X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_cao.cpp;h=8bec67c8c46dcd10aa99eab01bcf16fc6f5afba9;hb=b0e68060777dfb7daefc81c169e1ed4d95c4a2d6;hp=ba8739df7d2b2689c2e7d659201e895b516873e0;hpb=82a460ec90b4537926f31603219504bce8817ac2;p=dragonfireclient.git diff --git a/src/content_cao.cpp b/src/content_cao.cpp index ba8739df7..8bec67c8c 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. */ @@ -20,22 +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; -core::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(NULL); +TestCAO proto_TestCAO(NULL, NULL); -TestCAO::TestCAO(IGameDef *gamedef): - ClientActiveObject(0, gamedef), +TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env): + ClientActiveObject(0, gamedef, env), m_node(NULL), m_position(v3f(0,10*BS,0)) { @@ -46,12 +195,13 @@ TestCAO::~TestCAO() { } -ClientActiveObject* TestCAO::create(IGameDef *gamedef) +ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env) { - return new TestCAO(gamedef); + return new TestCAO(gamedef, env); } -void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc) +void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, + IrrlichtDevice *irr) { if(m_node != NULL) return; @@ -144,30 +294,79 @@ 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(NULL); +ItemCAO proto_ItemCAO(NULL, NULL); -ItemCAO::ItemCAO(IGameDef *gamedef): - ClientActiveObject(0, gamedef), +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(IGameDef *gamedef) +ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env) { - return new ItemCAO(gamedef); + return new ItemCAO(gamedef, env); } -void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc) +void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, + IrrlichtDevice *irr) { if(m_node != NULL) return; @@ -193,9 +392,8 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc) // 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, tsrc->getTextureRaw("stick.png")); + // 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; @@ -204,39 +402,13 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc) 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 */ - // 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, m_gamedef); - infostream<<__FUNCTION_NAME<<": m_inventorystring=\"" - < item="<getImage(); - delete item; - } - } - catch(SerializationError &e) - { - infostream<<"WARNING: "<<__FUNCTION_NAME - <<": error deSerializing inventorystring \"" - <getMaterial().setTexture(0, texture); + updateTexture(); } void ItemCAO::removeFromScene() @@ -255,12 +427,12 @@ void ItemCAO::updateLight(u8 light_at_pos) u8 li = decode_light(light_at_pos); video::SColor color(255,li,li,li); - setMeshVerticesColor(m_node->getMesh(), color); + setMeshColor(m_node->getMesh(), color); } v3s16 ItemCAO::getLightPosition() { - return floatToInt(m_position, BS); + return floatToInt(m_position + v3f(0,0.5*BS,0), BS); } void ItemCAO::updateNodePos() @@ -271,6 +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) @@ -288,7 +505,7 @@ void ItemCAO::step(float dtime, ClientEnvironment *env) void ItemCAO::processMessage(const std::string &data) { - infostream<<"ItemCAO: Got message"< 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; -void RatCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc) -{ - if(m_node != NULL) - return; - - //video::IVideoDriver* driver = smgr->getVideoDriver(); - - scene::SMesh *mesh = new scene::SMesh(); - scene::IMeshBuffer *buf = new scene::SMeshBuffer(); - video::SColor c(255,255,255,255); - video::S3DVertex vertices[4] = +public: + GenericCAO(IGameDef *gamedef, ClientEnvironment *env): + ClientActiveObject(0, gamedef, env), + // + m_is_player(false), + m_is_local_player(false), + m_id(0), + // + m_smgr(NULL), + m_irr(NULL), + m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.), + m_meshnode(NULL), + m_animated_meshnode(NULL), + m_spritenode(NULL), + m_textnode(NULL), + m_position(v3f(0,10*BS,0)), + m_velocity(v3f(0,0,0)), + m_acceleration(v3f(0,0,0)), + m_yaw(0), + m_hp(1), + m_tx_size(1,1), + m_tx_basepos(0,0), + m_initial_tx_basepos_set(false), + m_tx_select_horiz_by_yawpitch(false), + m_animation_range(v2f(0,0)), + m_animation_speed(15), + m_animation_blend(0), + m_bone_position(std::map >()), + m_attachment_bone(""), + m_attachment_position(v3f(0,0,0)), + m_attachment_rotation(v3f(0,0,0)), + m_attached_to_local(false), + m_anim_frame(0), + m_anim_num_frames(1), + m_anim_framelength(0.2), + m_anim_timer(0), + m_reset_textures_timer(-1), + m_visuals_expired(false), + m_step_distance_counter(0), + m_last_light(255), + m_is_visible(false) { - video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0), - }; - u16 