X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_cao.cpp;h=840103cc74644f7406ae98e569258b4c7bdad3e7;hb=2a01050a0cf0826f25240e2cb407535394ee360f;hp=ab20f1a9588fa8a399afc20556f1a9253c060a69;hpb=91cfbe2891a3fbec2aac019ccfba74b667d94fc4;p=minetest.git diff --git a/src/content_cao.cpp b/src/content_cao.cpp index ab20f1a95..840103cc7 100644 --- a/src/content_cao.cpp +++ b/src/content_cao.cpp @@ -1,18 +1,18 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola 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. */ @@ -20,16 +20,171 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "content_cao.h" #include "tile.h" #include "environment.h" +#include "collision.h" +#include "settings.h" +#include +#include +#include +#include "serialization.h" // For decompressZlib +#include "gamedef.h" +#include "clientobject.h" +#include "content_object.h" +#include "mesh.h" +#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 +#include +#include + +class Settings; +struct ToolCapabilities; + +#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" + +std::map ClientActiveObject::m_types; + +/* + SmoothTranslator +*/ + +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; + + 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 * 0.8; + 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); + } +}; + +/* + Other stuff +*/ + +static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill, + float txs, float tys, int col, int row) +{ + video::SMaterial& material = bill->getMaterial(0); + core::matrix4& matrix = material.getTextureMatrix(0); + matrix.setTextureTranslate(txs*col, tys*row); + matrix.setTextureScale(txs, tys); +} /* 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); + + bool getCollisionBox(aabb3f *toset) { return false; } +private: + scene::IMeshSceneNode *m_node; + v3f m_position; +}; + // Prototype -TestCAO proto_TestCAO; +TestCAO proto_TestCAO(NULL, NULL); -TestCAO::TestCAO(): - ClientActiveObject(0), +TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env): + ClientActiveObject(0, gamedef, env), m_node(NULL), m_position(v3f(0,10*BS,0)) { @@ -40,17 +195,18 @@ TestCAO::~TestCAO() { } -ClientActiveObject* TestCAO::create() +ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env) { - return new TestCAO(); + return new TestCAO(gamedef, env); } -void TestCAO::addToScene(scene::ISceneManager *smgr) +void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, + IrrlichtDevice *irr) { if(m_node != NULL) return; - video::IVideoDriver* driver = smgr->getVideoDriver(); + //video::IVideoDriver* driver = smgr->getVideoDriver(); scene::SMesh *mesh = new scene::SMesh(); scene::IMeshBuffer *buf = new scene::SMeshBuffer(); @@ -67,8 +223,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr) // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); - buf->getMaterial().setTexture - (0, driver->getTexture(getTexturePath("rat.png").c_str())); + 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; @@ -112,7 +267,7 @@ void TestCAO::step(float dtime, ClientEnvironment *env) if(m_node) { v3f rot = m_node->getRotation(); - //dstream<<"dtime="<>cmd; @@ -139,35 +294,84 @@ void TestCAO::processMessage(const std::string &data) 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* 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 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; +ItemCAO proto_ItemCAO(NULL, NULL); -ItemCAO::ItemCAO(): - ClientActiveObject(0), +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)) { - ClientActiveObject::registerType(getType(), create); + if(!gamedef && !env) + { + ClientActiveObject::registerType(getType(), create); + } } ItemCAO::~ItemCAO() { } -ClientActiveObject* ItemCAO::create() +ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env) { - return new ItemCAO(); + return new ItemCAO(gamedef, env); } -void ItemCAO::addToScene(scene::ISceneManager *smgr) +void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, + IrrlichtDevice *irr) { if(m_node != NULL) return; - video::IVideoDriver* driver = smgr->getVideoDriver(); + //video::IVideoDriver* driver = smgr->getVideoDriver(); scene::SMesh *mesh = new scene::SMesh(); scene::IMeshBuffer *buf = new scene::SMeshBuffer(); @@ -188,10 +392,8 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr) // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); - //buf->getMaterial().setTexture(0, NULL); - // Initialize with the stick texture - buf->getMaterial().setTexture - (0, driver->getTexture(getTexturePath("stick.png").c_str())); + // Initialize with a generated placeholder texture + 