/*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "clientobject.h"
#include "content_object.h"
#include "mesh.h"
-#include "utility.h" // For IntervalLimiter
+#include "itemdef.h"
+#include "tool.h"
+#include "content_cso.h"
+#include "sound.h"
+#include "nodedef.h"
+#include "localplayer.h"
+#include "util/numeric.h" // For IntervalLimiter
+#include "util/serialize.h"
+#include "util/mathconstants.h"
+#include "map.h"
+#include "main.h" // g_settings
+#include <IMeshManipulator.h>
+#include <IAnimatedMeshSceneNode.h>
+#include <IBoneSceneNode.h>
+
class Settings;
+struct ToolCapabilities;
+
+#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
}
};
-
-/*
- TestCAO
-*/
-
-class TestCAO : public ClientActiveObject
-{
-public:
- TestCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~TestCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_TEST;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
-private:
- scene::IMeshSceneNode *m_node;
- v3f m_position;
-};
-
-/*
- ItemCAO
-*/
-
-class ItemCAO : public ClientActiveObject
-{
-public:
- ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~ItemCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_ITEM;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
- void updateInfoText();
- void updateTexture();
-
- void step(float dtime, ClientEnvironment *env);
-
- 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;}
-
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- std::string m_itemstring;
- std::string m_infotext;
-};
-
-/*
- RatCAO
-*/
-
-class RatCAO : public ClientActiveObject
-{
-public:
- RatCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~RatCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_RAT;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- void initialize(const std::string &data);
-
- core::aabbox3d<f32>* getSelectionBox()
- {return &m_selection_box;}
- v3f getPosition()
- {return pos_translator.vect_show;}
- //{return m_position;}
-
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- float m_yaw;
- SmoothTranslator pos_translator;
-};
-
-/*
- Oerkki1CAO
-*/
-
-class Oerkki1CAO : public ClientActiveObject
-{
-public:
- Oerkki1CAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~Oerkki1CAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_OERKKI1;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- void initialize(const std::string &data);
-
- core::aabbox3d<f32>* getSelectionBox()
- {return &m_selection_box;}
- v3f getPosition()
- {return pos_translator.vect_show;}
- //{return m_position;}
-
- // If returns true, punch will not be sent to the server
- bool directReportPunch(const std::string &toolname, v3f dir);
-
-private:
- IntervalLimiter m_attack_interval;
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- float m_yaw;
- SmoothTranslator pos_translator;
- float m_damage_visual_timer;
- bool m_damage_texture_enabled;
-};
-
/*
- FireflyCAO
+ Other stuff
*/
-class FireflyCAO : public ClientActiveObject
-{
-public:
- FireflyCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~FireflyCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_FIREFLY;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- 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;}
-
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- float m_yaw;
- SmoothTranslator pos_translator;
-};
-
static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
float txs, float tys, int col, int row)
{
}
/*
- MobV2CAO
+ TestCAO
*/
-class MobV2CAO : public ClientActiveObject
+class TestCAO : public ClientActiveObject
{
public:
- MobV2CAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~MobV2CAO();
+ TestCAO(IGameDef *gamedef, ClientEnvironment *env);
+ virtual ~TestCAO();
u8 getType() const
{
- return ACTIVEOBJECT_TYPE_MOBV2;
+ return ACTIVEOBJECT_TYPE_TEST;
}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
void processMessage(const std::string &data);
- void initialize(const std::string &data);
-
- core::aabbox3d<f32>* getSelectionBox()
- {return &m_selection_box;}
- v3f getPosition()
- {return pos_translator.vect_show;}
- //{return m_position;}
- bool doShowSelectionBox(){return false;}
-
- // If returns true, punch will not be sent to the server
- bool directReportPunch(const std::string &toolname, v3f dir);
-
+ bool getCollisionBox(aabb3f *toset) { return false; }
private:
- void setLooks(const std::string &looks);
-
- IntervalLimiter m_attack_interval;
- core::aabbox3d<f32> m_selection_box;
- scene::IBillboardSceneNode *m_node;
+ scene::IMeshSceneNode *m_node;
v3f m_position;
- std::string m_texture_name;
- float m_yaw;
- SmoothTranslator pos_translator;
- bool m_walking;
- float m_walking_unset_timer;
- float m_walk_timer;
- int m_walk_frame;
- float m_damage_visual_timer;
- u8 m_last_light;
- bool m_shooting;
- float m_shooting_unset_timer;
- v2f m_sprite_size;
- float m_sprite_y;
- bool m_bright_shooting;
- std::string m_sprite_type;
- int m_simple_anim_frames;
- float m_simple_anim_frametime;
- bool m_lock_full_brightness;
- int m_player_hit_damage;
- float m_player_hit_distance;
- float m_player_hit_interval;
- float m_player_hit_timer;
-
- Settings *m_properties;
};
-/*
- TestCAO
-*/
-
// Prototype
TestCAO proto_TestCAO(NULL, NULL);
// 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;
ItemCAO
*/
-#include "inventory.h"
-
-// Prototype
-ItemCAO proto_ItemCAO(NULL, NULL);
-
-ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0))
+class ItemCAO : public ClientActiveObject
{
- if(!gamedef && !env)
+public:
+ ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
+ virtual ~ItemCAO();
+
+ u8 getType() const
{
- ClientActiveObject::registerType(getType(), create);
+ return ACTIVEOBJECT_TYPE_ITEM;
}
-}
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-ItemCAO::~ItemCAO()
-{
-}
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr);
+ void removeFromScene();
+ void updateLight(u8 light_at_pos);
+ v3s16 getLightPosition();
+ void updateNodePos();
+ void updateInfoText();
+ void updateTexture();
-ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new ItemCAO(gamedef, env);
-}
+ void step(float dtime, ClientEnvironment *env);
-void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
+ 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;}
+
+ bool getCollisionBox(aabb3f *toset) { return false; }
+private:
+ core::aabbox3d<f32> m_selection_box;
+ scene::IMeshSceneNode *m_node;
+ v3f m_position;
+ std::string m_itemstring;
+ std::string m_infotext;
+};
+
+#include "inventory.h"
+
+// Prototype
+ItemCAO proto_ItemCAO(NULL, NULL);
+
+ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0))
+{
+ if(!gamedef && !env)
+ {
+ ClientActiveObject::registerType(getType(), create);
+ }
+}
+
+ItemCAO::~ItemCAO()
+{
+}
+
+ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
+{
+ return new ItemCAO(gamedef, env);
+}
+
+void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
{
if(m_node != NULL)
return;
