forked from Mirrorlandia_minetest/minetest
b600bc30a9
Commit d2ca662569427d36642660314668e416bf68f3c8 "Enforce hiding nametag" didn't fix the issue for "client" instances, where the nametag update was received before the object was added to the scene. This resulted in the grey shadow on the nametag that commit tried to fix. Thanks to @neoascetic for pointing out that there still is a shadow.
1838 lines
49 KiB
C++
1838 lines
49 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include <ICameraSceneNode.h>
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#include <ITextSceneNode.h>
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#include <IBillboardSceneNode.h>
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#include <IMeshManipulator.h>
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#include <IAnimatedMeshSceneNode.h>
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#include <IBoneSceneNode.h>
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#include "content_cao.h"
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#include "util/numeric.h" // For IntervalLimiter
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#include "util/serialize.h"
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#include "util/mathconstants.h"
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#include "client/tile.h"
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#include "environment.h"
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#include "collision.h"
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#include "settings.h"
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#include "serialization.h" // For decompressZlib
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#include "gamedef.h"
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#include "clientobject.h"
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#include "mesh.h"
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#include "itemdef.h"
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#include "tool.h"
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#include "content_cso.h"
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#include "sound.h"
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#include "nodedef.h"
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#include "localplayer.h"
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#include "map.h"
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#include "camera.h" // CameraModes
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#include "wieldmesh.h"
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#include "log.h"
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class Settings;
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struct ToolCapabilities;
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
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SmoothTranslator::SmoothTranslator():
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vect_old(0,0,0),
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vect_show(0,0,0),
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vect_aim(0,0,0),
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anim_counter(0),
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anim_time(0),
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anim_time_counter(0),
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aim_is_end(true)
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{}
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void SmoothTranslator::init(v3f vect)
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{
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vect_old = vect;
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vect_show = vect;
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vect_aim = vect;
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anim_counter = 0;
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anim_time = 0;
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anim_time_counter = 0;
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aim_is_end = true;
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}
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void SmoothTranslator::sharpen()
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{
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init(vect_show);
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}
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void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
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{
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aim_is_end = is_end_position;
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vect_old = vect_show;
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vect_aim = vect_new;
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if(update_interval > 0)
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{
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anim_time = update_interval;
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} else {
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if(anim_time < 0.001 || anim_time > 1.0)
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anim_time = anim_time_counter;
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else
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anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
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}
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anim_time_counter = 0;
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anim_counter = 0;
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}
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void SmoothTranslator::translate(f32 dtime)
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{
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anim_time_counter = anim_time_counter + dtime;
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anim_counter = anim_counter + dtime;
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v3f vect_move = vect_aim - vect_old;
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f32 moveratio = 1.0;
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if(anim_time > 0.001)
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moveratio = anim_time_counter / anim_time;
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// Move a bit less than should, to avoid oscillation
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moveratio = moveratio * 0.8;
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float move_end = 1.5;
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if(aim_is_end)
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move_end = 1.0;
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if(moveratio > move_end)
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moveratio = move_end;
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vect_show = vect_old + vect_move * moveratio;
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}
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bool SmoothTranslator::is_moving()
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{
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return ((anim_time_counter / anim_time) < 1.4);
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}
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/*
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Other stuff
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*/
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static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
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float txs, float tys, int col, int row)
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{
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video::SMaterial& material = bill->getMaterial(0);
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core::matrix4& matrix = material.getTextureMatrix(0);
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matrix.setTextureTranslate(txs*col, tys*row);
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matrix.setTextureScale(txs, tys);
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}
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/*
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TestCAO
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*/
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class TestCAO : public ClientActiveObject
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{
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public:
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TestCAO(IGameDef *gamedef, ClientEnvironment *env);
