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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
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"
33 #include "settings.h"
34 #include "serialization.h" // For decompressZlib
35 #include "gamedef.h"
36 #include "clientobject.h"
37 #include "mesh.h"
38 #include "itemdef.h"
39 #include "tool.h"
40 #include "content_cso.h"
41 #include "sound.h"
42 #include "nodedef.h"
43 #include "localplayer.h"
44 #include "map.h"
45 #include "camera.h" // CameraModes
46 #include "wieldmesh.h"
47 #include "log.h"
48
49 class Settings;
50 struct ToolCapabilities;
51
52 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
53
54 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
55
56 SmoothTranslator::SmoothTranslator():
57         vect_old(0,0,0),
58         vect_show(0,0,0),
59         vect_aim(0,0,0),
60         anim_counter(0),
61         anim_time(0),
62         anim_time_counter(0),
63         aim_is_end(true)
64 {}
65
66 void SmoothTranslator::init(v3f vect)
67 {
68         vect_old = vect;
69         vect_show = vect;
70         vect_aim = vect;
71         anim_counter = 0;
72         anim_time = 0;
73         anim_time_counter = 0;
74         aim_is_end = true;
75 }
76
77 void SmoothTranslator::sharpen()
78 {
79         init(vect_show);
80 }
81
82 void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
83 {
84         aim_is_end = is_end_position;
85         vect_old = vect_show;
86         vect_aim = vect_new;
87         if(update_interval > 0)
88         {
89                 anim_time = update_interval;
90         } else {
91                 if(anim_time < 0.001 || anim_time > 1.0)
92                         anim_time = anim_time_counter;
93                 else
94                         anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
95         }
96         anim_time_counter = 0;
97         anim_counter = 0;
98 }
99
100 void SmoothTranslator::translate(f32 dtime)
101 {
102         anim_time_counter = anim_time_counter + dtime;
103         anim_counter = anim_counter + dtime;
104         v3f vect_move = vect_aim - vect_old;
105         f32 moveratio = 1.0;
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;
111         if(aim_is_end)
112                 move_end = 1.0;
113         if(moveratio > move_end)
114                 moveratio = move_end;
115         vect_show = vect_old + vect_move * moveratio;
116 }
117
118 bool SmoothTranslator::is_moving()
119 {
120         return ((anim_time_counter / anim_time) < 1.4);
121 }
122
123 /*
124         Other stuff
125 */
126
127 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
128                 float txs, float tys, int col, int row)
129 {
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);
134 }
135
136 /*
137         TestCAO
138 */
139
140 class TestCAO : public ClientActiveObject
141 {
142 public:
143         TestCAO(IGameDef *gamedef, ClientEnvironment *env);
144         virtual ~TestCAO();
145
146         ActiveObjectType getType() const
147         {
148                 return ACTIVEOBJECT_TYPE_TEST;
149         }
150
151         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
152
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();
159
160         void step(float dtime, ClientEnvironment *env);
161
162         void processMessage(const std::string &data);
163
164         bool getCollisionBox(aabb3f *toset) { return false; }
165 private:
166         scene::IMeshSceneNode *m_node;
167         v3f m_position;
168 };
169
170 // Prototype
171 TestCAO proto_TestCAO(NULL, NULL);
172
173 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
174         ClientActiveObject(0, gamedef, env),
175         m_node(NULL),
176         m_position(v3f(0,10*BS,0))
177 {
178         ClientActiveObject::registerType(getType(), create);
179 }
180
181 TestCAO::~TestCAO()
182 {
183 }
184
185 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
186 {
187         return new TestCAO(gamedef, env);
188 }
189
190 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
191                         IrrlichtDevice *irr)
192 {
193         if(m_node != NULL)
194                 return;
195
196         //video::IVideoDriver* driver = smgr->getVideoDriver();
197
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] =
202         {
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),
207         };
208         u16 indices[] = {0,1,2,2,3,0};
209         buf->append(vertices, 4, indices, 6);
210         // Set material
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;
217         // Add to mesh
218         mesh->addMeshBuffer(buf);
219         buf->drop();
220         m_node = smgr->addMeshSceneNode(mesh, NULL);
221         mesh->drop();
222         updateNodePos();
223 }
224
225 void TestCAO::removeFromScene(bool permanent)
226 {
227         if(m_node == NULL)
228                 return;
229
230         m_node->remove();
231         m_node = NULL;
232 }
233
234 void TestCAO::updateLight(u8 light_at_pos)
235 {
236 }
237
238 v3s16 TestCAO::getLightPosition()
239 {
240         return floatToInt(m_position, BS);
241 }
242
243 void TestCAO::updateNodePos()
244 {
245         if(m_node == NULL)
246                 return;
247
248         m_node->setPosition(m_position);
249         //m_node->setRotation(v3f(0, 45, 0));
250 }
251
252 void TestCAO::step(float dtime, ClientEnvironment *env)
253 {
254         if(m_node)
255         {
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);
260         }
261 }
262
263 void TestCAO::processMessage(const std::string &data)
264 {
265         infostream<<"TestCAO: Got data: "<<data<<std::endl;
266         std::istringstream is(data, std::ios::binary);
267         u16 cmd;
268         is>>cmd;
269         if(cmd == 0)
270         {
271                 v3f newpos;
272                 is>>newpos.X;
273                 is>>newpos.Y;
274                 is>>newpos.Z;
275                 m_position = newpos;
276                 updateNodePos();
277         }
278 }
279
280 /*
281         ItemCAO
282 */
283
284 class ItemCAO : public ClientActiveObject
285 {
286 public:
287         ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
288         virtual ~ItemCAO();
289
290         ActiveObjectType getType() const
291         {
292                 return ACTIVEOBJECT_TYPE_ITEM;
293         }
294
295         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
296
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();
305
306         void step(float dtime, ClientEnvironment *env);
307
308         void processMessage(const std::string &data);
309
310         void initialize(const std::string &data);
311
312         core::aabbox3d<f32>* getSelectionBox()
313                 {return &m_selection_box;}
314         v3f getPosition()
315                 {return m_position;}
316
317         std::string infoText()
318                 {return m_infotext;}
319
320         bool getCollisionBox(aabb3f *toset) { return false; }
321 private:
322         core::aabbox3d<f32> m_selection_box;
323         scene::IMeshSceneNode *m_node;
324         v3f m_position;
325         std::string m_itemstring;
326         std::string m_infotext;
327 };
328
329 #include "inventory.h"
330
331 // Prototype
332 ItemCAO proto_ItemCAO(NULL, NULL);
333
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.),
337         m_node(NULL),
338         m_position(v3f(0,10*BS,0))
339 {
340         if(!gamedef && !env)
341         {
342                 ClientActiveObject::registerType(getType(), create);
343         }
344 }
345
346 ItemCAO::~ItemCAO()
347 {
348 }
349
350 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
351 {
352         return new ItemCAO(gamedef, env);
353 }
354
355 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
356                         IrrlichtDevice *irr)
357 {
358         if(m_node != NULL)
359                 return;
360
361         //video::IVideoDriver* driver = smgr->getVideoDriver();
362
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] =
367         {
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),
376         };
377         u16 indices[] = {0,1,2,2,3,0};
378         buf->append(vertices, 4, indices, 6);
379         // Set material
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;
387         // Add to mesh
388         mesh->addMeshBuffer(buf);
389         buf->drop();
390         m_node = smgr->addMeshSceneNode(mesh, NULL);
391         mesh->drop();
392         updateNodePos();
393
394         /*
395                 Update image of node
396         */
397
398         updateTexture();
399 }
400
401 void ItemCAO::removeFromScene(bool permanent)