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;
v3s16 ItemCAO::getLightPosition()
{
- return floatToInt(m_position, BS);
+ return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
}
void ItemCAO::updateNodePos()
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)
{
}
/*
- RatCAO
+ GenericCAO
*/
-#include "inventory.h"
-
-// Prototype
-RatCAO proto_RatCAO(NULL, NULL);
-
-RatCAO::RatCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0)
-{
- ClientActiveObject::registerType(getType(), create);
-}
-
-RatCAO::~RatCAO()
-{
-}
+#include "genericobject.h"
-ClientActiveObject* RatCAO::create(IGameDef *gamedef, ClientEnvironment *env)
+class GenericCAO : public ClientActiveObject
{
- return new RatCAO(gamedef, env);
-}
+private:
+ // Only set at initialization
+ std::string m_name;
+ bool m_is_player;
+ bool m_is_local_player;
+ int m_id;
+ // Property-ish things
+ ObjectProperties m_prop;
+ //
+ scene::ISceneManager *m_smgr;
+ IrrlichtDevice *m_irr;
+ core::aabbox3d<f32> m_selection_box;
+ scene::IMeshSceneNode *m_meshnode;
+ scene::IAnimatedMeshSceneNode *m_animated_meshnode;
+ scene::IBillboardSceneNode *m_spritenode;
+ scene::ITextSceneNode* m_textnode;
+ v3f m_position;
+ v3f m_velocity;
+ v3f m_acceleration;
+ float m_yaw;
+ s16 m_hp;
+ SmoothTranslator pos_translator;
+ // Spritesheet/animation stuff
+ v2f m_tx_size;
+ v2s16 m_tx_basepos;
+ bool m_initial_tx_basepos_set;
+ bool m_tx_select_horiz_by_yawpitch;
+ v2f m_animation_range;
+ int m_animation_speed;
+ int m_animation_blend;
+ std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
+ std::string m_attachment_bone;
+ v3f m_attachment_position;
+ v3f m_attachment_rotation;
+ bool m_attached_to_local;
+ int m_anim_frame;
+ int m_anim_num_frames;
+ float m_anim_framelength;
+ float m_anim_timer;
+ ItemGroupList m_armor_groups;
+ float m_reset_textures_timer;
+ bool m_visuals_expired;
+ float m_step_distance_counter;
+ u8 m_last_light;
+ bool m_is_visible;
-void RatCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- 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] =
+public:
+ GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ //
+ m_is_player(false),
+ m_is_local_player(false),
+ m_id(0),
+ //
+ m_smgr(NULL),
+ m_irr(NULL),
+ m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
+ m_meshnode(NULL),
+ m_animated_meshnode(NULL),
+ m_spritenode(NULL),
+ m_textnode(NULL),
+ m_position(v3f(0,10*BS,0)),
+ m_velocity(v3f(0,0,0)),
+ m_acceleration(v3f(0,0,0)),
+ m_yaw(0),
+ m_hp(1),
+ m_tx_size(1,1),
+ m_tx_basepos(0,0),
+ m_initial_tx_basepos_set(false),
+ m_tx_select_horiz_by_yawpitch(false),
+ m_animation_range(v2f(0,0)),
+ m_animation_speed(15),
+ m_animation_blend(0),
+ m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
+ m_attachment_bone(""),
+ m_attachment_position(v3f(0,0,0)),
+ m_attachment_rotation(v3f(0,0,0)),
+ m_attached_to_local(false),
+ m_anim_frame(0),
+ m_anim_num_frames(1),
+ m_anim_framelength(0.2),
+ m_anim_timer(0),
+ m_reset_textures_timer(-1),
+ m_visuals_expired(false),
+ m_step_distance_counter(0),
+ m_last_light(255),
+ m_is_visible(false)
{
- 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, NULL);
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw("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;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_node->setReadOnlyMaterials(true);
- updateNodePos();
-}
-
-void RatCAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void RatCAO::updateLight(u8 light_at_pos)
-{
- if(m_node == NULL)
- return;
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 RatCAO::getLightPosition()
-{
- return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
-}
+ if(gamedef == NULL)
+ ClientActiveObject::registerType(getType(), create);
+ }
-void RatCAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
+ 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;
- //m_node->setPosition(m_position);
- m_node->setPosition(pos_translator.vect_show);
+ toset->MinEdge += m_position;
+ toset->MaxEdge += m_position;
- v3f rot = m_node->getRotation();
- rot.Y = 180.0 - m_yaw;
- m_node->setRotation(rot);
-}
+ return true;
+ }
-void RatCAO::step(float dtime, ClientEnvironment *env)
-{
- pos_translator.translate(dtime);
- updateNodePos();
-}
+ return false;
+ }
-void RatCAO::processMessage(const std::string &data)
-{
- //infostream<<"RatCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- pos_translator.update(m_position);
- // yaw
- m_yaw = readF1000(is);
- updateNodePos();
+ bool collideWithObjects() {
+ return m_prop.collideWithObjects;
}
-}
-void RatCAO::initialize(const std::string &data)
-{
- //infostream<<"RatCAO: Got init data"<<std::endl;
-
+ 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 != 0)
+ 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;
- // pos
- m_position = readV3F1000(is);
+ }
+
+ for(int i=0; i<num_messages; i++){
+ std::string message = deSerializeLongString(is);
+ processMessage(message);
+ }
+
pos_translator.init(m_position);
+ updateNodePos();
+
+ if(m_is_player){
+ Player *player = m_env->getPlayer(m_name.c_str());
+ if(player && player->isLocal()){
+ m_is_local_player = true;
+ }
+ m_env->addPlayerName(m_name.c_str());
+ }
}
-
- updateNodePos();
-}
-/*
- Oerkki1CAO
-*/
+ ~GenericCAO()
+ {
+ if(m_is_player){
+ m_env->removePlayerName(m_name.c_str());
+ }
+ }
-#include "inventory.h"
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new GenericCAO(gamedef, env);
+ }
-// Prototype
-Oerkki1CAO proto_Oerkki1CAO(NULL, NULL);
+ u8 getType() const
+ {
+ return ACTIVEOBJECT_TYPE_GENERIC;
+ }
+ core::aabbox3d<f32>* getSelectionBox()
+ {
+ if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
+ return NULL;
+ return &m_selection_box;
+ }
+ v3f getPosition()
+ {
+ if(getParent() != NULL){
+ if(m_meshnode)
+ return m_meshnode->getAbsolutePosition();
+ if(m_animated_meshnode)
+ return m_animated_meshnode->getAbsolutePosition();
+ if(m_spritenode)
+ return m_spritenode->getAbsolutePosition();
+ return m_position;
+ }
+ return pos_translator.vect_show;
+ }
-Oerkki1CAO::Oerkki1CAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0),
- m_damage_visual_timer(0),
- m_damage_texture_enabled(false)
-{
- ClientActiveObject::registerType(getType(), create);
-}
+ scene::IMeshSceneNode *getMeshSceneNode()
+ {
+ if(m_meshnode)
+ return m_meshnode;
+ return NULL;
+ }
-Oerkki1CAO::~Oerkki1CAO()
-{
-}
+ scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
+ {
+ if(m_animated_meshnode)
+ return m_animated_meshnode;
+ return NULL;
+ }
-ClientActiveObject* Oerkki1CAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new Oerkki1CAO(gamedef, env);
-}
+ scene::IBillboardSceneNode *getSpriteSceneNode()
+ {
+ if(m_spritenode)
+ return m_spritenode;
+ return NULL;
+ }
-void Oerkki1CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- 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] =
+ bool isPlayer()
{