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virtual ~TestCAO();
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ActiveObjectType getType() const
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{
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return ACTIVEOBJECT_TYPE_TEST;
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}
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr);
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void removeFromScene(bool permanent);
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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bool getCollisionBox(aabb3f *toset) { return false; }
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private:
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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};
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// Prototype
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TestCAO proto_TestCAO(NULL, NULL);
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TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
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ClientActiveObject(0, gamedef, env),
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m_node(NULL),
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m_position(v3f(0,10*BS,0))
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{
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ClientActiveObject::registerType(getType(), create);
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}
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TestCAO::~TestCAO()
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{
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}
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ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
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{
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return new TestCAO(gamedef, env);
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}
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void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr)
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{
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if(m_node != NULL)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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scene::SMesh *mesh = new scene::SMesh();
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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m_node = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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updateNodePos();
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}
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void TestCAO::removeFromScene(bool permanent)
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{
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if(m_node == NULL)
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return;
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m_node->remove();
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m_node = NULL;
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}
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void TestCAO::updateLight(u8 light_at_pos)
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{
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}
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v3s16 TestCAO::getLightPosition()
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{
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return floatToInt(m_position, BS);
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}
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void TestCAO::updateNodePos()
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{
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if(m_node == NULL)
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return;
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m_node->setPosition(m_position);
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//m_node->setRotation(v3f(0, 45, 0));
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}
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void TestCAO::step(float dtime, ClientEnvironment *env)
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{
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if(m_node)
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{
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v3f rot = m_node->getRotation();
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//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
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rot.Y += dtime * 180;
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m_node->setRotation(rot);
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}
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}
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void TestCAO::processMessage(const std::string &data)
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{
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infostream<<"TestCAO: Got data: "<<data<<std::endl;
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std::istringstream is(data, std::ios::binary);
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u16 cmd;
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is>>cmd;
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if(cmd == 0)
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{
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v3f newpos;
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is>>newpos.X;
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is>>newpos.Y;
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is>>newpos.Z;
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m_position = newpos;
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updateNodePos();
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}
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}
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/*
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ItemCAO
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*/
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class ItemCAO : public ClientActiveObject
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{
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public:
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ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
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virtual ~ItemCAO();
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ActiveObjectType getType() const
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{
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return ACTIVEOBJECT_TYPE_ITEM;
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}
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr);
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void removeFromScene(bool permanent);
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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void updateNodePos();
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void updateInfoText();
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void updateTexture();
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void step(float dtime, ClientEnvironment *env);
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void processMessage(const std::string &data);
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void initialize(const std::string &data);
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core::aabbox3d<f32>* getSelectionBox()
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{return &m_selection_box;}
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v3f getPosition()
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{return m_position;}
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std::string infoText()
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{return m_infotext;}
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bool getCollisionBox(aabb3f *toset) { return false; }
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private:
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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std::string m_itemstring;
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std::string m_infotext;
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};
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#include "inventory.h"
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// Prototype
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ItemCAO proto_ItemCAO(NULL, NULL);
