示例#1
0
static ItemStack craftToolRepair(
		const ItemStack &item1,
		const ItemStack &item2,
		float additional_wear,
		IGameDef *gamedef)
{
	IItemDefManager *idef = gamedef->idef();
	if(item1.count != 1 || item2.count != 1 || item1.name != item2.name
			|| idef->get(item1.name).type != ITEM_TOOL
			|| idef->get(item2.name).type != ITEM_TOOL)
	{
		// Failure
		return ItemStack();
	}

	s32 item1_uses = 65536 - (u32) item1.wear;
	s32 item2_uses = 65536 - (u32) item2.wear;
	s32 new_uses = item1_uses + item2_uses;
	s32 new_wear = 65536 - new_uses + floor(additional_wear * 65536 + 0.5);
	if(new_wear >= 65536)
		return ItemStack();
	if(new_wear < 0)
		new_wear = 0;

	ItemStack repaired = item1;
	repaired.wear = new_wear;
	return repaired;
}
示例#2
0
文件: camera.cpp 项目: 0151n/minetest
void Camera::wield(const ItemStack &item, u16 playeritem)
{
	IItemDefManager *idef = m_gamedef->idef();
	std::string itemname = item.getDefinition(idef).name;
	m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
	if(playeritem != m_previous_playeritem &&
			!(m_previous_itemname == "" && itemname == "")) {
		m_previous_playeritem = playeritem;
		m_previous_itemname = itemname;
		if(m_wield_change_timer >= 0.125)
			m_wield_change_timer = -0.125;
		else if(m_wield_change_timer > 0) {
			m_wield_change_timer = -m_wield_change_timer;
		}
	} else {
		if(m_wield_mesh_next) {
			m_wieldnode->setMesh(m_wield_mesh_next);
			m_wieldnode->setVisible(true);
		} else {
			m_wieldnode->setVisible(false);
		}
		m_wield_mesh_next = NULL;
		if(m_previous_itemname != itemname) {
			m_previous_itemname = itemname;
			m_wield_change_timer = 0;
		}
		else
			m_wield_change_timer = 0.125;
	}
}
示例#3
0
void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{
	ITextureSource *tsrc = gamedef->getTextureSource();
	IItemDefManager *idef = gamedef->getItemDefManager();

	const ItemDefinition &def = item.getDefinition(idef);

	// If wield_image is defined, it overrides everything else
	if (def.wield_image != "") {
		setExtruded(def.wield_image, def.wield_scale, tsrc);
		return;
	}

	// Handle nodes
	// See also CItemDefManager::createClientCached()
	if (def.type == ITEM_NODE) {
		INodeDefManager *ndef = gamedef->getNodeDefManager();
		const ContentFeatures &f = ndef->get(def.name);
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			changeToMesh(f.mesh_ptr[0]);
			// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
			// Customize materials
			for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
				assert(i < 6);
				video::SMaterial &material = m_meshnode->getMaterial(i);
				material.setTexture(0, f.tiles[i].texture);
				f.tiles[i].applyMaterialOptions(material);
			}
			return;
		} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
			setCube(f.tiles, def.wield_scale, tsrc);
			return;
		} else if (f.drawtype == NDT_AIRLIKE) {
			changeToMesh(NULL);
			return;
		}

		// If none of the above standard cases worked, use the wield mesh from ClientCached
		scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef);
		if (mesh) {
			changeToMesh(mesh);
			m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR);
			return;
		}
	}

	// default to inventory_image
	if (def.inventory_image != "") {
		setExtruded(def.inventory_image, def.wield_scale, tsrc);
		return;
	}

	// no wield mesh found
	changeToMesh(NULL);
}
示例#4
0
void Camera::wield(const ItemStack &item)
{
	IItemDefManager *idef = m_gamedef->idef();
	scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
	if(wield_mesh)
	{
		m_wieldnode->setMesh(wield_mesh);
		m_wieldnode->setVisible(true);
	}
	else
	{
		m_wieldnode->setVisible(false);
	}
}
示例#5
0
// get_item_def(itemstring)
int ModApiClient::l_get_item_def(lua_State *L)
{
	IGameDef *gdef = getGameDef(L);
	assert(gdef);