402 {
403         if(m_node == NULL)
404                 return;
405
406         m_node->remove();
407         m_node = NULL;
408 }
409
410 void ItemCAO::updateLight(u8 light_at_pos)
411 {
412         if(m_node == NULL)
413                 return;
414
415         u8 li = decode_light(light_at_pos);
416         video::SColor color(255,li,li,li);
417         setMeshColor(m_node->getMesh(), color);
418 }
419
420 v3s16 ItemCAO::getLightPosition()
421 {
422         return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
423 }
424
425 void ItemCAO::updateNodePos()
426 {
427         if(m_node == NULL)
428                 return;
429
430         m_node->setPosition(m_position);
431 }
432
433 void ItemCAO::updateInfoText()
434 {
435         try{
436                 IItemDefManager *idef = m_gamedef->idef();
437                 ItemStack item;
438                 item.deSerialize(m_itemstring, idef);
439                 if(item.isKnown(idef))
440                         m_infotext = item.getDefinition(idef).description;
441                 else
442                         m_infotext = "Unknown item: '" + m_itemstring + "'";
443                 if(item.count >= 2)
444                         m_infotext += " (" + itos(item.count) + ")";
445         }
446         catch(SerializationError &e)
447         {
448                 m_infotext = "Unknown item: '" + m_itemstring + "'";
449         }
450 }
451
452 void ItemCAO::updateTexture()
453 {
454         if(m_node == NULL)
455                 return;
456
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;
460         try{
461                 IItemDefManager *idef = m_gamedef->idef();
462                 ItemStack item;
463                 item.deSerialize(is, idef);
464                 texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
465         }
466         catch(SerializationError &e)
467         {
468                 infostream<<"WARNING: "<<__FUNCTION_NAME
469                                 <<": error deSerializing itemstring \""
470                                 <<m_itemstring<<std::endl;
471         }
472
473         // Set meshbuffer texture
474         m_node->getMaterial(0).setTexture(0, texture);
475 }
476
477
478 void ItemCAO::step(float dtime, ClientEnvironment *env)
479 {
480         if(m_node)
481         {
482                 /*v3f rot = m_node->getRotation();
483                 rot.Y += dtime * 120;
484                 m_node->setRotation(rot);*/
485                 LocalPlayer *player = env->getLocalPlayer();
486                 assert(player);
487                 v3f rot = m_node->getRotation();
488                 rot.Y = 180.0 - (player->getYaw());
489                 m_node->setRotation(rot);
490         }
491 }
492
493 void ItemCAO::processMessage(const std::string &data)
494 {
495         //infostream<<"ItemCAO: Got message"<<std::endl;
496         std::istringstream is(data, std::ios::binary);
497         // command
498         u8 cmd = readU8(is);
499         if(cmd == 0)
500         {
501                 // pos
502                 m_position = readV3F1000(is);
503                 updateNodePos();
504         }
505         if(cmd == 1)
506         {
507                 // itemstring
508                 m_itemstring = deSerializeString(is);
509                 updateInfoText();
510                 updateTexture();
511         }
512 }
513
514 void ItemCAO::initialize(const std::string &data)
515 {
516         infostream<<"ItemCAO: Got init data"<<std::endl;
517
518         {
519                 std::istringstream is(data, std::ios::binary);
520                 // version
521                 u8 version = readU8(is);
522                 // check version
523                 if(version != 0)
524                         return;
525                 // pos
526                 m_position = readV3F1000(is);
527                 // itemstring
528                 m_itemstring = deSerializeString(is);
529         }
530
531         updateNodePos();
532         updateInfoText();
533 }
534
535 /*
536         GenericCAO
537 */
538
539 #include "genericobject.h"
540
541 GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
542                 ClientActiveObject(0, gamedef, env),
543                 //
544                 m_is_player(false),
545                 m_is_local_player(false),
546                 //
547                 m_smgr(NULL),
548                 m_irr(NULL),
549                 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
550                 m_meshnode(NULL),
551                 m_animated_meshnode(NULL),
552                 m_wield_meshnode(NULL),
553                 m_spritenode(NULL),
554                 m_nametag_color(video::SColor(255, 255, 255, 255)),
555                 m_textnode(NULL),
556                 m_position(v3f(0,10*BS,0)),
557                 m_velocity(v3f(0,0,0)),
558                 m_acceleration(v3f(0,0,0)),
559                 m_yaw(0),
560                 m_hp(1),
561                 m_tx_size(1,1),
562                 m_tx_basepos(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_animation_loop(true),
569                 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
570                 m_attachment_bone(""),
571                 m_attachment_position(v3f(0,0,0)),
572                 m_attachment_rotation(v3f(0,0,0)),
573                 m_attached_to_local(false),
574                 m_anim_frame(0),
575                 m_anim_num_frames(1),
576                 m_anim_framelength(0.2),
577                 m_anim_timer(0),
578                 m_reset_textures_timer(-1),
579                 m_visuals_expired(false),
580                 m_step_distance_counter(0),
581                 m_last_light(255),
582                 m_is_visible(false)
583 {
584         if(gamedef == NULL)
585                 ClientActiveObject::registerType(getType(), create);
586 }
587
588 bool GenericCAO::getCollisionBox(aabb3f *toset)
589 {
590         if (m_prop.physical)
591         {
592                 //update collision box
593                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
594                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
595
596                 toset->MinEdge += m_position;
597                 toset->MaxEdge += m_position;
598
599                 return true;
600         }
601
602         return false;
603 }
604
605 bool GenericCAO::collideWithObjects()
606 {
607         return m_prop.collideWithObjects;
608 }
609
610 void GenericCAO::initialize(const std::string &data)
611 {
612         infostream<<"GenericCAO: Got init data"<<std::endl;
613         std::istringstream is(data, std::ios::binary);
614         int num_messages = 0;
615         // version
616         u8 version = readU8(is);
617         // check version
618         if(version == 1) // In PROTOCOL_VERSION 14
619         {
620                 m_name = deSerializeString(is);
621                 m_is_player = readU8(is);
622                 m_id = readS16(is);
623                 m_position = readV3F1000(is);
624                 m_yaw = readF1000(is);
625                 m_hp = readS16(is);
626                 num_messages = readU8(is);
627         }
628         else if(version == 0) // In PROTOCOL_VERSION 13
629         {
630                 m_name = deSerializeString(is);
631                 m_is_player = readU8(is);
632                 m_position = readV3F1000(is);
633                 m_yaw = readF1000(is);
634                 m_hp = readS16(is);
635                 num_messages = readU8(is);
636         }
637         else
638         {
639                 errorstream<<"GenericCAO: Unsupported init data version"
640                                 <<std::endl;
641                 return;
642         }
643
644         for(int i=0; i<num_messages; i++)
645         {
646                 std::string message = deSerializeLongString(is);
647                 processMessage(message);
648         }
649
650         pos_translator.init(m_position);
651         updateNodePos();
652
653         if(m_is_player)
654         {
655                 Player *player = m_env->getPlayer(m_name.c_str());
656                 if(player && player->isLocal())
657                 {
658                         m_is_local_player = true;
659                         m_is_visible = false;
660                         LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
661
662                         assert( localplayer != NULL );
663                         localplayer->setCAO(this);
664                 }
665                 m_env->addPlayerName(m_name.c_str());
666         }
667 }
668