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ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
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ClientActiveObject(0, gamedef, env),
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m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
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m_node(NULL),
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m_position(v3f(0,10*BS,0))
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{
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if(!gamedef && !env)
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{
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ClientActiveObject::registerType(getType(), create);
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}
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}
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ItemCAO::~ItemCAO()
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{
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}
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ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
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{
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return new ItemCAO(gamedef, env);
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}
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void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr)
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{
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if(m_node != NULL)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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scene::SMesh *mesh = new scene::SMesh();
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[4] =
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{
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/*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
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video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
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video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
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video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
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video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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// Initialize with a generated placeholder texture
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buf->getMaterial().setTexture(0, tsrc->getTexture(""));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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m_node = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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updateNodePos();
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/*
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Update image of node
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*/
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updateTexture();
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}
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void ItemCAO::removeFromScene(bool permanent)
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{
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if(m_node == NULL)
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return;
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m_node->remove();
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m_node = NULL;
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}
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void ItemCAO::updateLight(u8 light_at_pos)
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{
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if(m_node == NULL)
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return;
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u8 li = decode_light(light_at_pos);
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video::SColor color(255,li,li,li);
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setMeshColor(m_node->getMesh(), color);
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}
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v3s16 ItemCAO::getLightPosition()
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{
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return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
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}
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void ItemCAO::updateNodePos()
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{
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if(m_node == NULL)
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return;
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m_node->setPosition(m_position);
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}
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void ItemCAO::updateInfoText()
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{
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try{
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item;
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item.deSerialize(m_itemstring, idef);
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if(item.isKnown(idef))
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m_infotext = item.getDefinition(idef).description;
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else
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m_infotext = "Unknown item: '" + m_itemstring + "'";
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if(item.count >= 2)
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m_infotext += " (" + itos(item.count) + ")";
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}
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catch(SerializationError &e)
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{
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m_infotext = "Unknown item: '" + m_itemstring + "'";
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}
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}
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void ItemCAO::updateTexture()
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{
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if(m_node == NULL)
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return;
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// Create an inventory item to see what is its image
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std::istringstream is(m_itemstring, std::ios_base::binary);
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video::ITexture *texture = NULL;
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try{
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item;
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item.deSerialize(is, idef);
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texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
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}
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catch(SerializationError &e)
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{
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warningstream<<FUNCTION_NAME
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<<": error deSerializing itemstring \""
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<<m_itemstring<<std::endl;
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}
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// Set meshbuffer texture
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m_node->getMaterial(0).setTexture(0, texture);
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}
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void ItemCAO::step(float dtime, ClientEnvironment *env)
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{
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if(m_node)
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{
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/*v3f rot = m_node->getRotation();
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rot.Y += dtime * 120;
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m_node->setRotation(rot);*/
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LocalPlayer *player = env->getLocalPlayer();
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assert(player);
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v3f rot = m_node->getRotation();
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rot.Y = 180.0 - (player->getYaw());
