Copyright (C) 2010-2011 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 <IMeshManipulator.h>
+
class Settings;
struct ToolCapabilities;
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+
core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
/*
v3f m_position;
};
+// Prototype
+TestCAO proto_TestCAO(NULL, NULL);
+
+TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0))
+{
+ ClientActiveObject::registerType(getType(), create);
+}
+
+TestCAO::~TestCAO()
+{
+}
+
+ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
+{
+ return new TestCAO(gamedef, env);
+}
+
+void TestCAO::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(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ buf->getMaterial().setTexture(0, 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();
+ updateNodePos();
+}
+
+void TestCAO::removeFromScene()
+{
+ if(m_node == NULL)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+}
+
+void TestCAO::updateLight(u8 light_at_pos)
+{
+}
+
+v3s16 TestCAO::getLightPosition()
+{
+ return floatToInt(m_position, BS);
+}
+
+void TestCAO::updateNodePos()
+{
+ if(m_node == NULL)
+ return;
+
+ m_node->setPosition(m_position);
+ //m_node->setRotation(v3f(0, 45, 0));
+}
+
+void TestCAO::step(float dtime, ClientEnvironment *env)
+{
+ if(m_node)
+ {
+ v3f rot = m_node->getRotation();
+ //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
+ rot.Y += dtime * 180;
+ m_node->setRotation(rot);
+ }
+}
+
+void TestCAO::processMessage(const std::string &data)
+{
+ infostream<<"TestCAO: Got data: "<<data<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ u16 cmd;
+ is>>cmd;
+ if(cmd == 0)
+ {
+ v3f newpos;
+ is>>newpos.X;
+ is>>newpos.Y;
+ is>>newpos.Z;
+ m_position = newpos;
+ updateNodePos();
+ }
+}
+
/*
ItemCAO
*/
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;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ scene::SMesh *mesh = new scene::SMesh();
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
+ video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
+ video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
+ video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
+ video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ // Initialize with a generated placeholder texture
+ buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ updateNodePos();
+
+ /*
+ Update image of node
+ */
+
+ updateTexture();
+}
+
+void ItemCAO::removeFromScene()
+{
+ if(m_node == NULL)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+}
+
+void ItemCAO::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 ItemCAO::getLightPosition()
+{
+ return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
+}
+
+void ItemCAO::updateNodePos()
+{
+ if(m_node == NULL)
+ return;
+
+ m_node->setPosition(m_position);
+}
+
+void ItemCAO::updateInfoText()
+{
+ try{
+ IItemDefManager *idef = m_gamedef->idef();
+ ItemStack item;
+ item.deSerialize(m_itemstring, idef);
+ if(item.isKnown(idef))
+ m_infotext = item.getDefinition(idef).description;
+ else
+ m_infotext = "Unknown item: '" + m_itemstring + "'";
+ if(item.count >= 2)
+ m_infotext += " (" + itos(item.count) + ")";
+ }
+ catch(SerializationError &e)
+ {
+ m_infotext = "Unknown item: '" + m_itemstring + "'";
+ }
+}
+
+void ItemCAO::updateTexture()
+{
+ if(m_node == NULL)
+ return;
+
+ // Create an inventory item to see what is its image
+ std::istringstream is(m_itemstring, std::ios_base::binary);
+ video::ITexture *texture = NULL;
+ try{
+ IItemDefManager *idef = m_gamedef->idef();
+ ItemStack item;
+ item.deSerialize(is, idef);
+ texture = item.getDefinition(idef).inventory_texture;
+ }
+ catch(SerializationError &e)
+ {
+ infostream<<"WARNING: "<<__FUNCTION_NAME
+ <<": error deSerializing itemstring \""
+ <<m_itemstring<<std::endl;
+ }
+
+ // Set meshbuffer texture
+ m_node->getMaterial(0).setTexture(0, texture);
+}
+
+
+void ItemCAO::step(float dtime, ClientEnvironment *env)
+{
+ if(m_node)
+ {
+ /*v3f rot = m_node->getRotation();
+ rot.Y += dtime * 120;
+ m_node->setRotation(rot);*/
+ LocalPlayer *player = env->getLocalPlayer();
+ assert(player);
+ v3f rot = m_node->getRotation();
+ rot.Y = 180.0 - (player->getYaw());
+ m_node->setRotation(rot);
+ }
+}
+
+void ItemCAO::processMessage(const std::string &data)
+{
+ //infostream<<"ItemCAO: Got message"<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+ if(cmd == 0)
+ {
+ // pos
+ m_position = readV3F1000(is);
+ updateNodePos();
