minetest/src/content_cao.cpp

1842 lines
52 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 "content_cao.h"
#include "tile.h"
#include "environment.h"
#include "collision.h"
#include "settings.h"
#include <ICameraSceneNode.h>
#include <ITextSceneNode.h>
#include <IBillboardSceneNode.h>
#include "serialization.h" // For decompressZlib
#include "gamedef.h"
#include "clientobject.h"
#include "content_object.h"
#include "mesh.h"
#include "itemdef.h"
#include "tool.h"
#include "content_cso.h"
#include "sound.h"
#include "nodedef.h"
#include "localplayer.h"
#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
#include "util/mathconstants.h"
#include "map.h"
#include "main.h" // g_settings
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include <IBoneSceneNode.h>
class Settings;
struct ToolCapabilities;
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
/*
SmoothTranslator
*/
struct SmoothTranslator
{
v3f vect_old;
v3f vect_show;
v3f vect_aim;
f32 anim_counter;
f32 anim_time;
f32 anim_time_counter;
bool aim_is_end;
SmoothTranslator():
vect_old(0,0,0),
vect_show(0,0,0),
vect_aim(0,0,0),
anim_counter(0),
anim_time(0),
anim_time_counter(0),
aim_is_end(true)
{}
void init(v3f vect)
{
vect_old = vect;
vect_show = vect;
vect_aim = vect;
anim_counter = 0;
anim_time = 0;
anim_time_counter = 0;
aim_is_end = true;
}
void sharpen()
{
init(vect_show);
}
void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
{
aim_is_end = is_end_position;
vect_old = vect_show;
vect_aim = vect_new;
if(update_interval > 0){
anim_time = update_interval;
} else {
if(anim_time < 0.001 || anim_time > 1.0)
anim_time = anim_time_counter;
else
anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
}
anim_time_counter = 0;
anim_counter = 0;
}
void translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
anim_counter = anim_counter + dtime;
v3f vect_move = vect_aim - vect_old;
f32 moveratio = 1.0;
if(anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
// Move a bit less than should, to avoid oscillation
moveratio = moveratio * 0.8;
float move_end = 1.5;
if(aim_is_end)
move_end = 1.0;
if(moveratio > move_end)
moveratio = move_end;
vect_show = vect_old + vect_move * moveratio;
}
bool is_moving()
{
return ((anim_time_counter / anim_time) < 1.4);
}
};
/*
Other stuff
*/
static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
float txs, float tys, int col, int row)
{
video::SMaterial& material = bill->getMaterial(0);
core::matrix4& matrix = material.getTextureMatrix(0);
matrix.setTextureTranslate(txs*col, tys*row);
matrix.setTextureScale(txs, tys);
}
/*
TestCAO
*/
class TestCAO : public ClientActiveObject
{
public:
TestCAO(IGameDef *gamedef, ClientEnvironment *env);
virtual ~TestCAO();
u8 getType() const
{
return ACTIVEOBJECT_TYPE_TEST;
}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void step(float dtime, ClientEnvironment *env);
void processMessage(const std::string &data);
bool getCollisionBox(aabb3f *toset) { return false; }
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
};
// Prototype
TestCAO proto_TestCAO(NULL, NULL);
TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
m_node(NULL),
m_position(v3f(0,10*BS,0))
{
ClientActiveObject::registerType(getType(), create);
}
TestCAO::~TestCAO()
{
}
ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
{
return new TestCAO(gamedef, env);
}
void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
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->getTexture("rat.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
m_node = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
}
void TestCAO::removeFromScene()
{
if(m_node == NULL)
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 == NULL)
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();
}
}
/*
ItemCAO
*/
class ItemCAO : public ClientActiveObject
{
public:
ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
virtual ~ItemCAO();
u8 getType() const
{
return ACTIVEOBJECT_TYPE_ITEM;
