3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include <ICameraSceneNode.h>
21 #include <ITextSceneNode.h>
22 #include <IBillboardSceneNode.h>
23 #include <IMeshManipulator.h>
24 #include <IAnimatedMeshSceneNode.h>
25 #include <IBoneSceneNode.h>
26 #include "content_cao.h"
27 #include "util/numeric.h" // For IntervalLimiter
28 #include "util/serialize.h"
29 #include "util/mathconstants.h"
30 #include "client/tile.h"
31 #include "environment.h"
32 #include "collision.h"
34 #include "serialization.h" // For decompressZlib
36 #include "clientobject.h"
40 #include "content_cso.h"
43 #include "localplayer.h"
45 #include "camera.h" // CameraModes
46 #include "wieldmesh.h"
50 struct ToolCapabilities;
52 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
54 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
56 SmoothTranslator::SmoothTranslator():
66 void SmoothTranslator::init(v3f vect)
73 anim_time_counter = 0;
77 void SmoothTranslator::sharpen()
82 void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
84 aim_is_end = is_end_position;
87 if(update_interval > 0)
89 anim_time = update_interval;
91 if(anim_time < 0.001 || anim_time > 1.0)
92 anim_time = anim_time_counter;
94 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
96 anim_time_counter = 0;
100 void SmoothTranslator::translate(f32 dtime)
102 anim_time_counter = anim_time_counter + dtime;
103 anim_counter = anim_counter + dtime;
104 v3f vect_move = vect_aim - vect_old;
106 if(anim_time > 0.001)
107 moveratio = anim_time_counter / anim_time;
108 // Move a bit less than should, to avoid oscillation
109 moveratio = moveratio * 0.8;
110 float move_end = 1.5;
113 if(moveratio > move_end)
114 moveratio = move_end;
115 vect_show = vect_old + vect_move * moveratio;
118 bool SmoothTranslator::is_moving()
120 return ((anim_time_counter / anim_time) < 1.4);
127 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
128 float txs, float tys, int col, int row)
130 video::SMaterial& material = bill->getMaterial(0);
131 core::matrix4& matrix = material.getTextureMatrix(0);
132 matrix.setTextureTranslate(txs*col, tys*row);
133 matrix.setTextureScale(txs, tys);
140 class TestCAO : public ClientActiveObject
143 TestCAO(IGameDef *gamedef, ClientEnvironment *env);
146 ActiveObjectType getType() const
148 return ACTIVEOBJECT_TYPE_TEST;
151 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
153 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
154 IrrlichtDevice *irr);
155 void removeFromScene(bool permanent);
156 void updateLight(u8 light_at_pos);
157 v3s16 getLightPosition();
158 void updateNodePos();
160 void step(float dtime, ClientEnvironment *env);
162 void processMessage(const std::string &data);
164 bool getCollisionBox(aabb3f *toset) { return false; }
166 scene::IMeshSceneNode *m_node;
171 TestCAO proto_TestCAO(NULL, NULL);
173 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
174 ClientActiveObject(0, gamedef, env),
176 m_position(v3f(0,10*BS,0))
178 ClientActiveObject::registerType(getType(), create);
185 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
187 return new TestCAO(gamedef, env);
190 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
196 //video::IVideoDriver* driver = smgr->getVideoDriver();
198 scene::SMesh *mesh = new scene::SMesh();
199 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
200 video::SColor c(255,255,255,255);
201 video::S3DVertex vertices[4] =
203 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
204 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
205 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
206 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
208 u16 indices[] = {0,1,2,2,3,0};
209 buf->append(vertices, 4, indices, 6);
211 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
212 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
213 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
214 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
215 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
216 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
218 mesh->addMeshBuffer(buf);
220 m_node = smgr->addMeshSceneNode(mesh, NULL);
225 void TestCAO::removeFromScene(bool permanent)
234 void TestCAO::updateLight(u8 light_at_pos)
238 v3s16 TestCAO::getLightPosition()
240 return floatToInt(m_position, BS);
243 void TestCAO::updateNodePos()
248 m_node->setPosition(m_position);
249 //m_node->setRotation(v3f(0, 45, 0));
252 void TestCAO::step(float dtime, ClientEnvironment *env)
256 v3f rot = m_node->getRotation();
257 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
258 rot.Y += dtime * 180;
259 m_node->setRotation(rot);
263 void TestCAO::processMessage(const std::string &data)
265 infostream<<"TestCAO: Got data: "<<data<<std::endl;
266 std::istringstream is(data, std::ios::binary);
284 class ItemCAO : public ClientActiveObject
287 ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
290 ActiveObjectType getType() const
292 return ACTIVEOBJECT_TYPE_ITEM;
295 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
297 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
298 IrrlichtDevice *irr);
299 void removeFromScene(bool permanent);
300 void updateLight(u8 light_at_pos);
301 v3s16 getLightPosition();
302 void updateNodePos();
303 void updateInfoText();
304 void updateTexture();
306 void step(float dtime, ClientEnvironment *env);
308 void processMessage(const std::string &data);
310 void initialize(const std::string &data);
312 core::aabbox3d<f32>* getSelectionBox()
313 {return &m_selection_box;}
317 std::string infoText()
320 bool getCollisionBox(aabb3f *toset) { return false; }
