+void MovingObject::simpleMove(float dtime)
+{
+ m_pos_animation_time_counter += dtime;
+ m_pos_animation_counter += dtime;
+ v3f movevector = m_pos - m_oldpos;
+ f32 moveratio;
+ if(m_pos_animation_time < 0.001)
+ moveratio = 1.0;
+ else
+ moveratio = m_pos_animation_counter / m_pos_animation_time;
+ if(moveratio > 1.5)
+ moveratio = 1.5;
+ m_showpos = m_oldpos + movevector * moveratio;
+}
+
+#ifndef SERVER
+/*
+ RatObject
+*/
+void RatObject::addToScene(scene::ISceneManager *smgr)
+{
+ if(m_node != NULL)
+ return;
+
+ video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ scene::SMesh *mesh = new scene::SMesh();
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ buf->getMaterial().setTexture
+ (0, driver->getTexture(porting::getDataPath("rat.png").c_str()));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ updateNodePos();
+}
+#endif
+
+/*
+ ItemObject
+*/
+#ifndef SERVER
+void ItemObject::addToScene(scene::ISceneManager *smgr)
+{
+ if(m_node != NULL)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ // Get image of item for showing
+ video::ITexture *texture = getItemImage();
+
+ /*
+ Create a mesh
+ */
+
+ scene::SMesh *mesh = new scene::SMesh();
+ {
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ /*video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 0,1),
+ video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 1,1),
+ video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 0,0),*/
+ video::S3DVertex(BS/3,-BS/2,0, 0,0,0, c, 0,1),
+ video::S3DVertex(-BS/3,-BS/2,0, 0,0,0, c, 1,1),
+ video::S3DVertex(-BS/3,-BS/2+BS*2/3,0, 0,0,0, c, 1,0),
+ video::S3DVertex(BS/3,-BS/2+BS*2/3,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ buf->getMaterial().setTexture(0, texture);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ // Set it to use the materials of the meshbuffers directly.
+ // This is needed for changing the texture in the future
+ ((scene::IMeshSceneNode*)m_node)->setReadOnlyMaterials(true);
+ mesh->drop();
+
+ updateSceneNode();
+}
+
+video::ITexture * ItemObject::getItemImage()
+{
+ /*
+ Create an inventory item to see what is its image
+ */
+ video::ITexture *texture = NULL;
+ InventoryItem *item = createInventoryItem();
+ if(item)
+ texture = item->getImage();
+ if(item)
+ delete item;
+ return texture;
+}
+
+#endif
+
+InventoryItem * ItemObject::createInventoryItem()
+{
+ try{
+ std::istringstream is(m_itemstring, std::ios_base::binary);
+ InventoryItem *item = InventoryItem::deSerialize(is);
+ dstream<<__FUNCTION_NAME<<": m_itemstring=\""
+ <<m_itemstring<<"\" -> item="<<item
+ <<std::endl;
+ return item;
+ }
+ catch(SerializationError &e)
+ {
+ dstream<<__FUNCTION_NAME<<": serialization error: "
+ <<"m_itemstring=\""<<m_itemstring<<"\""<<std::endl;
+ return NULL;
+ }
+}
+
+/*
+ PlayerObject
+*/
+#ifndef SERVER
+void PlayerObject::addToScene(scene::ISceneManager *smgr)
+{
+ if(m_node != NULL)
+ return;
+
+ video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ // Attach a simple mesh to the player for showing an image
+ scene::SMesh *mesh = new scene::SMesh();
+ { // Front
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player.png").c_str()));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+ { // Back
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+ video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
+ video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
+ video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player_back.png").c_str()));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ updateNodePos();
+}
+#endif
+