From 09970b7b6daa82ba0cb71540ebb70e671637782f Mon Sep 17 00:00:00 2001 From: sapier Date: Sun, 27 Apr 2014 16:09:21 +0200 Subject: Add support for interlaced polarized 3d screens Add (experimental) support for topbottom as well as sidebyside 3d mode --- src/content_cao.cpp | 297 ++++++++++++++++++++++++++++++++-------------------- 1 file changed, 183 insertions(+), 114 deletions(-) (limited to 'src/content_cao.cpp') diff --git a/src/content_cao.cpp b/src/content_cao.cpp index 30384a313..b7923ff80 100644 --- a/src/content_cao.cpp +++ b/src/content_cao.cpp @@ -84,7 +84,8 @@ void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_i aim_is_end = is_end_position; vect_old = vect_show; vect_aim = vect_new; - if(update_interval > 0){ + if(update_interval > 0) + { anim_time = update_interval; } else { if(anim_time < 0.001 || anim_time > 1.0) @@ -582,8 +583,10 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env): ClientActiveObject::registerType(getType(), create); } -bool GenericCAO::getCollisionBox(aabb3f *toset) { - if (m_prop.physical) { +bool GenericCAO::getCollisionBox(aabb3f *toset) +{ + if (m_prop.physical) + { //update collision box toset->MinEdge = m_prop.collisionbox.MinEdge * BS; toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS; @@ -597,7 +600,8 @@ bool GenericCAO::getCollisionBox(aabb3f *toset) { return false; } -bool GenericCAO::collideWithObjects() { +bool GenericCAO::collideWithObjects() +{ return m_prop.collideWithObjects; } @@ -635,7 +639,8 @@ void GenericCAO::initialize(const std::string &data) return; } - for(int i=0; igetPlayer(m_name.c_str()); - if(player && player->isLocal()){ + if(player && player->isLocal()) + { m_is_local_player = true; + m_is_visible = false; + LocalPlayer* localplayer = dynamic_cast(player); + + assert( localplayer != NULL ); + localplayer->setCAO(this); } m_env->addPlayerName(m_name.c_str()); } @@ -654,7 +666,8 @@ void GenericCAO::initialize(const std::string &data) GenericCAO::~GenericCAO() { - if(m_is_player){ + if(m_is_player) + { m_env->removePlayerName(m_name.c_str()); } } @@ -668,7 +681,8 @@ core::aabbox3d* GenericCAO::getSelectionBox() v3f GenericCAO::getPosition() { - if(getParent() != NULL){ + if(getParent() != NULL) + { if(m_meshnode) return m_meshnode->getAbsolutePosition(); if(m_animated_meshnode) @@ -711,9 +725,12 @@ ClientActiveObject* GenericCAO::getParent() ClientActiveObject *obj = NULL; for(std::vector >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++) { - if(cii->X == getId()){ // This ID is our child - if(cii->Y > 0){ // A parent ID exists for our child - if(cii->X != cii->Y){ // The parent and child ID are not the same + if(cii->X == getId()) // This ID is our child + { + if(cii->Y > 0) // A parent ID exists for our child + { + if(cii->X != cii->Y) // The parent and child ID are not the same + { obj = m_env->getActiveObject(cii->Y); } } @@ -730,18 +747,21 @@ void GenericCAO::removeFromScene(bool permanent) if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals) { // Detach this object's children - for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + for(std::vector >::iterator ii = m_env->attachment_list.begin(); + ii != m_env->attachment_list.end(); ii++) { if(ii->Y == getId()) // Is a child of our object { ii->Y = 0; - ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child + // Get the object of the child + ClientActiveObject *obj = m_env->getActiveObject(ii->X); if(obj) obj->setAttachments(); } } // Delete this object from the attachments list - for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + for(std::vector >::iterator ii = m_env->attachment_list.begin(); + ii != m_env->attachment_list.end(); ii++) { if(ii->X == getId()) // Is our object { @@ -751,15 +771,18 @@ void GenericCAO::removeFromScene(bool permanent) } } - if(m_meshnode){ + if(m_meshnode) + { m_meshnode->remove(); m_meshnode = NULL; } - if(m_animated_meshnode){ + if(m_animated_meshnode) + { m_animated_meshnode->remove(); m_animated_meshnode = NULL; } - if(m_spritenode){ + if(m_spritenode) + { m_spritenode->remove(); m_spritenode = NULL; } @@ -781,7 +804,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, //video::IVideoDriver* driver = smgr->getVideoDriver(); - if(m_prop.visual == "sprite"){ + if(m_prop.visual == "sprite") + { infostream<<"GenericCAO::addToScene(): single_sprite"<addBillboardSceneNode( NULL, v2f(1, 