]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_cao.cpp
Print --videomodes response to standard output, too
[dragonfireclient.git] / src / content_cao.cpp
index 8471b7e81408eec598b5542b56cb2370786576f1..72f6145b067c25b6179e63fb902e471b58bcd0f3 100644 (file)
@@ -27,14 +27,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/numeric.h" // For IntervalLimiter
 #include "util/serialize.h"
 #include "util/mathconstants.h"
-#include "tile.h"
+#include "client/tile.h"
 #include "environment.h"
 #include "collision.h"
 #include "settings.h"
 #include "serialization.h" // For decompressZlib
 #include "gamedef.h"
 #include "clientobject.h"
-#include "content_object.h"
 #include "mesh.h"
 #include "itemdef.h"
 #include "tool.h"
@@ -43,7 +42,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "nodedef.h"
 #include "localplayer.h"
 #include "map.h"
-#include "main.h" // g_settings
 #include "camera.h" // CameraModes
 #include "wieldmesh.h"
 #include "log.h"
@@ -144,12 +142,12 @@ class TestCAO : public ClientActiveObject
 public:
        TestCAO(IGameDef *gamedef, ClientEnvironment *env);
        virtual ~TestCAO();
-       
-       u8 getType() const
+
+       ActiveObjectType getType() const
        {
                return ACTIVEOBJECT_TYPE_TEST;
        }
-       
+
        static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
 
        void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
@@ -194,9 +192,9 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 {
        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);
@@ -212,7 +210,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        // Set material
        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png"));
+       buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
        buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -288,12 +286,12 @@ class ItemCAO : public ClientActiveObject
 public:
        ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
        virtual ~ItemCAO();
-       
-       u8 getType() const
+
+       ActiveObjectType getType() const
        {
                return ACTIVEOBJECT_TYPE_ITEM;
        }
-       
+
        static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
 
        void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
@@ -310,12 +308,12 @@ class ItemCAO : public ClientActiveObject
        void processMessage(const std::string &data);
 
        void initialize(const std::string &data);
-       
+
        core::aabbox3d<f32>* getSelectionBox()
                {return &m_selection_box;}
        v3f getPosition()
                {return m_position;}
-       
+
        std::string infoText()
                {return m_infotext;}
 
@@ -359,9 +357,9 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 {
        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);
@@ -467,11 +465,11 @@ void ItemCAO::updateTexture()
        }
        catch(SerializationError &e)
        {
-               infostream<<"WARNING: "<<__FUNCTION_NAME
+               warningstream<<FUNCTION_NAME
                                <<": error deSerializing itemstring \""
                                <<m_itemstring<<std::endl;
        }
-       
+
        // Set meshbuffer texture
        m_node->getMaterial(0).setTexture(0, texture);
 }
@@ -516,7 +514,7 @@ void ItemCAO::processMessage(const std::string &data)
 void ItemCAO::initialize(const std::string &data)
 {
        infostream<<"ItemCAO: Got init data"<<std::endl;
-       
+
        {
                std::istringstream is(data, std::ios::binary);
                // version
@@ -529,7 +527,7 @@ void ItemCAO::initialize(const std::string &data)
                // itemstring
                m_itemstring = deSerializeString(is);
        }
-       
+
        updateNodePos();
        updateInfoText();
 }
@@ -545,7 +543,6 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                //
                m_is_player(false),
                m_is_local_player(false),
-               m_id(0),
                //
                m_smgr(NULL),
                m_irr(NULL),
@@ -554,6 +551,7 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                m_animated_meshnode(NULL),
                m_wield_meshnode(NULL),
                m_spritenode(NULL),
+               m_nametag_color(video::SColor(255, 255, 255, 255)),
                m_textnode(NULL),
                m_position(v3f(0,10*BS,0)),
                m_velocity(v3f(0,0,0)),
@@ -567,6 +565,7 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                m_animation_range(v2s32(0,0)),
                m_animation_speed(15),
                m_animation_blend(0),
+               m_animation_loop(true),
                m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
                m_attachment_bone(""),
                m_attachment_position(v3f(0,0,0)),
@@ -728,6 +727,16 @@ scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
        return m_spritenode;
 }
 
