/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
-core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
+std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
/*
SmoothTranslator
void processMessage(const std::string &data);
+ bool getCollisionBox(aabb3f *toset) { return false; }
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
+ buf->getMaterial().setTexture(0, tsrc->getTexture("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;
std::string infoText()
{return m_infotext;}
+ bool getCollisionBox(aabb3f *toset) { return false; }
private:
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_node;
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
// Initialize with a generated placeholder texture
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
+ buf->getMaterial().setTexture(0, tsrc->getTexture(""));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
IItemDefManager *idef = m_gamedef->idef();
ItemStack item;
item.deSerialize(is, idef);
- texture = item.getDefinition(idef).inventory_texture;
+ texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
}
catch(SerializationError &e)
{
ClientActiveObject::registerType(getType(), create);
}
+ bool getCollisionBox(aabb3f *toset) {
+ if (m_prop.physical) {
+ aabb3f retval;
+ //update collision box
+ toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+ toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+ toset->MinEdge += m_position;
+ toset->MaxEdge += m_position;
+
+ return true;
+ }
+
+ return false;
+ }
+
+ bool collideWithObjects() {
+ return m_prop.collideWithObjects;
+ }
+
void initialize(const std::string &data)
{
infostream<<"GenericCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
+ int num_messages = 0;
// version
u8 version = readU8(is);
// check version
- if(version != 1){
+ if(version == 1) // In PROTOCOL_VERSION 14
+ {
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
+ m_id = readS16(is);
+ m_position = readV3F1000(is);
+ m_yaw = readF1000(is);
+ m_hp = readS16(is);
+ num_messages = readU8(is);
+ }
+ else if(version == 0) // In PROTOCOL_VERSION 13
+ {
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
+ m_position = readV3F1000(is);
+ m_yaw = readF1000(is);
+ m_hp = readS16(is);
+ num_messages = readU8(is);
+ }
+ else
+ {
errorstream<<"GenericCAO: Unsupported init data version"
<<std::endl;
return;
}
- m_name = deSerializeString(is);
- m_is_player = readU8(is);
- m_id = readS16(is);
- m_position = readV3F1000(is);
- m_yaw = readF1000(is);
- m_hp = readS16(is);
-
- int num_messages = readU8(is);
+
for(int i=0; i<num_messages; i++){
std::string message = deSerializeLongString(is);
processMessage(message);
if(player && player->isLocal()){
m_is_local_player = true;
}
+ m_env->addPlayerName(m_name.c_str());
}
}
~GenericCAO()
{
+ if(m_is_player){
+ m_env->removePlayerName(m_name.c_str());
+ }
}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
m_spritenode = smgr->addBillboardSceneNode(
NULL, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->setMaterialTexture(0,
- tsrc->getTextureRaw("unknown_block.png"));
+ tsrc->getTexture("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);
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+ m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else if(m_prop.visual == "mesh"){
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
- scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
+ scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
if(mesh)
{
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+ mesh->drop(); // The scene node took hold of it
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.Y,
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+ 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);
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
IItemDefManager *idef = m_gamedef->idef();
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
- scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
+ scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
// Copy mesh to be able to set unique vertex colors
scene::IMeshManipulator *manip =
{
LocalPlayer *player = m_env->getLocalPlayer();
player->overridePosition = getParent()->getPosition();
+ m_env->getLocalPlayer()->parent = getParent();
}
}
else
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.125; // Distance per iteration
- f32 stepheight = 0;
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
- IGameDef *gamedef = env->getGameDef();
- moveresult = collisionMoveSimple(&env->getMap(), gamedef,
- pos_max_d, box, stepheight, dtime,
- p_pos, p_velocity, p_acceleration);
+ moveresult = collisionMoveSimple(env,env->getGameDef(),
+ pos_max_d, box, m_prop.stepheight, dtime,
+ p_pos, p_velocity, p_acceleration,
+ this, m_prop.collideWithObjects);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
updateNodePos();
}
+
+ if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
+ (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
+ m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
+ updateNodePos();
+ }
}
void updateTexturePos()
{
if(m_prop.visual == "sprite")
{
- std::string texturestring = "unknown_block.png";
+ std::string texturestring = "unknown_node.png";
if(m_prop.textures.size() >= 1)
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->setMaterialTexture(0,
- tsrc->getTextureRaw(texturestring));
+ tsrc->getTexture(texturestring));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
if(texturestring == "")
continue; // Empty texture string means don't modify that material
texturestring += mod;
- video::ITexture* texture = tsrc->getTextureRaw(texturestring);
+ video::ITexture* texture = tsrc->getTexture(texturestring);
if(!texture)
{
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
}
// Set material flags and texture
- m_animated_meshnode->setMaterialTexture(i, texture);
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+ material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
{
for (u32 i = 0; i < 6; ++i)
{
- std::string texturestring = "unknown_block.png";
+ std::string texturestring = "unknown_node.png";
if(m_prop.textures.size() > i)
texturestring = m_prop.textures[i];
texturestring += mod;
- AtlasPointer ap = tsrc->getTexture(texturestring);
- // Get the tile texture and atlas transformation
- video::ITexture* atlas = ap.atlas;
- v2f pos = ap.pos;
- v2f size = ap.size;
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setTexture(0, atlas);
- material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
- material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+ material.setTexture(0,
+ tsrc->getTexture(texturestring));
+ material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw(tname));
+ tsrc->getTexture(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw(tname));
+ tsrc->getTexture(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
m_acceleration = readV3F1000(is);
if(fabs(m_prop.automatic_rotate) < 0.001)
m_yaw = readF1000(is);
+ else
+ readF1000(is);
bool do_interpolate = readU8(is);
bool is_end_position = readU8(is);
float update_interval = readF1000(is);
updateTexturePos();
}
+ else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
+ {
+ float override_speed = readF1000(is);
+ float override_jump = readF1000(is);
+ float override_gravity = readF1000(is);
+ // these are sent inverted so we get true when the server sends nothing
+ bool sneak = !readU8(is);
+ bool sneak_glitch = !readU8(is);
+
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->physics_override_speed = override_speed;
+ player->physics_override_jump = override_jump;
+ player->physics_override_gravity = override_gravity;
+ player->physics_override_sneak = sneak;
+ player->physics_override_sneak_glitch = sneak_glitch;
+ }
+ }
else if(cmd == GENERIC_CMD_SET_ANIMATION)
{
m_animation_range = readV2F1000(is);
{
/*s16 damage =*/ readS16(is);
s16 result_hp = readS16(is);
-
+
+ // Use this instead of the send damage to not interfere with prediction
+ s16 damage = m_hp - result_hp;
+
m_hp = result_hp;
+
+ if (damage > 0) {
+ if (m_hp <= 0) {
+ // TODO: Execute defined fast response
+ // As there is no definition, make a smoke puff
+ ClientSimpleObject *simple = createSmokePuff(
+ m_smgr, m_env, m_position,
+ m_prop.visual_size * BS);
+ m_env->addSimpleObject(simple);
+ } else {
+ // TODO: Execute defined fast response
+ // Flashing shall suffice as there is no definition
+ m_reset_textures_timer = 0.05;
+ if(damage >= 2)
+ m_reset_textures_timer += 0.05 * damage;
+ updateTextures("^[brighten");
+ }
+ }
}
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
{