minetest/src/content_cao.cpp
Dániel Juhász 3face01a20 Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
2018-02-10 21:04:16 +01:00

1542 lines
45 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU 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 Lesser General Public License for more details.
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.
*/
#include <ICameraSceneNode.h>
#include <ITextSceneNode.h>
#include <IBillboardSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include "content_cao.h"
#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
#include "util/basic_macros.h"
#include "client/tile.h"
#include "environment.h"
#include "collision.h"
#include "settings.h"
#include "serialization.h" // For decompressZlib
#include "clientobject.h"
#include "mesh.h"
#include "itemdef.h"
#include "tool.h"
#include "content_cso.h"
#include "sound.h"
#include "nodedef.h"
#include "localplayer.h"
#include "map.h"
#include "camera.h" // CameraModes
#include "client.h"
#include "wieldmesh.h"
#include <algorithm>
#include "client/renderingengine.h"
class Settings;
struct ToolCapabilities;
std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
void SmoothTranslator::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 SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
{
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 SmoothTranslator::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;
}
/*
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(Client *client, ClientEnvironment *env);
virtual ~TestCAO() = default;
ActiveObjectType getType() const
{
return ACTIVEOBJECT_TYPE_TEST;
}
static ClientActiveObject* create(Client *client, ClientEnvironment *env);
void addToScene(ITextureSource *tsrc);
void removeFromScene(bool permanent);
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) const { return false; }
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
};
// Prototype
TestCAO proto_TestCAO(NULL, NULL);
TestCAO::TestCAO(Client *client, ClientEnvironment *env):
ClientActiveObject(0, client, env),
m_node(NULL),
m_position(v3f(0,10*BS,0))
{
ClientActiveObject::registerType(getType(), create);
}
ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
{
return new TestCAO(client, env);
}
void TestCAO::addToScene(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/4,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS/4,0, 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, tsrc->getTextureForMesh("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 = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
}
void TestCAO::removeFromScene(bool permanent)
{
if (!m_node)
return;
m_node->remove();
m_node = NULL;
}
void TestCAO::updateLight(u8 light_at_pos)
{
}
v3s16 TestCAO::getLightPosition()
{
return floatToInt(m_position, BS);
}
void TestCAO::updateNodePos()
{
if (!m_node)
return;
m_node->setPosition(m_position);
//m_node->setRotation(v3f(0, 45, 0));
}
void TestCAO::step(float dtime, ClientEnvironment *env)
{
if(m_node)
{
v3f rot = m_node->getRotation();
//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
rot.Y += dtime * 180;
m_node->setRotation(rot);
}
}
void TestCAO::processMessage(const std::string &data)
{
infostream<<"TestCAO: Got data: "<<data<<std::endl;
std::istringstream is(data, std::ios::binary);
u16 cmd;
is>>cmd;
if(cmd == 0)
{
v3f newpos;
is>>newpos.X;
is>>newpos.Y;
is>>newpos.Z;
m_position = newpos;
updateNodePos();
}
}
/*
GenericCAO
*/
#include "genericobject.h"
GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
ClientActiveObject(0, client, env)
{
if (client == NULL) {
ClientActiveObject::registerType(getType(), create);
} else {
m_client = client;
}
}
bool GenericCAO::getCollisionBox(aabb3f *toset) const
{
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() const
{
return m_prop.collideWithObjects;
}
void GenericCAO::initialize(const std::string &data)
{
infostream<<"GenericCAO: Got init data"<<std::endl;
processInitData(data);
if (m_is_player) {
// Check if it's the current player
LocalPlayer *player = m_env->getLocalPlayer();
if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
m_is_local_player = true;
m_is_visible = false;
player->setCAO(this);
}
}
}
void GenericCAO::processInitData(const std::string &data)
{
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 = readU16(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();
}
GenericCAO::~GenericCAO()
{
removeFromScene(true);
}
bool GenericCAO::getSelectionBox(aabb3f *toset) const
{
if (!m_prop.is_visible || !m_is_visible || m_is_local_player
|| !m_prop.pointable || getParent() != NULL) {
return false;
}
*toset = m_selection_box;
return true;
}
v3f GenericCAO::getPosition()
{
if (getParent() != NULL) {
scene::ISceneNode *node = getSceneNode();
if (node)
return node->getAbsolutePosition();
return m_position;
}
return pos_translator.vect_show;
}
const bool GenericCAO::isImmortal()
{
return itemgroup_get(getGroups(), "immortal");
}
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::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
{
return m_animated_meshnode;
}
void GenericCAO::setChildrenVisible(bool toset)
{
for (u16 cao_id : m_children) {
GenericCAO *obj = m_env->getGenericCAO(cao_id);
if (obj) {
obj->setVisible(toset);
}
}
}
void GenericCAO::setAttachments()
{
updateAttachments();
}
ClientActiveObject* GenericCAO::getParent() const
{