1), v3f(0,0,0), -1); @@ -801,8 +825,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, txs, tys, 0, 0); } } - else if(m_prop.visual == "upright_sprite") - { + else if(m_prop.visual == "upright_sprite") { scene::SMesh *mesh = new scene::SMesh(); double dx = BS*m_prop.visual_size.X/2; double dy = BS*m_prop.visual_size.Y/2; @@ -856,7 +879,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, // This is needed for changing the texture in the future m_meshnode->setReadOnlyMaterials(true); } - else if(m_prop.visual == "cube"){ + else if(m_prop.visual == "cube") { infostream<<"GenericCAO::addToScene(): cube"<addMeshSceneNode(mesh, NULL); @@ -873,7 +896,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); } - else if(m_prop.visual == "mesh"){ + else if(m_prop.visual == "mesh") { infostream<<"GenericCAO::addToScene(): mesh"<getMesh(m_prop.mesh); if(mesh) @@ -895,7 +918,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, else errorstream<<"GenericCAO::addToScene(): Could not load mesh "<= 1){ @@ -949,7 +972,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, void GenericCAO::updateLight(u8 light_at_pos) { u8 li = decode_light(light_at_pos); - if(li != m_last_light){ + if(li != m_last_light) + { m_last_light = li; video::SColor color(255,li,li,li); if(m_meshnode) @@ -972,19 +996,22 @@ void GenericCAO::updateNodePos() return; v3s16 camera_offset = m_env->getCameraOffset(); - if(m_meshnode){ + if(m_meshnode) + { m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS)); v3f rot = m_meshnode->getRotation(); rot.Y = -m_yaw; m_meshnode->setRotation(rot); } - if(m_animated_meshnode){ + if(m_animated_meshnode) + { m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS)); v3f rot = m_animated_meshnode->getRotation(); rot.Y = -m_yaw; m_animated_meshnode->setRotation(rot); } - if(m_spritenode){ + if(m_spritenode) + { m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS)); } } @@ -992,13 +1019,14 @@ void GenericCAO::updateNodePos() void GenericCAO::step(float dtime, ClientEnvironment *env) { // Handel model of local player instantly to prevent lags - if(m_is_local_player) { + if(m_is_local_player) + { LocalPlayer *player = m_env->getLocalPlayer(); - if (player->camera_mode > CAMERA_MODE_FIRST) { + if (m_is_visible) + { int old_anim = player->last_animation; float old_anim_speed = player->last_animation_speed; - m_is_visible = true; m_position = player->getPosition() + v3f(0,BS,0); m_velocity = v3f(0,0,0); m_acceleration = v3f(0,0,0); @@ -1026,7 +1054,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) if(controls.sneak && walking) new_speed /= 2; - if(walking && (controls.LMB || controls.RMB)) { + if(walking && (controls.LMB || controls.RMB)) + { new_anim = player->local_animations[3]; player->last_animation = WD_ANIM; } else if(walking) { @@ -1039,7 +1068,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) // Apply animations if input detected and not attached // or set idle animation - if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) { + if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) + { allow_update = true; m_animation_range = new_anim; m_animation_speed = new_speed; @@ -1047,36 +1077,42 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) } else { player->last_animation = NO_ANIM; - if (old_anim != NO_ANIM) { + if (old_anim != NO_ANIM) + { m_animation_range = player->local_animations[0]; updateAnimation(); } } // Update local player animations - if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) && + if ((player->last_animation != old_anim || + m_animation_speed != old_anim_speed) && player->last_animation != NO_ANIM && allow_update) updateAnimation(); - } else { - m_is_visible = false; } } if(m_visuals_expired && m_smgr && m_irr){ m_visuals_expired = false; - // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault - for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + // Attachments, part 1: All attached objects must be unparented first, + // or Irrlicht causes a segmentation fault + for(std::vector >::iterator ii = m_env->attachment_list.begin(); + ii != m_env->attachment_list.end(); ii++) { if(ii->Y == getId()) // This is a child of our parent { - ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child + // Get the object of the child + ClientActiveObject *obj = m_env->getActiveObject(ii->X); if(obj) { - scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode(); - scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode(); - scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode(); + scene::IMeshSceneNode *m_child_meshnode + = obj->getMeshSceneNode(); + scene::IAnimatedMeshSceneNode *m_child_animated_meshnode + = obj->getAnimatedMeshSceneNode(); + scene::IBillboardSceneNode *m_child_spritenode + = obj->getSpriteSceneNode(); if(m_child_meshnode) m_child_meshnode->setParent(m_smgr->getRootSceneNode()); if(m_child_animated_meshnode) @@ -1091,11 +1127,13 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) 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 >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + for(std::vector >::iterator ii = m_env->attachment_list.begin(); + ii != m_env->attachment_list.end(); ii++) { if(ii->Y == getId()) // This is a child of our parent { - ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child + // Get the object of the child + ClientActiveObject *obj = m_env->getActiveObject(ii->X); if(obj) obj->setAttachments(); } @@ -1126,12 +1164,11 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) player->overridePosition = getParent()->getPosition(); m_env->getLocalPlayer()->parent = getParent(); } - } - else - { + } else { v3f lastpos = pos_translator.vect_show; - if(m_prop.physical){ + if(m_prop.physical) + { core::aabbox3d box = m_prop.collisionbox; box.MinEdge *= BS; box.MaxEdge *= BS; @@ -1156,16 +1193,19 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) } else { m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration; m_velocity += dtime * m_acceleration; - pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time); + pos_translator.update(m_position, pos_translator.aim_is_end, + pos_translator.anim_time); pos_translator.translate(dtime); updateNodePos(); } float moved = lastpos.getDistanceFrom(pos_translator.vect_show); m_step_distance_counter += moved; - if(m_step_distance_counter > 1.5*BS){ + if(m_step_distance_counter > 1.5*BS) + { m_step_distance_counter = 0; - if(!m_is_local_player && m_prop.makes_footstep_sound){ + if(!m_is_local_player && m_prop.makes_footstep_sound) + { INodeDefManager *ndef = m_gamedef->ndef(); v3s16 p = floatToInt(getPosition() + v3f(0, (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS); @@ -1177,7 +1217,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) } m_anim_timer += dtime; - if(m_anim_timer >= m_anim_framelength){ + if(m_anim_timer >= m_anim_framelength) + { m_anim_timer -= m_anim_framelength; m_anim_frame++; if(m_anim_frame >= m_anim_num_frames) @@ -1186,28 +1227,33 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) updateTexturePos(); - if(m_reset_textures_timer >= 0){ + if(m_reset_textures_timer >= 0) + { m_reset_textures_timer -= dtime; if(m_reset_textures_timer <= 0){ m_reset_textures_timer = -1; updateTextures(""); } } - if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){ + if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001) + { m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI; updateNodePos(); } if (getParent() == NULL && m_prop.automatic_face_movement_dir && - (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){ - m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset; + (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) + { + m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + + m_prop.automatic_face_movement_dir_offset; updateNodePos(); } } void GenericCAO::updateTexturePos() { - if(m_spritenode){ + if(m_spritenode) + { scene::ICameraSceneNode* camera = m_spritenode->getSceneManager()->getActiveCamera(); if(!camera) @@ -1226,7 +1272,8 @@ void GenericCAO::updateTexturePos() else if(cam_to_entity.Y < -0.75) col += 4; else{ - float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.; + float mob_dir = + atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.; float dir = mob_dir - m_yaw; dir = wrapDegrees_180(dir); //infostream<<"id="<getMaterialCount(); ++i) + for (u32 i = 0; i < m_prop.textures.size() && + i < m_animated_meshnode->getMaterialCount(); ++i) { std::string texturestring = m_prop.textures[i]; if(texturestring == "") @@ -1310,11 +1358,15 @@ void GenericCAO::updateTextures(const std::string &mod) material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BILINEAR_FILTER, false); - m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); - m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); - m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); + m_animated_meshnode->getMaterial(i) + .