322 core::aabbox3d<f32> m_selection_box;
323 scene::IMeshSceneNode *m_node;
325 std::string m_itemstring;
326 std::string m_infotext;
329 #include "inventory.h"
332 ItemCAO proto_ItemCAO(NULL, NULL);
334 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
335 ClientActiveObject(0, gamedef, env),
336 m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
338 m_position(v3f(0,10*BS,0))
342 ClientActiveObject::registerType(getType(), create);
350 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
352 return new ItemCAO(gamedef, env);
355 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
361 //video::IVideoDriver* driver = smgr->getVideoDriver();
363 scene::SMesh *mesh = new scene::SMesh();
364 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
365 video::SColor c(255,255,255,255);
366 video::S3DVertex vertices[4] =
368 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
369 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
370 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
371 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
372 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
373 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
374 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
375 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
377 u16 indices[] = {0,1,2,2,3,0};
378 buf->append(vertices, 4, indices, 6);
380 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
381 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
382 // Initialize with a generated placeholder texture
383 buf->getMaterial().setTexture(0, tsrc->getTexture(""));
384 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
385 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
386 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
388 mesh->addMeshBuffer(buf);
390 m_node = smgr->addMeshSceneNode(mesh, NULL);
401 void ItemCAO::removeFromScene(bool permanent)
410 void ItemCAO::updateLight(u8 light_at_pos)
415 u8 li = decode_light(light_at_pos);
416 video::SColor color(255,li,li,li);
417 setMeshColor(m_node->getMesh(), color);
420 v3s16 ItemCAO::getLightPosition()
422 return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
425 void ItemCAO::updateNodePos()
430 m_node->setPosition(m_position);
433 void ItemCAO::updateInfoText()
436 IItemDefManager *idef = m_gamedef->idef();
438 item.deSerialize(m_itemstring, idef);
439 if(item.isKnown(idef))
440 m_infotext = item.getDefinition(idef).description;
442 m_infotext = "Unknown item: '" + m_itemstring + "'";
444 m_infotext += " (" + itos(item.count) + ")";
446 catch(SerializationError &e)
448 m_infotext = "Unknown item: '" + m_itemstring + "'";
452 void ItemCAO::updateTexture()
457 // Create an inventory item to see what is its image
458 std::istringstream is(m_itemstring, std::ios_base::binary);
459 video::ITexture *texture = NULL;
461 IItemDefManager *idef = m_gamedef->idef();
463 item.deSerialize(is, idef);
464 texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
466 catch(SerializationError &e)
468 infostream<<"WARNING: "<<__FUNCTION_NAME
469 <<": error deSerializing itemstring \""
470 <<m_itemstring<<std::endl;
473 // Set meshbuffer texture
474 m_node->getMaterial(0).setTexture(0, texture);
478 void ItemCAO::step(float dtime, ClientEnvironment *env)
482 /*v3f rot = m_node->getRotation();
483 rot.Y += dtime * 120;
484 m_node->setRotation(rot);*/
485 LocalPlayer *player = env->getLocalPlayer();
487 v3f rot = m_node->getRotation();
488 rot.Y = 180.0 - (player->getYaw());
489 m_node->setRotation(rot);
493 void ItemCAO::processMessage(const std::string &data)
495 //infostream<<"ItemCAO: Got message"<<std::endl;
496 std::istringstream is(data, std::ios::binary);
502 m_position = readV3F1000(is);
508 m_itemstring = deSerializeString(is);
514 void ItemCAO::initialize(const std::string &data)
516 infostream<<"ItemCAO: Got init data"<<std::endl;
519 std::istringstream is(data, std::ios::binary);
521 u8 version = readU8(is);
526 m_position = readV3F1000(is);
528 m_itemstring = deSerializeString(is);
539 #include "genericobject.h"
541 GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
542 ClientActiveObject(0, gamedef, env),
545 m_is_local_player(false),
550 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
552 m_animated_meshnode(NULL),
553 m_wield_meshnode(NULL),
556 m_position(v3f(0,10*BS,0)),
557 m_velocity(v3f(0,0,0)),
558 m_acceleration(v3f(0,0,0)),
563 m_initial_tx_basepos_set(false),
564 m_tx_select_horiz_by_yawpitch(false),
565 m_animation_range(v2s32(0,0)),
566 m_animation_speed(15),
567 m_animation_blend(0),
568 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
569 m_attachment_bone(""),
570 m_attachment_position(v3f(0,0,0)),
571 m_attachment_rotation(v3f(0,0,0)),
572 m_attached_to_local(false),
574 m_anim_num_frames(1),
575 m_anim_framelength(0.2),
577 m_reset_textures_timer(-1),
578 m_visuals_expired(false),
579 m_step_distance_counter(0),
584 ClientActiveObject::registerType(getType(), create);
587 bool GenericCAO::getCollisionBox(aabb3f *toset)
591 //update collision box
592 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
593 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
595 toset->MinEdge += m_position;
596 toset->MaxEdge += m_position;
604 bool GenericCAO::collideWithObjects()
606 return m_prop.collideWithObjects;
609 void GenericCAO::initialize(const std::string &data)
611 infostream<<"GenericCAO: Got init data"<<std::endl;
612 std::istringstream is(data, std::ios::binary);
613 int num_messages = 0;
615 u8 version = readU8(is);
617 if(version == 1) // In PROTOCOL_VERSION 14
619 m_name = deSerializeString(is);