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; @@ -200,10 +402,13 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr) 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(); + + /* + Update image of node + */ + + updateTexture(); } void ItemCAO::removeFromScene() @@ -222,27 +427,12 @@ void ItemCAO::updateLight(u8 light_at_pos) u8 li = decode_light(light_at_pos); video::SColor color(255,li,li,li); - - scene::IMesh *mesh = m_node->getMesh(); - if(mesh == NULL) - return; - - u16 mc = mesh->getMeshBufferCount(); - for(u16 j=0; jgetMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); - u16 vc = buf->getVertexCount(); - for(u16 i=0; igetMesh(), color); } v3s16 ItemCAO::getLightPosition() { - return floatToInt(m_position, BS); + return floatToInt(m_position + v3f(0,0.5*BS,0), BS); } void ItemCAO::updateNodePos() @@ -253,6 +443,51 @@ void ItemCAO::updateNodePos() 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 = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef); + } + catch(SerializationError &e) + { + infostream<<"WARNING: "<<__FUNCTION_NAME + <<": error deSerializing itemstring \"" + <getMaterial(0).setTexture(0, texture); +} + + void ItemCAO::step(float dtime, ClientEnvironment *env) { if(m_node) @@ -270,7 +505,7 @@ void ItemCAO::step(float dtime, ClientEnvironment *env) void ItemCAO::processMessage(const std::string &data) { - dstream<<"ItemCAO: Got message"<getMesh(); - - if(mesh == NULL) - return; - - scene::IMeshBuffer *buf = mesh->getMeshBuffer(0); - - if(buf == NULL) - return; - - // Create an inventory item to see what is its image - std::istringstream is(m_inventorystring, std::ios_base::binary); - video::ITexture *texture = NULL; - try{ - InventoryItem *item = NULL; - item = InventoryItem::deSerialize(is); - dstream<<__FUNCTION_NAME<<": m_inventorystring=\"" - < item="<getImage(); - delete item; - } - } - catch(SerializationError &e) - { - dstream<<"WARNING: "<<__FUNCTION_NAME - <<": error deSerializing inventorystring \"" - <getMaterial().setTexture(0, texture); - + updateInfoText(); } /* - RatCAO + GenericCAO */ -#include "inventory.h" - -// Prototype -RatCAO proto_RatCAO; - -RatCAO::RatCAO(): - ClientActiveObject(0), - 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() -{ -} - -ClientActiveObject* RatCAO::create() -{ - return new RatCAO(); -} +#include "genericobject.h" -void RatCAO::addToScene(scene::ISceneManager *smgr) +class GenericCAO : public ClientActiveObject { - 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] = +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 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 > 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; + +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 >()), + 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, driver->getTexture(getTexturePath("rat.png").c_str())); - 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(); -} + if(gamedef == NULL) + ClientActiveObject::registerType(getType(), create); + } -void RatCAO::removeFromScene() -{ - 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->remove(); - m_node = NULL; -} + toset->MinEdge += m_position; + toset->MaxEdge += m_position; -void RatCAO::updateLight(u8 light_at_pos) -{ - if(m_node == NULL) - return; + return true; + } - u8 li = decode_light(light_at_pos); - video::SColor color(255,li,li,li); + return false; + } - scene::IMesh *mesh = m_node->getMesh(); - if(mesh == NULL) - return; - - u16 mc = mesh->getMeshBufferCount(); - for(u16 j=0; jgetMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); - u16 vc = buf->getVertexCount(); - for(u16 i=0; isetPosition(m_position); - m_node->setPosition(pos_translator.vect_show); + for(int i=0; igetRotation(); - rot.Y = 180.0 - m_yaw; - m_node->setRotation(rot); -} + 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()); + } + } -void RatCAO::step(float dtime, ClientEnvironment *env) -{ - pos_translator.translate(dtime); - updateNodePos(); -} + ~GenericCAO() + { + if(m_is_player){ + m_env->removePlayerName(m_name.c_str()); + } + } -void RatCAO::processMessage(const std::string &data) -{ - //dstream<<"RatCAO: Got message"<* 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; } - - updateNodePos(); -} -/* - Oerkki1CAO -*/ + scene::IMeshSceneNode *getMeshSceneNode() + { + if(m_meshnode) + return m_meshnode; + return NULL; + } -#include "inventory.h" + scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() + { + if(m_animated_meshnode) + return m_animated_meshnode; + return NULL; + } -// Prototype -Oerkki1CAO proto_Oerkki1CAO; + scene::IBillboardSceneNode *getSpriteSceneNode() + { + if(m_spritenode) + return m_spritenode; + return NULL; + } -Oerkki1CAO::Oerkki1CAO(): - ClientActiveObject(0), - 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); -} + bool isPlayer() + { + return m_is_player; + } -Oerkki1CAO::~Oerkki1CAO() -{ -} + bool isLocalPlayer() + { + return m_is_local_player; + } -ClientActiveObject* Oerkki1CAO::create() -{ - return new Oerkki1CAO(); -} + void setAttachments() + { + updateAttachments(); + } -void Oerkki1CAO::addToScene(scene::ISceneManager *smgr) -{ - 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] = + ClientActiveObject *getParent() { - 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, driver->getTexture(getTexturePath("oerkki1.png").c_str())); - 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(); -} + ClientActiveObject *obj = NULL; + for(std::vector >::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; + } + } + if(obj) + return obj; + return NULL; + } -void Oerkki1CAO::removeFromScene() -{ - if(m_node == NULL) - return; + void removeFromScene(bool permanent) + { + 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 >::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 >::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; + } + } + } - m_node->remove(); - m_node = NULL; -} + 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; + } + } -void Oerkki1CAO::updateLight(u8 light_at_pos) -{ - if(m_node == NULL) - return; - - if(light_at_pos <= 2) + void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, + IrrlichtDevice *irr) { - m_node->setVisible(false); - return; + m_smgr = smgr; + m_irr = irr; + + if(m_meshnode != NULL || m_animated_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<<"GenericCAO::addToScene(): single_sprite"<addBillboardSceneNode( + NULL, v2f(1, 1), v3f(0,0,0), -1); + m_spritenode->setMaterialTexture(0, + 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); + 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 == "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"<addMeshSceneNode(mesh, NULL); + mesh->drop(); + + 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"<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 "<= 1){ + infostream<<"textures[0]: "<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<<"GenericCAO::addToScene(): \""<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(); } - m_node->setVisible(true); + void expireVisuals() + { + m_visuals_expired = true; + } + + void updateLight(u8 light_at_pos) + { + u8 li = decode_light(light_at_pos); + 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); + } + } - u8 li = decode_light(light_at_pos); - video::SColor color(255,li,li,li); + v3s16 getLightPosition() + { + return floatToInt(m_position, BS); + } - scene::IMesh *mesh = m_node->getMesh(); - if(mesh == NULL) - return; - - u16 mc = mesh->getMeshBufferCount(); - for(u16 j=0; jgetMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); - u16 vc = buf->getVertexCount(); - for(u16 i=0; isetPosition(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); } } -} -v3s16 Oerkki1CAO::getLightPosition() -{ - return floatToInt(m_position+v3f(0,BS*1.5,0), BS); -} + void step(float dtime, ClientEnvironment *env) + { + if(m_visuals_expired && m_smgr && m_irr){ + m_visuals_expired = false; -void Oerkki1CAO::updateNodePos() -{ - if(m_node == NULL) - return; + // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault + for(std::vector >::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()); + } + } + } - //m_node->setPosition(m_position); - m_node->setPosition(pos_translator.vect_show); + removeFromScene(false); + addToScene(m_smgr, m_gamedef->tsrc(), m_irr); - v3f rot = m_node->getRotation(); - rot.Y = 180.0 - m_yaw + 90.0; - m_node->setRotation(rot); -} + // Attachments, part 2: Now that the parent has been refreshed, put its attachments back + for(std::vector >::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(); + } + } + } -void Oerkki1CAO::step(float dtime, ClientEnvironment *env) -{ - pos_translator.translate(dtime); - updateNodePos(); + // 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; - 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(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 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(); + } - if(fabs(m_position.Y - playerpos.Y) < 3.0*BS && - objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS) + 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; + m_anim_frame++; + if(m_anim_frame >= m_anim_num_frames) + m_anim_frame = 0; + } + + 