Display which tool the player is holding

And some simple animation when trying to dig...
This commit is contained in:
JacobF 2011-09-07 10:56:04 -04:00
parent 5c1074aa7d
commit f31b0a3361
6 changed files with 137 additions and 30 deletions

@ -2008,6 +2008,14 @@ v3f Client::getPlayerPosition(v3f *eye_position)
return player->getPosition();
}
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

@ -210,6 +210,7 @@ public:
// eye position in *eye_position
v3f getPlayerPosition(v3f *eye_position=NULL);
void setPlayerWield(scene::ISceneNode *wield);
void setPlayerControl(PlayerControl &control);
void selectPlayerItem(u16 item);

@ -956,7 +956,10 @@ void the_game(
v3f(BS*100, BS*2, BS*100), // Look from
v3f(BS*100+1, BS*2, BS*100), // Look to
-1 // Camera ID
);
);
// Do this so children rotate accordingly (tool)
camera->bindTargetAndRotation(true);
if(camera == NULL)
{
@ -972,6 +975,44 @@ void the_game(
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"
/*
Tool
*/
v3f tool_wield_position(0.6, -0.6, 1.0);
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);
mesh->drop();
}
tool_wield->setVisible(false);
tool_wield->setPosition(tool_wield_position);
tool_wield->setRotation(tool_wield_rotation);
client.setPlayerWield(tool_wield);
/*
Clouds
*/
@ -1920,6 +1961,7 @@ void the_game(
}
}
if(input->getRightClicked())
{
std::cout<<DTIME<<"Ground right-clicked"<<std::endl;
@ -1986,6 +2028,14 @@ void the_game(
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
input->resetLeftClicked();
@ -2103,6 +2153,14 @@ void the_game(
);
}
/*
Animate tool
*/
{
tool_wield->setRotation(tool_wield_rotation - sin(tool_wield_animation * PI) * 40.0);
tool_wield->setPosition(tool_wield_position - sin(tool_wield_animation * PI) / 3.0);
}
/*
Update gui stuff (0ms)

@ -53,6 +53,10 @@ public:
// Shall make an exact clone of the item
virtual InventoryItem* clone() = 0;
#ifndef SERVER
// 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
@ -353,40 +357,53 @@ public:
return new ToolItem(m_toolname, m_wear);
}
#ifndef SERVER
std::string getBasename() {
if(m_toolname == "WPick")
return "tool_woodpick.png";
else if(m_toolname == "STPick")
return "tool_stonepick.png";
else if(m_toolname == "SteelPick")
return "tool_steelpick.png";
else if(m_toolname == "MesePick")
return "tool_mesepick.png";
else if(m_toolname == "WShovel")
return "tool_woodshovel.png";
else if(m_toolname == "STShovel")
return "tool_stoneshovel.png";
else if(m_toolname == "SteelShovel")
return "tool_steelshovel.png";
else if(m_toolname == "WAxe")
return "tool_woodaxe.png";
else if(m_toolname == "STAxe")
return "tool_stoneaxe.png";
else if(m_toolname == "SteelAxe")
return "tool_steelaxe.png";
else if(m_toolname == "WSword")
return "tool_woodsword.png";
else if(m_toolname == "STSword")
return "tool_stonesword.png";
else if(m_toolname == "SteelSword")
return "tool_steelsword.png";
else
return "cloud.png";
}
video::ITexture * getImageRaw()
{
if(g_texturesource == NULL)
return NULL;
return g_texturesource->getTextureRaw(getBasename());
}
video::ITexture * getImage()
{
if(g_texturesource == NULL)
return NULL;
std::string basename;
if(m_toolname == "WPick")
basename = "tool_woodpick.png";
else if(m_toolname == "STPick")
basename = "tool_stonepick.png";
else if(m_toolname == "SteelPick")
basename = "tool_steelpick.png";
else if(m_toolname == "MesePick")
basename = "tool_mesepick.png";
else if(m_toolname == "WShovel")
basename = "tool_woodshovel.png";
else if(m_toolname == "STShovel")
basename = "tool_stoneshovel.png";
else if(m_toolname == "SteelShovel")
basename = "tool_steelshovel.png";
else if(m_toolname == "WAxe")
basename = "tool_woodaxe.png";
else if(m_toolname == "STAxe")
basename = "tool_stoneaxe.png";
else if(m_toolname == "SteelAxe")
basename = "tool_steelaxe.png";
else if(m_toolname == "WSword")
basename = "tool_woodsword.png";
else if(m_toolname == "STSword")
basename = "tool_stonesword.png";
else if(m_toolname == "SteelSword")
basename = "tool_steelsword.png";
else
basename = "cloud.png";
std::string basename = getBasename();
return g_texturesource->getTextureRaw(basename);
/*
Calculate a progress value with sane amount of

@ -309,12 +309,31 @@ 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)
{

@ -356,6 +356,8 @@ public:
{
return true;
}
void wieldItem(u16 item);
void move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info);
@ -365,6 +367,8 @@ public:
PlayerControl control;
scene::ISceneNode *wield;
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;