620 m_is_player = readU8(is);
622 m_position = readV3F1000(is);
623 m_yaw = readF1000(is);
625 num_messages = readU8(is);
627 else if(version == 0) // In PROTOCOL_VERSION 13
629 m_name = deSerializeString(is);
630 m_is_player = readU8(is);
631 m_position = readV3F1000(is);
632 m_yaw = readF1000(is);
634 num_messages = readU8(is);
638 errorstream<<"GenericCAO: Unsupported init data version"
643 for(int i=0; i<num_messages; i++)
645 std::string message = deSerializeLongString(is);
646 processMessage(message);
649 pos_translator.init(m_position);
654 Player *player = m_env->getPlayer(m_name.c_str());
655 if(player && player->isLocal())
657 m_is_local_player = true;
658 m_is_visible = false;
659 LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
661 assert( localplayer != NULL );
662 localplayer->setCAO(this);
664 m_env->addPlayerName(m_name.c_str());
668 GenericCAO::~GenericCAO()
672 m_env->removePlayerName(m_name.c_str());
674 removeFromScene(true);
677 core::aabbox3d<f32>* GenericCAO::getSelectionBox()
679 if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
681 return &m_selection_box;
684 v3f GenericCAO::getPosition()
686 if (getParent() != NULL) {
687 scene::ISceneNode *node = getSceneNode();
689 return node->getAbsolutePosition();
693 return pos_translator.vect_show;
696 scene::ISceneNode* GenericCAO::getSceneNode()
700 if (m_animated_meshnode)
701 return m_animated_meshnode;
702 if (m_wield_meshnode)
703 return m_wield_meshnode;
709 scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
714 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
716 return m_animated_meshnode;
719 WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
721 return m_wield_meshnode;
724 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
729 void GenericCAO::setAttachments()
734 ClientActiveObject* GenericCAO::getParent()
736 ClientActiveObject *obj = NULL;
738 u16 attached_id = m_env->m_attachements[getId()];
740 if ((attached_id != 0) &&
741 (attached_id != getId())) {
742 obj = m_env->getActiveObject(attached_id);
747 void GenericCAO::removeFromScene(bool permanent)
749 // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
750 if((m_env != NULL) && (permanent))
752 for(std::vector<u16>::iterator ci = m_children.begin();
753 ci != m_children.end(); ci++)
755 if (m_env->m_attachements[*ci] == getId()) {
756 m_env->m_attachements[*ci] = 0;
760 m_env->m_attachements[getId()] = 0;
762 LocalPlayer* player = m_env->getLocalPlayer();
763 if (this == player->parent) {
764 player->parent = NULL;
765 player->isAttached = false;
771 m_meshnode->remove();
775 if(m_animated_meshnode)
777 m_animated_meshnode->remove();
778 m_animated_meshnode->drop();
779 m_animated_meshnode = NULL;
783 m_wield_meshnode->remove();
784 m_wield_meshnode->drop();
785 m_wield_meshnode = NULL;
789 m_spritenode->remove();
790 m_spritenode->drop();
795 m_textnode->remove();
801 void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
807 if (getSceneNode() != NULL)
810 m_visuals_expired = false;
812 if(!m_prop.is_visible)
815 //video::IVideoDriver* driver = smgr->getVideoDriver();
817 if(m_prop.visual == "sprite")
819 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
820 m_spritenode = smgr->addBillboardSceneNode(
821 NULL, v2f(1, 1), v3f(0,0,0), -1);
822 m_spritenode->grab();
823 m_spritenode->setMaterialTexture(0,
824 tsrc->getTextureForMesh("unknown_node.png"));
825 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
826 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
827 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
828 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
829 u8 li = m_last_light;
830 m_spritenode->setColor(video::SColor(255,li,li,li));
831 m_spritenode->setSize(m_prop.visual_size*BS);
833 const float txs = 1.0 / 1;
834 const float tys = 1.0 / 1;
835 setBillboardTextureMatrix(m_spritenode,
839 else if(m_prop.visual == "upright_sprite") {
840 scene::SMesh *mesh = new scene::SMesh();
841 double dx = BS*m_prop.visual_size.X/2;
842 double dy = BS*m_prop.visual_size.Y/2;
844 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
845 u8 li = m_last_light;
846 video::SColor c(255,li,li,li);
847 video::S3DVertex vertices[4] =
849 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
850 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
851 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
852 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
854 u16 indices[] = {0,1,2,2,3,0};
855 buf->append(vertices, 4, indices, 6);
857 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
858 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
859 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
860 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
862 mesh->addMeshBuffer(buf);
866 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
867 u8 li = m_last_light;
868 video::SColor c(255,li,li,li);
869 video::S3DVertex vertices[4] =
871 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
872 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
873 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
874 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
876 u16 indices[] = {0,1,2,2,3,0};
877 buf->append(vertices, 4, indices, 6);
879 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
880 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
881 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
882 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
884 mesh->addMeshBuffer(buf);
887 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
890 // Set it to use the materials of the meshbuffers directly.