669 GenericCAO::~GenericCAO()
670 {
671         if(m_is_player)
672         {
673                 m_env->removePlayerName(m_name.c_str());
674         }
675         removeFromScene(true);
676 }
677
678 core::aabbox3d<f32>* GenericCAO::getSelectionBox()
679 {
680         if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
681                 return NULL;
682         return &m_selection_box;
683 }
684
685 v3f GenericCAO::getPosition()
686 {
687         if (getParent() != NULL) {
688                 scene::ISceneNode *node = getSceneNode();
689                 if (node)
690                         return node->getAbsolutePosition();
691                 else
692                         return m_position;
693         }
694         return pos_translator.vect_show;
695 }
696
697 scene::ISceneNode* GenericCAO::getSceneNode()
698 {
699         if (m_meshnode)
700                 return m_meshnode;
701         if (m_animated_meshnode)
702                 return m_animated_meshnode;
703         if (m_wield_meshnode)
704                 return m_wield_meshnode;
705         if (m_spritenode)
706                 return m_spritenode;
707         return NULL;
708 }
709
710 scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
711 {
712         return m_meshnode;
713 }
714
715 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
716 {
717         return m_animated_meshnode;
718 }
719
720 WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
721 {
722         return m_wield_meshnode;
723 }
724
725 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
726 {
727         return m_spritenode;
728 }
729
730 void GenericCAO::setChildrenVisible(bool toset)
731 {
732         for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
733                 GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
734                 if (obj) {
735                         obj->setVisible(toset);
736                 }
737         }
738 }
739
740 void GenericCAO::setAttachments()
741 {
742         updateAttachments();
743 }
744
745 ClientActiveObject* GenericCAO::getParent()
746 {
747         ClientActiveObject *obj = NULL;
748
749         u16 attached_id = m_env->attachement_parent_ids[getId()];
750
751         if ((attached_id != 0) &&
752                         (attached_id != getId())) {
753                 obj = m_env->getActiveObject(attached_id);
754         }
755         return obj;
756 }
757
758 void GenericCAO::removeFromScene(bool permanent)
759 {
760         // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
761         if((m_env != NULL) && (permanent))
762         {
763                 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
764                         u16 ci = m_children[i];
765                         if (m_env->attachement_parent_ids[ci] == getId()) {
766                                 m_env->attachement_parent_ids[ci] = 0;
767                         }
768                 }
769
770                 m_env->attachement_parent_ids[getId()] = 0;
771
772                 LocalPlayer* player = m_env->getLocalPlayer();
773                 if (this == player->parent) {
774                         player->parent = NULL;
775                         player->isAttached = false;
776                 }
777         }
778
779         if(m_meshnode)
780         {
781                 m_meshnode->remove();
782                 m_meshnode->drop();
783                 m_meshnode = NULL;
784         }
785         if(m_animated_meshnode)
786         {
787                 m_animated_meshnode->remove();
788                 m_animated_meshnode->drop();
789                 m_animated_meshnode = NULL;
790         }
791         if(m_wield_meshnode)
792         {
793                 m_wield_meshnode->remove();
794                 m_wield_meshnode->drop();
795                 m_wield_meshnode = NULL;
796         }
797         if(m_spritenode)
798         {
799                 m_spritenode->remove();
800                 m_spritenode->drop();
801                 m_spritenode = NULL;
802         }
803         if (m_textnode)
804         {
805                 m_textnode->remove();
806                 m_textnode->drop();
807                 m_textnode = NULL;
808         }
809 }
810
811 void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
812                 IrrlichtDevice *irr)
813 {
814         m_smgr = smgr;
815         m_irr = irr;
816
817         if (getSceneNode() != NULL)
818                 return;
819
820         m_visuals_expired = false;
821
822         if(!m_prop.is_visible)
823                 return;
824
825         //video::IVideoDriver* driver = smgr->getVideoDriver();
826
827         if(m_prop.visual == "sprite")
828         {
829                 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
830                 m_spritenode = smgr->addBillboardSceneNode(
831                                 NULL, v2f(1, 1), v3f(0,0,0), -1);
832                 m_spritenode->grab();
833                 m_spritenode->setMaterialTexture(0,
834                                 tsrc->getTextureForMesh("unknown_node.png"));
835                 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
836                 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
837                 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
838                 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
839                 u8 li = m_last_light;
840                 m_spritenode->setColor(video::SColor(255,li,li,li));
841                 m_spritenode->setSize(m_prop.visual_size*BS);
842                 {
843                         const float txs = 1.0 / 1;
844                         const float tys = 1.0 / 1;
845                         setBillboardTextureMatrix(m_spritenode,
846                                         txs, tys, 0, 0);
847                 }
848         }
849         else if(m_prop.visual == "upright_sprite") {
850                 scene::SMesh *mesh = new scene::SMesh();
851                 double dx = BS*m_prop.visual_size.X/2;
852                 double dy = BS*m_prop.visual_size.Y/2;
853                 { // Front
854                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
855                 u8 li = m_last_light;
856                 video::SColor c(255,li,li,li);
857                 video::S3DVertex vertices[4] =
858                 {
859                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
860                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
861                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
862                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
863                 };
864                 u16 indices[] = {0,1,2,2,3,0};
865                 buf->append(vertices, 4, indices, 6);
866                 // Set material
867                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
868                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
869                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
870                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
871                 // Add to mesh
872                 mesh->addMeshBuffer(buf);
873                 buf->drop();
874                 }
875                 { // Back
876                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
877                 u8 li = m_last_light;
878                 video::SColor c(255,li,li,li);
879                 video::S3DVertex vertices[4] =
880                 {
881                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
882                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
883                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
884                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
885                 };
886                 u16 indices[] = {0,1,2,2,3,0};
887                 buf->append(vertices, 4, indices, 6);
888                 // Set material
889                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
890                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
891                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
892                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
893                 // Add to mesh
894                 mesh->addMeshBuffer(buf);
895                 buf->drop();
896                 }
897                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
898                 m_meshnode->grab();
899                 mesh->drop();
900                 // Set it to use the materials of the meshbuffers directly.