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m_node->setRotation(rot);
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}
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}
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void ItemCAO::processMessage(const std::string &data)
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{
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//infostream<<"ItemCAO: Got message"<<std::endl;
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std::istringstream is(data, std::ios::binary);
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// command
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u8 cmd = readU8(is);
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if(cmd == 0)
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{
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// pos
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m_position = readV3F1000(is);
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updateNodePos();
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}
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if(cmd == 1)
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{
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// itemstring
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m_itemstring = deSerializeString(is);
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updateInfoText();
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updateTexture();
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}
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}
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void ItemCAO::initialize(const std::string &data)
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{
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infostream<<"ItemCAO: Got init data"<<std::endl;
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|
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{
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|
std::istringstream is(data, std::ios::binary);
|
|
// version
|
|
u8 version = readU8(is);
|
|
// check version
|
|
if(version != 0)
|
|
return;
|
|
// pos
|
|
m_position = readV3F1000(is);
|
|
// itemstring
|
|
m_itemstring = deSerializeString(is);
|
|
}
|
|
|
|
updateNodePos();
|
|
updateInfoText();
|
|
}
|
|
|
|
/*
|
|
GenericCAO
|
|
*/
|
|
|
|
#include "genericobject.h"
|
|
|
|
GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
|
|
ClientActiveObject(0, gamedef, env),
|
|
//
|
|
m_is_player(false),
|
|
m_is_local_player(false),
|
|
//
|
|
m_smgr(NULL),
|
|
m_irr(NULL),
|
|
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
|
|
m_meshnode(NULL),
|
|
m_animated_meshnode(NULL),
|
|
m_wield_meshnode(NULL),
|
|
m_spritenode(NULL),
|
|
m_nametag_color(video::SColor(255, 255, 255, 255)),
|
|
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(v2s32(0,0)),
|
|
m_animation_speed(15),
|
|
m_animation_blend(0),
|
|
m_animation_loop(true),
|
|
m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
|
|
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)
|
|
{
|
|
if(gamedef == NULL)
|
|
ClientActiveObject::registerType(getType(), create);
|
|
}
|
|
|
|
bool GenericCAO::getCollisionBox(aabb3f *toset)
|
|
{
|
|
if (m_prop.physical)
|
|
{
|
|
//update collision box
|
|
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
|
|
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
|
|
|
|
toset->MinEdge += m_position;
|
|
toset->MaxEdge += m_position;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GenericCAO::collideWithObjects()
|
|
{
|
|
return m_prop.collideWithObjects;
|
|
}
|
|
|
|
void GenericCAO::initialize(const std::string &data)
|
|
{
|
|
infostream<<"GenericCAO: Got init data"<<std::endl;
|
|
std::istringstream is(data, std::ios::binary);
|
|
int num_messages = 0;
|
|
// version
|
|
u8 version = readU8(is);
|
|
// check version
|
|
if(version == 1) // In PROTOCOL_VERSION 14
|
|
{
|
|
m_name = deSerializeString(is);
|
|
m_is_player = readU8(is);
|
|
m_id = readS16(is);
|
|
m_position = readV3F1000(is);
|
|
m_yaw = readF1000(is);
|
|
m_hp = readS16(is);
|
|
num_messages = readU8(is);
|
|
}
|
|
else if(version == 0) // In PROTOCOL_VERSION 13
|
|
{
|
|
m_name = deSerializeString(is);
|
|
m_is_player = readU8(is);
|
|
m_position = readV3F1000(is);
|
|
m_yaw = readF1000(is);
|
|
m_hp = readS16(is);
|
|
num_messages = readU8(is);
|
|
}
|
|
else
|
|
{
|
|
errorstream<<"GenericCAO: Unsupported init data version"
|
|
<<std::endl;
|
|
return;
|
|
}
|
|
|
|
for(int i=0; i<num_messages; i++)
|
|
{
|
|
std::string message = deSerializeLongString(is);
|
|
processMessage(message);
|
|
}
|
|
|
|
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_is_visible = false;
|
|
LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
|
|
|
|
assert( localplayer != NULL );
|
|
localplayer->setCAO(this);
|
|
}
|
|
m_env->addPlayerName(m_name.c_str());
|
|
}
|
|
}
|
|
|
|
GenericCAO::~GenericCAO()
|
|
{
|
|
if(m_is_player)
|
|
{
|
|
m_env->removePlayerName(m_name.c_str());
|
|
}
|
|
removeFromScene(true);
|
|
}
|
|
|
|
core::aabbox3d<f32>* GenericCAO::getSelectionBox()
|
|
{
|
|
if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
|
|
return NULL;
|
|
return &m_selection_box;
|
|
}
|
|
|
|
v3f GenericCAO::getPosition()
|
|
{
|
|
if (getParent() != NULL) {
|
|
scene::ISceneNode *node = getSceneNode();
|
|
if (node)
|
|
return node->getAbsolutePosition();
|
|
else
|
|
return m_position;
|
|
}
|
|
return pos_translator.vect_show;
|
|
}
|
|
|
|
scene::ISceneNode* GenericCAO::getSceneNode()
|
|
{
|
|
if (m_meshnode)
|
|
return m_meshnode;
|
|
if (m_animated_meshnode)
|
|
return m_animated_meshnode;
|
|
if (m_wield_meshnode)
|
|
return m_wield_meshnode;
|
|
if (m_spritenode)
|
|
return m_spritenode;
|
|
return NULL;
|
|
}
|
|
|
|
scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
|
|
{
|
|
return m_meshnode;
|
|
}
|
|
|
|
scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
|
|
{
|
|
return m_animated_meshnode;
|
|
}
|
|
|
|
WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
|
|
{
|
|
return m_wield_meshnode;
|
|
}
|
|
|
|
scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
|
|
{
|
|
return m_spritenode;
|
|
}
|
|
|
|
void GenericCAO::setChildrenVisible(bool toset)
|
|
{
|
|
for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
|
|
GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
|
|
if (obj) {
|
|
obj->setVisible(toset);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::setAttachments()
|
|
{
|
|
updateAttachments();
|
|
}
|
|
|
|
ClientActiveObject* GenericCAO::getParent()
|
|
{
|
|
ClientActiveObject *obj = NULL;
|
|
|
|
u16 attached_id = m_env->attachement_parent_ids[getId()];
|
|
|
|
if ((attached_id != 0) &&
|
|
(attached_id != getId())) {
|
|
obj = m_env->getActiveObject(attached_id);
|
|
}
|
|
return obj;
|
|
}
|
|
|
|
void GenericCAO::removeFromScene(bool permanent)
|
|
{
|
|
// Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
|
|
if((m_env != NULL) && (permanent))
|
|
{
|
|
for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
|
|
u16 ci = m_children[i];
|
|
if (m_env->attachement_parent_ids[ci] == getId()) {
|
|
m_env->attachement_parent_ids[ci] = 0;
|
|
}
|
|
}
|
|
|
|
m_env->attachement_parent_ids[getId()] = 0;
|
|
|
|
LocalPlayer* player = m_env->getLocalPlayer();
|
|
if (this == player->parent) {
|
|
player->parent = NULL;
|
|
player->isAttached = false;
|
|
}
|
|
}
|
|
|
|
if(m_meshnode)
|
|
{
|
|
m_meshnode->remove();
|
|
m_meshnode->drop();
|
|
m_meshnode = NULL;
|
|
}
|
|
if(m_animated_meshnode)
|
|
{
|
|
m_animated_meshnode->remove();
|
|
m_animated_meshnode->drop();
|
|
m_animated_meshnode = NULL;
|
|
}
|
|
if(m_wield_meshnode)
|
|
{
|
|
m_wield_meshnode->remove();
|
|
m_wield_meshnode->drop();
|
|
m_wield_meshnode = NULL;
|
|
}
|
|
if(m_spritenode)
|
|
{
|
|
m_spritenode->remove();
|
|
m_spritenode->drop();
|
|
m_spritenode = NULL;
|
|
}
|
|
if (m_textnode)
|
|
{
|
|
m_textnode->remove();
|
|
m_textnode->drop();
|
|
m_textnode = NULL;
|
|
}
|
|
}
|
|
|
|
void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
|
|
IrrlichtDevice *irr)
|
|
{
|
|
m_smgr = smgr;
|
|
m_irr = irr;
|
|
|
|
if (getSceneNode() != NULL)
|
|
return;
|
|
|
|
m_visuals_expired = false;
|
|
|
|
if(!m_prop.is_visible)
|
|
return;
|
|
|
|
//video::IVideoDriver* driver = smgr->getVideoDriver();
|
|
|
|
if(m_prop.visual == "sprite")
|
|
{
|
|
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
|
|
m_spritenode = smgr->addBillboardSceneNode(
|
|
NULL, v2f(1, 1), v3f(0,0,0), -1);
|
|
m_spritenode->grab();
|
|
m_spritenode->setMaterialTexture(0,
|
|
tsrc->getTextureForMesh("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);
|
|
m_meshnode->grab();
|
|
mesh->drop();
|
|
// Set it to use the materials of the meshbuffers directly.
