#include "inventory.h"
#include "tile.h"
#include "utility.h"
+#include <ICameraSceneNode.h>
+#include <IMeshCache.h>
+#include <IAnimatedMesh.h>
class LocalPlayer;
class MapDrawControl;
class ExtrudedSpriteSceneNode;
+class IGameDef;
/*
Client camera class, manages the player and camera scene nodes, the viewing distance
return m_cameranode;
}
- // Get wielded item scene node.
- inline ExtrudedSpriteSceneNode* getWieldNode() const
- {
- return m_wieldnode;
- }
-
// Get the camera position (in absolute scene coordinates).
// This has view bobbing applied.
inline v3f getPosition() const
void updateSettings();
// Replace the wielded item mesh
- void wield(const InventoryItem* item);
+ void wield(const InventoryItem* item, IGameDef *gamedef);
// Start digging animation
// Pass 0 for left click, 1 for right click
void setDigging(s32 button);
+ // Draw the wielded tool.
+ // This has to happen *after* the main scene is drawn.
+ // Warning: This clears the Z buffer.
+ void drawWieldedTool();
+
private:
// Scene manager and nodes
scene::ISceneManager* m_smgr;
scene::ISceneNode* m_playernode;
scene::ISceneNode* m_headnode;
scene::ICameraSceneNode* m_cameranode;
+
+ scene::ISceneManager* m_wieldmgr;
ExtrudedSpriteSceneNode* m_wieldnode;
// draw control
f32 getSpriteThickness() const { return m_thickness; }
void setSpriteThickness(f32 thickness);
+ void updateLight(u8 light);
+
void removeSpriteFromCache(video::ITexture* texture);
virtual const core::aabbox3d<f32>& getBoundingBox() const;
f32 m_thickness;
scene::IMesh* m_cubemesh;
bool m_is_cube;
+ u8 m_light;
// internal extrusion helper methods
io::path getExtrudedName(video::ITexture* texture);