- video::S3DVertex(-BS/2-BS,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2+BS,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2+BS,BS*2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2-BS,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, NULL);
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw("oerkki1.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;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_node->setReadOnlyMaterials(true);
- updateNodePos();
-}
-
-void Oerkki1CAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void Oerkki1CAO::updateLight(u8 light_at_pos)
-{
- if(m_node == NULL)
- return;
-
- if(light_at_pos <= 2)
- {
- m_node->setVisible(false);
- return;
- }
-
- m_node->setVisible(true);
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 Oerkki1CAO::getLightPosition()
-{
- return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
-}
-
-void Oerkki1CAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- //m_node->setPosition(m_position);
- m_node->setPosition(pos_translator.vect_show);
-
- v3f rot = m_node->getRotation();
- rot.Y = 180.0 - m_yaw + 90.0;
- m_node->setRotation(rot);
-}
-
-void Oerkki1CAO::step(float dtime, ClientEnvironment *env)
-{
- ITextureSource *tsrc = m_gamedef->tsrc();
-
- pos_translator.translate(dtime);
- updateNodePos();
-
- LocalPlayer *player = env->getLocalPlayer();
- assert(player);
-
- v3f playerpos = player->getPosition();
- v2f playerpos_2d(playerpos.X,playerpos.Z);
- v2f objectpos_2d(m_position.X,m_position.Z);
-
- if(fabs(m_position.Y - playerpos.Y) < 1.5*BS &&
- objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS)
- {
- if(m_attack_interval.step(dtime, 0.5))
- {
- env->damageLocalPlayer(2);
- }
- }
-
- if(m_damage_visual_timer > 0)
- {
- if(!m_damage_texture_enabled)
- {
- // Enable damage texture
- if(m_node)
- {
- /*video::IVideoDriver* driver =
- m_node->getSceneManager()->getVideoDriver();*/
-
- scene::IMesh *mesh = m_node->getMesh();
- if(mesh == NULL)
- return;
-
- u16 mc = mesh->getMeshBufferCount();
- for(u16 j=0; j<mc; j++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw("oerkki1_damaged.png"));
- }
- }
- m_damage_texture_enabled = true;
- }
- m_damage_visual_timer -= dtime;
- }
- else
- {
- if(m_damage_texture_enabled)
- {
- // Disable damage texture
- if(m_node)
- {
- /*video::IVideoDriver* driver =
- m_node->getSceneManager()->getVideoDriver();*/
-
- scene::IMesh *mesh = m_node->getMesh();
- if(mesh == NULL)
- return;
-
- u16 mc = mesh->getMeshBufferCount();
- for(u16 j=0; j<mc; j++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw("oerkki1.png"));
- }
- }
- m_damage_texture_enabled = false;
- }
- }
-}
-
-void Oerkki1CAO::processMessage(const std::string &data)
-{
- //infostream<<"Oerkki1CAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- pos_translator.update(m_position);
- // yaw
- m_yaw = readF1000(is);
- updateNodePos();
- }
- else if(cmd == 1)
- {
- //u16 damage = readU8(is);
- m_damage_visual_timer = 1.0;
- }
-}
-
-void Oerkki1CAO::initialize(const std::string &data)
-{
- //infostream<<"Oerkki1CAO: Got init data"<<std::endl;
-
- {
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // pos
- m_position = readV3F1000(is);
- pos_translator.init(m_position);
- }
-
- updateNodePos();
-}
-
-bool Oerkki1CAO::directReportPunch(const std::string &toolname, v3f dir)
-{
- m_damage_visual_timer = 1.0;
-
- m_position += dir * BS;
- pos_translator.sharpen();
- pos_translator.update(m_position);
- updateNodePos();
-
- return false;
-}
-
-/*
- FireflyCAO
-*/
-
-// Prototype
-FireflyCAO proto_FireflyCAO(NULL, NULL);
-
-FireflyCAO::FireflyCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0)
-{
- ClientActiveObject::registerType(getType(), create);
-}
-
-FireflyCAO::~FireflyCAO()
-{
-}
-
-ClientActiveObject* FireflyCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new FireflyCAO(gamedef, env);
-}
-
-void FireflyCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- 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(0,0,0, 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(0,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, NULL);
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw("firefly.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;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_node->setReadOnlyMaterials(true);
- updateNodePos();
-}
-
-void FireflyCAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void FireflyCAO::updateLight(u8 light_at_pos)
-{
- if(m_node == NULL)
- return;
-
- u8 li = 255;
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 FireflyCAO::getLightPosition()
-{
- return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
-}
-
-void FireflyCAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- //m_node->setPosition(m_position);
- m_node->setPosition(pos_translator.vect_show);
-
- v3f rot = m_node->getRotation();
- rot.Y = 180.0 - m_yaw;
- m_node->setRotation(rot);
-}
-
-void FireflyCAO::step(float dtime, ClientEnvironment *env)
-{
- pos_translator.translate(dtime);
- updateNodePos();
-}
-
-void FireflyCAO::processMessage(const std::string &data)
-{
- //infostream<<"FireflyCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- pos_translator.update(m_position);
- // yaw
- m_yaw = readF1000(is);
- updateNodePos();
- }
-}
-
-void FireflyCAO::initialize(const std::string &data)
-{
- //infostream<<"FireflyCAO: Got init data"<<std::endl;
-
- {
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // pos
- m_position = readV3F1000(is);
- pos_translator.init(m_position);
- }
-
- updateNodePos();
-}
-
-/*
- MobV2CAO
-*/
-
-// Prototype
-MobV2CAO proto_MobV2CAO(NULL, NULL);
-
-MobV2CAO::MobV2CAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-0.4*BS,-0.4*BS,-0.4*BS, 0.4*BS,0.8*BS,0.4*BS),
- m_node(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0),
- m_walking(false),
- m_walking_unset_timer(0),
- m_walk_timer(0),
- m_walk_frame(0),
- m_damage_visual_timer(0),
- m_last_light(0),
- m_shooting(0),
- m_shooting_unset_timer(0),
- m_sprite_size(BS,BS),
- m_sprite_y(0),
- m_bright_shooting(false),
- m_lock_full_brightness(false),
- m_player_hit_timer(0)
-{
- ClientActiveObject::registerType(getType(), create);
-
- m_properties = new Settings;
-}
-
-MobV2CAO::~MobV2CAO()
-{
- delete m_properties;
-}
-
-ClientActiveObject* MobV2CAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new MobV2CAO(gamedef, env);
-}
-
-void MobV2CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- if(m_node != NULL)
- return;
-
- /*infostream<<"MobV2CAO::addToScene using texture_name="<<
- m_texture_name<<std::endl;*/
- std::string texture_string = m_texture_name +
- "^[makealpha:128,0,0^[makealpha:128,128,0";
-
- scene::IBillboardSceneNode *bill = smgr->addBillboardSceneNode(
- NULL, v2f(1, 1), v3f(0,0,0), -1);
- bill->setMaterialTexture(0, tsrc->getTextureRaw(texture_string));
- bill->setMaterialFlag(video::EMF_LIGHTING, false);
- bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- bill->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