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 (u16 ci : m_children) {
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;
} else if (m_animated_meshnode) {
m_animated_meshnode->remove();
m_animated_meshnode->drop();
m_animated_meshnode = NULL;
} else if (m_wield_meshnode) {
m_wield_meshnode->remove();
m_wield_meshnode->drop();
m_wield_meshnode = NULL;
} else if (m_spritenode) {
m_spritenode->remove();
m_spritenode->drop();
m_spritenode = NULL;
}
if (m_nametag) {
m_client->getCamera()->removeNametag(m_nametag);
m_nametag = NULL;
}
}
void GenericCAO::addToScene(ITextureSource *tsrc)
{
m_smgr = RenderingEngine::get_scene_manager();
if (getSceneNode() != NULL) {
return;
}
m_visuals_expired = false;
if (!m_prop.is_visible) {
return;
}
if (m_prop.visual == "sprite") {
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = RenderingEngine::get_scene_manager()->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;
u8 li = m_last_light;
video::SColor c(255, li, li, li);
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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 = RenderingEngine::get_scene_manager()->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 = RenderingEngine::get_scene_manager()->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_client->getMesh(m_prop.mesh, true);
if(mesh)
{
m_animated_meshnode = RenderingEngine::get_scene_manager()->
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;
// set vertex colors to ensure alpha is set
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
bool backface_culling = m_prop.backface_culling;
if (m_is_player)
backface_culling = false;
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
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);
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
} else if (m_prop.visual == "wielditem") {
ItemStack item;
infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
if (m_prop.wield_item.empty()) {
// Old format, only textures are specified.
infostream << "textures: " << m_prop.textures.size() << std::endl;
if (!m_prop.textures.empty()) {
infostream << "textures[0]: " << m_prop.textures[0]
<< std::endl;
IItemDefManager *idef = m_client->idef();
item = ItemStack(m_prop.textures[0], 1, 0, idef);
}
} else {
infostream << "serialized form: " << m_prop.wield_item << std::endl;
item.deSerialize(m_prop.wield_item, m_client->idef());
}
m_wield_meshnode = new WieldMeshSceneNode(
RenderingEngine::get_scene_manager(), -1);
m_wield_meshnode->setItem(item, m_client);
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;
}
/* don't update while punch texture modifier is active */
if (m_reset_textures_timer < 0)
updateTextures(m_current_texture_modifier);
scene::ISceneNode *node = getSceneNode();
if (node && !m_prop.nametag.empty() && !m_is_local_player) {
// Add nametag
v3f pos;
pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
m_nametag = m_client->getCamera()->addNametag(node,
m_prop.nametag, m_prop.nametag_color,
pos);
}
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 (u16 i : m_children) {
ClientActiveObject *obj = m_env->getActiveObject(i);
if (obj) {
obj->updateLightNoCheck(light_at_pos);
}
}
}
void GenericCAO::updateLightNoCheck(u8 light_at_pos)
{
if (m_glow < 0)
return;
u8 li = decode_light(light_at_pos + m_glow);
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) {
setAnimatedMeshColor(m_animated_meshnode, color);
} else if (m_wield_meshnode) {
m_wield_meshnode->setColor(color);
} else if (m_spritenode) {
m_spritenode->setColor(color);
}
}
}
v3s16 GenericCAO::getLightPosition()
{
if (m_is_player)
return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
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();
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
pos_translator.vect_show = m_position;
m_yaw = player->getYaw();
const PlayerControl &controls = player->getPlayerControl();
bool walking = false;
if (controls.up || controls.down || controls.left || controls.right ||
controls.forw_move_joystick_axis != 0.f ||
controls.sidew_move_joystick_axis != 0.f)
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_client->checkLocalPrivilege("fast")) &&
(controls.aux1 ||
(!player->touching_ground &&
g_settings->getBool("free_move") &&
m_client->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_visuals_expired = false;
// Attachments, part 1: All attached objects must be unparented first,
// or Irrlicht causes a segmentation fault
for (auto 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_client->tsrc());
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
for (u16 cao_id : m_children) {
// Get the object of the child
ClientActiveObject *obj = m_env->getActiveObject(cao_id);
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)
{
aabb3f 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;
moveresult = collisionMoveSimple(env,env->getGameDef(),
pos_max_d, box, m_prop.stepheight, dtime,
&p_pos, &p_velocity, m_acceleration,
this, m_prop.collideWithObjects);
// 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();
} 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 > 1.5f * BS) {
m_step_distance_counter = 0.0f;
if (!m_is_local_player && m_prop.makes_footstep_sound) {
const NodeDefManager *ndef = m_client->ndef();
v3s16 p = floatToInt(getPosition() +
v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
// Reduce footstep gain, as non-local-player footsteps are
// somehow louder.
