]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_cao.h
Don't corrupt stepheight when setting other properties
[minetest.git] / src / content_cao.h
index 3a3fbbcda071a4c259bf48bcc1149085950ab67e..69e2e54a264502fef563f2a48de2e3065d750e20 100644 (file)
@@ -1,18 +1,18 @@
 /*
-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.
 */
@@ -20,11 +20,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef CONTENT_CAO_HEADER
 #define CONTENT_CAO_HEADER
 
-#include "clientobject.h"
+#include <map>
+#include "irrlichttypes_extrabloated.h"
 #include "content_object.h"
-#include "utility.h" // For IntervalLimiter
-class Settings;
-#include "MyBillboardSceneNode.h"
+#include "clientobject.h"
+#include "object_properties.h"
+#include "itemgroup.h"
 
 /*
        SmoothTranslator
@@ -40,399 +41,164 @@ struct SmoothTranslator
        f32 anim_time_counter;
        bool aim_is_end;
 
-       SmoothTranslator():
-               vect_old(0,0,0),
-               vect_show(0,0,0),
-               vect_aim(0,0,0),
-               anim_counter(0),
-               anim_time(0),
-               anim_time_counter(0),
-               aim_is_end(true)
-       {}
-
-       void init(v3f vect)
-       {
-               vect_old = vect;
-               vect_show = vect;
-               vect_aim = vect;
-               anim_counter = 0;
-               anim_time = 0;
-               anim_time_counter = 0;
-               aim_is_end = true;
-       }
-
-       void sharpen()
-       {
-               init(vect_show);
-       }
-
-       void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
-       {
-               aim_is_end = is_end_position;
-               vect_old = vect_show;
-               vect_aim = vect_new;
-               if(update_interval > 0){
-                       anim_time = update_interval;
-               } else {
-                       if(anim_time < 0.001 || anim_time > 1.0)
-                               anim_time = anim_time_counter;
-                       else
-                               anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
-               }
-               anim_time_counter = 0;
-               anim_counter = 0;
-       }
-
-       void translate(f32 dtime)
-       {
-               anim_time_counter = anim_time_counter + dtime;
-               anim_counter = anim_counter + dtime;
-               v3f vect_move = vect_aim - vect_old;
-               f32 moveratio = 1.0;
-               if(anim_time > 0.001)
-                       moveratio = anim_time_counter / anim_time;
-               // Move a bit less than should, to avoid oscillation
-               moveratio = moveratio * 0.5;
-               float move_end = 1.5;
-               if(aim_is_end)
-                       move_end = 1.0;
-               if(moveratio > move_end)
-                       moveratio = move_end;
-               vect_show = vect_old + vect_move * moveratio;
-       }
-
-       bool is_moving()
-       {
-               return ((anim_time_counter / anim_time) < 1.4);
-       }
-};
-
-
-/*
-       TestCAO
-*/
+       SmoothTranslator();
 
-class TestCAO : public ClientActiveObject
-{
-public:
-       TestCAO(IGameDef *gamedef);
-       virtual ~TestCAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_TEST;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef);
+       void init(v3f vect);
 
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
+       void sharpen();
 
-       void step(float dtime, ClientEnvironment *env);
+       void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
 
-       void processMessage(const std::string &data);
+       void translate(f32 dtime);
 
-private:
-       scene::IMeshSceneNode *m_node;
-       v3f m_position;
+       bool is_moving();
 };
 
-/*
-       ItemCAO
-*/
-
-class ItemCAO : public ClientActiveObject
+class GenericCAO : public ClientActiveObject
 {
-public:
-       ItemCAO(IGameDef *gamedef);
-       virtual ~ItemCAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_ITEM;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef);
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
-       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:
+       // 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_node;
+       scene::IMeshSceneNode *m_meshnode;
+       scene::IAnimatedMeshSceneNode *m_animated_meshnode;
+       WieldMeshSceneNode *m_wield_meshnode;
+       scene::IBillboardSceneNode *m_spritenode;
+       scene::ITextSceneNode* m_textnode;
        v3f m_position;
-       std::string m_inventorystring;
-};
+       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;
+       v2s32 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;
 
-/*
-       RatCAO
-*/
+       std::vector<u16> m_children;
 
-class RatCAO : public ClientActiveObject
-{
 public:
-       RatCAO(IGameDef *gamedef);
-       virtual ~RatCAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_RAT;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef);
+       GenericCAO(IGameDef *gamedef, ClientEnvironment *env);
 
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
+       ~GenericCAO();
 