+void GenericCAO::setChildrenVisible(bool toset)
+{
+       for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+               GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
+               if (obj) {
+                       obj->setVisible(toset);
+               }
+       }
+}
+
 void GenericCAO::setAttachments()
 {
        updateAttachments();
@@ -737,7 +746,7 @@ ClientActiveObject* GenericCAO::getParent()
 {
        ClientActiveObject *obj = NULL;
 
-       u16 attached_id = m_env->m_attachements[getId()];
+       u16 attached_id = m_env->attachement_parent_ids[getId()];
 
        if ((attached_id != 0) &&
                        (attached_id != getId())) {
@@ -749,18 +758,17 @@ ClientActiveObject* GenericCAO::getParent()
 void GenericCAO::removeFromScene(bool permanent)
 {
        // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
-       if((m_env != NULL) && (permanent)) 
+       if((m_env != NULL) && (permanent))
        {
-               for(std::vector<u16>::iterator ci = m_children.begin();
-                                               ci != m_children.end(); ci++)
-               {
-                       if (m_env->m_attachements[*ci] == getId()) {
-                               m_env->m_attachements[*ci] = 0;
+               for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+                       u16 ci = m_children[i];
+                       if (m_env->attachement_parent_ids[ci] == getId()) {
+                               m_env->attachement_parent_ids[ci] = 0;
                        }
                }
 
-               m_env->m_attachements[getId()] = 0;
-               
+               m_env->attachement_parent_ids[getId()] = 0;
+
                LocalPlayer* player = m_env->getLocalPlayer();
                if (this == player->parent) {
                        player->parent = NULL;
@@ -823,7 +831,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                                NULL, v2f(1, 1), v3f(0,0,0), -1);
                m_spritenode->grab();
                m_spritenode->setMaterialTexture(0,
-                               tsrc->getTexture("unknown_node.png"));
+                               tsrc->getTextureForMesh("unknown_node.png"));
                m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
                m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
                m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
@@ -899,7 +907,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
                m_meshnode->grab();
                mesh->drop();
-               
+
                m_meshnode->setScale(v3f(m_prop.visual_size.X,
                                m_prop.visual_size.Y,
                                m_prop.visual_size.X));
@@ -926,10 +934,15 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                        u8 li = m_last_light;
                        setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
 
+                       bool backface_culling = m_prop.backface_culling;
+                       if (m_is_player)
+                               backface_culling = false;
+
                        m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
                        m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
                        m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
                        m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+                       m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
                }
                else
                        errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
@@ -945,8 +958,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                        m_wield_meshnode = new WieldMeshSceneNode(
                                        smgr->getRootSceneNode(), smgr, -1);
                        m_wield_meshnode->setItem(item, m_gamedef);
-                       m_wield_meshnode->grab();
-                       
+
                        m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
                                        m_prop.visual_size.Y/2,
                                        m_prop.visual_size.X/2));
@@ -963,11 +975,16 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        if (node && m_is_player && !m_is_local_player) {
                // Add a text node for showing the name
                gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
-               std::wstring wname = narrow_to_wide(m_name);
-               m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
-                               wname.c_str(), video::SColor(255,255,255,255), node);
+               std::wstring wname = utf8_to_wide(m_name);
+               m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
+                               wname.c_str(), m_nametag_color, node);
                m_textnode->grab();
                m_textnode->setPosition(v3f(0, BS*1.1, 0));
+
+               // Enforce hiding nametag,
+               // because if freetype is enabled, a grey
+               // shadow can remain.
+               m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
        }
 