891 // This is needed for changing the texture in the future
892 m_meshnode->setReadOnlyMaterials(true);
894 else if(m_prop.visual == "cube") {
895 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
896 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
897 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
901 m_meshnode->setScale(v3f(m_prop.visual_size.X,
902 m_prop.visual_size.Y,
903 m_prop.visual_size.X));
904 u8 li = m_last_light;
905 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
907 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
908 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
909 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
910 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
912 else if(m_prop.visual == "mesh") {
913 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
914 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
917 m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
918 m_animated_meshnode->grab();
919 mesh->drop(); // The scene node took hold of it
920 m_animated_meshnode->animateJoints(); // Needed for some animations
921 m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
922 m_prop.visual_size.Y,
923 m_prop.visual_size.X));
924 u8 li = m_last_light;
925 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
927 m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
928 m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
929 m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
930 m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
933 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
935 else if(m_prop.visual == "wielditem") {
936 infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
937 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
938 if(m_prop.textures.size() >= 1){
939 infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
940 IItemDefManager *idef = m_gamedef->idef();
941 ItemStack item(m_prop.textures[0], 1, 0, "", idef);
943 m_wield_meshnode = new WieldMeshSceneNode(
944 smgr->getRootSceneNode(), smgr, -1);
945 m_wield_meshnode->setItem(item, m_gamedef);
947 m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
948 m_prop.visual_size.Y/2,
949 m_prop.visual_size.X/2));
950 u8 li = m_last_light;
951 m_wield_meshnode->setColor(video::SColor(255,li,li,li));
954 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
955 <<"\" not supported"<<std::endl;
959 scene::ISceneNode *node = getSceneNode();
960 if (node && m_is_player && !m_is_local_player) {
961 // Add a text node for showing the name
962 gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
963 std::wstring wname = narrow_to_wide(m_name);
964 m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
965 wname.c_str(), video::SColor(255,255,255,255), node);
967 m_textnode->setPosition(v3f(0, BS*1.1, 0));
972 updateBonePosition();
976 void GenericCAO::updateLight(u8 light_at_pos)
978 u8 li = decode_light(light_at_pos);
979 if(li != m_last_light)
982 video::SColor color(255,li,li,li);
984 setMeshColor(m_meshnode->getMesh(), color);
985 if(m_animated_meshnode)
986 setMeshColor(m_animated_meshnode->getMesh(), color);
988 m_wield_meshnode->setColor(color);
990 m_spritenode->setColor(color);
994 v3s16 GenericCAO::getLightPosition()
996 return floatToInt(m_position, BS);
999 void GenericCAO::updateNodePos()
1001 if (getParent() != NULL)
1004 scene::ISceneNode *node = getSceneNode();
1007 v3s16 camera_offset = m_env->getCameraOffset();
1008 node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
1009 if (node != m_spritenode) { // rotate if not a sprite
1010 v3f rot = node->getRotation();
1012 node->setRotation(rot);
1017 void GenericCAO::step(float dtime, ClientEnvironment *env)
1019 // Handel model of local player instantly to prevent lags
1020 if(m_is_local_player)
1022 LocalPlayer *player = m_env->getLocalPlayer();
1026 int old_anim = player->last_animation;
1027 float old_anim_speed = player->last_animation_speed;
1028 m_position = player->getPosition() + v3f(0,BS,0);
1029 m_velocity = v3f(0,0,0);
1030 m_acceleration = v3f(0,0,0);
1031 pos_translator.vect_show = m_position;
1032 m_yaw = player->getYaw();
1033 PlayerControl controls = player->getPlayerControl();
1035 bool walking = false;
1036 if(controls.up || controls.down || controls.left || controls.right)
1039 f32 new_speed = player->local_animation_speed;
1040 v2s32 new_anim = v2s32(0,0);
1041 bool allow_update = false;
1043 // increase speed if using fast or flying fast
1044 if((g_settings->getBool("fast_move") &&
1045 m_gamedef->checkLocalPrivilege("fast")) &&
1047 (!player->touching_ground &&
1048 g_settings->getBool("free_move") &&
1049 m_gamedef->checkLocalPrivilege("fly"))))
1051 // slowdown speed if sneeking
1052 if(controls.sneak && walking)
1055 if(walking && (controls.LMB || controls.RMB))
1057 new_anim = player->local_animations[3];
1058 player->last_animation = WD_ANIM;
1059 } else if(walking) {
1060 new_anim = player->local_animations[1];