- bill->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- bill->setColor(video::SColor(255,0,0,0));
- bill->setVisible(false); /* Set visible when brightness is known */
- bill->setSize(m_sprite_size);
- if(m_sprite_type == "humanoid_1"){
- const float txp = 1./192;
- const float txs = txp*32;
- const float typ = 1./240;
- const float tys = typ*48;
- setBillboardTextureMatrix(bill, txs, tys, 0, 0);
- } else if(m_sprite_type == "simple"){
- const float txs = 1.0;
- const float tys = 1.0 / m_simple_anim_frames;
- setBillboardTextureMatrix(bill, txs, tys, 0, 0);
- } else {
- infostream<<"MobV2CAO: Unknown sprite type \""<<m_sprite_type<<"\""
- <<std::endl;
- }
-
- m_node = bill;
-
- updateNodePos();
-}
-
-void MobV2CAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void MobV2CAO::updateLight(u8 light_at_pos)
-{
- if(m_lock_full_brightness)
- light_at_pos = 15;
-
- m_last_light = light_at_pos;
-
- if(m_node == NULL)
- return;
-
- if(m_damage_visual_timer > 0)
- return;
-
- if(m_shooting && m_bright_shooting)
- return;
-
- /*if(light_at_pos <= 2){
- m_node->setVisible(false);
- return;
- }*/
-
- m_node->setVisible(true);
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- m_node->setColor(color);
-}
-
-v3s16 MobV2CAO::getLightPosition()
-{
- return floatToInt(m_position+v3f(0,0,0), BS);
-}
-
-void MobV2CAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- m_node->setPosition(pos_translator.vect_show + v3f(0,m_sprite_y,0));
-}
-
-void MobV2CAO::step(float dtime, ClientEnvironment *env)
-{
- scene::IBillboardSceneNode *bill = m_node;
- if(!bill)
- return;
-
- pos_translator.translate(dtime);
-
- if(m_sprite_type == "humanoid_1"){
- scene::ICameraSceneNode* camera = m_node->getSceneManager()->getActiveCamera();
- if(!camera)
- return;
- v3f cam_to_mob = m_node->getAbsolutePosition() - camera->getAbsolutePosition();
- cam_to_mob.normalize();
- int col = 0;
- if(cam_to_mob.Y > 0.75)
- col = 5;
- else if(cam_to_mob.Y < -0.75)
- col = 4;
- else{
- float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.X) / PI * 180.;
- float dir = mob_dir - m_yaw;
- dir = wrapDegrees_180(dir);
- //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
- if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
- col = 2;
- else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
- col = 3;
- else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
- col = 0;
- else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
- col = 1;
- else
- col = 4;
- }
-
- int row = 0;
- if(m_shooting){
- row = 3;
- } else if(m_walking){
- m_walk_timer += dtime;
- if(m_walk_timer >= 0.5){
- m_walk_frame = (m_walk_frame + 1) % 2;
- m_walk_timer = 0;
- }
- if(m_walk_frame == 0)
- row = 1;
- else
- row = 2;
- }
-
- const float txp = 1./192;
- const float txs = txp*32;
- const float typ = 1./240;
- const float tys = typ*48;
- setBillboardTextureMatrix(bill, txs, tys, col, row);
- } else if(m_sprite_type == "simple"){
- m_walk_timer += dtime;
- if(m_walk_timer >= m_simple_anim_frametime){
- m_walk_frame = (m_walk_frame + 1) % m_simple_anim_frames;
- m_walk_timer = 0;
- }
- int col = 0;
- int row = m_walk_frame;
- const float txs = 1.0;
- const float tys = 1.0 / m_simple_anim_frames;
- setBillboardTextureMatrix(bill, txs, tys, col, row);
- } else {
- infostream<<"MobV2CAO::step(): Unknown sprite type \""
- <<m_sprite_type<<"\""<<std::endl;
- }
-
- updateNodePos();
-
- /* Damage local player */
- if(m_player_hit_damage && m_player_hit_timer <= 0.0){
- LocalPlayer *player = env->getLocalPlayer();
- assert(player);
-
- v3f playerpos = player->getPosition();
- v2f playerpos_2d(playerpos.X,playerpos.Z);
- v2f objectpos_2d(m_position.X,m_position.Z);
-
- if(fabs(m_position.Y - playerpos.Y) < m_player_hit_distance*BS &&
- objectpos_2d.getDistanceFrom(playerpos_2d) < m_player_hit_distance*BS)
- {
- env->damageLocalPlayer(m_player_hit_damage);
- m_player_hit_timer = m_player_hit_interval;
- }
- }
-
- /* Run timers */
-
- m_player_hit_timer -= dtime;
-
- if(m_damage_visual_timer >= 0){
- m_damage_visual_timer -= dtime;
- if(m_damage_visual_timer <= 0){
- infostream<<"id="<<m_id<<" damage visual ended"<<std::endl;
- }
- }
-
- m_walking_unset_timer += dtime;
- if(m_walking_unset_timer >= 1.0){
- m_walking = false;
+ return m_is_player;
}
- m_shooting_unset_timer -= dtime;
- if(m_shooting_unset_timer <= 0.0){
- if(m_bright_shooting){
- u8 li = decode_light(m_last_light);
- video::SColor color(255,li,li,li);
- bill->setColor(color);
- m_bright_shooting = false;
- }
- m_shooting = false;
+ bool isLocalPlayer()
+ {
+ return m_is_local_player;
}
-}
-
-void MobV2CAO::processMessage(const std::string &data)
-{
- //infostream<<"MobV2CAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
-
- // Move
- if(cmd == 0)
+ void setAttachments()
{
- // pos
- m_position = readV3F1000(is);
- pos_translator.update(m_position);
- // yaw
- m_yaw = readF1000(is);
-
- m_walking = true;
- m_walking_unset_timer = 0;
-
- updateNodePos();
+ updateAttachments();
}
- // Damage
- else if(cmd == 1)
- {
- //u16 damage = readU16(is);
-
- /*u8 li = decode_light(m_last_light);
- if(li >= 100)
- li = 30;
- else
- li = 255;*/
-
- /*video::SColor color(255,255,0,0);
- m_node->setColor(color);
- m_damage_visual_timer = 0.2;*/
- }
- // Trigger shooting
- else if(cmd == 2)
+ ClientActiveObject *getParent()
{
- // length
- m_shooting_unset_timer = readF1000(is);
- // bright?
- m_bright_shooting = readU8(is);
- if(m_bright_shooting){
- u8 li = 255;
- video::SColor color(255,li,li,li);
- m_node->setColor(color);
+ ClientActiveObject *obj = NULL;
+ for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
+ {
+ if(cii->X == getId()){ // This ID is our child
+ if(cii->Y > 0){ // A parent ID exists for our child
+ if(cii->X != cii->Y){ // The parent and child ID are not the same
+ obj = m_env->getActiveObject(cii->Y);
+ }
+ }
+ break;
+ }
}
-
- m_shooting = true;
+ if(obj)
+ return obj;
+ return NULL;
}
-}
-void MobV2CAO::initialize(const std::string &data)
-{
- //infostream<<"MobV2CAO: Got init data"<<std::endl;
-
+ void removeFromScene(bool permanent)
{
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0){
- infostream<<__FUNCTION_NAME<<": Invalid version"<<std::endl;
- return;
+ if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+ {
+ // Detach this object's children
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->Y == getId()) // Is a child of our object
+ {
+ ii->Y = 0;
+ ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+ if(obj)
+ obj->setAttachments();
+ }
+ }
+ // Delete this object from the attachments list
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->X == getId()) // Is our object
+ {
+ m_env->attachment_list.erase(ii);
+ break;
+ }
+ }
}
-
- std::ostringstream tmp_os(std::ios::binary);
- decompressZlib(is, tmp_os);
- std::istringstream tmp_is(tmp_os.str(), std::ios::binary);
- m_properties->parseConfigLines(tmp_is, "MobArgsEnd");
