361,6 +361,7 @@
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# try reducing it, but don't reduce it to a number below double of targeted
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# client number
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#max_packets_per_iteration = 1024
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#
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# Physics stuff
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#
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@ -40,6 +40,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define CAMERA_OFFSET_STEP 200
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#include "nodedef.h"
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#include "game.h" // CameraModes
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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IGameDef *gamedef):
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m_smgr(smgr),
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@ -248,7 +251,8 @@ void Camera::step(f32 dtime)
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}
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void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v2u32 screensize, f32 tool_reload_ratio)
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v2u32 screensize, f32 tool_reload_ratio,
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int current_camera_mode, ClientEnvironment &c_env)
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{
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// Get player position
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// Smooth the movement when walking up stairs
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@ -276,7 +280,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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// Fall bobbing animation
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float fall_bobbing = 0;
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if(player->camera_impact >= 1)
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if(player->camera_impact >= 1 && current_camera_mode < CAMERA_MODE_THIRD)
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{
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if(m_view_bobbing_fall == -1) // Effect took place and has finished
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player->camera_impact = m_view_bobbing_fall = 0;
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@ -303,7 +307,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v3f rel_cam_target = v3f(0,0,1);
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v3f rel_cam_up = v3f(0,1,0);
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if (m_view_bobbing_anim != 0)
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if (m_view_bobbing_anim != 0 && current_camera_mode < CAMERA_MODE_THIRD)
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{
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f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
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f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
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@ -352,19 +356,60 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v3f abs_cam_up;
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m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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// Seperate camera position for calculation
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v3f my_cp = m_camera_position;
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// Reposition the camera for third person view
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if (current_camera_mode > CAMERA_MODE_FIRST) {
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if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
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m_camera_direction *= -1;
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my_cp.Y += 2;
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// Calculate new position
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bool abort = false;
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for (int i = BS; i <= BS*2; i++) {
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my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
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my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
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if (i > 12)
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my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
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// Prevent camera positioned inside nodes
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INodeDefManager *nodemgr = m_gamedef->ndef();
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MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
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const ContentFeatures& features = nodemgr->get(n);
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if(features.walkable) {
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my_cp.X += m_camera_direction.X*-1*-BS/2;
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my_cp.Z += m_camera_direction.Z*-1*-BS/2;
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my_cp.Y += m_camera_direction.Y*-1*-BS/2;
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abort = true;
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break;
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}
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}
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// If node blocks camera position don't move y to heigh
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if (abort && my_cp.Y > player_position.Y+BS*2)
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my_cp.Y = player_position.Y+BS*2;
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}
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// Update offset if too far away from the center of the map
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m_camera_offset.X += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
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(((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
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m_camera_offset.Y += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
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(((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
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m_camera_offset.Z += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
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(((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
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// Set camera node transformation
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m_cameranode->setPosition(m_camera_position-intToFloat(m_camera_offset, BS));
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m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
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m_cameranode->setUpVector(abs_cam_up);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
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m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
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// update the camera position in front-view mode to render blocks behind player
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if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
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m_camera_position = my_cp;
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// Get FOV setting
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f32 fov_degrees = g_settings->getFloat("fov");
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@ -27,6 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/numeric.h"
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#include <ICameraSceneNode.h>
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#include "client.h"
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class LocalPlayer;
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struct MapDrawControl;
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class IGameDef;
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@ -113,7 +115,8 @@ public:
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// Update the camera from the local player's position.
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// busytime is used to adjust the viewing range.