|
|
// This is needed for changing the texture in the future
|
|
m_meshnode->setReadOnlyMaterials(true);
|
|
}
|
|
else if(m_prop.visual == "cube") {
|
|
infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
|
|
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
|
|
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
|
|
m_meshnode->grab();
|
|
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"<<std::endl;
|
|
scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
|
|
if(mesh)
|
|
{
|
|
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
|
|
m_animated_meshnode->grab();
|
|
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 "<<m_prop.mesh<<std::endl;
|
|
}
|
|
else if(m_prop.visual == "wielditem") {
|
|
infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
|
|
infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
|
|
if(m_prop.textures.size() >= 1){
|
|
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
|
|
IItemDefManager *idef = m_gamedef->idef();
|
|
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
|
|
|
|
m_wield_meshnode = new WieldMeshSceneNode(
|
|
smgr->getRootSceneNode(), smgr, -1);
|
|
m_wield_meshnode->setItem(item, m_gamedef);
|
|
|
|
m_wield_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;
|
|
m_wield_meshnode->setColor(video::SColor(255,li,li,li));
|
|
}
|
|
} else {
|
|
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
|
|
<<"\" not supported"<<std::endl;
|
|
}
|
|
updateTextures("");
|
|
|
|
scene::ISceneNode *node = getSceneNode();
|
|
if (node && m_is_player && !m_is_local_player) {
|
|
// Add a text node for showing the name
|
|
gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
|
|
std::wstring wname = utf8_to_wide(m_name);
|
|
m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
|
|
wname.c_str(), m_nametag_color, node);
|
|
m_textnode->grab();
|
|
m_textnode->setPosition(v3f(0, BS*1.1, 0));
|
|
|
|
// Enforce hiding nametag,
|
|
// because if freetype is enabled, a grey
|
|
// shadow can remain.
|
|
m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
|
|
}
|
|
|
|
updateNodePos();
|
|
updateAnimation();
|
|
updateBonePosition();
|
|
updateAttachments();
|
|
}
|
|
|
|
void GenericCAO::updateLight(u8 light_at_pos)
|
|
{
|
|
// Don't update light of attached one
|
|
if (getParent() != NULL) {
|
|
return;
|
|
}
|
|
|
|
updateLightNoCheck(light_at_pos);
|
|
|
|
// Update light of all children
|
|
for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
|
|
ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
|
|
if (obj) {
|
|
obj->updateLightNoCheck(light_at_pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::updateLightNoCheck(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);
|
|
} else if (m_animated_meshnode) {
|
|
setMeshColor(m_animated_meshnode->getMesh(), color);
|
|
} else if (m_wield_meshnode) {
|
|
m_wield_meshnode->setColor(color);
|
|
} else if (m_spritenode) {
|
|
m_spritenode->setColor(color);
|
|
}
|
|
}
|
|
}
|
|
|
|
v3s16 GenericCAO::getLightPosition()
|
|
{
|
|
return floatToInt(m_position, BS);
|
|
}
|
|
|
|
void GenericCAO::updateNodePos()
|
|
{
|
|
if (getParent() != NULL)
|
|
return;
|
|
|
|
scene::ISceneNode *node = getSceneNode();
|
|
|
|
if (node) {
|
|
v3s16 camera_offset = m_env->getCameraOffset();
|
|
node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
|
|
if (node != m_spritenode) { // rotate if not a sprite
|
|
v3f rot = node->getRotation();
|
|
rot.Y = -m_yaw;
|
|
node->setRotation(rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::step(float dtime, ClientEnvironment *env)
|
|
{
|
|
// Handel model of local player instantly to prevent lags
|
|
if(m_is_local_player)
|
|
{
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
|
|
if (m_is_visible)
|
|
{
|
|
int old_anim = player->last_animation;
|
|
float old_anim_speed = player->last_animation_speed;
|
|
m_position = player->getPosition() + v3f(0,BS,0);
|
|
m_velocity = v3f(0,0,0);
|
|
m_acceleration = v3f(0,0,0);
|
|
pos_translator.vect_show = m_position;
|
|
m_yaw = player->getYaw();
|
|
PlayerControl controls = player->getPlayerControl();
|
|
|
|