indices[] = {0,1,2,2,3,0}; - buf->append(vertices, 4, indices, 6); - // Set material - buf->getMaterial().setFlag(video::EMF_LIGHTING, false); - buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); - //buf->getMaterial().setTexture(0, NULL); - buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png")); - buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); - buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); - buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - // Add to mesh - mesh->addMeshBuffer(buf); - buf->drop(); - m_node = smgr->addMeshSceneNode(mesh, NULL); - mesh->drop(); - // Set it to use the materials of the meshbuffers directly. - // This is needed for changing the texture in the future - m_node->setReadOnlyMaterials(true); - updateNodePos(); -} - -void RatCAO::removeFromScene() -{ - if(m_node == NULL) - return; - - m_node->remove(); - m_node = NULL; -} - -void RatCAO::updateLight(u8 light_at_pos) -{ - if(m_node == NULL) - return; - - u8 li = decode_light(light_at_pos); - video::SColor color(255,li,li,li); - setMeshVerticesColor(m_node->getMesh(), color); -} - -v3s16 RatCAO::getLightPosition() -{ - return floatToInt(m_position+v3f(0,BS*0.5,0), BS); -} - -void RatCAO::updateNodePos() -{ - if(m_node == NULL) - return; + if(gamedef == NULL) + ClientActiveObject::registerType(getType(), create); + } - //m_node->setPosition(m_position); - m_node->setPosition(pos_translator.vect_show); + 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; - v3f rot = m_node->getRotation(); - rot.Y = 180.0 - m_yaw; - m_node->setRotation(rot); -} + toset->MinEdge += m_position; + toset->MaxEdge += m_position; -void RatCAO::step(float dtime, ClientEnvironment *env) -{ - pos_translator.translate(dtime); - updateNodePos(); -} + return true; + } -void RatCAO::processMessage(const std::string &data) -{ - //infostream<<"RatCAO: Got message"<getPlayer(m_name.c_str()); + if(player && player->isLocal()){ + m_is_local_player = true; + } + m_env->addPlayerName(m_name.c_str()); + } } - - updateNodePos(); -} - -/* - Oerkki1CAO -*/ -#include "inventory.h" + ~GenericCAO() + { + if(m_is_player){ + m_env->removePlayerName(m_name.c_str()); + } + } -// Prototype -Oerkki1CAO proto_Oerkki1CAO(NULL); + static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env) + { + return new GenericCAO(gamedef, env); + } -Oerkki1CAO::Oerkki1CAO(IGameDef *gamedef): - ClientActiveObject(0, gamedef), - 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); -} - -Oerkki1CAO::~Oerkki1CAO() -{ -} - -ClientActiveObject* Oerkki1CAO::create(IGameDef *gamedef) -{ - return new Oerkki1CAO(gamedef); -} - -void Oerkki1CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc) -{ - 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,0,0, 0,0,0, c, 0,1), - video::S3DVertex(BS/2+BS,0,0, 0,0,0, c, 1,1), - video::S3DVertex(BS/2+BS,BS*2,0, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2-BS,BS*2,0, 0,0,0, c, 0,0), - }; - u16 indices[] = {0,1,2,2,3,0}; - buf->append(vertices, 4, indices, 6); - // Set material - buf->getMaterial().setFlag(video::EMF_LIGHTING, false); - buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); - //buf->getMaterial().setTexture(0, NULL); - buf->getMaterial().setTexture(0, tsrc->getTextureRaw("oerkki1.png")); - buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); - buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); - buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - // Add to mesh - mesh->addMeshBuffer(buf); - buf->drop(); - m_node = smgr->addMeshSceneNode(mesh, NULL); - mesh->drop(); - // Set it to use the materials of the meshbuffers directly. - // This is needed for changing the texture in the future - m_node->setReadOnlyMaterials(true); - updateNodePos(); -} - -void Oerkki1CAO::removeFromScene() -{ - if(m_node == NULL) - return; - - m_node->remove(); - m_node = NULL; -} - -void Oerkki1CAO::updateLight(u8 light_at_pos) -{ - if(m_node == NULL) - return; - - if(light_at_pos <= 2) - { - m_node->setVisible(false); - return; - } - - m_node->setVisible(true); - - u8 li = decode_light(light_at_pos); - video::SColor color(255,li,li,li); - setMeshVerticesColor(m_node->getMesh(), color); -} - -v3s16 Oerkki1CAO::getLightPosition() -{ - return floatToInt(m_position+v3f(0,BS*1.5,0), BS); -} - -void Oerkki1CAO::updateNodePos() -{ - if(m_node == NULL) - return; - - //m_node->setPosition(m_position); - m_node->setPosition(pos_translator.vect_show); - - v3f rot = m_node->getRotation(); - rot.Y = 180.0 - m_yaw + 90.0; - m_node->setRotation(rot); -} - -void