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void update(LocalPlayer* player, f32 frametime, f32 busytime,
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v2u32 screensize, f32 tool_reload_ratio);
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v2u32 screensize, f32 tool_reload_ratio,
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int current_camera_mode, ClientEnvironment &c_env);
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// Render distance feedback loop
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void updateViewingRange(f32 frametime_in, f32 busytime_in);
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@ -1914,6 +1914,20 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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event.override_day_night_ratio.ratio_f = day_night_ratio_f;
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m_client_event_queue.push_back(event);
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}
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else if(command == TOCLIENT_LOCAL_PLAYER_ANIMATIONS)
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{
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std::string datastring((char *)&data[2], datasize - 2);
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std::istringstream is(datastring, std::ios_base::binary);
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LocalPlayer *player = m_env.getLocalPlayer();
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assert(player != NULL);
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player->local_animations[0] = readV2F1000(is);
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player->local_animations[1] = readV2F1000(is);
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player->local_animations[2] = readV2F1000(is);
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player->local_animations[3] = readV2F1000(is);
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player->local_animation_speed = readF1000(is);
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}
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else
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{
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infostream<<"Client: Ignoring unknown command "
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@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapblock.h"
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#include "profiler.h"
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#include "settings.h"
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#include "game.h" // CameraModes
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#include "util/mathconstants.h"
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#include <algorithm>
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@ -866,13 +867,16 @@ void ClientMap::renderPostFx()
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v3f camera_position = m_camera_position;
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m_camera_mutex.Unlock();
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LocalPlayer *player = m_client->getEnv().getLocalPlayer();
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MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
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// - If the player is in a solid node, make everything black.
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// - If the player is in liquid, draw a semi-transparent overlay.
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// - Do not if player is in third person mode
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const ContentFeatures& features = nodemgr->get(n);
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video::SColor post_effect_color = features.post_effect_color;
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if(features.solidness == 2 && !(g_settings->getBool("noclip") && m_gamedef->checkLocalPrivilege("noclip")))
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if(features.solidness == 2 && !(g_settings->getBool("noclip") && m_gamedef->checkLocalPrivilege("noclip")) && player->camera_mode == CAMERA_MODE_FIRST)
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{
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post_effect_color = video::SColor(255, 0, 0, 0);
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}
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@ -530,6 +530,16 @@ enum ToClientCommand
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u8 do_override (boolean)
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u16 day-night ratio 0...65535
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*/
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TOCLIENT_LOCAL_PLAYER_ANIMATIONS = 0x51,
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/*
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u16 command
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v2f1000 stand/idle
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v2f1000 walk
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v2f1000 dig
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v2f1000 walk+dig
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f1000 frame_speed
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*/
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};
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enum ToServerCommand
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@ -41,6 +41,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/mathconstants.h"
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#include "map.h"
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#include "main.h" // g_settings
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#include "game.h" // CameraModes
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#include <IMeshManipulator.h>
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#include <IAnimatedMeshSceneNode.h>
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#include <IBoneSceneNode.h>
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@ -858,7 +859,7 @@ public:
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m_visuals_expired = false;
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if(!m_prop.is_visible || m_is_local_player)
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if(!m_prop.is_visible)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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@ -1078,6 +1079,60 @@ public:
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void step(float dtime, ClientEnvironment *env)
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{
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// Handel model of local player instantly to prevent lags
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if(m_is_local_player) {
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LocalPlayer *player = m_env->getLocalPlayer();
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if (player->camera_mode > CAMERA_MODE_FIRST) {
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int old_anim = player->last_animation;
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float old_anim_speed = player->last_animation_speed;
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m_is_visible = true;
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m_position = player->getPosition() + v3f(0,BS,0);
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m_velocity = v3f(0,0,0);
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m_acceleration = v3f(0,0,0);
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pos_translator.vect_show = m_position;
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m_yaw = player->getYaw();
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PlayerControl controls = player->getPlayerControl();
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bool walking = false;
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if(controls.up || controls.down || controls.left || controls.right)
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walking = true;
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m_animation_speed = player->local_animation_speed;
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if(controls.sneak && walking)
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m_animation_speed = player->local_animation_speed/2;
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player->last_animation_speed = m_animation_speed;
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if(walking && (controls.LMB || controls.RMB)) {
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m_animation_range = player->local_animations[3];
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player->last_animation = WD_ANIM;
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} else if(walking) {
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m_animation_range = player->local_animations[1];
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player->last_animation = WALK_ANIM;
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} else if(controls.LMB || controls.RMB) {
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m_animation_range = player->local_animations[2];
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player->last_animation = DIG_ANIM;
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}
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// reset animation when no input detected
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if (!walking && !controls.LMB && !controls.RMB) {
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player->last_animation = NO_ANIM;
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if (old_anim != NO_ANIM) {
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m_animation_range = player->local_animations[0];
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updateAnimation();
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}