bool walking = false;
|
|
if(controls.up || controls.down || controls.left || controls.right)
|
|
walking = true;
|
|
|
|
f32 new_speed = player->local_animation_speed;
|
|
v2s32 new_anim = v2s32(0,0);
|
|
bool allow_update = false;
|
|
|
|
// increase speed if using fast or flying fast
|
|
if((g_settings->getBool("fast_move") &&
|
|
m_gamedef->checkLocalPrivilege("fast")) &&
|
|
(controls.aux1 ||
|
|
(!player->touching_ground &&
|
|
g_settings->getBool("free_move") &&
|
|
m_gamedef->checkLocalPrivilege("fly"))))
|
|
new_speed *= 1.5;
|
|
// slowdown speed if sneeking
|
|
if(controls.sneak && walking)
|
|
new_speed /= 2;
|
|
|
|
if(walking && (controls.LMB || controls.RMB))
|
|
{
|
|
new_anim = player->local_animations[3];
|
|
player->last_animation = WD_ANIM;
|
|
} else if(walking) {
|
|
new_anim = player->local_animations[1];
|
|
player->last_animation = WALK_ANIM;
|
|
} else if(controls.LMB || controls.RMB) {
|
|
new_anim = player->local_animations[2];
|
|
player->last_animation = DIG_ANIM;
|
|
}
|
|
|
|
// Apply animations if input detected and not attached
|
|
// or set idle animation
|
|
if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
|
|
{
|
|
allow_update = true;
|
|
m_animation_range = new_anim;
|
|
m_animation_speed = new_speed;
|
|
player->last_animation_speed = m_animation_speed;
|
|
} else {
|
|
player->last_animation = NO_ANIM;
|
|
|
|
if (old_anim != NO_ANIM)
|
|
{
|
|
m_animation_range = player->local_animations[0];
|
|
updateAnimation();
|
|
}
|
|
}
|
|
|
|
// Update local player animations
|
|
if ((player->last_animation != old_anim ||
|
|
m_animation_speed != old_anim_speed) &&
|
|
player->last_animation != NO_ANIM && allow_update)
|
|
updateAnimation();
|
|
|
|
}
|
|
}
|
|
|
|
if(m_visuals_expired && m_smgr && m_irr){
|
|
m_visuals_expired = false;
|
|
|
|
// Attachments, part 1: All attached objects must be unparented first,
|
|
// or Irrlicht causes a segmentation fault
|
|
for(std::vector<u16>::iterator ci = m_children.begin();
|
|
ci != m_children.end();)
|
|
{
|
|
if (m_env->attachement_parent_ids[*ci] != getId()) {
|
|
ci = m_children.erase(ci);
|
|
continue;
|
|
}
|
|
ClientActiveObject *obj = m_env->getActiveObject(*ci);
|
|
if (obj) {
|
|
scene::ISceneNode *child_node = obj->getSceneNode();
|
|
if (child_node)
|
|
child_node->setParent(m_smgr->getRootSceneNode());
|
|
}
|
|
++ci;
|
|
}
|
|
|
|
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<u16>::size_type i = 0; i < m_children.size(); i++) {
|
|
// Get the object of the child
|
|
ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
|
|
if (obj)
|
|
obj->setAttachments();
|
|
}
|
|
}
|
|
|
|
// Make sure m_is_visible is always applied
|
|
scene::ISceneNode *node = getSceneNode();
|
|
if (node)
|
|
node->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<f32> 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();
|
|
}
|
|
|
|
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 GenericCAO::updateTexturePos()
|
|
{
|
|
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="<<m_id<<" dir="<<dir<<std::endl;
|
|
if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
|
|
col += 2;
|
|
else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
|
|
col += 3;
|
|
else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
|
|
col += 0;
|
|
else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
|
|
col += 1;
|
|
else
|
|
col += 4;
|
|
}
|
|
}
|
|
|
|
// Animation goes downwards
|
|
row += m_anim_frame;
|
|
|
|
float txs = m_tx_size.X;
|
|
float tys = m_tx_size.Y;
|
|
setBillboardTextureMatrix(m_spritenode,
|
|
txs, tys, col, row);
|
|
}
|
|
}
|
|
|
|
void GenericCAO::updateTextures(const std::string &mod)
|
|
{
|
|
ITextureSource *tsrc = m_gamedef->tsrc();
|
|
|
|
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_node.png";
|
|
if(m_prop.textures.size() >= 1)
|
|
texturestring = m_prop.textures[0];
|
|
texturestring += mod;
|
|
m_spritenode->setMaterialTexture(0,
|
|
tsrc->getTextureForMesh(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->getTextureForMesh(texturestring);
|
|
if(!texture)
|
|
{
|
|
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