Oerkki1CAO::step(float dtime, ClientEnvironment *env) -{ - ITextureSource *tsrc = m_gamedef->tsrc(); - - pos_translator.translate(dtime); - updateNodePos(); - - LocalPlayer *player = env->getLocalPlayer(); - assert(player); - - v3f playerpos = player->getPosition(); - v2f playerpos_2d(playerpos.X,playerpos.Z); - v2f objectpos_2d(m_position.X,m_position.Z); - - if(fabs(m_position.Y - playerpos.Y) < 1.5*BS && - objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS) - { - if(m_attack_interval.step(dtime, 0.5)) - { - env->damageLocalPlayer(2); - } - } - - if(m_damage_visual_timer > 0) - { - if(!m_damage_texture_enabled) - { - // Enable damage texture - if(m_node) - { - /*video::IVideoDriver* driver = - m_node->getSceneManager()->getVideoDriver();*/ - - scene::IMesh *mesh = m_node->getMesh(); - if(mesh == NULL) - return; - - u16 mc = mesh->getMeshBufferCount(); - for(u16 j=0; jgetMeshBuffer(j); - buf->getMaterial().setTexture(0, - tsrc->getTextureRaw("oerkki1_damaged.png")); - } - } - m_damage_texture_enabled = true; - } - m_damage_visual_timer -= dtime; - } - else - { - if(m_damage_texture_enabled) - { - // Disable damage texture - if(m_node) - { - /*video::IVideoDriver* driver = - m_node->getSceneManager()->getVideoDriver();*/ - - scene::IMesh *mesh = m_node->getMesh(); - if(mesh == NULL) - return; - - u16 mc = mesh->getMeshBufferCount(); - for(u16 j=0; jgetMeshBuffer(j); - buf->getMaterial().setTexture(0, - tsrc->getTextureRaw("oerkki1.png")); - } - } - m_damage_texture_enabled = false; - } - } -} - -void Oerkki1CAO::processMessage(const std::string &data) -{ - //infostream<<"Oerkki1CAO: Got message"<getVideoDriver(); - - scene::SMesh *mesh = new scene::SMesh(); - scene::IMeshBuffer *buf = new scene::SMeshBuffer(); - video::SColor c(255,255,255,255); - video::S3DVertex vertices[4] = - { - video::S3DVertex(0,0,0, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0), - video::S3DVertex(0,BS/2,0, 0,0,0, c, 0,0), - }; - u16 indices[] = {0,1,2,2,3,0}; - buf->append(vertices, 4, indices, 6); - // Set material - buf->getMaterial().setFlag(video::EMF_LIGHTING, false); - buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); - //buf->getMaterial().setTexture(0, NULL); - buf->getMaterial().setTexture(0, tsrc->getTextureRaw("firefly.png")); - buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); - buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); - buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - // Add to mesh - mesh->addMeshBuffer(buf); - buf->drop(); - m_node = smgr->addMeshSceneNode(mesh, NULL); - mesh->drop(); - // Set it to use the materials of the meshbuffers directly. - // This is needed for changing the texture in the future - m_node->setReadOnlyMaterials(true); - updateNodePos(); -} - -void FireflyCAO::removeFromScene() -{ - if(m_node == NULL) - return; - - m_node->remove(); - m_node = NULL; -} - -void FireflyCAO::updateLight(u8 light_at_pos) -{ - if(m_node == NULL) - return; - - u8 li = 255; - video::SColor color(255,li,li,li); - setMeshVerticesColor(m_node->getMesh(), color); -} - -v3s16 FireflyCAO::getLightPosition() -{ - return floatToInt(m_position+v3f(0,BS*0.5,0), BS); -} - -void FireflyCAO::updateNodePos() -{ - if(m_node == NULL) - return; - - //m_node->setPosition(m_position); - m_node->setPosition(pos_translator.vect_show); - - v3f rot = m_node->getRotation(); - rot.Y = 180.0 - m_yaw; - m_node->setRotation(rot); -} - -void FireflyCAO::step(float dtime, ClientEnvironment *env) -{ - pos_translator.translate(dtime); - updateNodePos(); -} - -void FireflyCAO::processMessage(const std::string &data) -{ - //infostream<<"FireflyCAO: Got message"<getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1)); - bill->setMaterialTexture(0, tsrc->getTextureRaw(texture_string)); - bill->setMaterialFlag(video::EMF_LIGHTING, false); - bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); - bill->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); - bill->setMaterialFlag(video::EMF_FOG_ENABLE, true); - bill->setColor(video::SColor(255,0,0,0)); - bill->setVisible(false); /* Set visible when brightness is known */ - bill->setSize(m_sprite_size); - if(m_sprite_type == "humanoid_1"){ - const float txp = 1./192; - const float txs = txp*32; - const float typ = 1./240; - const float tys = typ*48; - bill->setTCoords(0, v2f(txs*1, tys*1)); - bill->setTCoords(1, v2f(txs*1, tys*0)); - bill->setTCoords(2, v2f(txs*0, tys*0)); - bill->setTCoords(3, v2f(txs*0, tys*1)); - } else if(m_sprite_type == "simple"){ - const float txs = 1.0; - const float tys = 1.0 / m_simple_anim_frames; - bill->setTCoords(0, v2f(txs*1, tys*1)); - bill->setTCoords(1, v2f(txs*1, tys*0)); - bill->setTCoords(2, v2f(txs*0, tys*0)); - bill->setTCoords(3, v2f(txs*0, tys*1)); - } else { - infostream<<"MobV2CAO: Unknown sprite type \""<drop(); - m_node->remove(); - m_node = NULL; -} - -void MobV2CAO::updateLight(u8 light_at_pos) -{ - if(m_lock_full_brightness) - light_at_pos = 15; - - m_last_light = light_at_pos; - - if(m_node == NULL) - return; - - if(m_damage_visual_timer > 0) - return; - - if(m_shooting && m_bright_shooting) - return; - - /*if(light_at_pos <= 2){ - m_node->setVisible(false); - return; - }*/ - - m_node->setVisible(true); - - u8 li = decode_light(light_at_pos); - video::SColor color(255,li,li,li); - m_node->setColor(color); -} - -v3s16 MobV2CAO::getLightPosition() -{ - return floatToInt(m_position+v3f(0,0,0), BS); -} - -void MobV2CAO::updateNodePos() -{ - if(m_node == NULL) - return; - - m_node->setPosition(pos_translator.vect_show + v3f(0,m_sprite_y,0)); -} - -void MobV2CAO::step(float dtime, ClientEnvironment *env) -{ - scene::MyBillboardSceneNode *bill = m_node; - if(!bill) - return; - - pos_translator.translate(dtime); - - if(m_sprite_type == "humanoid_1"){ - scene::ICameraSceneNode* camera = m_node->getSceneManager()->getActiveCamera(); - if(!camera) - return; - v3f cam_to_mob = m_node->getAbsolutePosition() - camera->getAbsolutePosition(); - cam_to_mob.normalize(); - int col = 0; - if(cam_to_mob.Y > 0.75) - col = 5; - else if(cam_to_mob.Y < -0.75) - col = 4; - else{ - float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.X) / PI * 180.; - float dir = mob_dir - m_yaw; - dir = wrapDegrees_180(dir); - //infostream<<"id="<= m_simple_anim_frametime){ - m_walk_frame = (m_walk_frame + 1) % m_simple_anim_frames; - m_walk_timer = 0; - } - int col = 0; - int row = m_walk_frame; - const float txs = 1.0; - const float tys = 1.0 / m_simple_anim_frames; - bill->setTCoords(0, v2f(txs*(1+col), tys*(1+row))); - bill->setTCoords(1, v2f(txs*(1+col), tys*(0+row))); - bill->setTCoords(2, v2f(txs*(0+col), tys*(0+row))); - bill->setTCoords(3, v2f(txs*(0+col), tys*(1+row))); - } else { - infostream<<"MobV2CAO::step(): Unknown sprite type \"" - <getLocalPlayer(); - assert(player); - - v3f playerpos = player->getPosition(); - v2f playerpos_2d(playerpos.X,playerpos.Z); - v2f objectpos_2d(m_position.X,m_position.Z); - - if(fabs(m_position.Y - playerpos.Y) < m_player_hit_distance*BS && - objectpos_2d.getDistanceFrom(playerpos_2d) < m_player_hit_distance*BS) - { - env->damageLocalPlayer(m_player_hit_damage); - m_player_hit_timer = m_player_hit_interval; - } - } - - /* Run timers */ - - m_player_hit_timer -= dtime; - - if(m_damage_visual_timer >= 0){ - m_damage_visual_timer -= dtime; - if(m_damage_visual_timer <= 0){ - infostream<<"id="<= 1.0){ - m_walking = false; - } - - m_shooting_unset_timer -= dtime; - if(m_shooting_unset_timer <= 0.0){ - if(m_bright_shooting){ - u8 li = decode_light(m_last_light); - video::SColor color(255,li,li,li); - bill->setColor(color); - m_bright_shooting = false; - } - m_shooting = false; - } - -} - -void MobV2CAO::processMessage(const std::string &data) -{ - //infostream<<"MobV2CAO: Got message"<= 100) - li = 30; - else - li = 255;*/ - - /*video::SColor color(255,255,0,0); - m_node->setColor(color); - - m_damage_visual_timer = 0.2;*/ - } - // Trigger shooting - else if(cmd == 2) + u8 getType() const { - // length - m_shooting_unset_timer = readF1000(is); - // bright? - m_bright_shooting = readU8(is); - if(m_bright_shooting){ - u8 li = 255; - video::SColor color(255,li,li,li); - m_node->setColor(color); - } - - m_shooting = true; + return ACTIVEOBJECT_TYPE_GENERIC; } -} - -void MobV2CAO::initialize(const std::string &data) -{ - //infostream<<"MobV2CAO: Got init data"<* getSelectionBox() { - std::istringstream is(data, std::ios::binary); - // version - u8 version = readU8(is); - // check version - if(version != 0){ - infostream<<__FUNCTION_NAME<<": Invalid version"<parseConfigLines(tmp_is, "MobArgsEnd"); - - infostream<<"MobV2CAO::initialize(): got properties:"<writeLines(infostream); - - m_properties->setDefault("looks", "dummy_default"); - m_properties->setDefault("yaw", "0"); - m_properties->setDefault("pos", "(0,0,0)"); - m_properties->setDefault("player_hit_damage", "0"); - m_properties->setDefault("player_hit_distance", "1.5"); - m_properties->setDefault("player_hit_interval", "1.5"); - - setLooks(m_properties->get("looks")); - m_yaw = m_properties->getFloat("yaw"); - m_position = m_properties->getV3F("pos"); - m_player_hit_damage = m_properties->getS32("player_hit_damage"); - m_player_hit_distance = m_properties->getFloat("player_hit_distance"); - m_player_hit_interval = m_properties->getFloat("player_hit_interval"); - - pos_translator.init(m_position); - } - - updateNodePos(); -} - -bool MobV2CAO::directReportPunch(const std::string &toolname, v3f dir) -{ - video::SColor color(255,255,0,0); - m_node->setColor(color); - - m_damage_visual_timer = 0.05; - - m_position += dir * BS; - pos_translator.sharpen(); - pos_translator.update(m_position); - updateNodePos(); - - return false; -} - -void MobV2CAO::setLooks(const std::string &looks) -{ - v2f selection_size = v2f(0.4, 0.4) * BS; - float selection_y = 0 * BS; - - if(looks == "dungeon_master"){ - m_texture_name = "dungeon_master.png"; - m_sprite_type = "humanoid_1"; - m_sprite_size = v2f(2, 3) * BS; - m_sprite_y = 0.85 * BS; - selection_size = v2f(0.4, 2.6) * BS; - selection_y = -0.4 * BS; - } - else if(looks == "fireball"){ - m_texture_name = "fireball.png"; - m_sprite_type = "simple"; - m_sprite_size = v2f(1, 1) * BS; - m_simple_anim_frames = 3; - m_simple_anim_frametime = 0.1; - m_lock_full_brightness = true; - } - else{ - m_texture_name = "stone.png"; - m_sprite_type = "simple"; - m_sprite_size = v2f(1, 1) * BS; - m_simple_anim_frames = 3; - m_simple_anim_frametime = 0.333; - selection_size = v2f(0.4, 0.4) * BS; - selection_y = 0 * BS; + if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL) + return NULL; + return &m_selection_box; } - - m_selection_box = core::aabbox3d( - -selection_size.X, selection_y, -selection_size.X, - selection_size.X, selection_y+selection_size.Y, - selection_size.X); -} - -/* - LuaEntityCAO -*/ - -#include "luaentity_common.h" - -class CLuaEntityCAO : public LuaEntityCAO -{ -private: - core::aabbox3d m_selection_box; - scene::IMeshSceneNode *m_meshnode; - scene::MyBillboardSceneNode *m_spritenode; - v3f m_position; - v3f m_velocity; - v3f m_acceleration; - float m_yaw; - struct LuaEntityProperties *m_prop; - SmoothTranslator pos_translator; - // Spritesheet/animation stuff - v2f m_tx_size; - v2s16 m_tx_basepos; - bool m_tx_select_horiz_by_yawpitch; - int m_anim_frame; - int m_anim_num_frames; - float m_anim_framelength; - float m_anim_timer; - -public: - CLuaEntityCAO(IGameDef *gamedef): - LuaEntityCAO(gamedef), - m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.), - m_meshnode(NULL), - m_spritenode(NULL), - m_position(v3f(0,10*BS,0)), - m_velocity(v3f(0,0,0)), - m_acceleration(v3f(0,0,0)), - m_yaw(0), - m_prop(new LuaEntityProperties), - m_tx_size(1,1), - m_tx_basepos(0,0), - m_tx_select_horiz_by_yawpitch(false), - m_anim_frame(0), - m_anim_num_frames(1), - m_anim_framelength(0.2), - m_anim_timer(0) + v3f getPosition() { - ClientActiveObject::registerType(getType(), create); + 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; } - void initialize(const std::string &data) + scene::IMeshSceneNode *getMeshSceneNode() { - infostream<<"CLuaEntityCAO: Got init data"<deSerialize(prop_is); - - infostream<<"m_prop: "<dump()<collisionbox; - m_selection_box.MinEdge *= BS; - m_selection_box.MaxEdge *= BS; - - pos_translator.init(m_position); + scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() + { + if(m_animated_meshnode) + return m_animated_meshnode; + return NULL; + } - 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(); + scene::IBillboardSceneNode *getSpriteSceneNode() + { + if(m_spritenode) + return m_spritenode; + return NULL; } - ~CLuaEntityCAO() + bool isPlayer() { - delete m_prop; + return m_is_player; } - static ClientActiveObject* create(IGameDef *gamedef) + bool isLocalPlayer() { - return new CLuaEntityCAO(gamedef); + return m_is_local_player; } - u8 getType() const + void setAttachments() { - return ACTIVEOBJECT_TYPE_LUAENTITY; + updateAttachments(); } - core::aabbox3d* getSelectionBox() + + ClientActiveObject *getParent() { - return &m_selection_box; + 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; } - v3f getPosition() + + void removeFromScene(bool permanent) { - return pos_translator.vect_show; + 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; + } + } + } + + 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 addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc) + + void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, + IrrlichtDevice *irr) { - if(m_meshnode != NULL || m_spritenode != NULL) + 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<<"CLuaEntityCAO::addToScene(): single_sprite"<getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1)); + 