-       void step(float dtime, ClientEnvironment *env);
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new GenericCAO(gamedef, env);
+       }
 
-       void processMessage(const std::string &data);
+       inline u8 getType() const
+       {
+               return ACTIVEOBJECT_TYPE_GENERIC;
+       }
 
        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;
-};
+       ClientActiveObject *getParent();
 
-/*
-       Oerkki1CAO
-*/
+       bool getCollisionBox(aabb3f *toset);
 
-class Oerkki1CAO : public ClientActiveObject
-{
-public:
-       Oerkki1CAO(IGameDef *gamedef);
-       virtual ~Oerkki1CAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_OERKKI1;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef);
+       bool collideWithObjects();
 
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
+       core::aabbox3d<f32>* getSelectionBox();
 
-       void step(float dtime, ClientEnvironment *env);
+       v3f getPosition();
 
-       void processMessage(const std::string &data);
+       scene::ISceneNode *getSceneNode();
 
-       void initialize(const std::string &data);
-       
-       core::aabbox3d<f32>* getSelectionBox()
-               {return &m_selection_box;}
-       v3f getPosition()
-               {return pos_translator.vect_show;}
-               //{return m_position;}
+       scene::IMeshSceneNode *getMeshSceneNode();
 
-       // If returns true, punch will not be sent to the server
-       bool directReportPunch(const std::string &toolname, v3f dir);
+       scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
 
-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;
-};
+       WieldMeshSceneNode *getWieldMeshSceneNode();
 
-/*
-       FireflyCAO
-*/
+       scene::IBillboardSceneNode *getSpriteSceneNode();
 
-class FireflyCAO : public ClientActiveObject
-{
-public:
-       FireflyCAO(IGameDef *gamedef);
-       virtual ~FireflyCAO();
-       
-       u8 getType() const
+       inline bool isPlayer() const
        {
-               return ACTIVEOBJECT_TYPE_FIREFLY;
+               return m_is_player;
        }
-       
-       static ClientActiveObject* create(IGameDef *gamedef);
 
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
+       inline bool isLocalPlayer() const
+       {
+               return m_is_local_player;
+       }
 
-       void step(float dtime, ClientEnvironment *env);
+       inline bool isVisible() const
+       {
+               return m_is_visible;
+       }
 
-       void processMessage(const std::string &data);
+       inline void setVisible(bool toset)
+       {
+               m_is_visible = toset;
+       }
 
-       void initialize(const std::string &data);
-       
-       core::aabbox3d<f32>* getSelectionBox()
-               {return &m_selection_box;}
-       v3f getPosition()
-               {return m_position;}
+       void setAttachments();
 
-private:
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_node;
-       v3f m_position;
-       float m_yaw;
-       SmoothTranslator pos_translator;
-};
+       void removeFromScene(bool permanent);
 
-/*
-       MobV2CAO
-*/
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr);
 
-class MobV2CAO : public ClientActiveObject
-{
-public:
-       MobV2CAO(IGameDef *gamedef);
-       virtual ~MobV2CAO();
-       
-       u8 getType() const
+       inline void expireVisuals()
        {
-               return ACTIVEOBJECT_TYPE_MOBV2;
+               m_visuals_expired = true;
        }
-       
-       static ClientActiveObject* create(IGameDef *gamedef);
 
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
-       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 updateTexturePos();
 
-       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;}
+       void updateTextures(const std::string &mod);
 
-       // If returns true, punch will not be sent to the server
-       bool directReportPunch(const std::string &toolname, v3f dir);
+       void updateAnimation();
 
-private:
-       void setLooks(const std::string &looks);
-       
-       IntervalLimiter m_attack_interval;
-       core::aabbox3d<f32> m_selection_box;
-       scene::MyBillboardSceneNode *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;
-};
+       void updateBonePosition();
 
-/*
-       LuaEntityCAO
-*/
-
-struct LuaEntityProperties;
-
-class LuaEntityCAO : public ClientActiveObject
-{
-public:
-       LuaEntityCAO(IGameDef *gamedef);
-       virtual ~LuaEntityCAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_LUAENTITY;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef);
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
-
-       void step(float dtime, ClientEnvironment *env);
+       void updateAttachments();
 
        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;}
+       bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+                       float time_from_last_punch=1000000);
 
-private:
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_meshnode;
-       scene::MyBillboardSceneNode *m_spritenode;
-       v3f m_position;
-       float m_yaw;
-       struct LuaEntityProperties *m_prop;
-       SmoothTranslator pos_translator;
+       std::string debugInfoText();
 };
 
 
 #endif
-