901                 // This is needed for changing the texture in the future
902                 m_meshnode->setReadOnlyMaterials(true);
903         }
904         else if(m_prop.visual == "cube") {
905                 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
906                 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
907                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
908                 m_meshnode->grab();
909                 mesh->drop();
910
911                 m_meshnode->setScale(v3f(m_prop.visual_size.X,
912                                 m_prop.visual_size.Y,
913                                 m_prop.visual_size.X));
914                 u8 li = m_last_light;
915                 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
916
917                 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
918                 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
919                 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
920                 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
921         }
922         else if(m_prop.visual == "mesh") {
923                 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
924                 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
925                 if(mesh)
926                 {
927                         m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
928                         m_animated_meshnode->grab();
929                         mesh->drop(); // The scene node took hold of it
930                         m_animated_meshnode->animateJoints(); // Needed for some animations
931                         m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
932                                         m_prop.visual_size.Y,
933                                         m_prop.visual_size.X));
934                         u8 li = m_last_light;
935                         setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
936
937                         m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
938                         m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
939                         m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
940                         m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
941                 }
942                 else
943                         errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
944         }
945         else if(m_prop.visual == "wielditem") {
946                 infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
947                 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
948                 if(m_prop.textures.size() >= 1){
949                         infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
950                         IItemDefManager *idef = m_gamedef->idef();
951                         ItemStack item(m_prop.textures[0], 1, 0, "", idef);
952
953                         m_wield_meshnode = new WieldMeshSceneNode(
954                                         smgr->getRootSceneNode(), smgr, -1);
955                         m_wield_meshnode->setItem(item, m_gamedef);
956
957                         m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
958                                         m_prop.visual_size.Y/2,
959                                         m_prop.visual_size.X/2));
960                         u8 li = m_last_light;
961                         m_wield_meshnode->setColor(video::SColor(255,li,li,li));
962                 }
963         } else {
964                 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
965                                 <<"\" not supported"<<std::endl;
966         }
967         updateTextures("");
968
969         scene::ISceneNode *node = getSceneNode();
970         if (node && m_is_player && !m_is_local_player) {
971                 // Add a text node for showing the name
972                 gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
973                 std::wstring wname = utf8_to_wide(m_name);
974                 m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
975                                 wname.c_str(), m_nametag_color, node);
976                 m_textnode->grab();
977                 m_textnode->setPosition(v3f(0, BS*1.1, 0));
978         }
979
980         updateNodePos();
981         updateAnimation();
982         updateBonePosition();
983         updateAttachments();
984 }
985
986 void GenericCAO::updateLight(u8 light_at_pos)
987 {
988         u8 li = decode_light(light_at_pos);
989         if(li != m_last_light)
990         {
991                 m_last_light = li;
992                 video::SColor color(255,li,li,li);
993                 if(m_meshnode)
994                         setMeshColor(m_meshnode->getMesh(), color);
995                 if(m_animated_meshnode)
996                         setMeshColor(m_animated_meshnode->getMesh(), color);
997                 if(m_wield_meshnode)
998                         m_wield_meshnode->setColor(color);
999                 if(m_spritenode)
1000                         m_spritenode->setColor(color);
1001         }
1002 }
1003
1004 v3s16 GenericCAO::getLightPosition()
1005 {
1006         return floatToInt(m_position, BS);
1007 }
1008
1009 void GenericCAO::updateNodePos()
1010 {
1011         if (getParent() != NULL)
1012                 return;
1013
1014         scene::ISceneNode *node = getSceneNode();
1015
1016         if (node) {
1017                 v3s16 camera_offset = m_env->getCameraOffset();
1018                 node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
1019                 if (node != m_spritenode) { // rotate if not a sprite
1020                         v3f rot = node->getRotation();
1021                         rot.Y = -m_yaw;
1022                         node->setRotation(rot);
1023                 }
1024         }
1025 }
1026
1027 void GenericCAO::step(float dtime, ClientEnvironment *env)
1028 {
1029         // Handel model of local player instantly to prevent lags
1030         if(m_is_local_player)
1031         {
1032                 LocalPlayer *player = m_env->getLocalPlayer();
1033
1034                 if (m_is_visible)
1035                 {
1036                         int old_anim = player->last_animation;
1037                         float old_anim_speed = player->last_animation_speed;
1038                         m_position = player->getPosition() + v3f(0,BS,0);
1039                         m_velocity = v3f(0,0,0);
1040                         m_acceleration = v3f(0,0,0);
1041                         pos_translator.vect_show = m_position;
1042                         m_yaw = player->getYaw();
1043                         PlayerControl controls = player->getPlayerControl();
1044
1045                         bool walking = false;
1046                         if(controls.up || controls.down || controls.left || controls.right)
1047                                 walking = true;
1048
1049                         f32 new_speed = player->local_animation_speed;
1050                         v2s32 new_anim = v2s32(0,0);
1051                         bool allow_update = false;
1052
1053                         // increase speed if using fast or flying fast
1054                         if((g_settings->getBool("fast_move") &&
1055                                         m_gamedef->checkLocalPrivilege("fast")) &&
1056                                         (controls.aux1 ||
1057                                         (!player->touching_ground &&
1058                                         g_settings->getBool("free_move") &&
1059                                         m_gamedef->checkLocalPrivilege("fly"))))
1060                                         new_speed *= 1.5;
1061                         // slowdown speed if sneeking
1062                         if(controls.sneak && walking)
1063                                 new_speed /= 2;
1064
1065                         if(walking && (controls.LMB || controls.RMB))
1066                         {
1067                                 new_anim = player->local_animations[3];
1068                                 player->last_animation = WD_ANIM;
1069                         } else if(walking) {
1070                                 new_anim = player->local_animations[1];
1071                                 player->last_animation = WALK_ANIM;
1072                         } else if(controls.LMB || controls.RMB) {
1073                                 new_anim = player->local_animations[2];
1074                                 player->last_animation = DIG_ANIM;
1075                         }
1076
1077                         // Apply animations if input detected and not attached
1078                         // or set idle animation
1079                         if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
1080                         {
1081                                 allow_update = true;
1082                                 m_animation_range = new_anim;
1083                                 m_animation_speed = new_speed;
1084                                 player->last_animation_speed = m_animation_speed;
1085                         } else {
1086                                 player->last_animation = NO_ANIM;
1087
1088                                 if (old_anim != NO_ANIM)
1089                                 {
1090                                         m_animation_range = player->local_animations[0];