        updateNodePos();
@@ -975,22 +992,40 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        updateBonePosition();
        updateAttachments();
 }
-               
+
 void GenericCAO::updateLight(u8 light_at_pos)
+{
+       // Don't update light of attached one
+       if (getParent() != NULL) {
+               return;
+       }
+
+       updateLightNoCheck(light_at_pos);
+
+       // Update light of all children
+       for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+               ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
+               if (obj) {
+                       obj->updateLightNoCheck(light_at_pos);
+               }
+       }
+}
+
+void GenericCAO::updateLightNoCheck(u8 light_at_pos)
 {
        u8 li = decode_light(light_at_pos);
-       if(li != m_last_light)
-       {
+       if (li != m_last_light) {
                m_last_light = li;
                video::SColor color(255,li,li,li);
-               if(m_meshnode)
+               if (m_meshnode) {
                        setMeshColor(m_meshnode->getMesh(), color);
-               if(m_animated_meshnode)
+               } else if (m_animated_meshnode) {
                        setMeshColor(m_animated_meshnode->getMesh(), color);
-               if(m_wield_meshnode)
+               } else if (m_wield_meshnode) {
                        m_wield_meshnode->setColor(color);
-               if(m_spritenode)
+               } else if (m_spritenode) {
                        m_spritenode->setColor(color);
+               }
        }
 }
 
@@ -1016,7 +1051,7 @@ void GenericCAO::updateNodePos()
                }
        }
 }
-       
+
 void GenericCAO::step(float dtime, ClientEnvironment *env)
 {
        // Handel model of local player instantly to prevent lags
@@ -1102,7 +1137,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                for(std::vector<u16>::iterator ci = m_children.begin();
                                ci != m_children.end();)
                {
-                       if (m_env->m_attachements[*ci] != getId()) {
+                       if (m_env->attachement_parent_ids[*ci] != getId()) {
                                ci = m_children.erase(ci);
                                continue;
                        }
@@ -1119,11 +1154,9 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
 
                // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
-               for(std::vector<u16>::iterator ci = m_children.begin();
-                                               ci != m_children.end(); ci++)
-               {
+               for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
                        // Get the object of the child
-                       ClientActiveObject *obj = m_env->getActiveObject(*ci);
+                       ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
                        if (obj)
                                obj->setAttachments();
                }
@@ -1301,7 +1334,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                texturestring = m_prop.textures[0];
                        texturestring += mod;
                        m_spritenode->setMaterialTexture(0,
-                                       tsrc->getTexture(texturestring));
+                                       tsrc->getTextureForMesh(texturestring));
 
                        // This allows setting per-material colors. However, until a real lighting
                        // system is added, the code below will have no effect. Once MineTest
@@ -1329,7 +1362,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                if(texturestring == "")
                                        continue; // Empty texture string means don't modify that material
                                texturestring += mod;
-                               video::ITexture* texture = tsrc->getTexture(texturestring);
+                               video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
                                if(!texture)
                                {
                                        errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
@@ -1378,7 +1411,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                material.setFlag(video::EMF_LIGHTING, false);
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                                material.setTexture(0,
-                                               tsrc->getTexture(texturestring));
+                                               tsrc->getTextureForMesh(texturestring));
                                material.getTextureMatrix(0).makeIdentity();
 
                                // This allows setting per-material colors. However, until a real lighting
@@ -1406,7 +1439,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                tname += mod;
                                scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
                                buf->getMaterial().setTexture(0,
-                                               tsrc->getTexture(tname));
+                                               tsrc->getTextureForMesh(tname));
 
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
@@ -1431,7 +1464,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                tname += mod;
                                scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
                                buf->getMaterial().setTexture(0,
-                                               tsrc->getTexture(tname));
+                                               tsrc->getTextureForMesh(tname));
 
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
@@ -1461,14 +1494,23 @@ void GenericCAO::updateAnimation()
 {
        if(m_animated_meshnode == NULL)
                return;
-       m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
-       m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+
+       if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
+               m_animated_meshnode->getEndFrame() != m_animation_range.Y)
+                       m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
+       if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
+               m_animated_meshnode->setAnimationSpeed(m_animation_speed);
        m_animated_meshnode->setTransitionTime(m_animation_blend);
+// Requires Irrlicht 1.8 or greater
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
+       if (m_animated_meshnode->getLoopMode() != m_animation_loop)
+               m_animated_meshnode->setLoopMode(m_animation_loop);
+#endif
 }
 
 void GenericCAO::updateBonePosition()
 {
-       if(!m_bone_position.size() || m_animated_meshnode == NULL)
+       if(m_bone_position.empty() || m_animated_meshnode == NULL)
                return;
 
        m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
@@ -1487,20 +1529,11 @@ void GenericCAO::updateBonePosition()
                }
        }
 }
-       
+
 void GenericCAO::updateAttachments()
 {
 