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); + m_animated_meshnode->getMaterial(i) + .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); + m_animated_meshnode->getMaterial(i) + .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); } - for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i) + for (u32 i = 0; i < m_prop.colors.size() && + i < m_animated_meshnode->getMaterialCount(); ++i) { // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest @@ -1436,7 +1488,10 @@ void GenericCAO::updateBonePosition() return; m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render - for(std::map >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ + for(std::map >::const_iterator ii = m_bone_position.begin(); + ii != m_bone_position.end(); ++ii) + { std::string bone_name = (*ii).first; v3f bone_pos = (*ii).second.X; v3f bone_rot = (*ii).second.Y; @@ -1451,8 +1506,14 @@ void GenericCAO::updateBonePosition() void GenericCAO::updateAttachments() { - m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer(); - m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden + + // 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 { @@ -1503,12 +1564,17 @@ void GenericCAO::updateAttachments() scene::IBoneSceneNode *parent_bone = NULL; if(parent_animated_mesh && m_attachment_bone != "") - parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str()); - - // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode + { + parent_bone = + parent_animated_mesh->getJointNode(m_attachment_bone.c_str()); + } + // The spaghetti code below makes sure attaching works if either the + // parent or child is a spritenode, meshnode, or animatedmeshnode // TODO: Perhaps use polymorphism here to save code duplication - if(m_meshnode){ - if(parent_bone){ + if(m_meshnode) + { + if(parent_bone) + { m_meshnode->setParent(parent_bone); m_meshnode->setPosition(m_attachment_position); m_meshnode->setRotation(m_attachment_rotation); @@ -1516,19 +1582,20 @@ void GenericCAO::updateAttachments() } else { - if(parent_mesh){ + if(parent_mesh) + { m_meshnode->setParent(parent_mesh); m_meshnode->setPosition(m_attachment_position); m_meshnode->setRotation(m_attachment_rotation); m_meshnode->updateAbsolutePosition(); } - else if(parent_animated_mesh){ + else if(parent_animated_mesh) { m_meshnode->setParent(parent_animated_mesh); m_meshnode->setPosition(m_attachment_position); m_meshnode->setRotation(m_attachment_rotation); m_meshnode->updateAbsolutePosition(); } - else if(parent_sprite){ + else if(parent_sprite) { m_meshnode->setParent(parent_sprite); m_meshnode->setPosition(m_attachment_position); m_meshnode->setRotation(m_attachment_rotation); @@ -1536,8 +1603,10 @@ void GenericCAO::updateAttachments() } } } - if(m_animated_meshnode){ - if(parent_bone){ + if(m_animated_meshnode) + { + if(parent_bone) + { m_animated_meshnode->setParent(parent_bone); m_animated_meshnode->setPosition(m_attachment_position); m_animated_meshnode->setRotation(m_attachment_rotation); @@ -1545,19 +1614,18 @@ void GenericCAO::updateAttachments() } else { - if(parent_mesh){ + if(parent_mesh) + { m_animated_meshnode->setParent(parent_mesh); m_animated_meshnode->setPosition(m_attachment_position); m_animated_meshnode->setRotation(m_attachment_rotation); m_animated_meshnode->updateAbsolutePosition(); - } - else if(parent_animated_mesh){ + } else if(parent_animated_mesh) { m_animated_meshnode->setParent(parent_animated_mesh); m_animated_meshnode->setPosition(m_attachment_position); m_animated_meshnode->setRotation(m_attachment_rotation); m_animated_meshnode->updateAbsolutePosition(); - } - else if(parent_sprite){ + } else if(parent_sprite) { m_animated_meshnode->setParent(parent_sprite); m_animated_meshnode->setPosition(m_attachment_position); m_animated_meshnode->setRotation(m_attachment_rotation); @@ -1565,28 +1633,29 @@ void GenericCAO::updateAttachments() } } } - if(m_spritenode){ - if(parent_bone){ + if(m_spritenode) + { + if(parent_bone) + { m_spritenode->setParent(parent_bone); m_spritenode->setPosition(m_attachment_position); m_spritenode->setRotation(m_attachment_rotation); m_spritenode->updateAbsolutePosition(); - } - else - { - if(parent_mesh){ + } else { + if(parent_mesh) + { m_spritenode->setParent(parent_mesh); m_spritenode->setPosition(m_attachment_position); m_spritenode->setRotation(m_attachment_rotation); m_spritenode->updateAbsolutePosition(); } - else if(parent_animated_mesh){ + else if(parent_animated_mesh) { m_spritenode->setParent(parent_animated_mesh); m_spritenode->setPosition(m_attachment_position); m_spritenode->setRotation(m_attachment_rotation); m_spritenode->updateAbsolutePosition(); } - else if(parent_sprite){ + else if(parent_sprite) { m_spritenode->setParent(parent_sprite); m_spritenode->setPosition(m_attachment_position); m_spritenode->setRotation(m_attachment_rotation); @@ -1649,7 +1718,8 @@ void GenericCAO::processMessage(const std::string &data) if(getParent() != NULL) // Just in case return; - if(do_interpolate){ + if(do_interpolate) + { if(!m_prop.physical) pos_translator.update(m_position, is_end_position, update_interval); } else { @@ -1657,13 +1727,11 @@ void GenericCAO::processMessage(const std::string &data) } updateNodePos(); } - else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) - { + else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) { std::string mod = deSerializeString(is); updateTextures(mod); } - else if(cmd == GENERIC_CMD_SET_SPRITE) - { + else if(cmd == GENERIC_CMD_SET_SPRITE) { v2s16 p = readV2S16(is); int num_frames = readU16(is); float framelength = readF1000(is); @@ -1676,8 +1744,7 @@ void GenericCAO::processMessage(const std::string &data) updateTexturePos(); } - else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) - { + else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) { float override_speed = readF1000(is); float override_jump = readF1000(is); float override_gravity = readF1000(is); @@ -1696,8 +1763,7 @@ void GenericCAO::processMessage(const std::string &data) player->physics_override_sneak_glitch = sneak_glitch; } } - else if(cmd == GENERIC_CMD_SET_ANIMATION) - { + else if(cmd == GENERIC_CMD_SET_ANIMATION) { // TODO: change frames send as v2s32 value v2f range = readV2F1000(is); if (!m_is_local_player) { @@ -1707,7 +1773,8 @@ void GenericCAO::processMessage(const std::string &data) updateAnimation(); } else { LocalPlayer *player = m_env->getLocalPlayer(); - if(player->last_animation == NO_ANIM) { + if(player->last_animation == NO_ANIM) + { m_animation_range = v2s32((s32)range.X, (s32)range.Y); m_animation_speed = readF1000(is); m_animation_blend = readF1000(is); @@ -1715,7 +1782,8 @@ void GenericCAO::processMessage(const std::string &data) // update animation only if local animations present // and received animation is unknown (except idle animation) bool is_known = false; - for (int i = 1;i<4;i++) { + for (int i = 1;i<4;i++) + { if(m_animation_range.Y == player->local_animations[i].Y) is_known = true; } @@ -1726,8 +1794,7 @@ void GenericCAO::processMessage(const std::string &data) } } } - else if(cmd == GENERIC_CMD_SET_BONE_POSITION) - { + else if(cmd == GENERIC_CMD_SET_BONE_POSITION) { std::string bone = deSerializeString(is); v3f position = readV3F1000(is); v3f rotation = readV3F1000(is); @@ -1735,8 +1802,7 @@ void GenericCAO::processMessage(const std::string &data) updateBonePosition(); } - else if(cmd == GENERIC_CMD_SET_ATTACHMENT) - { + else if(cmd == GENERIC_CMD_SET_ATTACHMENT) { // If an entry already exists for this object, delete it first to avoid duplicates for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { @@ -1753,8 +1819,7 @@ void GenericCAO::processMessage(const std::string &data) updateAttachments(); } - else if(cmd == GENERIC_CMD_PUNCHED) - { + else if(cmd == GENERIC_CMD_PUNCHED) { /*s16 damage =*/ readS16(is); s16 result_hp = readS16(is); @@ -1763,8 +1828,10 @@ void GenericCAO::processMessage(const std::string &data) m_hp = result_hp; - if (damage > 0) { - if (m_hp <= 0) { + if (damage > 0) + { + if (m_hp <= 0) + { // TODO: Execute defined fast response // As there is no definition, make a smoke puff ClientSimpleObject *simple = createSmokePuff( @@ -1781,11 +1848,11 @@ void GenericCAO::processMessage(const std::string &data) } } } - else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) - { + else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) { m_armor_groups.clear(); int armor_groups_size = readU16(is); - for(int i=0; ifirst<<"="<second<<", "; } os<<"}"; -- cgit v1.2.3