1091                                         updateAnimation();
1092                                 }
1093                         }
1094
1095                         // Update local player animations
1096                         if ((player->last_animation != old_anim ||
1097                                 m_animation_speed != old_anim_speed) &&
1098                                 player->last_animation != NO_ANIM && allow_update)
1099                                         updateAnimation();
1100
1101                 }
1102         }
1103
1104         if(m_visuals_expired && m_smgr && m_irr){
1105                 m_visuals_expired = false;
1106
1107                 // Attachments, part 1: All attached objects must be unparented first,
1108                 // or Irrlicht causes a segmentation fault
1109                 for(std::vector<u16>::iterator ci = m_children.begin();
1110                                 ci != m_children.end();)
1111                 {
1112                         if (m_env->attachement_parent_ids[*ci] != getId()) {
1113                                 ci = m_children.erase(ci);
1114                                 continue;
1115                         }
1116                         ClientActiveObject *obj = m_env->getActiveObject(*ci);
1117                         if (obj) {
1118                                 scene::ISceneNode *child_node = obj->getSceneNode();
1119                                 if (child_node)
1120                                         child_node->setParent(m_smgr->getRootSceneNode());
1121                         }
1122                         ++ci;
1123                 }
1124
1125                 removeFromScene(false);
1126                 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1127
1128                 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1129                 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
1130                         // Get the object of the child
1131                         ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
1132                         if (obj)
1133                                 obj->setAttachments();
1134                 }
1135         }
1136
1137         // Make sure m_is_visible is always applied
1138         scene::ISceneNode *node = getSceneNode();
1139         if (node)
1140                 node->setVisible(m_is_visible);
1141
1142         if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1143         {
1144                 // Set these for later
1145                 m_position = getPosition();
1146                 m_velocity = v3f(0,0,0);
1147                 m_acceleration = v3f(0,0,0);
1148                 pos_translator.vect_show = m_position;
1149
1150                 if(m_is_local_player) // Update local player attachment position
1151                 {
1152                         LocalPlayer *player = m_env->getLocalPlayer();
1153                         player->overridePosition = getParent()->getPosition();
1154                         m_env->getLocalPlayer()->parent = getParent();
1155                 }
1156         } else {
1157                 v3f lastpos = pos_translator.vect_show;
1158
1159                 if(m_prop.physical)
1160                 {
1161                         core::aabbox3d<f32> box = m_prop.collisionbox;
1162                         box.MinEdge *= BS;
1163                         box.MaxEdge *= BS;
1164                         collisionMoveResult moveresult;
1165                         f32 pos_max_d = BS*0.125; // Distance per iteration
1166                         v3f p_pos = m_position;
1167                         v3f p_velocity = m_velocity;
1168                         v3f p_acceleration = m_acceleration;
1169                         moveresult = collisionMoveSimple(env,env->getGameDef(),
1170                                         pos_max_d, box, m_prop.stepheight, dtime,
1171                                         p_pos, p_velocity, p_acceleration,
1172                                         this, m_prop.collideWithObjects);
1173                         // Apply results
1174                         m_position = p_pos;
1175                         m_velocity = p_velocity;
1176                         m_acceleration = p_acceleration;
1177
1178                         bool is_end_position = moveresult.collides;
1179                         pos_translator.update(m_position, is_end_position, dtime);
1180                         pos_translator.translate(dtime);
1181                         updateNodePos();
1182                 } else {
1183                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1184                         m_velocity += dtime * m_acceleration;
1185                         pos_translator.update(m_position, pos_translator.aim_is_end,
1186                                         pos_translator.anim_time);
1187                         pos_translator.translate(dtime);
1188                         updateNodePos();
1189                 }
1190
1191                 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1192                 m_step_distance_counter += moved;
1193                 if(m_step_distance_counter > 1.5*BS)
1194                 {
1195                         m_step_distance_counter = 0;
1196                         if(!m_is_local_player && m_prop.makes_footstep_sound)
1197                         {
1198                                 INodeDefManager *ndef = m_gamedef->ndef();
1199                                 v3s16 p = floatToInt(getPosition() + v3f(0,
1200                                                 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1201                                 MapNode n = m_env->getMap().getNodeNoEx(p);
1202                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1203                                 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1204                         }
1205                 }
1206         }
1207
1208         m_anim_timer += dtime;
1209         if(m_anim_timer >= m_anim_framelength)
1210         {
1211                 m_anim_timer -= m_anim_framelength;
1212                 m_anim_frame++;
1213                 if(m_anim_frame >= m_anim_num_frames)
1214                         m_anim_frame = 0;
1215         }
1216
1217         updateTexturePos();
1218
1219         if(m_reset_textures_timer >= 0)
1220         {
1221                 m_reset_textures_timer -= dtime;
1222                 if(m_reset_textures_timer <= 0){
1223                         m_reset_textures_timer = -1;
1224                         updateTextures("");
1225                 }
1226         }
1227         if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
1228         {
1229                 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1230                 updateNodePos();
1231         }
1232
1233         if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1234                         (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
1235         {
1236                 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
1237                                 + m_prop.automatic_face_movement_dir_offset;
1238                 updateNodePos();
1239         }
1240 }
1241
1242 void GenericCAO::updateTexturePos()
1243 {
1244         if(m_spritenode)
1245         {
1246                 scene::ICameraSceneNode* camera =
1247                                 m_spritenode->getSceneManager()->getActiveCamera();
1248                 if(!camera)
1249                         return;
1250                 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1251                                 - camera->getAbsolutePosition();
1252                 cam_to_entity.normalize();
1253
1254                 int row = m_tx_basepos.Y;
1255                 int col = m_tx_basepos.X;
1256
1257                 if(m_tx_select_horiz_by_yawpitch)
1258                 {
1259                         if(cam_to_entity.Y > 0.75)
1260                                 col += 5;
1261                         else if(cam_to_entity.Y < -0.75)
1262                                 col += 4;
1263                         else{
1264                                 float mob_dir =
1265                                                 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1266                                 float dir = mob_dir - m_yaw;
1267                                 dir = wrapDegrees_180(dir);
1268                                 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1269                                 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1270                                         col += 2;
1271                                 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1272                                         col += 3;
1273                                 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1274                                         col += 0;
1275                                 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1276                                         col += 1;
1277                                 else
1278                                         col += 4;
1279                         }
1280                 }
1281
1282                 // Animation goes downwards
1283                 row += m_anim_frame;
1284
1285                 float txs = m_tx_size.X;
1286                 float tys = m_tx_size.Y;