-       // localplayer itself can't be attached to localplayer
-       if (!m_is_local_player)
-       {
-               m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
-               // Objects attached to the local player should always be hidden
-               m_is_visible = !m_attached_to_local;
-       }
-
-       if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
-       {
+       if (getParent() == NULL) { // Detach or don't attach
                scene::ISceneNode *node = getSceneNode();
                if (node) {
                        v3f old_position = node->getAbsolutePosition();
@@ -1638,6 +1671,8 @@ void GenericCAO::processMessage(const std::string &data)
                        m_animation_range = v2s32((s32)range.X, (s32)range.Y);
                        m_animation_speed = readF1000(is);
                        m_animation_blend = readF1000(is);
+                       // these are sent inverted so we get true when the server sends nothing
+                       m_animation_loop = !readU8(is);
                        updateAnimation();
                } else {
                        LocalPlayer *player = m_env->getLocalPlayer();
@@ -1646,6 +1681,8 @@ void GenericCAO::processMessage(const std::string &data)
                                m_animation_range = v2s32((s32)range.X, (s32)range.Y);
                                m_animation_speed = readF1000(is);
                                m_animation_blend = readF1000(is);
+                               // these are sent inverted so we get true when the server sends nothing
+                               m_animation_loop = !readU8(is);
                        }
                        // update animation only if local animations present
                        // and received animation is unknown (except idle animation)
@@ -1669,14 +1706,31 @@ void GenericCAO::processMessage(const std::string &data)
                m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
 
                updateBonePosition();
-       }
-       else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
-               m_env->m_attachements[getId()] = readS16(is);
-               m_children.push_back(m_env->m_attachements[getId()]);
+       } else if (cmd == GENERIC_CMD_ATTACH_TO) {
+               u16 parentID = readS16(is);
+               u16 oldparent = m_env->attachement_parent_ids[getId()];
+               if (oldparent) {
+                       m_children.erase(std::remove(m_children.begin(), m_children.end(),
+                               getId()), m_children.end());
+               }
+               m_env->attachement_parent_ids[getId()] = parentID;
+               GenericCAO *parentobj = m_env->getGenericCAO(parentID);
+
+               if (parentobj) {
+                       parentobj->m_children.push_back(getId());
+               }
+
                m_attachment_bone = deSerializeString(is);
                m_attachment_position = readV3F1000(is);
                m_attachment_rotation = readV3F1000(is);
 
+               // localplayer itself can't be attached to localplayer
+               if (!m_is_local_player) {
+                       m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+                       // Objects attached to the local player should be hidden by default
+                       m_is_visible = !m_attached_to_local;
+               }
+
                updateAttachments();
        }
        else if(cmd == GENERIC_CMD_PUNCHED) {
@@ -1717,13 +1771,26 @@ void GenericCAO::processMessage(const std::string &data)
                        int rating = readS16(is);
                        m_armor_groups[name] = rating;
                }
+       } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
+               readU8(is); // version
+               m_nametag_color = readARGB8(is);
+               if (m_textnode != NULL) {
+                       m_textnode->setTextColor(m_nametag_color);
+
+                       // Enforce hiding nametag,
+                       // because if freetype is enabled, a grey
+                       // shadow can remain.
+                       m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
+               }
        }
 }
-       
+
+/* \pre punchitem != NULL
+ */
 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
                float time_from_last_punch)
 {
-       assert(punchitem);
+       assert(punchitem);      // pre-condition
        const ToolCapabilities *toolcap =
                        &punchitem->getToolCapabilities(m_gamedef->idef());
        PunchDamageResult result = getPunchDamage(
@@ -1763,7 +1830,7 @@ std::string GenericCAO::debugInfoText()
        os<<"GenericCAO hp="<<m_hp<<"\n";
        os<<"armor={";
        for(ItemGroupList::const_iterator i = m_armor_groups.begin();
-                       i != m_armor_groups.end(); i++)
+                       i != m_armor_groups.end(); ++i)
        {
                os<<i->first<<"="<<i->second<<", ";
        }