spec.gain *= 0.6f;
m_client->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(m_previous_texture_modifier);
}
}
if(!getParent() && fabs(m_prop.automatic_rotate) > 0.001)
{
m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
updateNodePos();
}
if (!getParent() && m_prop.automatic_face_movement_dir &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+ m_prop.automatic_face_movement_dir_offset;
float max_rotation_delta =
dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
float delta = wrapDegrees_0_360(target_yaw - m_yaw);
if (delta > max_rotation_delta && 360 - delta > max_rotation_delta) {
m_yaw += (delta < 180) ? max_rotation_delta : -max_rotation_delta;
m_yaw = wrapDegrees_0_360(m_yaw);
} else {
m_yaw = target_yaw;
}
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(std::string mod)
{
ITextureSource *tsrc = m_client->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");
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
m_glow = m_prop.glow;
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "unknown_node.png";
if (!m_prop.textures.empty())
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.empty()) {
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.empty())
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, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
// don't filter low-res textures, makes them look blurry
// player models have a res of 64
const core::dimension2d<u32> &size = texture->getOriginalSize();
const u32 res = std::min(size.Height, size.Width);
use_trilinear_filter &= res > 64;
use_bilinear_filter &= res > 64;
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.empty())
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.empty()) {
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.empty())
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];
setMeshColor(mesh, m_prop.colors[1]);
} else if (!m_prop.colors.empty()) {
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
setMeshColor(mesh, 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)
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::updateAnimationSpeed()
{
if (!m_animated_meshnode)
return;
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
}
void GenericCAO::updateBonePosition()
{
if (m_bone_position.empty() || !m_animated_meshnode)
return;
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
for(std::unordered_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()) { // 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.empty()) {
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.selectionbox;
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;
}
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
player->makes_footstep_sound = m_prop.makes_footstep_sound;
aabb3f collision_box = m_prop.collisionbox;
collision_box.MinEdge *= BS;
collision_box.MaxEdge *= BS;
player->setCollisionbox(collision_box);
player->setEyeHeight(m_prop.eye_height);
player->setZoomFOV(m_prop.zoom_fov);
}
if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
m_prop.nametag = m_name;
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);
// immediatly reset a engine issued texture modifier if a mod sends a different one
if (m_reset_textures_timer > 0) {
m_reset_textures_timer = -1;
updateTextures(m_previous_texture_modifier);
}
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);
bool new_move = !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;
player->physics_override_new_move = new_move;
}
} 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_ANIMATION_SPEED) {
m_animation_speed = readF1000(is);
updateAnimationSpeed();
} 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 if (m_reset_textures_timer < 0) {
// 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(m_current_texture_modifier + "^[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) {
// Deprecated, for backwards compatibility only.
readU8(is); // version
m_prop.nametag_color = readARGB8(is);
if (m_nametag != NULL) {
m_nametag->nametag_color = m_prop.nametag_color;
v3f pos;
pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
m_nametag->nametag_pos = pos;
}
} else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
u16 child_id = readU16(is);
u8 type = readU8(is);
if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) {
childobj->processInitData(deSerializeLongString(is));
} else {
m_env->addActiveObject(child_id, type, deSerializeLongString(is));
}
} else {
warningstream << FUNCTION_NAME
<< ": unknown command or outdated client \""
<< +cmd << "\"" << std::endl;
}
}
/* \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_client->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
if (m_reset_textures_timer < 0) {
m_reset_textures_timer = 0.05;
if (result.damage >= 2)
m_reset_textures_timer += 0.05 * result.damage;
updateTextures(m_current_texture_modifier + "^[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);