1287                 setBillboardTextureMatrix(m_spritenode,
1288                                 txs, tys, col, row);
1289         }
1290 }
1291
1292 void GenericCAO::updateTextures(const std::string &mod)
1293 {
1294         ITextureSource *tsrc = m_gamedef->tsrc();
1295
1296         bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1297         bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1298         bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1299
1300         if(m_spritenode)
1301         {
1302                 if(m_prop.visual == "sprite")
1303                 {
1304                         std::string texturestring = "unknown_node.png";
1305                         if(m_prop.textures.size() >= 1)
1306                                 texturestring = m_prop.textures[0];
1307                         texturestring += mod;
1308                         m_spritenode->setMaterialTexture(0,
1309                                         tsrc->getTextureForMesh(texturestring));
1310
1311                         // This allows setting per-material colors. However, until a real lighting
1312                         // system is added, the code below will have no effect. Once MineTest
1313                         // has directional lighting, it should work automatically.
1314                         if(m_prop.colors.size() >= 1)
1315                         {
1316                                 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1317                                 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1318                                 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1319                         }
1320
1321                         m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1322                         m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1323                         m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1324                 }
1325         }
1326         if(m_animated_meshnode)
1327         {
1328                 if(m_prop.visual == "mesh")
1329                 {
1330                         for (u32 i = 0; i < m_prop.textures.size() &&
1331                                         i < m_animated_meshnode->getMaterialCount(); ++i)
1332                         {
1333                                 std::string texturestring = m_prop.textures[i];
1334                                 if(texturestring == "")
1335                                         continue; // Empty texture string means don't modify that material
1336                                 texturestring += mod;
1337                                 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1338                                 if(!texture)
1339                                 {
1340                                         errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1341                                         continue;
1342                                 }
1343
1344                                 // Set material flags and texture
1345                                 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1346                                 material.TextureLayer[0].Texture = texture;
1347                                 material.setFlag(video::EMF_LIGHTING, false);
1348                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1349
1350                                 m_animated_meshnode->getMaterial(i)
1351                                                 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1352                                 m_animated_meshnode->getMaterial(i)
1353                                                 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1354                                 m_animated_meshnode->getMaterial(i)
1355                                                 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1356                         }
1357                         for (u32 i = 0; i < m_prop.colors.size() &&
1358                         i < m_animated_meshnode->getMaterialCount(); ++i)
1359                         {
1360                                 // This allows setting per-material colors. However, until a real lighting
1361                                 // system is added, the code below will have no effect. Once MineTest
1362                                 // has directional lighting, it should work automatically.
1363                                 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1364                                 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1365                                 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1366                         }
1367                 }
1368         }
1369         if(m_meshnode)
1370         {
1371                 if(m_prop.visual == "cube")
1372                 {
1373                         for (u32 i = 0; i < 6; ++i)
1374                         {
1375                                 std::string texturestring = "unknown_node.png";
1376                                 if(m_prop.textures.size() > i)
1377                                         texturestring = m_prop.textures[i];
1378                                 texturestring += mod;
1379
1380
1381                                 // Set material flags and texture
1382                                 video::SMaterial& material = m_meshnode->getMaterial(i);
1383                                 material.setFlag(video::EMF_LIGHTING, false);
1384                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1385                                 material.setTexture(0,
1386                                                 tsrc->getTextureForMesh(texturestring));
1387                                 material.getTextureMatrix(0).makeIdentity();
1388
1389                                 // This allows setting per-material colors. However, until a real lighting
1390                                 // system is added, the code below will have no effect. Once MineTest
1391                                 // has directional lighting, it should work automatically.
1392                                 if(m_prop.colors.size() > i)
1393                                 {
1394                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1395                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1396                                         m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1397                                 }
1398
1399                                 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1400                                 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1401                                 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1402                         }
1403                 }
1404                 else if(m_prop.visual == "upright_sprite")
1405                 {
1406                         scene::IMesh *mesh = m_meshnode->getMesh();
1407                         {
1408                                 std::string tname = "unknown_object.png";
1409                                 if(m_prop.textures.size() >= 1)
1410                                         tname = m_prop.textures[0];
1411                                 tname += mod;
1412                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1413                                 buf->getMaterial().setTexture(0,
1414                                                 tsrc->getTextureForMesh(tname));
1415
1416                                 // This allows setting per-material colors. However, until a real lighting
1417                                 // system is added, the code below will have no effect. Once MineTest
1418                                 // has directional lighting, it should work automatically.
1419                                 if(m_prop.colors.size() >= 1)
1420                                 {
1421                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1422                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1423                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1424                                 }
1425
1426                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1427                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1428                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1429                         }
1430                         {
1431                                 std::string tname = "unknown_object.png";
1432                                 if(m_prop.textures.size() >= 2)
1433                                         tname = m_prop.textures[1];
1434                                 else if(m_prop.textures.size() >= 1)
1435                                         tname = m_prop.textures[0];
1436                                 tname += mod;
1437                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1438                                 buf->getMaterial().setTexture(0,
1439                                                 tsrc->getTextureForMesh(tname));
1440
1441                                 // This allows setting per-material colors. However, until a real lighting
1442                                 // system is added, the code below will have no effect. Once MineTest
1443                                 // has directional lighting, it should work automatically.