1061 player->last_animation = WALK_ANIM;
1062 } else if(controls.LMB || controls.RMB) {
1063 new_anim = player->local_animations[2];
1064 player->last_animation = DIG_ANIM;
1067 // Apply animations if input detected and not attached
1068 // or set idle animation
1069 if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
1071 allow_update = true;
1072 m_animation_range = new_anim;
1073 m_animation_speed = new_speed;
1074 player->last_animation_speed = m_animation_speed;
1076 player->last_animation = NO_ANIM;
1078 if (old_anim != NO_ANIM)
1080 m_animation_range = player->local_animations[0];
1085 // Update local player animations
1086 if ((player->last_animation != old_anim ||
1087 m_animation_speed != old_anim_speed) &&
1088 player->last_animation != NO_ANIM && allow_update)
1094 if(m_visuals_expired && m_smgr && m_irr){
1095 m_visuals_expired = false;
1097 // Attachments, part 1: All attached objects must be unparented first,
1098 // or Irrlicht causes a segmentation fault
1099 for(std::vector<u16>::iterator ci = m_children.begin();
1100 ci != m_children.end();)
1102 if (m_env->m_attachements[*ci] != getId()) {
1103 ci = m_children.erase(ci);
1106 ClientActiveObject *obj = m_env->getActiveObject(*ci);
1108 scene::ISceneNode *child_node = obj->getSceneNode();
1110 child_node->setParent(m_smgr->getRootSceneNode());
1115 removeFromScene(false);
1116 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1118 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1119 for(std::vector<u16>::iterator ci = m_children.begin();
1120 ci != m_children.end(); ci++)
1122 // Get the object of the child
1123 ClientActiveObject *obj = m_env->getActiveObject(*ci);
1125 obj->setAttachments();
1129 // Make sure m_is_visible is always applied
1130 scene::ISceneNode *node = getSceneNode();
1132 node->setVisible(m_is_visible);
1134 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1136 // Set these for later
1137 m_position = getPosition();
1138 m_velocity = v3f(0,0,0);
1139 m_acceleration = v3f(0,0,0);
1140 pos_translator.vect_show = m_position;
1142 if(m_is_local_player) // Update local player attachment position
1144 LocalPlayer *player = m_env->getLocalPlayer();
1145 player->overridePosition = getParent()->getPosition();
1146 m_env->getLocalPlayer()->parent = getParent();
1149 v3f lastpos = pos_translator.vect_show;
1153 core::aabbox3d<f32> box = m_prop.collisionbox;
1156 collisionMoveResult moveresult;
1157 f32 pos_max_d = BS*0.125; // Distance per iteration
1158 v3f p_pos = m_position;
1159 v3f p_velocity = m_velocity;
1160 v3f p_acceleration = m_acceleration;
1161 moveresult = collisionMoveSimple(env,env->getGameDef(),
1162 pos_max_d, box, m_prop.stepheight, dtime,
1163 p_pos, p_velocity, p_acceleration,
1164 this, m_prop.collideWithObjects);
1167 m_velocity = p_velocity;
1168 m_acceleration = p_acceleration;
1170 bool is_end_position = moveresult.collides;
1171 pos_translator.update(m_position, is_end_position, dtime);
1172 pos_translator.translate(dtime);
1175 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1176 m_velocity += dtime * m_acceleration;
1177 pos_translator.update(m_position, pos_translator.aim_is_end,
1178 pos_translator.anim_time);
1179 pos_translator.translate(dtime);
1183 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1184 m_step_distance_counter += moved;
1185 if(m_step_distance_counter > 1.5*BS)
1187 m_step_distance_counter = 0;
1188 if(!m_is_local_player && m_prop.makes_footstep_sound)
1190 INodeDefManager *ndef = m_gamedef->ndef();
1191 v3s16 p = floatToInt(getPosition() + v3f(0,
1192 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1193 MapNode n = m_env->getMap().getNodeNoEx(p);
1194 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1195 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1200 m_anim_timer += dtime;
1201 if(m_anim_timer >= m_anim_framelength)
1203 m_anim_timer -= m_anim_framelength;
1205 if(m_anim_frame >= m_anim_num_frames)
1211 if(m_reset_textures_timer >= 0)
1213 m_reset_textures_timer -= dtime;
1214 if(m_reset_textures_timer <= 0){
1215 m_reset_textures_timer = -1;
1219 if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
1221 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1225 if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1226 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
1228 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
1229 + m_prop.automatic_face_movement_dir_offset;
1234 void GenericCAO::updateTexturePos()
1238 scene::ICameraSceneNode* camera =
1239 m_spritenode->getSceneManager()->getActiveCamera();
1242 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1243 - camera->getAbsolutePosition();
1244 cam_to_entity.normalize();
1246 int row = m_tx_basepos.Y;
1247 int col = m_tx_basepos.X;
1249 if(m_tx_select_horiz_by_yawpitch)
1251 if(cam_to_entity.Y > 0.75)
1253 else if(cam_to_entity.Y < -0.75)
1257 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1258 float dir = mob_dir - m_yaw;