	IItemDefManager *idef = gdef->idef();
	assert(idef);

	if (!lua_isstring(L, 1))
		return 0;

	const std::string &name(lua_tostring(L, 1));
	if (!idef->isKnown(name))
		return 0;
	const ItemDefinition &def = idef->get(name);

	push_item_definition_full(L, def);

	return 1;
}
示例#6
0
// get_item_def(itemstring)
int ModApiClient::l_get_item_def(lua_State *L)
{
	IGameDef *gdef = getGameDef(L);
	assert(gdef);

	IItemDefManager *idef = gdef->idef();
	assert(idef);

	if (getClient(L)->checkCSMFlavourLimit(CSMFlavourLimit::CSM_FL_READ_ITEMDEFS))
		return 0;

	if (!lua_isstring(L, 1))
		return 0;

	const std::string &name(lua_tostring(L, 1));
	if (!idef->isKnown(name))
		return 0;
	const ItemDefinition &def = idef->get(name);

	push_item_definition_full(L, def);

	return 1;
}
示例#7
0
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
	ITextureSource *tsrc = client->getTextureSource();
	IItemDefManager *idef = client->getItemDefManager();
	IShaderSource *shdrsrc = client->getShaderSource();
	const NodeDefManager *ndef = client->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	scene::SMesh *mesh = nullptr;

	if (m_enable_shaders) {
		u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
		m_material_type = shdrsrc->getShaderInfo(shader_id).material;
	}

	// Color-related
	m_colors.clear();
	m_base_color = idef->getItemstackColor(item, client);

	// If wield_image is defined, it overrides everything else
	if (!def.wield_image.empty()) {
		setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
			1);
		m_colors.emplace_back();
		// overlay is white, if present
		m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
		return;
	}

	// Handle nodes
	// See also CItemDefManager::createClientCached()
	if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			mesh = cloneMesh(f.mesh_ptr[0]);
			postProcessNodeMesh(mesh, f, m_enable_shaders, true,
				&m_material_type, &m_colors);
			changeToMesh(mesh);
			mesh->drop();
			// mesh is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		} else {
			switch (f.drawtype) {
				case NDT_AIRLIKE: {
					changeToMesh(nullptr);
					break;
				}
				case NDT_PLANTLIKE: {
					setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
						tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
						def.wield_scale, tsrc,
						f.tiles[0].layers[0].animation_frame_count);
					// Add color
					const TileLayer &l0 = f.tiles[0].layers[0];
					m_colors.emplace_back(l0.has_color, l0.color);
					const TileLayer &l1 = f.tiles[0].layers[1];
					m_colors.emplace_back(l1.has_color, l1.color);
					break;
				}
				case NDT_PLANTLIKE_ROOTED: {
					setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
						"", def.wield_scale, tsrc,
						f.special_tiles[0].layers[0].animation_frame_count);
					// Add color
					const TileLayer &l0 = f.special_tiles[0].layers[0];
					m_colors.emplace_back(l0.has_color, l0.color);
					break;
				}
				case NDT_NORMAL:
				case NDT_ALLFACES:
				case NDT_LIQUID:
				case NDT_FLOWINGLIQUID: {
					setCube(f, def.wield_scale);
					break;
				}
				default: {
					mesh = createSpecialNodeMesh(client, id, &m_colors);
					changeToMesh(mesh);
					mesh->drop();
					m_meshnode->setScale(
							def.wield_scale * WIELD_SCALE_FACTOR
							/ (BS * f.visual_scale));
				}
			}
		}
		u32 material_count = m_meshnode->getMaterialCount();
		for (u32 i = 0; i < material_count; ++i) {
			video::SMaterial &material = m_meshnode->getMaterial(i);
			material.MaterialType = m_material_type;
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
			material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
		}
		return;
	}
	else if (!def.inventory_image.empty()) {
		setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
			tsrc, 1);
		m_colors.emplace_back();
		// overlay is white, if present
		m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
		return;
	}

	// no wield mesh found
	changeToMesh(nullptr);
}