1444                                 if(m_prop.colors.size() >= 2)
1445                                 {
1446                                         buf->getMaterial().AmbientColor = m_prop.colors[1];
1447                                         buf->getMaterial().DiffuseColor = m_prop.colors[1];
1448                                         buf->getMaterial().SpecularColor = m_prop.colors[1];
1449                                 }
1450                                 else if(m_prop.colors.size() >= 1)
1451                                 {
1452                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1453                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1454                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1455                                 }
1456
1457                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1458                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1459                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1460                         }
1461                 }
1462         }
1463 }
1464
1465 void GenericCAO::updateAnimation()
1466 {
1467         if(m_animated_meshnode == NULL)
1468                 return;
1469
1470         if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1471                 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1472                         m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1473         if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1474                 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1475         m_animated_meshnode->setTransitionTime(m_animation_blend);
1476 // Requires Irrlicht 1.8 or greater
1477 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
1478         if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1479                 m_animated_meshnode->setLoopMode(m_animation_loop);
1480 #endif
1481 }
1482
1483 void GenericCAO::updateBonePosition()
1484 {
1485         if(m_bone_position.empty() || m_animated_meshnode == NULL)
1486                 return;
1487
1488         m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1489         for(std::map<std::string,
1490                         core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
1491                         ii != m_bone_position.end(); ++ii)
1492         {
1493                 std::string bone_name = (*ii).first;
1494                 v3f bone_pos = (*ii).second.X;
1495                 v3f bone_rot = (*ii).second.Y;
1496                 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1497                 if(bone)
1498                 {
1499                         bone->setPosition(bone_pos);
1500                         bone->setRotation(bone_rot);
1501                 }
1502         }
1503 }
1504
1505 void GenericCAO::updateAttachments()
1506 {
1507
1508         if (getParent() == NULL) { // Detach or don't attach
1509                 scene::ISceneNode *node = getSceneNode();
1510                 if (node) {
1511                         v3f old_position = node->getAbsolutePosition();
1512                         v3f old_rotation = node->getRotation();
1513                         node->setParent(m_smgr->getRootSceneNode());
1514                         node->setPosition(old_position);
1515                         node->setRotation(old_rotation);
1516                         node->updateAbsolutePosition();
1517                 }
1518                 if (m_is_local_player) {
1519                         LocalPlayer *player = m_env->getLocalPlayer();
1520                         player->isAttached = false;
1521                 }
1522         }
1523         else // Attach
1524         {
1525                 scene::ISceneNode *my_node = getSceneNode();
1526
1527                 scene::ISceneNode *parent_node = getParent()->getSceneNode();
1528                 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1529                                 getParent()->getAnimatedMeshSceneNode();
1530                 if (parent_animated_mesh_node && m_attachment_bone != "") {
1531                         parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1532                 }
1533
1534                 if (my_node && parent_node) {
1535                         my_node->setParent(parent_node);
1536                         my_node->setPosition(m_attachment_position);
1537                         my_node->setRotation(m_attachment_rotation);
1538                         my_node->updateAbsolutePosition();
1539                 }
1540                 if (m_is_local_player) {
1541                         LocalPlayer *player = m_env->getLocalPlayer();
1542                         player->isAttached = true;
1543                 }
1544         }
1545 }
1546
1547 void GenericCAO::processMessage(const std::string &data)
1548 {
1549         //infostream<<"GenericCAO: Got message"<<std::endl;
1550         std::istringstream is(data, std::ios::binary);
1551         // command
1552         u8 cmd = readU8(is);
1553         if(cmd == GENERIC_CMD_SET_PROPERTIES)
1554         {
1555                 m_prop = gob_read_set_properties(is);
1556
1557                 m_selection_box = m_prop.collisionbox;
1558                 m_selection_box.MinEdge *= BS;
1559                 m_selection_box.MaxEdge *= BS;
1560
1561                 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1562                 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1563
1564                 if(!m_initial_tx_basepos_set){
1565                         m_initial_tx_basepos_set = true;
1566                         m_tx_basepos = m_prop.initial_sprite_basepos;
1567                 }
1568
1569                 expireVisuals();
1570         }
1571         else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1572         {
1573                 // Not sent by the server if this object is an attachment.
1574                 // We might however get here if the server notices the object being detached before the client.
1575                 m_position = readV3F1000(is);
1576                 m_velocity = readV3F1000(is);
1577                 m_acceleration = readV3F1000(is);
1578                 if(fabs(m_prop.automatic_rotate) < 0.001)
1579                         m_yaw = readF1000(is);
1580                 else
1581                         readF1000(is);
1582                 bool do_interpolate = readU8(is);
1583                 bool is_end_position = readU8(is);
1584                 float update_interval = readF1000(is);
1585
1586                 // Place us a bit higher if we're physical, to not sink into
1587                 // the ground due to sucky collision detection...