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->getTextureRaw("unknown_block.png")); m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false); m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true); - m_spritenode->setColor(video::SColor(255,0,0,0)); - m_spritenode->setVisible(false); /* Set visible when brightness is known */ - m_spritenode->setSize(m_prop->visual_size*BS); + u8 li = m_last_light; + m_spritenode->setColor(video::SColor(255,li,li,li)); + m_spritenode->setSize(m_prop.visual_size*BS); { const float txs = 1.0 / 1; const float tys = 1.0 / 1; - m_spritenode->setTCoords(0, v2f(txs*1, tys*1)); - m_spritenode->setTCoords(1, v2f(txs*1, tys*0)); - m_spritenode->setTCoords(2, v2f(txs*0, tys*0)); - m_spritenode->setTCoords(3, v2f(txs*0, tys*1)); + setBillboardTextureMatrix(m_spritenode, + txs, tys, 0, 0); } - } else if(m_prop->visual == "cube"){ - infostream<<"CLuaEntityCAO::addToScene(): cube"<visual_size.Y; - vertices[i].Pos.X *= m_prop->visual_size.X; - vertices[i].Pos.Z *= m_prop->visual_size.X; + 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(); } - - u16 indices[6] = {0,1,2,2,3,0}; - - scene::SMesh* mesh = new scene::SMesh(); - for (u32 i=0; i<6; ++i) + { // Back + scene::IMeshBuffer *buf = new scene::SMeshBuffer(); + u8 li = m_last_light; + video::SColor c(255,li,li,li); + video::S3DVertex vertices[4] = { - scene::IMeshBuffer* buf = new scene::SMeshBuffer(); - buf->append(vertices + 4 * i, 4, indices, 6); - buf->recalculateBoundingBox(); - mesh->addMeshBuffer(buf); - buf->drop(); + 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(); } - mesh->recalculateBoundingBox(); - 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->setMesh(mesh); - m_meshnode->setScale(v3f(1)); - // Will be shown when we know the brightness - m_meshnode->setVisible(false); + m_meshnode->setScale(v3f(m_prop.visual_size.X, + m_prop.visual_size.Y, + m_prop.visual_size.X)); + u8 li = m_last_light; + setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li)); + + m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false); + m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); + m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); + m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); + } + else if(m_prop.visual == "mesh"){ + infostream<<"GenericCAO::addToScene(): mesh"<getMesh(m_prop.mesh.c_str()); + if(mesh) + { + m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL); + 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<<"CLuaEntityCAO::addToScene(): \""<visual + 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(); } - void removeFromScene() + void expireVisuals() { - if(m_meshnode){ - m_meshnode->remove(); - m_meshnode = NULL; - } - if(m_spritenode){ - m_spritenode->remove(); - m_spritenode = NULL; - } + m_visuals_expired = true; } - + void updateLight(u8 light_at_pos) { u8 li = decode_light(light_at_pos); - video::SColor color(255,li,li,li); - if(m_meshnode){ - setMeshVerticesColor(m_meshnode->getMesh(), color); - m_meshnode->setVisible(true); - } - if(m_spritenode){ - m_spritenode->setColor(color); - m_spritenode->setVisible(true); + if(li != m_last_light){ + m_last_light = li; + video::SColor color(255,li,li,li); + if(m_meshnode) + setMeshColor(m_meshnode->getMesh(), color); + if(m_animated_meshnode) + setMeshColor(m_animated_meshnode->getMesh(), color); + if(m_spritenode) + m_spritenode->setColor(color); } } @@ -1501,8 +1050,20 @@ class CLuaEntityCAO : public LuaEntityCAO void updateNodePos() { + if(getParent() != NULL) + return; + if(m_meshnode){ m_meshnode->setPosition(pos_translator.vect_show); + v3f rot = m_meshnode->getRotation(); + rot.Y = -m_yaw; + m_meshnode->setRotation(rot); + } + if(m_animated_meshnode){ + m_animated_meshnode->setPosition(pos_translator.vect_show); + v3f rot = m_animated_meshnode->getRotation(); + rot.Y = -m_yaw; + m_animated_meshnode->setRotation(rot); } if(m_spritenode){ m_spritenode->setPosition(pos_translator.vect_show); @@ -1511,33 +1072,117 @@ class CLuaEntityCAO : public LuaEntityCAO void step(float dtime, ClientEnvironment *env) { - if(m_prop->physical){ - core::aabbox3d box = m_prop->collisionbox; - box.MinEdge *= BS; - box.MaxEdge *= BS; - collisionMoveResult moveresult; - f32 pos_max_d = BS*0.25; // Distance per iteration - v3f p_pos = m_position; - v3f p_velocity = m_velocity; - IGameDef *gamedef = env->getGameDef(); - moveresult = collisionMovePrecise(&env->getMap(), gamedef, - pos_max_d, box, dtime, p_pos, p_velocity); - // Apply results - m_position = p_pos; - m_velocity = p_velocity; - - bool is_end_position = moveresult.collides; - pos_translator.update(m_position, is_end_position, dtime); - pos_translator.translate(dtime); - updateNodePos(); + if(m_visuals_expired && m_smgr && m_irr){ + m_visuals_expired = false; - m_velocity += dtime * m_acceleration; - } else { - m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration; - m_velocity += dtime * m_acceleration; - pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time); - pos_translator.translate(dtime); - updateNodePos(); + // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault + for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + { + if(ii->Y == getId()) // This is a child of our parent + { + ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child + if(obj) + { + scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode(); + scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode(); + scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode(); + if(m_child_meshnode) + m_child_meshnode->setParent(m_smgr->getRootSceneNode()); + if(m_child_animated_meshnode) + m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode()); + if(m_child_spritenode) + m_child_spritenode->setParent(m_smgr->getRootSceneNode()); + } + } + } + + removeFromScene(false); + addToScene(m_smgr, m_gamedef->tsrc(), m_irr); + + // Attachments, part 2: Now that the parent has been refreshed, put its attachments back + for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + { + if(ii->Y == getId()) // This is a child of our parent + { + ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child + if(obj) + obj->setAttachments(); + } + } + } + + // Make sure m_is_visible is always applied + if(m_meshnode) + m_meshnode->setVisible(m_is_visible); + if(m_animated_meshnode) + m_animated_meshnode->setVisible(m_is_visible); + if(m_spritenode) + m_spritenode->setVisible(m_is_visible); + if(m_textnode) + m_textnode->setVisible(m_is_visible); + + if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht + { + // Set these for later + m_position = getPosition(); + m_velocity = v3f(0,0,0); + m_acceleration = v3f(0,0,0); + pos_translator.vect_show = m_position; + + if(m_is_local_player) // Update local player attachment position + { + LocalPlayer *player = m_env->getLocalPlayer(); + player->overridePosition = getParent()->getPosition(); + m_env->getLocalPlayer()->parent = getParent(); + } + } + else + { + v3f lastpos = pos_translator.vect_show; + + if(m_prop.physical){ + core::aabbox3d box = m_prop.collisionbox; + box.MinEdge *= BS; + box.MaxEdge *= BS; + collisionMoveResult moveresult; + 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; + moveresult = collisionMoveSimple(env,env->getGameDef(), + 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(); + } else { + m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration; + m_velocity += dtime * m_acceleration; + pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time); + pos_translator.translate(dtime); + updateNodePos(); + } + + float moved = lastpos.getDistanceFrom(pos_translator.vect_show); + m_step_distance_counter += moved; + if(m_step_distance_counter > 1.5*BS){ + m_step_distance_counter = 0; + if(!m_is_local_player && m_prop.makes_footstep_sound){ + INodeDefManager *ndef = m_gamedef->ndef(); + v3s16 p = floatToInt(getPosition() + v3f(0, + (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS); + MapNode n = m_env->getMap().getNodeNoEx(p); + SimpleSoundSpec spec = ndef->get(n).sound_footstep; + m_gamedef->sound()->playSoundAt(spec, false, getPosition()); + } + } } m_anim_timer += dtime; @@ -1549,6 +1194,18 @@ class CLuaEntityCAO : public LuaEntityCAO } 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(); + } } void updateTexturePos() @@ -1572,7 +1229,7 @@ class CLuaEntityCAO : public LuaEntityCAO 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="<textures.size() >= 1) - texturestring = m_prop->textures[0]; - texturestring += mod; - m_spritenode->setMaterialTexture(0, - tsrc->getTextureRaw(texturestring)); - } - if(m_meshnode){ - for (u32 i = 0; i < 6; ++i) + bool use_trilinear_filter = g_settings->getBool("trilinear_filter"); + bool use_bilinear_filter = g_settings->getBool("bilinear_filter"); + bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter"); + + if(m_spritenode) + { + if(m_prop.visual == "sprite") { std::string texturestring = "unknown_block.png"; - if(m_prop->textures.size() > i) - texturestring = m_prop->textures[i]; + 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)); + + // This allows setting per-material colors. However, until a real lighting + // system is added, the code below will have no effect. Once MineTest + // has directional lighting, it should work automatically. + if(m_prop.colors.size() >= 