-
- infostream<<"MobV2CAO::initialize(): got properties:"<<std::endl;
- m_properties->writeLines(infostream);
-
- m_properties->setDefault("looks", "dummy_default");
- m_properties->setDefault("yaw", "0");
- m_properties->setDefault("pos", "(0,0,0)");
- m_properties->setDefault("player_hit_damage", "0");
- m_properties->setDefault("player_hit_distance", "1.5");
- m_properties->setDefault("player_hit_interval", "1.5");
-
- setLooks(m_properties->get("looks"));
- m_yaw = m_properties->getFloat("yaw");
- m_position = m_properties->getV3F("pos");
- m_player_hit_damage = m_properties->getS32("player_hit_damage");
- m_player_hit_distance = m_properties->getFloat("player_hit_distance");
- m_player_hit_interval = m_properties->getFloat("player_hit_interval");
-
- pos_translator.init(m_position);
- }
-
- updateNodePos();
-}
-
-bool MobV2CAO::directReportPunch(const std::string &toolname, v3f dir)
-{
- video::SColor color(255,255,0,0);
- m_node->setColor(color);
-
- m_damage_visual_timer = 0.05;
-
- m_position += dir * BS;
- pos_translator.sharpen();
- pos_translator.update(m_position);
- updateNodePos();
-
- return false;
-}
-void MobV2CAO::setLooks(const std::string &looks)
-{
- v2f selection_size = v2f(0.4, 0.4) * BS;
- float selection_y = 0 * BS;
-
- if(looks == "dungeon_master"){
- m_texture_name = "dungeon_master.png";
- m_sprite_type = "humanoid_1";
- m_sprite_size = v2f(2, 3) * BS;
- m_sprite_y = 0.85 * BS;
- selection_size = v2f(0.4, 2.6) * BS;
- selection_y = -0.4 * BS;
- }
- else if(looks == "fireball"){
- m_texture_name = "fireball.png";
- m_sprite_type = "simple";
- m_sprite_size = v2f(1, 1) * BS;
- m_simple_anim_frames = 3;
- m_simple_anim_frametime = 0.1;
- m_lock_full_brightness = true;
- }
- else{
- m_texture_name = "stone.png";
- m_sprite_type = "simple";
- m_sprite_size = v2f(1, 1) * BS;
- m_simple_anim_frames = 3;
- m_simple_anim_frametime = 0.333;
- selection_size = v2f(0.4, 0.4) * BS;
- selection_y = 0 * BS;
+ if(m_meshnode){
+ m_meshnode->remove();
+ m_meshnode = NULL;
+ }
+ if(m_animated_meshnode){
+ m_animated_meshnode->remove();
+ m_animated_meshnode = NULL;
+ }
+ if(m_spritenode){
+ m_spritenode->remove();
+ m_spritenode = NULL;
+ }
}
- m_selection_box = core::aabbox3d<f32>(
- -selection_size.X, selection_y, -selection_size.X,
- selection_size.X, selection_y+selection_size.Y,
- selection_size.X);
-}
-
-/*
- LuaEntityCAO
-*/
-
-#include "luaentity_common.h"
-
-class LuaEntityCAO : public ClientActiveObject
-{
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_meshnode;
- scene::IBillboardSceneNode *m_spritenode;
- v3f m_position;
- v3f m_velocity;
- v3f m_acceleration;
- float m_yaw;
- struct LuaEntityProperties *m_prop;
- SmoothTranslator pos_translator;
- // Spritesheet/animation stuff
- v2f m_tx_size;
- v2s16 m_tx_basepos;
- bool m_tx_select_horiz_by_yawpitch;
- int m_anim_frame;
- int m_anim_num_frames;
- float m_anim_framelength;
- float m_anim_timer;
-
-public:
- LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
- m_meshnode(NULL),
- m_spritenode(NULL),
- m_position(v3f(0,10*BS,0)),
- m_velocity(v3f(0,0,0)),
- m_acceleration(v3f(0,0,0)),
- m_yaw(0),
- m_prop(new LuaEntityProperties),
- m_tx_size(1,1),
- m_tx_basepos(0,0),
- m_tx_select_horiz_by_yawpitch(false),
- m_anim_frame(0),
- m_anim_num_frames(1),
- m_anim_framelength(0.2),
- m_anim_timer(0)
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
{
- if(gamedef == NULL)
- ClientActiveObject::registerType(getType(), create);
- }
+ m_smgr = smgr;
+ m_irr = irr;
- void initialize(const std::string &data)
- {
- infostream<<"LuaEntityCAO: Got init data"<<std::endl;
-
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
+ if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
return;
- // pos
- m_position = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
- // properties
- std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
- m_prop->deSerialize(prop_is);
-
- infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
-
- m_selection_box = m_prop->collisionbox;
- m_selection_box.MinEdge *= BS;
- m_selection_box.MaxEdge *= BS;
-
- pos_translator.init(m_position);
-
- m_tx_size.X = 1.0 / m_prop->spritediv.X;
- m_tx_size.Y = 1.0 / m_prop->spritediv.Y;
- m_tx_basepos.X = m_tx_size.X * m_prop->initial_sprite_basepos.X;
- m_tx_basepos.Y = m_tx_size.Y * m_prop->initial_sprite_basepos.Y;
- updateNodePos();
- }
-
- ~LuaEntityCAO()
- {
- delete m_prop;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
- {
- return new LuaEntityCAO(gamedef, env);
- }
+ m_visuals_expired = false;
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_LUAENTITY;
- }
- core::aabbox3d<f32>* getSelectionBox()
- {
- return &m_selection_box;
- }
- v3f getPosition()
- {
- return pos_translator.vect_show;
- }
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
- {
- if(m_meshnode != NULL || m_spritenode != NULL)
+ if(!m_prop.is_visible || m_is_local_player)
return;
-
+
//video::IVideoDriver* driver = smgr->getVideoDriver();
- if(m_prop->visual == "sprite"){
- infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
+ if(m_prop.visual == "sprite"){
+ infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
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_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- m_spritenode->setColor(video::SColor(255,0,0,0));
- m_spritenode->setVisible(false); /* Set visible when brightness is known */
- m_spritenode->setSize(m_prop->visual_size*BS);
+ u8 li = m_last_light;
+ m_spritenode->setColor(video::SColor(255,li,li,li));
+ m_spritenode->setSize(m_prop.visual_size*BS);
{
const float txs = 1.0 / 1;
const float tys = 1.0 / 1;
setBillboardTextureMatrix(m_spritenode,
txs, tys, 0, 0);
}
- } else if(m_prop->visual == "cube"){
- infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
+ }
+ else if(m_prop.visual == "upright_sprite")
+ {
+ scene::SMesh *mesh = new scene::SMesh();
+ double dx = BS*m_prop.visual_size.X/2;
+ double dy = BS*m_prop.visual_size.Y/2;
+ { // Front
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ u8 li = m_last_light;
+ video::SColor c(255,li,li,li);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+ video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+ video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-dx,dy,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_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();
+ }
+ { // Back
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ u8 li = m_last_light;
+ video::SColor c(255,li,li,li);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+ video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+ video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+ video::S3DVertex(dx,dy,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_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_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ // Set it to use the materials of the meshbuffers directly.