|
|
continue;
|
|
}
|
|
|
|
// Set material flags and texture
|
|
video::SMaterial& material = m_animated_meshnode->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)
|
|
{
|
|
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->getTextureForMesh(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->getTextureForMesh(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->getTextureForMesh(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 GenericCAO::updateAnimation()
|
|
{
|
|
if(m_animated_meshnode == NULL)
|
|
return;
|
|
|
|
if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
|
|
m_animated_meshnode->getEndFrame() != m_animation_range.Y)
|
|
m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
|
|
if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
|
|
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
|
|
m_animated_meshnode->setTransitionTime(m_animation_blend);
|
|
// Requires Irrlicht 1.8 or greater
|
|
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
|
|
if (m_animated_meshnode->getLoopMode() != m_animation_loop)
|
|
m_animated_meshnode->setLoopMode(m_animation_loop);
|
|
#endif
|
|
}
|
|
|
|
void GenericCAO::updateBonePosition()
|
|
{
|
|
if(m_bone_position.empty() || m_animated_meshnode == NULL)
|
|
return;
|
|
|
|
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
|
|
for(std::map<std::string,
|
|
core::vector2d<v3f> >::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 GenericCAO::updateAttachments()
|
|
{
|
|
|
|
if (getParent() == NULL) { // Detach or don't attach
|
|
scene::ISceneNode *node = getSceneNode();
|
|
if (node) {
|
|
v3f old_position = node->getAbsolutePosition();
|
|
v3f old_rotation = node->getRotation();
|
|
node->setParent(m_smgr->getRootSceneNode());
|
|
node->setPosition(old_position);
|
|
node->setRotation(old_rotation);
|
|
node->updateAbsolutePosition();
|
|
}
|
|
if (m_is_local_player) {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
player->isAttached = false;
|
|
}
|
|
}
|
|
else // Attach
|
|
{
|
|
scene::ISceneNode *my_node = getSceneNode();
|
|
|
|
scene::ISceneNode *parent_node = getParent()->getSceneNode();
|
|
scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
|
|
getParent()->getAnimatedMeshSceneNode();
|
|
if (parent_animated_mesh_node && m_attachment_bone != "") {
|
|
parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
|
|
}
|
|
|
|
if (my_node && parent_node) {
|
|
my_node->setParent(parent_node);
|
|
my_node->setPosition(m_attachment_position);
|
|
my_node->setRotation(m_attachment_rotation);
|
|
my_node->updateAbsolutePosition();
|
|
}
|
|
if (m_is_local_player) {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
player->isAttached = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GenericCAO::processMessage(const std::string &data)
|
|
{
|
|
//infostream<<"GenericCAO: Got message"<<std::endl;
|
|
std::istringstream is(data, std::ios::binary);
|
|
// command
|
|
u8 cmd = readU8(is);
|
|
if(cmd == GENERIC_CMD_SET_PROPERTIES)
|
|
{
|
|
m_prop = gob_read_set_properties(is);
|
|
|
|
m_selection_box = m_prop.collisionbox;
|
|
m_selection_box.MinEdge *= BS;
|
|
m_selection_box.MaxEdge *= BS;
|
|
|
|
m_tx_size.X = 1.0 / m_prop.spritediv.X;
|
|
m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
|
|
|
|
if(!m_initial_tx_basepos_set){
|
|
m_initial_tx_basepos_set = true;
|
|
m_tx_basepos = m_prop.initial_sprite_basepos;
|
|
}
|
|
|
|
expireVisuals();
|
|
}
|
|
else if(cmd == GENERIC_CMD_UPDATE_POSITION)
|
|
{
|
|
// Not sent by the server if this object is an attachment.
|
|
// We might however get here if the server notices the object being detached before the client.
|
|
m_position = readV3F1000(is);
|
|
m_velocity = readV3F1000(is);
|
|
m_acceleration = readV3F1000(is);
|
|
if(fabs(m_prop.automatic_rotate) < 0.001)
|
|
m_yaw = readF1000(is);
|
|
else
|
|
readF1000(is);
|
|
bool do_interpolate = readU8(is);
|
|
bool is_end_position = readU8(is);
|
|
float update_interval = readF1000(is);
|
|
|
|
// Place us a bit higher if we're physical, to not sink into
|
|
// the ground due to sucky collision detection...