1) + { + m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0]; + m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0]; + m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0]; + } + + m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); + m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); + m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); + } + } + if(m_animated_meshnode) + { + if(m_prop.visual == "mesh") + { + for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i) + { + std::string texturestring = m_prop.textures[i]; + if(texturestring == "") + continue; // Empty texture string means don't modify that material + texturestring += mod; + video::ITexture* texture = tsrc->getTextureRaw(texturestring); + if(!texture) + { + errorstream<<"GenericCAO::updateTextures(): Could not load texture "<setMaterialTexture(i, texture); + video::SMaterial& material = m_animated_meshnode->getMaterial(i); + material.setFlag(video::EMF_LIGHTING, false); + material.setFlag(video::EMF_BILINEAR_FILTER, false); + + m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); + m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); + m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); + } + for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i) + { + // This allows setting per-material colors. However, until a real lighting + // system is added, the code below will have no effect. Once MineTest + // has directional lighting, it should work automatically. + m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i]; + m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i]; + m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i]; + } + } + } + if(m_meshnode) + { + if(m_prop.visual == "cube") + { + for (u32 i = 0; i < 6; ++i) + { + std::string texturestring = "unknown_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); + + // 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->getTextureRaw(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->getTextureRaw(tname)); + + // This allows setting per-material colors. However, until a real lighting + // system is added, the code below will have no effect. Once MineTest + // has directional lighting, it should work automatically. + if(m_prop.colors.size() >= 2) + { + buf->getMaterial().AmbientColor = m_prop.colors[1]; + buf->getMaterial().DiffuseColor = m_prop.colors[1]; + buf->getMaterial().SpecularColor = m_prop.colors[1]; + } + else if(m_prop.colors.size() >= 1) + { + buf->getMaterial().AmbientColor = m_prop.colors[0]; + buf->getMaterial().DiffuseColor = m_prop.colors[0]; + buf->getMaterial().SpecularColor = m_prop.colors[0]; + } + + buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); + buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); + buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); + } + } + } + } + + void updateAnimation() + { + if(m_animated_meshnode == NULL) + return; + + m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y); + m_animated_meshnode->setAnimationSpeed(m_animation_speed); + m_animated_meshnode->setTransitionTime(m_animation_blend); + } + + void updateBonePosition() + { + if(!m_bone_position.size() || m_animated_meshnode == NULL) + return; + + m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render + for(std::map >::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<<"CLuaEntityCAO: Got message"<physical) + if(!m_prop.physical) pos_translator.update(m_position, is_end_position, update_interval); } else { pos_translator.init(m_position); } updateNodePos(); } - else if(cmd == 1) // set texture modification + else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) { std::string mod = deSerializeString(is); updateTextures(mod); } - else if(cmd == 2) // set sprite + else if(cmd == GENERIC_CMD_SET_SPRITE) { v2s16 p = readV2S16(is); int num_frames = readU16(is); @@ -1688,10 +1683,124 @@ class CLuaEntityCAO : public LuaEntityCAO updateTexturePos(); } + else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) + { + float override_speed = readF1000(is); + float override_jump = readF1000(is); + float override_gravity = readF1000(is); + if(m_is_local_player) + { + LocalPlayer *player = m_env->getLocalPlayer(); + player->physics_override_speed = override_speed; + player->physics_override_jump = override_jump; + player->physics_override_gravity = override_gravity; + } + } + 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); + + m_hp = result_hp; + } + 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 -CLuaEntityCAO proto_CLuaEntityCAO(NULL); +GenericCAO proto_GenericCAO(NULL, NULL);