+ }
+ if(cmd == 1)
+ {
+ // itemstring
+ m_itemstring = deSerializeString(is);
+ updateInfoText();
+ updateTexture();
+ }
+}
+
+void ItemCAO::initialize(const std::string &data)
+{
+ infostream<<"ItemCAO: 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);
+ // itemstring
+ m_itemstring = deSerializeString(is);
+ }
+
+ updateNodePos();
+ updateInfoText();
+}
+
/*
- LuaEntityCAO
+ GenericCAO
*/
-#include "luaentity_common.h"
+#include "genericobject.h"
-class LuaEntityCAO : public ClientActiveObject
+class GenericCAO : public ClientActiveObject
{
private:
+ // Only set at initialization
+ std::string m_name;
+ bool m_is_player;
+ bool m_is_local_player; // determined locally
+ // Property-ish things
+ ObjectProperties m_prop;
+ //
+ scene::ISceneManager *m_smgr;
+ IrrlichtDevice *m_irr;
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
scene::IBillboardSceneNode *m_spritenode;
+ scene::ITextSceneNode* m_textnode;
v3f m_position;
v3f m_velocity;
v3f m_acceleration;
float m_yaw;
s16 m_hp;
- struct LuaEntityProperties *m_prop;
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;
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;
public:
- LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
+ GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
+ //
+ m_is_player(false),
+ m_is_local_player(false),
+ //
+ 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_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_prop(new LuaEntityProperties),
m_tx_size(1,1),
m_tx_basepos(0,0),
+ m_initial_tx_basepos_set(false),
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)
+ m_anim_timer(0),
+ m_reset_textures_timer(-1),
+ m_visuals_expired(false),
+ m_step_distance_counter(0),
+ m_last_light(255)
{
if(gamedef == NULL)
ClientActiveObject::registerType(getType(), create);
void initialize(const std::string &data)
{
- infostream<<"LuaEntityCAO: Got init data"<<std::endl;
-
+ infostream<<"GenericCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
// version
u8 version = readU8(is);
// check version
- if(version != 1)
+ if(version != 0){
+ errorstream<<"GenericCAO: Unsupported init data version"
+ <<std::endl;
return;
- // pos
+ }
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
m_position = readV3F1000(is);
- // yaw
m_yaw = readF1000(is);
- // hp
m_hp = readS16(is);
- // properties
- std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
- m_prop->deSerialize(prop_is);
-
- infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
+
+ int num_messages = readU8(is);
+ for(int i=0; i<num_messages; i++){
+ std::string message = deSerializeLongString(is);
+ processMessage(message);
+ }
- 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();
+
+ if(m_is_player){
+ Player *player = m_env->getPlayer(m_name.c_str());
+ if(player && player->isLocal()){
+ m_is_local_player = true;
+ }
+ }
}
- ~LuaEntityCAO()
+ ~GenericCAO()
{
- delete m_prop;
}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
{
- return new LuaEntityCAO(gamedef, env);
+ return new GenericCAO(gamedef, env);
}
u8 getType() const
{
- return ACTIVEOBJECT_TYPE_LUAENTITY;
+ return ACTIVEOBJECT_TYPE_GENERIC;
}
core::aabbox3d<f32>* getSelectionBox()
{
+ if(!m_prop.is_visible || m_is_local_player)
+ return NULL;
return &m_selection_box;
}
v3f getPosition()
{
return pos_translator.vect_show;
}
-
+
+ void removeFromScene()
+ {
+ if(m_meshnode){
+ m_meshnode->remove();
+ m_meshnode = NULL;
+ }
+ if(m_spritenode){
+ m_spritenode->remove();
+ m_spritenode = NULL;
+ }
+ }
+
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
+ m_smgr = smgr;
+ m_irr = irr;
+
if(m_meshnode != NULL || m_spritenode != NULL)
return;
+ m_visuals_expired = false;
+
+ 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,
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));
+ } 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 = item.getDefinition(idef).wield_mesh;
+
+ // 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_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();
}
- 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)
{
+ bool is_visible = (m_hp != 0);
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);
+ m_meshnode->setVisible(is_visible);
+ }
+ if(m_spritenode){
+ m_spritenode->setColor(color);
+ m_spritenode->setVisible(is_visible);
+ }
}
}
{
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_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;