}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void updateInfoText();
void updateTexture();
void step(float dtime, ClientEnvironment *env);
void processMessage(const std::string &data);
void initialize(const std::string &data);
core::aabbox3d<f32>* getSelectionBox()
{return &m_selection_box;}
v3f getPosition()
{return m_position;}
std::string infoText()
{return m_infotext;}
bool getCollisionBox(aabb3f *toset) { return false; }
private:
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_node;
v3f m_position;
std::string m_itemstring;
std::string m_infotext;
};
#include "inventory.h"
// Prototype
ItemCAO proto_ItemCAO(NULL, NULL);
ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
m_node(NULL),
m_position(v3f(0,10*BS,0))
{
if(!gamedef && !env)
{
ClientActiveObject::registerType(getType(), create);
}
}
ItemCAO::~ItemCAO()
{
}
ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
{
return new ItemCAO(gamedef, env);
}
void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
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),*/
video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
video::S3DVertex(BS/3.,0+BS*2./3.,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);
// Initialize with a generated placeholder texture
buf->getMaterial().setTexture(0, tsrc->getTexture(""));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
m_node = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
/*
Update image of node
*/
updateTexture();
}
void ItemCAO::removeFromScene()
{
if(m_node == NULL)
return;
m_node->remove();
m_node = NULL;
}
void ItemCAO::updateLight(u8 light_at_pos)
{
if(m_node == NULL)
return;
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
setMeshColor(m_node->getMesh(), color);
}
v3s16 ItemCAO::getLightPosition()
{
return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
}
void ItemCAO::updateNodePos()
{
if(m_node == NULL)
return;
m_node->setPosition(m_position);
}
void ItemCAO::updateInfoText()
{
try{
IItemDefManager *idef = m_gamedef->idef();
ItemStack item;
item.deSerialize(m_itemstring, idef);
if(item.isKnown(idef))
m_infotext = item.getDefinition(idef).description;
else
m_infotext = "Unknown item: '" + m_itemstring + "'";
if(item.count >= 2)
m_infotext += " (" + itos(item.count) + ")";
}
catch(SerializationError &e)
{
m_infotext = "Unknown item: '" + m_itemstring + "'";
}
}
void ItemCAO::updateTexture()
{
if(m_node == NULL)
return;
// Create an inventory item to see what is its image
std::istringstream is(m_itemstring, std::ios_base::binary);
video::ITexture *texture = NULL;
try{
IItemDefManager *idef = m_gamedef->idef();
ItemStack item;
item.deSerialize(is, idef);
texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
}
catch(SerializationError &e)
{
infostream<<"WARNING: "<<__FUNCTION_NAME
<<": error deSerializing itemstring \""
<<m_itemstring<<std::endl;
}
// Set meshbuffer texture
m_node->getMaterial(0).setTexture(0, texture);
}
void ItemCAO::step(float dtime, ClientEnvironment *env)
{
if(m_node)
{
/*v3f rot = m_node->getRotation();
rot.Y += dtime * 120;
m_node->setRotation(rot);*/
LocalPlayer *player = env->getLocalPlayer();
assert(player);
v3f rot = m_node->getRotation();
rot.Y = 180.0 - (player->getYaw());
m_node->setRotation(rot);
}
}
void ItemCAO::processMessage(const std::string &data)
{
//infostream<<"ItemCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
if(cmd == 0)
{
// pos
m_position = readV3F1000(is);
updateNodePos();
}
if(cmd == 1)
{
// itemstring
m_itemstring = deSerializeString(is);
updateInfoText();
updateTexture();
}
}
void ItemCAO::initialize(const std::string &data)
{
infostream<<"ItemCAO: Got init data"<<std::endl;
{
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"
class GenericCAO : public ClientActiveObject
{
private:
// Only set at initialization
std::string m_name;
bool m_is_player;
bool m_is_local_player;
int m_id;
// Property-ish things
ObjectProperties m_prop;
//
scene::ISceneManager *m_smgr;