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}
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// Update local player animations
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if ((player->last_animation != old_anim && player->last_animation != NO_ANIM) || m_animation_speed != old_anim_speed)
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updateAnimation();
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} else {
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m_is_visible = false;
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}
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}
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if(m_visuals_expired && m_smgr && m_irr){
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m_visuals_expired = false;
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@ -1701,6 +1756,7 @@ public:
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bool sneak = !readU8(is);
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bool sneak_glitch = !readU8(is);
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if(m_is_local_player)
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{
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LocalPlayer *player = m_env->getLocalPlayer();
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@ -1713,11 +1769,25 @@ public:
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}
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else if(cmd == GENERIC_CMD_SET_ANIMATION)
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{
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m_animation_range = readV2F1000(is);
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m_animation_speed = readF1000(is);
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m_animation_blend = readF1000(is);
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updateAnimation();
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if (!m_is_local_player) {
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m_animation_range = readV2F1000(is);
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m_animation_speed = readF1000(is);
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m_animation_blend = readF1000(is);
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updateAnimation();
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} else {
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LocalPlayer *player = m_env->getLocalPlayer();
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if(player->last_animation == NO_ANIM) {
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m_animation_range = readV2F1000(is);
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m_animation_speed = readF1000(is);
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m_animation_blend = readF1000(is);
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}
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// update animation only if object is not player
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// or the received animation is not registered
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if(m_animation_range.X != player->local_animations[1].X &&
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m_animation_range.X != player->local_animations[2].X &&
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m_animation_range.X != player->local_animations[3].X)
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updateAnimation();
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}
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}
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else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
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{
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@ -53,6 +53,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("keymap_toggle_update_camera", "KEY_F4");
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settings->setDefault("keymap_toggle_debug", "KEY_F5");
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settings->setDefault("keymap_toggle_profiler", "KEY_F6");
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settings->setDefault("keymap_camera_mode", "KEY_F7");
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settings->setDefault("keymap_increase_viewing_range_min", "+");
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settings->setDefault("keymap_decrease_viewing_range_min", "-");
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settings->setDefault("anaglyph", "false");
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30
src/game.cpp
30
src/game.cpp
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@ -977,6 +977,8 @@ bool nodePlacementPrediction(Client &client,
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return false;
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}
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bool is_third_person = false;
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static void show_chat_menu(FormspecFormSource* current_formspec,
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TextDest* current_textdest, IWritableTextureSource* tsrc,
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IrrlichtDevice * device, Client* client, std::string text)
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@ -1470,6 +1472,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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f32 camera_yaw = 0; // "right/left"
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f32 camera_pitch = 0; // "up/down"
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int current_camera_mode = CAMERA_MODE_FIRST; // start in first-person view
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/*
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Clouds
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*/
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@ -2251,7 +2255,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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else{
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s32 dx = input->getMousePos().X - displaycenter.X;
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s32 dy = input->getMousePos().Y - displaycenter.Y;
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if(invert_mouse)
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if(invert_mouse || player->camera_mode == CAMERA_MODE_THIRD_FRONT)
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dy = -dy;
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//infostream<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
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@ -2659,9 +2663,21 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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LocalPlayer* player = client.getEnv().getLocalPlayer();
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float full_punch_interval = playeritem_toolcap.full_punch_interval;
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float tool_reload_ratio = time_from_last_punch / full_punch_interval;
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if(input->wasKeyDown(getKeySetting("keymap_camera_mode"))) {
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if (current_camera_mode == CAMERA_MODE_FIRST)
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current_camera_mode = CAMERA_MODE_THIRD;
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else if (current_camera_mode == CAMERA_MODE_THIRD)
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current_camera_mode = CAMERA_MODE_THIRD_FRONT;
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else
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current_camera_mode = CAMERA_MODE_FIRST;
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}
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player->camera_mode = current_camera_mode;
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tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
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camera.update(player, dtime, busytime, screensize,
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tool_reload_ratio);
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camera.update(player, dtime, busytime, screensize, tool_reload_ratio,
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current_camera_mode, client.getEnv());
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camera.step(dtime);
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v3f player_position = player->getPosition();
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@ -2717,6 +2733,10 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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core::line3d<f32> shootline(camera_position,
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camera_position + camera_direction * BS * (d+1));
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// prevent player pointing anything in front-view
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if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
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shootline = core::line3d<f32>(0,0,0,0,0,0);
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ClientActiveObject *selected_object = NULL;
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PointedThing pointed = getPointedThing(
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@ -3507,7 +3527,9 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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/*
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Wielded tool
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*/
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if(show_hud && (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE))
|
||||
if(show_hud &&
|
||||
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
|
||||
current_camera_mode < CAMERA_MODE_THIRD)
|
||||
{
|
||||
// Warning: This clears the Z buffer.