1259 dir = wrapDegrees_180(dir);
1260 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1261 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1263 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1265 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1267 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1274 // Animation goes downwards
1275 row += m_anim_frame;
1277 float txs = m_tx_size.X;
1278 float tys = m_tx_size.Y;
1279 setBillboardTextureMatrix(m_spritenode,
1280 txs, tys, col, row);
1284 void GenericCAO::updateTextures(const std::string &mod)
1286 ITextureSource *tsrc = m_gamedef->tsrc();
1288 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1289 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1290 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1294 if(m_prop.visual == "sprite")
1296 std::string texturestring = "unknown_node.png";
1297 if(m_prop.textures.size() >= 1)
1298 texturestring = m_prop.textures[0];
1299 texturestring += mod;
1300 m_spritenode->setMaterialTexture(0,
1301 tsrc->getTextureForMesh(texturestring));
1303 // This allows setting per-material colors. However, until a real lighting
1304 // system is added, the code below will have no effect. Once MineTest
1305 // has directional lighting, it should work automatically.
1306 if(m_prop.colors.size() >= 1)
1308 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1309 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1310 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1313 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1314 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1315 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1318 if(m_animated_meshnode)
1320 if(m_prop.visual == "mesh")
1322 for (u32 i = 0; i < m_prop.textures.size() &&
1323 i < m_animated_meshnode->getMaterialCount(); ++i)
1325 std::string texturestring = m_prop.textures[i];
1326 if(texturestring == "")
1327 continue; // Empty texture string means don't modify that material
1328 texturestring += mod;
1329 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1332 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1336 // Set material flags and texture
1337 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1338 material.TextureLayer[0].Texture = texture;
1339 material.setFlag(video::EMF_LIGHTING, false);
1340 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1342 m_animated_meshnode->getMaterial(i)
1343 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1344 m_animated_meshnode->getMaterial(i)
1345 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1346 m_animated_meshnode->getMaterial(i)
1347 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1349 for (u32 i = 0; i < m_prop.colors.size() &&
1350 i < m_animated_meshnode->getMaterialCount(); ++i)
1352 // This allows setting per-material colors. However, until a real lighting
1353 // system is added, the code below will have no effect. Once MineTest
1354 // has directional lighting, it should work automatically.
1355 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1356 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1357 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1363 if(m_prop.visual == "cube")
1365 for (u32 i = 0; i < 6; ++i)
1367 std::string texturestring = "unknown_node.png";
1368 if(m_prop.textures.size() > i)
1369 texturestring = m_prop.textures[i];
1370 texturestring += mod;
1373 // Set material flags and texture
1374 video::SMaterial& material = m_meshnode->getMaterial(i);
1375 material.setFlag(video::EMF_LIGHTING, false);
1376 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1377 material.setTexture(0,
1378 tsrc->getTextureForMesh(texturestring));
1379 material.getTextureMatrix(0).makeIdentity();
1381 // This allows setting per-material colors. However, until a real lighting
1382 // system is added, the code below will have no effect. Once MineTest
1383 // has directional lighting, it should work automatically.
1384 if(m_prop.colors.size() > i)
1386 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1387 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1388 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1391 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1392 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1393 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1396 else if(m_prop.visual == "upright_sprite")
1398 scene::IMesh *mesh = m_meshnode->getMesh();
1400 std::string tname = "unknown_object.png";
1401 if(m_prop.textures.size() >= 1)
1402 tname = m_prop.textures[0];
1404 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1405 buf->getMaterial().setTexture(0,
1406 tsrc->getTextureForMesh(tname));
1408 // This allows setting per-material colors. However, until a real lighting
1409 // system is added, the code below will have no effect. Once MineTest
1410 // has directional lighting, it should work automatically.