+ // This is needed for changing the texture in the future
+ m_meshnode->setReadOnlyMaterials(true);
+ }
+ else if(m_prop.visual == "cube"){
+ infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
- m_meshnode->setScale(v3f(1));
- // Will be shown when we know the brightness
- m_meshnode->setVisible(false);
+ m_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_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 = 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;
+ }
+ else if(m_prop.visual == "wielditem"){
+ infostream<<"GenericCAO::addToScene(): node"<<std::endl;
+ infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
+ if(m_prop.textures.size() >= 1){
+ 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 = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
+
+ // Copy mesh to be able to set unique vertex colors
+ scene::IMeshManipulator *manip =
+ irr->getVideoDriver()->getMeshManipulator();
+ scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
+
+ m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+
+ m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
+ m_prop.visual_size.Y/2,
+ m_prop.visual_size.X/2));
+ u8 li = m_last_light;
+ setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+ }
} else {
- infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
+ infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
<<"\" not supported"<<std::endl;
}
updateTextures("");
+
+ scene::ISceneNode *node = NULL;
+ if(m_spritenode)
+ node = m_spritenode;
+ else if(m_animated_meshnode)
+ node = m_animated_meshnode;
+ else if(m_meshnode)
+ node = m_meshnode;
+ 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);
+ m_textnode->setPosition(v3f(0, BS*1.1, 0));
+ }
+
updateNodePos();
+ updateAnimation();
+ updateBonePosition();
+ updateAttachments();
}
- void removeFromScene()
+ void expireVisuals()
{
- if(m_meshnode){
- m_meshnode->remove();
- m_meshnode = NULL;
- }
- if(m_spritenode){
- m_spritenode->remove();
- m_spritenode = NULL;
- }
+ m_visuals_expired = true;
}
-
+
void updateLight(u8 light_at_pos)
{
u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- if(m_meshnode){
- setMeshColor(m_meshnode->getMesh(), color);
- m_meshnode->setVisible(true);
- }
- if(m_spritenode){
- m_spritenode->setColor(color);
- m_spritenode->setVisible(true);
+ if(li != m_last_light){
+ m_last_light = li;
+ video::SColor color(255,li,li,li);
+ if(m_meshnode)
+ setMeshColor(m_meshnode->getMesh(), color);
+ if(m_animated_meshnode)
+ setMeshColor(m_animated_meshnode->getMesh(), color);
+ if(m_spritenode)
+ m_spritenode->setColor(color);
}
}
void updateNodePos()
{
+ if(getParent() != NULL)
+ return;
+
if(m_meshnode){
m_meshnode->setPosition(pos_translator.vect_show);
+ v3f rot = m_meshnode->getRotation();
+ rot.Y = -m_yaw;
+ m_meshnode->setRotation(rot);
+ }
+ if(m_animated_meshnode){
+ m_animated_meshnode->setPosition(pos_translator.vect_show);
+ v3f rot = m_animated_meshnode->getRotation();
+ rot.Y = -m_yaw;
+ m_animated_meshnode->setRotation(rot);
}
if(m_spritenode){
m_spritenode->setPosition(pos_translator.vect_show);
void step(float dtime, ClientEnvironment *env)
{
- if(m_prop->physical){
- core::aabbox3d<f32> box = m_prop->collisionbox;
- box.MinEdge *= BS;
- box.MaxEdge *= BS;
- collisionMoveResult moveresult;
- f32 pos_max_d = BS*0.25; // Distance per iteration
- v3f p_pos = m_position;
- v3f p_velocity = m_velocity;
- IGameDef *gamedef = env->getGameDef();
- moveresult = collisionMovePrecise(&env->getMap(), gamedef,
- pos_max_d, box, dtime, p_pos, p_velocity);
- // Apply results
- m_position = p_pos;
- m_velocity = p_velocity;
-
- bool is_end_position = moveresult.collides;
- pos_translator.update(m_position, is_end_position, dtime);
- pos_translator.translate(dtime);
- updateNodePos();
+ if(m_visuals_expired && m_smgr && m_irr){
+ m_visuals_expired = false;
- m_velocity += dtime * m_acceleration;
- } else {
- m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
- m_velocity += dtime * m_acceleration;
- pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
- pos_translator.translate(dtime);
- updateNodePos();
+ // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->Y == getId()) // This is a child of our parent
+ {
+ ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+ if(obj)
+ {
+ scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
+ scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
+ scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
+ if(m_child_meshnode)
+ m_child_meshnode->setParent(m_smgr->getRootSceneNode());
+ if(m_child_animated_meshnode)
+ m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
+ if(m_child_spritenode)
+ m_child_spritenode->setParent(m_smgr->getRootSceneNode());
+ }
+ }
+ }
+
+ removeFromScene(false);
+ 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<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->Y == getId()) // This is a child of our parent
+ {
+ ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+ if(obj)
+ obj->setAttachments();
+ }
+ }
+ }
+
+ // Make sure m_is_visible is always applied
+ if(m_meshnode)
+ m_meshnode->setVisible(m_is_visible);
+ if(m_animated_meshnode)
+ m_animated_meshnode->setVisible(m_is_visible);
+ if(m_spritenode)
+ m_spritenode->setVisible(m_is_visible);
+ if(m_textnode)
+ m_textnode->setVisible(m_is_visible);
+
+ if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
+ {
+ // Set these for later
+ m_position = getPosition();
+ m_velocity = v3f(0,0,0);
+ m_acceleration = v3f(0,0,0);
+ pos_translator.vect_show = m_position;
+
+ if(m_is_local_player) // Update local player attachment position
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->overridePosition = getParent()->getPosition();
+ m_env->getLocalPlayer()->parent = getParent();
+ }
+ }
+ else
+ {
+ v3f lastpos = pos_translator.vect_show;
+
+ if(m_prop.physical){
+ core::aabbox3d<f32> box = m_prop.collisionbox;
+ box.MinEdge *= BS;
+ box.MaxEdge *= BS;
+ collisionMoveResult moveresult;
+ f32 pos_max_d = BS*0.125; // Distance per iteration
+ v3f p_pos = m_position;
+ v3f p_velocity = m_velocity;
+ v3f p_acceleration = m_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_acceleration = p_acceleration;
+
+ bool is_end_position = moveresult.collides;
+ pos_translator.update(m_position, is_end_position, dtime);
+ pos_translator.translate(dtime);
+ updateNodePos();
+ } else {
+ m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
+ m_velocity += dtime * m_acceleration;
+ pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+ pos_translator.translate(dtime);
+ updateNodePos();
+ }
+
+ float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
+ m_step_distance_counter += moved;
+ if(m_step_distance_counter > 1.5*BS){
+ m_step_distance_counter = 0;
+ if(!m_is_local_player && m_prop.makes_footstep_sound){
+ INodeDefManager *ndef = m_gamedef->ndef();
+ v3s16 p = floatToInt(getPosition() + v3f(0,
+ (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
+ MapNode n = m_env->getMap().getNodeNoEx(p);
+ SimpleSoundSpec spec = ndef->get(n).sound_footstep;
+ m_gamedef->sound()->playSoundAt(spec, false, getPosition());
+ }
+ }
}
m_anim_timer += dtime;
m_anim_frame = 0;
}
- updateTexturePos();
+ updateTexturePos();
+
+ if(m_reset_textures_timer >= 0){
+ m_reset_textures_timer -= dtime;
+ if(m_reset_textures_timer <= 0){
+ m_reset_textures_timer = -1;
+ updateTextures("");
+ }
+ }
+ if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
+ 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()
else if(cam_to_entity.Y < -0.75)
col += 4;
else{
- float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / PI * 180.;
+ float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
float dir = mob_dir - m_yaw;
dir = wrapDegrees_180(dir);
//infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
{
ITextureSource *tsrc = m_gamedef->tsrc();
- if(m_spritenode){
- std::string texturestring = "unknown_block.png";
- if(m_prop->textures.size() >= 1)
- texturestring = m_prop->textures[0];
- texturestring += mod;
- m_spritenode->setMaterialTexture(0,
- tsrc->getTextureRaw(texturestring));
- }
- if(m_meshnode){
- for (u32 i = 0; i < 6; ++i)
+ bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
+ bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
+ bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+
+ if(m_spritenode)
+ {
+ if(m_prop.visual == "sprite")
{
- std::string texturestring = "unknown_block.png";
- if(m_prop->textures.size() > i)
- texturestring = m_prop->textures[i];
+ std::string texturestring = "unknown_node.png";
+ if(m_prop.textures.size() >= 1)
+ texturestring = m_prop.textures[0];
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);
+ m_spritenode->setMaterialTexture(0,
+ 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
+ // has directional lighting, it should work automatically.
+ if(m_prop.colors.size() >= 1)
+ {
+ m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
+ m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
+ m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
+ }
+
+ m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ }
+ if(m_animated_meshnode)
+ {
+ if(m_prop.visual == "mesh")
+ {
+ for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+ {
+ std::string texturestring = m_prop.textures[i];
+ if(texturestring == "")
+ continue; // Empty texture string means don't modify that material
+ texturestring += mod;
+ video::ITexture* texture = tsrc->getTexture(texturestring);
+ if(!texture)
+ {
+ errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
+ continue;
+ }
+
+ // Set material flags and 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);
+
+ m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+ {
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+ m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+ m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+ }
+ }
+ }
+ if(m_meshnode)
+ {
+ if(m_prop.visual == "cube")
+ {
+ for (u32 i = 0; i < 6; ++i)
+ {
+ std::string texturestring = "unknown_node.png";
+ if(m_prop.textures.size() > i)
+ texturestring = m_prop.textures[i];
+ texturestring += mod;
+
+
+ // 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,
+ 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
+ // has directional lighting, it should work automatically.