IrrlichtDevice *m_irr;
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
scene::IAnimatedMeshSceneNode *m_animated_meshnode;
scene::IBillboardSceneNode *m_spritenode;
scene::ITextSceneNode* m_textnode;
v3f m_position;
v3f m_velocity;
v3f m_acceleration;
float m_yaw;
s16 m_hp;
SmoothTranslator pos_translator;
// Spritesheet/animation stuff
v2f m_tx_size;
v2s16 m_tx_basepos;
bool m_initial_tx_basepos_set;
bool m_tx_select_horiz_by_yawpitch;
v2f m_animation_range;
int m_animation_speed;
int m_animation_blend;
std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attached_to_local;
int m_anim_frame;
int m_anim_num_frames;
float m_anim_framelength;
float m_anim_timer;
ItemGroupList m_armor_groups;
float m_reset_textures_timer;
bool m_visuals_expired;
float m_step_distance_counter;
u8 m_last_light;
bool m_is_visible;
public:
GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
//
m_is_player(false),
m_is_local_player(false),
m_id(0),
//
m_smgr(NULL),
m_irr(NULL),
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
m_animated_meshnode(NULL),
m_spritenode(NULL),
m_textnode(NULL),
m_position(v3f(0,10*BS,0)),
m_velocity(v3f(0,0,0)),
m_acceleration(v3f(0,0,0)),
m_yaw(0),
m_hp(1),
m_tx_size(1,1),
m_tx_basepos(0,0),
m_initial_tx_basepos_set(false),
m_tx_select_horiz_by_yawpitch(false),
m_animation_range(v2f(0,0)),
m_animation_speed(15),
m_animation_blend(0),
m_bone_position(std::map<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 getCollisionBox(aabb3f *toset) {
if (m_prop.physical) {
aabb3f retval;
//update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
toset->MinEdge += m_position;
toset->MaxEdge += m_position;
return true;
}
return false;
}
bool collideWithObjects() {
return m_prop.collideWithObjects;
}
void 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_env->addPlayerName(m_name.c_str());
}
}
~GenericCAO()
{
if(m_is_player){
m_env->removePlayerName(m_name.c_str());
}
}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
{
return new GenericCAO(gamedef, env);
}
u8 getType() const
{
return ACTIVEOBJECT_TYPE_GENERIC;
}
core::aabbox3d<f32>* getSelectionBox()
{
if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
return NULL;
return &m_selection_box;
}
v3f getPosition()
{
if(getParent() != NULL){
if(m_meshnode)
return m_meshnode->getAbsolutePosition();
if(m_animated_meshnode)
return m_animated_meshnode->getAbsolutePosition();
if(m_spritenode)
return m_spritenode->getAbsolutePosition();
return m_position;
}
return pos_translator.vect_show;
}
scene::IMeshSceneNode *getMeshSceneNode()
{
if(m_meshnode)
return m_meshnode;
return NULL;
}
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
{
if(m_animated_meshnode)
return m_animated_meshnode;
return NULL;
}
scene::IBillboardSceneNode *getSpriteSceneNode()
{
if(m_spritenode)
return m_spritenode;
return NULL;
}
bool isPlayer()
{
return m_is_player;
}
bool isLocalPlayer()
{
return m_is_local_player;
}
void setAttachments()
{
updateAttachments();
}
ClientActiveObject *getParent()
{
ClientActiveObject *obj = NULL;
for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
{
if(cii->X == getId()){ // This ID is our child
if(cii->Y > 0){ // A parent ID exists for our child
if(cii->X != cii->Y){ // The parent and child ID are not the same
obj = m_env->getActiveObject(cii->Y);
}
}
break;
}
}
if(obj)
return obj;
return NULL;
}
void removeFromScene(bool permanent)
{
if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
{
// Detach this object's children
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
if(ii->Y == getId()) // Is a child of our object
{
ii->Y = 0;
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
if(obj)
obj->setAttachments();
}
}
// Delete this object from the attachments list
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
if(ii->X == getId()) // Is our object
{
m_env->attachment_list.erase(ii);
break;
}
}
}
if(m_meshnode){
m_meshnode->remove();
m_meshnode = NULL;
}