+ v3f lastpos = pos_translator.vect_show;
+
+ if(m_visuals_expired && m_smgr && m_irr){
+ m_visuals_expired = false;
+ removeFromScene();
+ addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+ }
+
+ 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
+ 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 = collisionMovePrecise(&env->getMap(), gamedef,
- pos_max_d, box, dtime, p_pos, p_velocity);
+ moveresult = collisionMoveSimple(&env->getMap(), gamedef,
+ pos_max_d, box, stepheight, dtime,
+ p_pos, p_velocity, p_acceleration);
// 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();
-
- m_velocity += dtime * m_acceleration;
} else {
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
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;
if(m_anim_timer >= m_anim_framelength){
m_anim_timer -= m_anim_framelength;
}
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(fabs(m_prop.automatic_rotate) > 0.001){
+ m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
+ 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)
+ 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];
+ 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->getTextureRaw(texturestring));
+ }
+ }
+ if(m_meshnode)
+ {
+ if(m_prop.visual == "cube")
+ {
+ for (u32 i = 0; i < 6; ++i)
+ {
+ std::string texturestring = "unknown_block.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);
+ }
+ }
+ 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->getTextureRaw(tname));
+ }
+ {
+ 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->getTextureRaw(tname));
+ }
}
}
}
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 == LUAENTITY_CMD_UPDATE_POSITION) // update position
+ if(cmd == GENERIC_CMD_SET_PROPERTIES)
+ {
+ 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)
{
- // do_interpolate
- bool do_interpolate = readU8(is);
- // pos
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);
+ 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(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 == LUAENTITY_CMD_SET_TEXTURE_MOD) // set texture modification
+ else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
{
std::string mod = deSerializeString(is);
updateTextures(mod);
}
- else if(cmd == LUAENTITY_CMD_SET_SPRITE) // set sprite
+ else if(cmd == GENERIC_CMD_SET_SPRITE)
{
v2s16 p = readV2S16(is);
int num_frames = readU16(is);
updateTexturePos();
}
- else if(cmd == LUAENTITY_CMD_PUNCHED)
+ else if(cmd == GENERIC_CMD_PUNCHED)
{
/*s16 damage =*/ readS16(is);
s16 result_hp = readS16(is);
m_hp = result_hp;
- // TODO: Execute defined fast response
+ }
+ else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
+ {
+ 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;
+ }
}
}
bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
float time_from_last_punch=1000000)
{
- // TODO: Transfer this from the server
- ItemGroupList m_armor_groups;
-
assert(punchitem);
const ToolCapabilities *toolcap =
&punchitem->getToolCapabilities(m_gamedef->idef());
toolcap,
punchitem,
time_from_last_punch);
-
- if(result.did_punch)
+
+ if(result.did_punch && result.damage != 0)
{
- // TODO: Decrease hp by
- if(result.damage < m_hp)
+ if(result.damage < m_hp){
m_hp -= result.damage;
- else
+ } 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;
}
-};
-
-// 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] =
- {
- 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();
- }
- { // Back
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
- video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_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();
-
- if(m_damage_visual_timer > 0){
- m_damage_visual_timer -= dtime;
- if(m_damage_visual_timer <= 0){
- updateTextures("");
- }
- }
- }
-
- 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
- {
- // pos
- m_position = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
-
- pos_translator.update(m_position, false);
-
- updateNodePos();
- }
- else if(cmd == 1) // punched
- {
- // damage
- s16 damage = readS16(is);
- m_damage_visual_timer = 0.05;
- if(damage >= 2)
- m_damage_visual_timer += 0.05 * damage;
- updateTextures("^[brighten");
- }
- else if(cmd == 2) // died or respawned
- {
- m_dead = readU8(is);
- updateVisibility();
- }
- }
-
- void updateTextures(const std::string &mod)
+
+ std::string debugInfoText()
{
- 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));
- }
+ 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);