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() { - if(m_attack_interval.step(dtime, 0.5)) - { - env->damageLocalPlayer(2); + if(m_spritenode){ + scene::ICameraSceneNode* camera = + m_spritenode->getSceneManager()->getActiveCamera(); + if(!camera) + return; + v3f cam_to_entity = m_spritenode->getAbsolutePosition() + - camera->getAbsolutePosition(); + cam_to_entity.normalize(); + + int row = m_tx_basepos.Y; + int col = m_tx_basepos.X; + + if(m_tx_select_horiz_by_yawpitch) + { + if(cam_to_entity.Y > 0.75) + col += 5; + else if(cam_to_entity.Y < -0.75) + col += 4; + else{ + 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="<getBool("bilinear_filter"); + bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter"); + + if(m_spritenode) { - // Enable damage texture - if(m_node) + if(m_prop.visual == "sprite") { - 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= 1) + texturestring = m_prop.textures[0]; + texturestring += mod; + 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) { - scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - buf->getMaterial().setTexture(0, driver->getTexture( - getTexturePath("oerkki1_damaged.png").c_str())); + 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); } - m_damage_texture_enabled = true; } - m_damage_visual_timer -= dtime; - } - else - { - if(m_damage_texture_enabled) + if(m_animated_meshnode) { - // Disable damage texture - if(m_node) + if(m_prop.visual == "mesh") { - 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; jgetMaterialCount(); ++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 "<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) { - scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - buf->getMaterial().setTexture(0, driver->getTexture( - getTexturePath("oerkki1.png").c_str())); + 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); } } - m_damage_texture_enabled = false; } } -} -void Oerkki1CAO::processMessage(const std::string &data) -{ - //dstream<<"Oerkki1CAO: Got message"<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); } - else if(cmd == 1) + + void updateBonePosition() { - u16 damage = readU8(is); - m_damage_visual_timer = 1.0; - } -} + if(!m_bone_position.size() || m_animated_meshnode == NULL) + return; -void Oerkki1CAO::initialize(const std::string &data) -{ - //dstream<<"Oerkki1CAO: Got init data"<setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render + for(std::map >::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<<"GenericCAO: Got message"<getLocalPlayer(); + player->physics_override_speed = override_speed; + player->physics_override_jump = override_jump; + player->physics_override_gravity = override_gravity; + player->physics_override_sneak = sneak; + player->physics_override_sneak_glitch = sneak_glitch; + } + } + else if(cmd == GENERIC_CMD_SET_ANIMATION) + { + m_animation_range = readV2F1000(is); + m_animation_speed = readF1000(is); + m_animation_blend = readF1000(is); + + updateAnimation(); + } + else if(cmd == GENERIC_CMD_SET_BONE_POSITION) + { + std::string bone = deSerializeString(is); + v3f position = readV3F1000(is); + v3f rotation = readV3F1000(is); + m_bone_position[bone] = core::vector2d(position, rotation); + + 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 >::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(getId(), readS16(is))); + m_attachment_bone = deSerializeString(is); + m_attachment_position = readV3F1000(is); + m_attachment_rotation = readV3F1000(is); + + updateAttachments(); + } + else if(cmd == GENERIC_CMD_PUNCHED) + { + /*s16 damage =*/ readS16(is); + s16 result_hp = readS16(is); + + // Use this instead of the send damage to not interfere with prediction + s16 damage = m_hp - result_hp; + + m_hp = result_hp; + + if (damage > 0) { + if (m_hp <= 0) { + // TODO: Execute defined fast response + // As there is no definition, make a smoke puff + ClientSimpleObject *simple = createSmokePuff( + m_smgr, m_env, m_position, + m_prop.visual_size * BS); + m_env->addSimpleObject(simple); + } else { + // TODO: Execute defined fast response + // Flashing shall suffice as there is no definition + m_reset_textures_timer = 0.05; + if(damage >= 2) + m_reset_textures_timer += 0.05 * damage; + updateTextures("^[brighten"); + } + } + } + else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) + { + m_armor_groups.clear(); + int armor_groups_size = readU16(is); + for(int i=0; igetToolCapabilities(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="<first<<"="<second<<", "; + } + os<<"}"; + return os.str(); + } +}; + +// Prototype +GenericCAO proto_GenericCAO(NULL, NULL);