minetest/src/genericobject.h
MirceaKitsune e42eeec8f6 Framework for the attachment system, new object property which allows changing the color and alpha of mesh materials
New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there

Framework for the attachment system, with no actual functionality yet

Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client

I will also want position and rotation offsets to be possible to apply to attachments

Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
2012-11-25 18:14:15 +02:00

73 lines
2.1 KiB
C++

/*
Minetest-c55
Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef GENERICOBJECT_HEADER
#define GENERICOBJECT_HEADER
#include <string>
#include "irrlichttypes_bloated.h"
#include <iostream>
#define GENERIC_CMD_SET_PROPERTIES 0
#define GENERIC_CMD_UPDATE_POSITION 1
#define GENERIC_CMD_SET_TEXTURE_MOD 2
#define GENERIC_CMD_SET_SPRITE 3
#define GENERIC_CMD_SET_ANIMATIONS 4
#define GENERIC_CMD_SET_BONE_POSROT 5
#define GENERIC_CMD_SET_ATTACHMENT 6
#define GENERIC_CMD_PUNCHED 7
#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 8
#include "object_properties.h"
std::string gob_cmd_set_properties(const ObjectProperties &prop);
ObjectProperties gob_read_set_properties(std::istream &is);
std::string gob_cmd_update_position(
v3f position,
v3f velocity,
v3f acceleration,
f32 yaw,
bool do_interpolate,
bool is_movement_end,
f32 update_interval
);
std::string gob_cmd_set_texture_mod(const std::string &mod);
std::string gob_cmd_set_sprite(
v2s16 p,
u16 num_frames,
f32 framelength,
bool select_horiz_by_yawpitch
);
std::string gob_cmd_set_animations(v2f frames, float frame_speed, float frame_blend);
std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation);
std::string gob_cmd_set_attachment(); // <- parameters here
std::string gob_cmd_punched(s16 damage, s16 result_hp);
#include "itemgroup.h"
std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups);
#endif