1411 if(m_prop.colors.size() >= 1)
1413 buf->getMaterial().AmbientColor = m_prop.colors[0];
1414 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1415 buf->getMaterial().SpecularColor = m_prop.colors[0];
1418 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1419 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1420 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1423 std::string tname = "unknown_object.png";
1424 if(m_prop.textures.size() >= 2)
1425 tname = m_prop.textures[1];
1426 else if(m_prop.textures.size() >= 1)
1427 tname = m_prop.textures[0];
1429 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1430 buf->getMaterial().setTexture(0,
1431 tsrc->getTextureForMesh(tname));
1433 // This allows setting per-material colors. However, until a real lighting
1434 // system is added, the code below will have no effect. Once MineTest
1435 // has directional lighting, it should work automatically.
1436 if(m_prop.colors.size() >= 2)
1438 buf->getMaterial().AmbientColor = m_prop.colors[1];
1439 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1440 buf->getMaterial().SpecularColor = m_prop.colors[1];
1442 else if(m_prop.colors.size() >= 1)
1444 buf->getMaterial().AmbientColor = m_prop.colors[0];
1445 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1446 buf->getMaterial().SpecularColor = m_prop.colors[0];
1449 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1450 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1451 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1457 void GenericCAO::updateAnimation()
1459 if(m_animated_meshnode == NULL)
1461 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1462 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1463 m_animated_meshnode->setTransitionTime(m_animation_blend);
1466 void GenericCAO::updateBonePosition()
1468 if(m_bone_position.empty() || m_animated_meshnode == NULL)
1471 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1472 for(std::map<std::string,
1473 core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
1474 ii != m_bone_position.end(); ++ii)
1476 std::string bone_name = (*ii).first;
1477 v3f bone_pos = (*ii).second.X;
1478 v3f bone_rot = (*ii).second.Y;
1479 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1482 bone->setPosition(bone_pos);
1483 bone->setRotation(bone_rot);
1488 void GenericCAO::updateAttachments()
1491 // localplayer itself can't be attached to localplayer
1492 if (!m_is_local_player)
1494 m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1495 // Objects attached to the local player should always be hidden
1496 m_is_visible = !m_attached_to_local;
1499 if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
1501 scene::ISceneNode *node = getSceneNode();
1503 v3f old_position = node->getAbsolutePosition();
1504 v3f old_rotation = node->getRotation();
1505 node->setParent(m_smgr->getRootSceneNode());
1506 node->setPosition(old_position);
1507 node->setRotation(old_rotation);
1508 node->updateAbsolutePosition();
1510 if (m_is_local_player) {
1511 LocalPlayer *player = m_env->getLocalPlayer();
1512 player->isAttached = false;
1517 scene::ISceneNode *my_node = getSceneNode();
1519 scene::ISceneNode *parent_node = getParent()->getSceneNode();
1520 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1521 getParent()->getAnimatedMeshSceneNode();
1522 if (parent_animated_mesh_node && m_attachment_bone != "") {
1523 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1526 if (my_node && parent_node) {
1527 my_node->setParent(parent_node);
1528 my_node->setPosition(m_attachment_position);
1529 my_node->setRotation(m_attachment_rotation);
1530 my_node->updateAbsolutePosition();
1532 if (m_is_local_player) {
1533 LocalPlayer *player = m_env->getLocalPlayer();
1534 player->isAttached = true;
1539 void GenericCAO::processMessage(const std::string &data)
1541 //infostream<<"GenericCAO: Got message"<<std::endl;
1542 std::istringstream is(data, std::ios::binary);
1544 u8 cmd = readU8(is);
1545 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1547 m_prop = gob_read_set_properties(is);
1549 m_selection_box = m_prop.collisionbox;
1550 m_selection_box.MinEdge *= BS;
1551 m_selection_box.MaxEdge *= BS;
1553 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1554 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1556 if(!m_initial_tx_basepos_set){
1557 m_initial_tx_basepos_set = true;
1558 m_tx_basepos = m_prop.initial_sprite_basepos;
1563 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1565 // Not sent by the server if this object is an attachment.
1566 // We might however get here if the server notices the object being detached before the client.
1567 m_position = readV3F1000(is);
1568 m_velocity = readV3F1000(is);
1569 m_acceleration = readV3F1000(is);
1570 if(fabs(m_prop.automatic_rotate) < 0.001)
1571 m_yaw = readF1000(is);
1574 bool do_interpolate = readU8(is);
1575 bool is_end_position = readU8(is);
1576 float update_interval = readF1000(is);
1578 // Place us a bit higher if we're physical, to not sink into
1579 // the ground due to sucky collision detection...