+ if(m_prop.colors.size() > i)
+ {
+ m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+ m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+ m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+ }
+
+ m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ }
+ else if(m_prop.visual == "upright_sprite")
+ {
+ scene::IMesh *mesh = m_meshnode->getMesh();
+ {
+ std::string tname = "unknown_object.png";
+ if(m_prop.textures.size() >= 1)
+ tname = m_prop.textures[0];
+ tname += mod;
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+ buf->getMaterial().setTexture(0,
+ 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
+ // has directional lighting, it should work automatically.
+ if(m_prop.colors.size() >= 1)
+ {
+ buf->getMaterial().AmbientColor = m_prop.colors[0];
+ buf->getMaterial().DiffuseColor = m_prop.colors[0];
+ buf->getMaterial().SpecularColor = m_prop.colors[0];
+ }
+
+ buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ {
+ std::string tname = "unknown_object.png";
+ if(m_prop.textures.size() >= 2)
+ tname = m_prop.textures[1];
+ else if(m_prop.textures.size() >= 1)
+ tname = m_prop.textures[0];
+ tname += mod;
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
+ buf->getMaterial().setTexture(0,
+ 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
+ // has directional lighting, it should work automatically.
+ if(m_prop.colors.size() >= 2)
+ {
+ buf->getMaterial().AmbientColor = m_prop.colors[1];
+ buf->getMaterial().DiffuseColor = m_prop.colors[1];
+ buf->getMaterial().SpecularColor = m_prop.colors[1];
+ }
+ else if(m_prop.colors.size() >= 1)
+ {
+ buf->getMaterial().AmbientColor = m_prop.colors[0];
+ buf->getMaterial().DiffuseColor = m_prop.colors[0];
+ buf->getMaterial().SpecularColor = m_prop.colors[0];
+ }
+
+ buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ }
+ }
+ }
+
+ void updateAnimation()
+ {
+ if(m_animated_meshnode == NULL)
+ return;
+
+ m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y);
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+ m_animated_meshnode->setTransitionTime(m_animation_blend);
+ }
+
+ void updateBonePosition()
+ {
+ if(!m_bone_position.size() || m_animated_meshnode == NULL)
+ return;
+
+ m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+ std::string bone_name = (*ii).first;
+ v3f bone_pos = (*ii).second.X;
+ v3f bone_rot = (*ii).second.Y;
+ irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+ if(bone)
+ {
+ bone->setPosition(bone_pos);
+ bone->setRotation(bone_rot);
+ }
+ }
+ }
+
+ void updateAttachments()
+ {
+ m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+ m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
+
+ if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
+ {
+ if(m_meshnode)
+ {
+ v3f old_position = m_meshnode->getAbsolutePosition();
+ v3f old_rotation = m_meshnode->getRotation();
+ m_meshnode->setParent(m_smgr->getRootSceneNode());
+ m_meshnode->setPosition(old_position);
+ m_meshnode->setRotation(old_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ if(m_animated_meshnode)
+ {
+ v3f old_position = m_animated_meshnode->getAbsolutePosition();
+ v3f old_rotation = m_animated_meshnode->getRotation();
+ m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
+ m_animated_meshnode->setPosition(old_position);
+ m_animated_meshnode->setRotation(old_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ if(m_spritenode)
+ {
+ v3f old_position = m_spritenode->getAbsolutePosition();
+ v3f old_rotation = m_spritenode->getRotation();
+ m_spritenode->setParent(m_smgr->getRootSceneNode());
+ m_spritenode->setPosition(old_position);
+ m_spritenode->setRotation(old_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->isAttached = false;
+ }
+ }
+ else // Attach
+ {
+ scene::IMeshSceneNode *parent_mesh = NULL;
+ if(getParent()->getMeshSceneNode())
+ parent_mesh = getParent()->getMeshSceneNode();
+ scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
+ if(getParent()->getAnimatedMeshSceneNode())
+ parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
+ scene::IBillboardSceneNode *parent_sprite = NULL;
+ if(getParent()->getSpriteSceneNode())
+ parent_sprite = getParent()->getSpriteSceneNode();
+
+ scene::IBoneSceneNode *parent_bone = NULL;
+ if(parent_animated_mesh && m_attachment_bone != "")
+ parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
+
+ // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
+ // TODO: Perhaps use polymorphism here to save code duplication
+ if(m_meshnode){
+ if(parent_bone){
+ m_meshnode->setParent(parent_bone);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ else
+ {
+ if(parent_mesh){
+ m_meshnode->setParent(parent_mesh);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_animated_mesh){
+ m_meshnode->setParent(parent_animated_mesh);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_sprite){
+ m_meshnode->setParent(parent_sprite);
+ m_meshnode->setPosition(m_attachment_position);
+ m_meshnode->setRotation(m_attachment_rotation);
+ m_meshnode->updateAbsolutePosition();
+ }
+ }
+ }
+ if(m_animated_meshnode){
+ if(parent_bone){
+ m_animated_meshnode->setParent(parent_bone);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ else
+ {
+ if(parent_mesh){
+ m_animated_meshnode->setParent(parent_mesh);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_animated_mesh){
+ m_animated_meshnode->setParent(parent_animated_mesh);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ else if(parent_sprite){
+ m_animated_meshnode->setParent(parent_sprite);
+ m_animated_meshnode->setPosition(m_attachment_position);
+ m_animated_meshnode->setRotation(m_attachment_rotation);
+ m_animated_meshnode->updateAbsolutePosition();
+ }
+ }
+ }
+ if(m_spritenode){
+ if(parent_bone){
+ m_spritenode->setParent(parent_bone);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ else
+ {
+ if(parent_mesh){
+ m_spritenode->setParent(parent_mesh);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ else if(parent_animated_mesh){
+ m_spritenode->setParent(parent_animated_mesh);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ else if(parent_sprite){
+ m_spritenode->setParent(parent_sprite);
+ m_spritenode->setPosition(m_attachment_position);
+ m_spritenode->setRotation(m_attachment_rotation);
+ m_spritenode->updateAbsolutePosition();
+ }
+ }
+ }
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->isAttached = true;
}
}
}
void processMessage(const std::string &data)
{
- //infostream<<"LuaEntityCAO: Got message"<<std::endl;
+ //infostream<<"GenericCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
- if(cmd == 0) // update position
+ if(cmd == GENERIC_CMD_SET_PROPERTIES)
{
- // do_interpolate
- bool do_interpolate = readU8(is);
- // pos
+ m_prop = gob_read_set_properties(is);
+
+ m_selection_box = m_prop.collisionbox;
+ m_selection_box.MinEdge *= BS;
+ m_selection_box.MaxEdge *= BS;
+
+ m_tx_size.X = 1.0 / m_prop.spritediv.X;
+ m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
+
+ if(!m_initial_tx_basepos_set){
+ m_initial_tx_basepos_set = true;
+ m_tx_basepos = m_prop.initial_sprite_basepos;
+ }
+
+ expireVisuals();
+ }
+ else if(cmd == GENERIC_CMD_UPDATE_POSITION)
+ {
+ // Not sent by the server if this object is an attachment.
+ // We might however get here if the server notices the object being detached before the client.
m_position = readV3F1000(is);
- // velocity
m_velocity = readV3F1000(is);
- // acceleration
m_acceleration = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
- // is_end_position (for interpolation)
+ 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);
- // update_interval
float update_interval = readF1000(is);
-
+
+ // Place us a bit higher if we're physical, to not sink into
+ // the ground due to sucky collision detection...