1588                 if(m_prop.physical)
1589                         m_position += v3f(0,0.002,0);
1590
1591                 if(getParent() != NULL) // Just in case
1592                         return;
1593
1594                 if(do_interpolate)
1595                 {
1596                         if(!m_prop.physical)
1597                                 pos_translator.update(m_position, is_end_position, update_interval);
1598                 } else {
1599                         pos_translator.init(m_position);
1600                 }
1601                 updateNodePos();
1602         }
1603         else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1604                 std::string mod = deSerializeString(is);
1605                 updateTextures(mod);
1606         }
1607         else if(cmd == GENERIC_CMD_SET_SPRITE) {
1608                 v2s16 p = readV2S16(is);
1609                 int num_frames = readU16(is);
1610                 float framelength = readF1000(is);
1611                 bool select_horiz_by_yawpitch = readU8(is);
1612
1613                 m_tx_basepos = p;
1614                 m_anim_num_frames = num_frames;
1615                 m_anim_framelength = framelength;
1616                 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1617
1618                 updateTexturePos();
1619         }
1620         else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1621                 float override_speed = readF1000(is);
1622                 float override_jump = readF1000(is);
1623                 float override_gravity = readF1000(is);
1624                 // these are sent inverted so we get true when the server sends nothing
1625                 bool sneak = !readU8(is);
1626                 bool sneak_glitch = !readU8(is);
1627
1628
1629                 if(m_is_local_player)
1630                 {
1631                         LocalPlayer *player = m_env->getLocalPlayer();
1632                         player->physics_override_speed = override_speed;
1633                         player->physics_override_jump = override_jump;
1634                         player->physics_override_gravity = override_gravity;
1635                         player->physics_override_sneak = sneak;
1636                         player->physics_override_sneak_glitch = sneak_glitch;
1637                 }
1638         }
1639         else if(cmd == GENERIC_CMD_SET_ANIMATION) {
1640                 // TODO: change frames send as v2s32 value
1641                 v2f range = readV2F1000(is);
1642                 if (!m_is_local_player) {
1643                         m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1644                         m_animation_speed = readF1000(is);
1645                         m_animation_blend = readF1000(is);
1646                         // these are sent inverted so we get true when the server sends nothing
1647                         m_animation_loop = !readU8(is);
1648                         updateAnimation();
1649                 } else {
1650                         LocalPlayer *player = m_env->getLocalPlayer();
1651                         if(player->last_animation == NO_ANIM)
1652                         {
1653                                 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1654                                 m_animation_speed = readF1000(is);
1655                                 m_animation_blend = readF1000(is);
1656                                 // these are sent inverted so we get true when the server sends nothing
1657                                 m_animation_loop = !readU8(is);
1658                         }
1659                         // update animation only if local animations present
1660                         // and received animation is unknown (except idle animation)
1661                         bool is_known = false;
1662                         for (int i = 1;i<4;i++)
1663                         {
1664                                 if(m_animation_range.Y == player->local_animations[i].Y)
1665                                         is_known = true;
1666                         }
1667                         if(!is_known ||
1668                                         (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1669                         {
1670                                         updateAnimation();
1671                         }
1672                 }
1673         }
1674         else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
1675                 std::string bone = deSerializeString(is);
1676                 v3f position = readV3F1000(is);
1677                 v3f rotation = readV3F1000(is);
1678                 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1679
1680                 updateBonePosition();
1681         } else if (cmd == GENERIC_CMD_ATTACH_TO) {
1682                 u16 parentID = readS16(is);
1683                 u16 oldparent = m_env->attachement_parent_ids[getId()];
1684                 if (oldparent) {
1685                         m_children.erase(std::remove(m_children.begin(), m_children.end(),
1686                                 getId()), m_children.end());
1687                 }
1688                 m_env->attachement_parent_ids[getId()] = parentID;
1689                 GenericCAO *parentobj = m_env->getGenericCAO(parentID);
1690
1691                 if (parentobj) {
1692                         parentobj->m_children.push_back(getId());
1693                 }
1694
1695                 m_attachment_bone = deSerializeString(is);
1696                 m_attachment_position = readV3F1000(is);
1697                 m_attachment_rotation = readV3F1000(is);
1698
1699                 // localplayer itself can't be attached to localplayer
1700                 if (!m_is_local_player) {
1701                         m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1702                         // Objects attached to the local player should be hidden by default
1703                         m_is_visible = !m_attached_to_local;
1704                 }
1705
1706                 updateAttachments();
1707         }
1708         else if(cmd == GENERIC_CMD_PUNCHED) {
1709                 /*s16 damage =*/ readS16(is);
1710                 s16 result_hp = readS16(is);
1711
1712                 // Use this instead of the send damage to not interfere with prediction
1713                 s16 damage = m_hp - result_hp;
1714
1715                 m_hp = result_hp;
1716
1717                 if (damage > 0)
1718                 {
1719                         if (m_hp <= 0)
1720                         {
1721                                 // TODO: Execute defined fast response
1722                                 // As there is no definition, make a smoke puff
1723                                 ClientSimpleObject *simple = createSmokePuff(
1724                                                 m_smgr, m_env, m_position,
1725                                                 m_prop.visual_size * BS);
1726                                 m_env->addSimpleObject(simple);
1727                         } else {
1728                                 // TODO: Execute defined fast response
1729                                 // Flashing shall suffice as there is no definition
1730                                 m_reset_textures_timer = 0.05;
1731                                 if(damage >= 2)
1732                                         m_reset_textures_timer += 0.05 * damage;
1733                                 updateTextures("^[brighten");
1734                         }
1735                 }
1736         }
1737         else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1738                 m_armor_groups.clear();
1739                 int armor_groups_size = readU16(is);
1740                 for(int i=0; i<armor_groups_size; i++)
1741                 {
1742                         std::string name = deSerializeString(is);
1743                         int rating = readS16(is);
1744                         m_armor_groups[name] = rating;
1745                 }
1746         } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
1747                 readU8(is); // version
1748                 m_nametag_color = readARGB8(is);
1749                 if (m_textnode != NULL) {
1750                         m_textnode->setTextColor(m_nametag_color);
1751
1752                         // Enforce hiding nametag,
1753                         // because if freetype is enabled, a grey
1754                         // shadow can remain.
1755                         m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
1756                 }
1757         }
1758 }
1759
1760 /* \pre punchitem != NULL
1761  */
1762 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1763                 float time_from_last_punch)
1764 {
1765         assert(punchitem);      // pre-condition
1766         const ToolCapabilities *toolcap =
1767                         &punchitem->getToolCapabilities(m_gamedef->idef());
1768         PunchDamageResult result = getPunchDamage(
1769                         m_armor_groups,
1770                         toolcap,
1771                         punchitem,
1772                         time_from_last_punch);
1773
1774         if(result.did_punch && result.damage != 0)
1775         {
1776                 if(result.damage < m_hp)
1777                 {
1778                         m_hp -= result.damage;
1779                 } else {
1780                         m_hp = 0;
1781                         // TODO: Execute defined fast response
1782                         // As there is no definition, make a smoke puff
1783                         ClientSimpleObject *simple = createSmokePuff(
1784                                         m_smgr, m_env, m_position,
1785                                         m_prop.visual_size * BS);
1786                         m_env->addSimpleObject(simple);
1787                 }
1788                 // TODO: Execute defined fast response
1789                 // Flashing shall suffice as there is no definition
1790                 m_reset_textures_timer = 0.05;
1791                 if(result.damage >= 2)
1792                         m_reset_textures_timer += 0.05 * result.damage;
1793                 updateTextures("^[brighten");
1794         }
1795
1796         return false;
1797 }
1798
1799 std::string GenericCAO::debugInfoText()
1800 {
1801         std::ostringstream os(std::ios::binary);
1802         os<<"GenericCAO hp="<<m_hp<<"\n";
1803         os<<"armor={";
1804         for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1805                         i != m_armor_groups.end(); i++)
1806         {
1807                 os<<i->first<<"="<<i->second<<", ";
1808         }
1809         os<<"}";
1810         return os.str();
1811 }
1812
1813 // Prototype
1814 GenericCAO proto_GenericCAO(NULL, NULL);