1581 m_position += v3f(0,0.002,0);
1583 if(getParent() != NULL) // Just in case
1588 if(!m_prop.physical)
1589 pos_translator.update(m_position, is_end_position, update_interval);
1591 pos_translator.init(m_position);
1595 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1596 std::string mod = deSerializeString(is);
1597 updateTextures(mod);
1599 else if(cmd == GENERIC_CMD_SET_SPRITE) {
1600 v2s16 p = readV2S16(is);
1601 int num_frames = readU16(is);
1602 float framelength = readF1000(is);
1603 bool select_horiz_by_yawpitch = readU8(is);
1606 m_anim_num_frames = num_frames;
1607 m_anim_framelength = framelength;
1608 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1612 else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1613 float override_speed = readF1000(is);
1614 float override_jump = readF1000(is);
1615 float override_gravity = readF1000(is);
1616 // these are sent inverted so we get true when the server sends nothing
1617 bool sneak = !readU8(is);
1618 bool sneak_glitch = !readU8(is);
1621 if(m_is_local_player)
1623 LocalPlayer *player = m_env->getLocalPlayer();
1624 player->physics_override_speed = override_speed;
1625 player->physics_override_jump = override_jump;
1626 player->physics_override_gravity = override_gravity;
1627 player->physics_override_sneak = sneak;
1628 player->physics_override_sneak_glitch = sneak_glitch;
1631 else if(cmd == GENERIC_CMD_SET_ANIMATION) {
1632 // TODO: change frames send as v2s32 value
1633 v2f range = readV2F1000(is);
1634 if (!m_is_local_player) {
1635 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1636 m_animation_speed = readF1000(is);
1637 m_animation_blend = readF1000(is);
1640 LocalPlayer *player = m_env->getLocalPlayer();
1641 if(player->last_animation == NO_ANIM)
1643 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1644 m_animation_speed = readF1000(is);
1645 m_animation_blend = readF1000(is);
1647 // update animation only if local animations present
1648 // and received animation is unknown (except idle animation)
1649 bool is_known = false;
1650 for (int i = 1;i<4;i++)
1652 if(m_animation_range.Y == player->local_animations[i].Y)
1656 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1662 else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
1663 std::string bone = deSerializeString(is);
1664 v3f position = readV3F1000(is);
1665 v3f rotation = readV3F1000(is);
1666 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1668 updateBonePosition();
1670 else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
1671 m_env->m_attachements[getId()] = readS16(is);
1672 m_children.push_back(m_env->m_attachements[getId()]);
1673 m_attachment_bone = deSerializeString(is);
1674 m_attachment_position = readV3F1000(is);
1675 m_attachment_rotation = readV3F1000(is);
1677 updateAttachments();
1679 else if(cmd == GENERIC_CMD_PUNCHED) {
1680 /*s16 damage =*/ readS16(is);
1681 s16 result_hp = readS16(is);
1683 // Use this instead of the send damage to not interfere with prediction
1684 s16 damage = m_hp - result_hp;
1692 // TODO: Execute defined fast response
1693 // As there is no definition, make a smoke puff
1694 ClientSimpleObject *simple = createSmokePuff(
1695 m_smgr, m_env, m_position,
1696 m_prop.visual_size * BS);
1697 m_env->addSimpleObject(simple);
1699 // TODO: Execute defined fast response
1700 // Flashing shall suffice as there is no definition
1701 m_reset_textures_timer = 0.05;
1703 m_reset_textures_timer += 0.05 * damage;
1704 updateTextures("^[brighten");
1708 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1709 m_armor_groups.clear();
1710 int armor_groups_size = readU16(is);
1711 for(int i=0; i<armor_groups_size; i++)
1713 std::string name = deSerializeString(is);
1714 int rating = readS16(is);
1715 m_armor_groups[name] = rating;
1720 /* \pre punchitem != NULL
1722 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1723 float time_from_last_punch)
1725 assert(punchitem); // pre-condition
1726 const ToolCapabilities *toolcap =
1727 &punchitem->getToolCapabilities(m_gamedef->idef());
1728 PunchDamageResult result = getPunchDamage(
1732 time_from_last_punch);
1734 if(result.did_punch && result.damage != 0)
1736 if(result.damage < m_hp)
1738 m_hp -= result.damage;
1741 // TODO: Execute defined fast response
1742 // As there is no definition, make a smoke puff
1743 ClientSimpleObject *simple = createSmokePuff(
1744 m_smgr, m_env, m_position,
1745 m_prop.visual_size * BS);
1746 m_env->addSimpleObject(simple);
1748 // TODO: Execute defined fast response
1749 // Flashing shall suffice as there is no definition
1750 m_reset_textures_timer = 0.05;
1751 if(result.damage >= 2)
1752 m_reset_textures_timer += 0.05 * result.damage;
1753 updateTextures("^[brighten");
1759 std::string GenericCAO::debugInfoText()
1761 std::ostringstream os(std::ios::binary);
1762 os<<"GenericCAO hp="<<m_hp<<"\n";
1764 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1765 i != m_armor_groups.end(); i++)
1767 os<<i->first<<"="<<i->second<<", ";
1774 GenericCAO proto_GenericCAO(NULL, NULL);