+ if(m_prop.physical)
+ m_position += v3f(0,0.002,0);
+
+ if(getParent() != NULL) // Just in case
+ return;
+
if(do_interpolate){
- if(!m_prop->physical)
+ if(!m_prop.physical)
pos_translator.update(m_position, is_end_position, update_interval);
} else {
pos_translator.init(m_position);
}
updateNodePos();
}
- else if(cmd == 1) // set texture modification
+ else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
{
std::string mod = deSerializeString(is);
updateTextures(mod);
}
- else if(cmd == 2) // set sprite
+ else if(cmd == GENERIC_CMD_SET_SPRITE)
{
v2s16 p = readV2S16(is);
int num_frames = readU16(is);
updateTexturePos();
}
- }
-};
-
-// Prototype
-LuaEntityCAO proto_LuaEntityCAO(NULL, NULL);
-
-/*
- PlayerCAO
-*/
-
-class PlayerCAO : public ClientActiveObject
-{
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- scene::ITextSceneNode* m_text;
- std::string m_name;
- v3f m_position;
- float m_yaw;
- SmoothTranslator pos_translator;
- bool m_is_local_player;
- LocalPlayer *m_local_player;
- float m_damage_visual_timer;
- bool m_dead;
-
-public:
- PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.),
- m_node(NULL),
- m_text(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0),
- m_is_local_player(false),
- m_local_player(NULL),
- m_damage_visual_timer(0),
- m_dead(false)
- {
- if(gamedef == NULL)
- ClientActiveObject::registerType(getType(), create);
- }
-
- void initialize(const std::string &data)
- {
- infostream<<"PlayerCAO: Got init data"<<std::endl;
-
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // name
- m_name = deSerializeString(is);
- // pos
- m_position = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
- // dead
- m_dead = readU8(is);
-
- pos_translator.init(m_position);
-
- Player *player = m_env->getPlayer(m_name.c_str());
- if(player && player->isLocal()){
- m_is_local_player = true;
- m_local_player = (LocalPlayer*)player;
- }
- }
-
- ~PlayerCAO()
- {
- if(m_node)
- m_node->remove();
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
- {
- return new PlayerCAO(gamedef, env);
- }
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_PLAYER;
- }
- core::aabbox3d<f32>* getSelectionBox()
- {
- if(m_is_local_player)
- return NULL;
- if(m_dead)
- return NULL;
- return &m_selection_box;
- }
- v3f getPosition()
- {
- return pos_translator.vect_show;
- }
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
- {
- if(m_node != NULL)
- return;
- if(m_is_local_player)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
- gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
-
- scene::SMesh *mesh = new scene::SMesh();
- { // Front
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
+ else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
{
- 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_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();
+ 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;
+ }
}
- { // Back
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
+ else if(cmd == GENERIC_CMD_SET_ANIMATION)
{
- 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_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();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_node->setReadOnlyMaterials(true);
- updateNodePos();
-
- // Add a text node for showing the name
- std::wstring wname = narrow_to_wide(m_name);
- m_text = smgr->addTextSceneNode(gui->getBuiltInFont(),
- wname.c_str(), video::SColor(255,255,255,255), m_node);
- m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
-
- updateTextures("");
- updateVisibility();
- updateNodePos();
- }
-
- void removeFromScene()
- {
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
- }
-
- void updateLight(u8 light_at_pos)
- {
- if(m_node == NULL)
- return;
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-
- updateVisibility();
- }
-
- v3s16 getLightPosition()
- {
- return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
- }
-
- void updateVisibility()
- {
- if(m_node == NULL)
- return;
-
- m_node->setVisible(!m_dead);
- }
-
- void updateNodePos()
- {
- if(m_node == NULL)
- return;
-
- m_node->setPosition(pos_translator.vect_show);
-
- v3f rot = m_node->getRotation();
- rot.Y = -m_yaw;
- m_node->setRotation(rot);
- }
-
- void step(float dtime, ClientEnvironment *env)
- {
- pos_translator.translate(dtime);
- updateVisibility();
- updateNodePos();
+ m_animation_range = readV2F1000(is);
+ m_animation_speed = readF1000(is);
+ m_animation_blend = readF1000(is);
- if(m_damage_visual_timer > 0){
- m_damage_visual_timer -= dtime;
- if(m_damage_visual_timer <= 0){
- updateTextures("");
- }
+ updateAnimation();
}
- }
-
- void processMessage(const std::string &data)
- {
- //infostream<<"PlayerCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0) // update position
+ else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
{
- // pos
- m_position = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
+ std::string bone = deSerializeString(is);
+ v3f position = readV3F1000(is);
+ v3f rotation = readV3F1000(is);
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
- pos_translator.update(m_position, false);
+ updateBonePosition();
+ }
+ else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
+ {
+ // If an entry already exists for this object, delete it first to avoid duplicates
+ for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+ {
+ if(ii->X == getId()) // This is the ID of our object
+ {
+ m_env->attachment_list.erase(ii);
+ break;
+ }
+ }
+ m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
+ m_attachment_bone = deSerializeString(is);
+ m_attachment_position = readV3F1000(is);
+ m_attachment_rotation = readV3F1000(is);
- updateNodePos();
+ updateAttachments();
}
- else if(cmd == 1) // punched
+ else if(cmd == GENERIC_CMD_PUNCHED)
{
- // damage
- s16 damage = readS16(is);
- m_damage_visual_timer = 0.05;
- if(damage >= 2)
- m_damage_visual_timer += 0.05 * damage;
- updateTextures("^[brighten");
+ /*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 == 2) // died or respawned
+ else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
{
- m_dead = readU8(is);
- updateVisibility();
+ m_armor_groups.clear();
+ int armor_groups_size = readU16(is);
+ for(int i=0; i<armor_groups_size; i++){
+ std::string name = deSerializeString(is);
+ int rating = readS16(is);
+ m_armor_groups[name] = rating;
+ }
}
}
-
- void updateTextures(const std::string &mod)
- {
- if(!m_node)
- return;
- ITextureSource *tsrc = m_gamedef->tsrc();
- scene::IMesh *mesh = m_node->getMesh();
- if(mesh){
- {
- std::string tname = "player.png";
- tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw(tname));
- }
- {
- std::string tname = "player_back.png";
- tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw(tname));
+
+ bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+ float time_from_last_punch=1000000)
+ {
+ assert(punchitem);
+ const ToolCapabilities *toolcap =
+ &punchitem->getToolCapabilities(m_gamedef->idef());
+ PunchDamageResult result = getPunchDamage(
+ m_armor_groups,
+ toolcap,
+ punchitem,
+ time_from_last_punch);
+
+ if(result.did_punch && result.damage != 0)
+ {
+ if(result.damage < m_hp){
+ m_hp -= result.damage;
+ } else {
+ 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);
}
+ // TODO: Execute defined fast response
+ // Flashing shall suffice as there is no definition
+ m_reset_textures_timer = 0.05;
+ if(result.damage >= 2)
+ m_reset_textures_timer += 0.05 * result.damage;
+ updateTextures("^[brighten");
+ }
+
+ return false;
+ }
+
+ std::string debugInfoText()
+ {
+ std::ostringstream os(std::ios::binary);
+ os<<"GenericCAO hp="<<m_hp<<"\n";
+ os<<"armor={";
+ for(ItemGroupList::const_iterator i = m_armor_groups.begin();
+ i != m_armor_groups.end(); i++){
+ os<<i->first<<"="<<i->second<<", ";
}
+ os<<"}";
+ return os.str();
}
};
// Prototype
-PlayerCAO proto_PlayerCAO(NULL, NULL);
+GenericCAO proto_GenericCAO(NULL, NULL);