|
||||
camera.drawWieldedTool();
|
||||
|
|
|
@ -124,6 +124,7 @@ public:
|
|||
|
||||
class ChatBackend; /* to avoid having to include chat.h */
|
||||
struct SubgameSpec;
|
||||
enum CameraModes {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
|
||||
|
||||
void the_game(
|
||||
bool &kill,
|
||||
|
|
|
@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "tile.h"
|
||||
#include "localplayer.h"
|
||||
#include "camera.h"
|
||||
#include "game.h" // CameraModes
|
||||
|
||||
#include <IGUIStaticText.h>
|
||||
|
||||
|
@ -384,7 +385,8 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s
|
|||
|
||||
|
||||
void Hud::drawCrosshair() {
|
||||
if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE))
|
||||
if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) ||
|
||||
player->camera_mode == CAMERA_MODE_THIRD_FRONT)
|
||||
return;
|
||||
|
||||
if (use_crosshair_image) {
|
||||
|
|
|
@ -50,7 +50,9 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
|
|||
m_old_node_below(32767,32767,32767),
|
||||
m_old_node_below_type("air"),
|
||||
m_need_to_get_new_sneak_node(true),
|
||||
m_can_jump(false)
|
||||
m_can_jump(false),
|
||||
camera_mode(0),
|
||||
last_animation(NO_ANIM)
|
||||
{
|
||||
// Initialize hp to 0, so that no hearts will be shown if server
|
||||
// doesn't support health points
|
||||
|
|
|
@ -27,6 +27,8 @@ class ClientEnvironment;
|
|||
|
||||
class ClientActiveObject;
|
||||
|
||||
enum localPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local animation, walking, digging, both
|
||||
|
||||
class LocalPlayer : public Player
|
||||
{
|
||||
public:
|
||||
|
@ -60,6 +62,9 @@ public:
|
|||
unsigned int last_keyPressed;
|
||||
|
||||
float camera_impact;
|
||||
int camera_mode;
|
||||
int last_animation;
|
||||
float last_animation_speed;
|
||||
|
||||
std::string hotbar_image;
|
||||
std::string hotbar_selected_image;
|
||||
|
|
|
@ -269,6 +269,9 @@ public:
|
|||
bool physics_override_sneak;
|
||||
bool physics_override_sneak_glitch;
|
||||
|
||||
v2f local_animations[4];
|
||||
float local_animation_speed;
|
||||
|
||||
u16 hp;
|
||||
|
||||
float hurt_tilt_timer;
|
||||
|
|
|
@ -406,6 +406,31 @@ int ObjectRef::l_set_animation(lua_State *L)
|
|||
return 0;
|
||||
}
|
||||
|
||||
// set_local_animation(self, {stand/ilde}, {walk}, {dig}, {walk+dig}, frame_speed)
|
||||
int ObjectRef::l_set_local_animation(lua_State *L)
|
||||
{
|
||||
//NO_MAP_LOCK_REQUIRED;
|
||||
ObjectRef *ref = checkobject(L, 1);
|
||||
Player *player = getplayer(ref);
|
||||
if (player == NULL)
|
||||
return 0;
|
||||
// Do it
|
||||
v2f frames[4];
|
||||
for (int i=0;i<4;i++) {
|
||||
if(!lua_isnil(L, 2+1))
|
||||
frames[i] = read_v2f(L, 2+i);
|
||||
}
|
||||
float frame_speed = 30;
|
||||
if(!lua_isnil(L, 6))
|
||||
frame_speed = lua_tonumber(L, 6);
|
||||
|
||||
if (!getServer(L)->setLocalPlayerAnimations(player, frames, frame_speed))
|
||||
return 0;
|
||||
|
||||
lua_pushboolean(L, true);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
|
||||
int ObjectRef::l_set_bone_position(lua_State *L)
|
||||
{
|
||||
|
