51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef CONTENT_CAO_HEADER
-#define CONTENT_CAO_HEADER
+#pragma once
#include <map>
#include "irrlichttypes_extrabloated.h"
#include "clientobject.h"
#include "object_properties.h"
#include "itemgroup.h"
+#include "constants.h"
class Camera;
class Client;
SmoothTranslator
*/
+template<typename T>
struct SmoothTranslator
{
- v3f vect_old;
- v3f vect_show;
- v3f vect_aim;
- f32 anim_counter;
- f32 anim_time;
- f32 anim_time_counter;
- bool aim_is_end;
+ T val_old;
+ T val_current;
+ T val_target;
+ f32 anim_time = 0;
+ f32 anim_time_counter = 0;
+ bool aim_is_end = true;
- SmoothTranslator();
+ SmoothTranslator() = default;
- void init(v3f vect);
+ void init(T current);
- void sharpen();
-
- void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
+ void update(T new_target, bool is_end_position = false,
+ float update_interval = -1);
void translate(f32 dtime);
+};
- bool is_moving();
+struct SmoothTranslatorWrapped : SmoothTranslator<f32>
+{
+ void translate(f32 dtime);
};
class GenericCAO : public ClientActiveObject
{
private:
// Only set at initialization
- std::string m_name;
- bool m_is_player;
- bool m_is_local_player;
+ std::string m_name = "";
+ bool m_is_player = false;
+ bool m_is_local_player = false;
// Property-ish things
ObjectProperties m_prop;
//
- scene::ISceneManager *m_smgr;
- IrrlichtDevice *m_irr;
- Client *m_client;
- aabb3f m_selection_box;
- scene::IMeshSceneNode *m_meshnode;
- scene::IAnimatedMeshSceneNode *m_animated_meshnode;
- WieldMeshSceneNode *m_wield_meshnode;
- scene::IBillboardSceneNode *m_spritenode;
- Nametag* m_nametag;
- v3f m_position;
+ scene::ISceneManager *m_smgr = nullptr;
+ Client *m_client = nullptr;
+ aabb3f m_selection_box = aabb3f(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.);
+ scene::IMeshSceneNode *m_meshnode = nullptr;
+ scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr;
+ WieldMeshSceneNode *m_wield_meshnode = nullptr;
+ scene::IBillboardSceneNode *m_spritenode = nullptr;
+ Nametag *m_nametag = nullptr;
+ v3f m_position = v3f(0.0f, 10.0f * BS, 0);
v3f m_velocity;
v3f m_acceleration;
- float m_yaw;
- s16 m_hp;
- SmoothTranslator pos_translator;
+ float m_yaw = 0.0f;
+ s16 m_hp = 1;
+ SmoothTranslator<v3f> pos_translator;
+ SmoothTranslatorWrapped yaw_translator;
// Spritesheet/animation stuff
- v2f m_tx_size;
+ v2f m_tx_size = v2f(1,1);
v2s16 m_tx_basepos;
- bool m_initial_tx_basepos_set;
- bool m_tx_select_horiz_by_yawpitch;
+ bool m_initial_tx_basepos_set = false;
+ bool m_tx_select_horiz_by_yawpitch = false;
v2s32 m_animation_range;
- int m_animation_speed;
- int m_animation_blend;
- bool m_animation_loop;
- UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
- std::string m_attachment_bone;
+ float m_animation_speed = 15.0f;
+ float m_animation_blend = 0.0f;
+ bool m_animation_loop = true;
+ // stores position and rotation for each bone name
+ std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
+ 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;
+ bool m_attached_to_local = false;
+ int m_anim_frame = 0;
+ int m_anim_num_frames = 1;
+ float m_anim_framelength = 0.2f;
+ float m_anim_timer = 0.0f;
ItemGroupList m_armor_groups;
- float m_reset_textures_timer;
- std::string m_previous_texture_modifier; // stores texture modifier before punch update
- std::string m_current_texture_modifier; // last applied texture modifier
- bool m_visuals_expired;
- float m_step_distance_counter;
- u8 m_last_light;
- bool m_is_visible;
+ float m_reset_textures_timer = -1.0f;
+ // stores texture modifier before punch update
+ std::string m_previous_texture_modifier = "";
+ // last applied texture modifier
+ std::string m_current_texture_modifier = "";
+ bool m_visuals_expired = false;
+ float m_step_distance_counter = 0.0f;
+ u8 m_last_light = 255;
+ bool m_is_visible = false;
+ s8 m_glow = 0;
std::vector<u16> m_children;
{
return ACTIVEOBJECT_TYPE_GENERIC;
}
-
+ inline const ItemGroupList &getGroups() const
+ {
+ return m_armor_groups;
+ }
void initialize(const std::string &data);
void processInitData(const std::string &data);
- ClientActiveObject *getParent();
-
bool getCollisionBox(aabb3f *toset) const;
bool collideWithObjects() const;
- aabb3f *getSelectionBox();
+ virtual bool getSelectionBox(aabb3f *toset) const;
v3f getPosition();
inline float getYaw() const
return m_yaw;
}
- scene::ISceneNode *getSceneNode();
+ const bool isImmortal();
- scene::IMeshSceneNode *getMeshSceneNode();
+ scene::ISceneNode *getSceneNode();
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
- WieldMeshSceneNode *getWieldMeshSceneNode();
-
- scene::IBillboardSceneNode *getSpriteSceneNode();
-
- inline bool isPlayer() const
+ inline f32 getStepHeight() const
{
- return m_is_player;
+ return m_prop.stepheight;
}
inline bool isLocalPlayer() const
void setChildrenVisible(bool toset);
+ ClientActiveObject *getParent() const;
+
void setAttachments();
void removeFromScene(bool permanent);
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
+ void addToScene(ITextureSource *tsrc);
inline void expireVisuals()
{
void updateTexturePos();
// std::string copy is mandatory as mod can be a class member and there is a swap
- // on those class members
+ // on those class members... do NOT pass by reference
void updateTextures(std::string mod);
void updateAnimation();
+ void updateAnimationSpeed();
+
void updateBonePosition();
void updateAttachments();
return m_prop.infotext;
}
};
-
-
-#endif