|
|
if(m_prop.physical)
|
|
m_position += v3f(0,0.002,0);
|
|
|
|
if(getParent() != NULL) // Just in case
|
|
return;
|
|
|
|
if(do_interpolate)
|
|
{
|
|
if(!m_prop.physical)
|
|
pos_translator.update(m_position, is_end_position, update_interval);
|
|
} else {
|
|
pos_translator.init(m_position);
|
|
}
|
|
updateNodePos();
|
|
}
|
|
else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
|
|
std::string mod = deSerializeString(is);
|
|
updateTextures(mod);
|
|
}
|
|
else if(cmd == GENERIC_CMD_SET_SPRITE) {
|
|
v2s16 p = readV2S16(is);
|
|
int num_frames = readU16(is);
|
|
float framelength = readF1000(is);
|
|
bool select_horiz_by_yawpitch = readU8(is);
|
|
|
|
m_tx_basepos = p;
|
|
m_anim_num_frames = num_frames;
|
|
m_anim_framelength = framelength;
|
|
m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
|
|
|
|
updateTexturePos();
|
|
}
|
|
else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
|
|
float override_speed = readF1000(is);
|
|
float override_jump = readF1000(is);
|
|
float override_gravity = readF1000(is);
|
|
// these are sent inverted so we get true when the server sends nothing
|
|
bool sneak = !readU8(is);
|
|
bool sneak_glitch = !readU8(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;
|
|
player->physics_override_sneak = sneak;
|
|
player->physics_override_sneak_glitch = sneak_glitch;
|
|
}
|
|
}
|
|
else if(cmd == GENERIC_CMD_SET_ANIMATION) {
|
|
// TODO: change frames send as v2s32 value
|
|
v2f range = readV2F1000(is);
|
|
if (!m_is_local_player) {
|
|
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
|
|
m_animation_speed = readF1000(is);
|
|
m_animation_blend = readF1000(is);
|
|
// these are sent inverted so we get true when the server sends nothing
|
|
m_animation_loop = !readU8(is);
|
|
updateAnimation();
|
|
} else {
|
|
LocalPlayer *player = m_env->getLocalPlayer();
|
|
if(player->last_animation == NO_ANIM)
|
|
{
|
|
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
|
|
m_animation_speed = readF1000(is);
|
|
m_animation_blend = readF1000(is);
|
|
// these are sent inverted so we get true when the server sends nothing
|
|
m_animation_loop = !readU8(is);
|
|
}
|
|
// update animation only if local animations present
|
|
// and received animation is unknown (except idle animation)
|
|
bool is_known = false;
|
|
for (int i = 1;i<4;i++)
|
|
{
|
|
if(m_animation_range.Y == player->local_animations[i].Y)
|
|
is_known = true;
|
|
}
|
|
if(!is_known ||
|
|
(player->local_animations[1].Y + player->local_animations[2].Y < 1))
|
|
{
|
|
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<v3f>(position, rotation);
|
|
|
|
updateBonePosition();
|
|
} else if (cmd == GENERIC_CMD_ATTACH_TO) {
|
|
u16 parentID = readS16(is);
|
|
u16 oldparent = m_env->attachement_parent_ids[getId()];
|
|
if (oldparent) {
|
|
m_children.erase(std::remove(m_children.begin(), m_children.end(),
|
|
getId()), m_children.end());
|
|
}
|
|
m_env->attachement_parent_ids[getId()] = parentID;
|
|
GenericCAO *parentobj = m_env->getGenericCAO(parentID);
|
|
|
|
if (parentobj) {
|
|
parentobj->m_children.push_back(getId());
|
|
}
|
|
|
|
m_attachment_bone = deSerializeString(is);
|
|
m_attachment_position = readV3F1000(is);
|
|
m_attachment_rotation = readV3F1000(is);
|
|
|
|
// localplayer itself can't be attached to localplayer
|
|
if (!m_is_local_player) {
|
|
m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
|
|
// Objects attached to the local player should be hidden by default
|
|
m_is_visible = !m_attached_to_local;
|
|
}
|
|
|
|
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; i<armor_groups_size; i++)
|
|
{
|
|
std::string name = deSerializeString(is);
|
|
int rating = readS16(is);
|
|
m_armor_groups[name] = rating;
|
|
}
|
|
} else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
|
|
readU8(is); // version
|
|
m_nametag_color = readARGB8(is);
|
|
if (m_textnode != NULL) {
|
|
m_textnode->setTextColor(m_nametag_color);
|
|
|
|
// Enforce hiding nametag,
|
|
// because if freetype is enabled, a grey
|
|
// shadow can remain.
|
|
m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* \pre punchitem != NULL
|
|
*/
|
|
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
|
|
float time_from_last_punch)
|
|
{
|
|
assert(punchitem); // pre-condition
|
|
const ToolCapabilities *toolcap =
|
|
&punchitem->getToolCapabilities(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 GenericCAO::debugInfoText()
|
|
{
|
|
std::ostringstream os(std::ios::binary);
|
|
os<<"GenericCAO hp="<<m_hp<<"\n";
|
|
os<<"armor={";
|
|
for(ItemGroupList::const_iterator i = m_armor_groups.begin();
|
|
i != m_armor_groups.end(); ++i)
|
|
{
|
|
os<<i->first<<"="<<i->second<<", ";
|
|
}
|
|
os<<"}";
|
|
return os.str();
|
|
}
|
|
|
|
// Prototype
|
|
GenericCAO proto_GenericCAO(NULL, NULL);
|