@ -1270,5 +1295,6 @@ const luaL_reg ObjectRef::methods[] = {
|
|||
luamethod(ObjectRef, hud_set_hotbar_selected_image),
|
||||
luamethod(ObjectRef, set_sky),
|
||||
luamethod(ObjectRef, override_day_night_ratio),
|
||||
luamethod(ObjectRef, set_local_animation),
|
||||
{0,0}
|
||||
};
|
||||
|
|
|
@ -231,6 +231,9 @@ private:
|
|||
// override_day_night_ratio(self, type, list)
|
||||
static int l_override_day_night_ratio(lua_State *L);
|
||||
|
||||
// set_local_animation(self, {stand/ilde}, {walk}, {dig}, {walk+dig}, frame_speed)
|
||||
static int l_set_local_animation(lua_State *L);
|
||||
|
||||
public:
|
||||
ObjectRef(ServerActiveObject *object);
|
||||
|
||||
|
|
|
@ -3484,6 +3484,24 @@ void Server::SendMovePlayer(u16 peer_id)
|
|||
m_clients.send(peer_id, 0, data, true);
|
||||
}
|
||||
|
||||
void Server::SendLocalPlayerAnimations(u16 peer_id, v2f animation_frames[4], f32 animation_speed)
|
||||
{
|
||||
std::ostringstream os(std::ios_base::binary);
|
||||
|
||||
writeU16(os, TOCLIENT_LOCAL_PLAYER_ANIMATIONS);
|
||||
writeV2F1000(os, animation_frames[0]);
|
||||
writeV2F1000(os, animation_frames[1]);
|
||||
writeV2F1000(os, animation_frames[2]);
|
||||
writeV2F1000(os, animation_frames[3]);
|
||||
writeF1000(os, animation_speed);
|
||||
|
||||
// Make data buffer
|
||||
std::string s = os.str();
|
||||
SharedBuffer<u8> data((u8 *)s.c_str(), s.size());
|
||||
// Send as reliable
|
||||
m_clients.send(peer_id, 0, data, true);
|
||||
}
|
||||
|
||||
void Server::SendPlayerPrivileges(u16 peer_id)
|
||||
{
|
||||
Player *player = m_env->getPlayer(peer_id);
|
||||
|
@ -4578,6 +4596,15 @@ void Server::hudSetHotbarSelectedImage(Player *player, std::string name) {
|
|||
SendHUDSetParam(player->peer_id, HUD_PARAM_HOTBAR_SELECTED_IMAGE, name);
|
||||
}
|
||||
|
||||
bool Server::setLocalPlayerAnimations(Player *player, v2f animation_frames[4], f32 frame_speed)
|
||||
{
|
||||
if (!player)
|
||||
return false;
|
||||
|
||||
SendLocalPlayerAnimations(player->peer_id, animation_frames, frame_speed);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Server::setSky(Player *player, const video::SColor &bgcolor,
|
||||
const std::string &type, const std::vector<std::string> ¶ms)
|
||||
{
|
||||
|
|
|
@ -322,6 +322,8 @@ public:
|
|||
inline Address getPeerAddress(u16 peer_id)
|
||||
{ return m_con.GetPeerAddress(peer_id); }
|
||||
|
||||
bool setLocalPlayerAnimations(Player *player, v2f animation_frames[4], f32 frame_speed);
|
||||
|
||||
bool setSky(Player *player, const video::SColor &bgcolor,
|
||||
const std::string &type, const std::vector<std::string> ¶ms);
|
||||
|
||||
|
@ -361,6 +363,7 @@ private:
|
|||
void SendPlayerHP(u16 peer_id);
|
||||
void SendPlayerBreath(u16 peer_id);
|
||||
void SendMovePlayer(u16 peer_id);
|
||||
void SendLocalPlayerAnimations(u16 peer_id, v2f animation_frames[4], f32 animation_speed);
|
||||
void SendPlayerPrivileges(u16 peer_id);
|
||||
void SendPlayerInventoryFormspec(u16 peer_id);
|
||||
void SendShowFormspecMessage(u16 peer_id, const std::string &formspec, const std::string &formname);
|
||||
|
|
Loading…
Reference in New Issue