if(m_animated_meshnode){
m_animated_meshnode->remove();
m_animated_meshnode = NULL;
}
if(m_spritenode){
m_spritenode->remove();
m_spritenode = NULL;
}
}
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
m_smgr = smgr;
m_irr = irr;
if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
return;
m_visuals_expired = false;
if(!m_prop.is_visible || m_is_local_player)
return;
//video::IVideoDriver* driver = smgr->getVideoDriver();
if(m_prop.visual == "sprite"){
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = smgr->addBillboardSceneNode(
NULL, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->setMaterialTexture(0,
tsrc->getTexture("unknown_node.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
u8 li = m_last_light;
m_spritenode->setColor(video::SColor(255,li,li,li));
m_spritenode->setSize(m_prop.visual_size*BS);
{
const float txs = 1.0 / 1;
const float tys = 1.0 / 1;
setBillboardTextureMatrix(m_spritenode,
txs, tys, 0, 0);
}
}
else if(m_prop.visual == "upright_sprite")
{
scene::SMesh *mesh = new scene::SMesh();
double dx = BS*m_prop.visual_size.X/2;
double dy = BS*m_prop.visual_size.Y/2;
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
u8 li = m_last_light;
video::SColor c(255,li,li,li);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
u8 li = m_last_light;
video::SColor c(255,li,li,li);
video::S3DVertex vertices[4] =
{
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
// Set it to use the materials of the meshbuffers directly.
// This is needed for changing the texture in the future
m_meshnode->setReadOnlyMaterials(true);
}
else if(m_prop.visual == "cube"){
infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.Y,
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else if(m_prop.visual == "mesh"){
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
if(mesh)
{
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
mesh->drop(); // The scene node took hold of it
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.Y,
m_prop.visual_size.X));
u8 li = m_last_light;
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
}
else if(m_prop.visual == "wielditem"){
infostream<<"GenericCAO::addToScene(): node"<<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);
scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
// Copy mesh to be able to set unique vertex colors
scene::IMeshManipulator *manip =
irr->getVideoDriver()->getMeshManipulator();
scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
m_prop.visual_size.Y/2,
m_prop.visual_size.X/2));
u8 li = m_last_light;
setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
}
} else {
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
<<"\" not supported"<<std::endl;
}
updateTextures("");
scene::ISceneNode *node = NULL;
if(m_spritenode)
node = m_spritenode;
else if(m_animated_meshnode)
node = m_animated_meshnode;
else if(m_meshnode)
node = m_meshnode;
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 = narrow_to_wide(m_name);
m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
wname.c_str(), video::SColor(255,255,255,255), node);
m_textnode->setPosition(v3f(0, BS*1.1, 0));
}
updateNodePos();
updateAnimation();
updateBonePosition();
updateAttachments();
}
void expireVisuals()
{
m_visuals_expired = true;
}
void updateLight(u8 light_at_pos)
{
u8 li = decode_light(light_at_pos);
if(li != m_last_light){
m_last_light = li;
video::SColor color(255,li,li,li);
if(m_meshnode)
setMeshColor(m_meshnode->getMesh(), color);
if(m_animated_meshnode)
setMeshColor(m_animated_meshnode->getMesh(), color);
if(m_spritenode)
m_spritenode->setColor(color);
}
}
v3s16 getLightPosition()
{
return floatToInt(m_position, BS);
}
void updateNodePos()
{
if(getParent() != NULL)
return;
if(m_meshnode){
m_meshnode->setPosition(pos_translator.vect_show);
v3f rot = m_meshnode->getRotation();
rot.Y = -m_yaw;
m_meshnode->setRotation(rot);
}
if(m_animated_meshnode){
m_animated_meshnode->setPosition(pos_translator.vect_show);
v3f rot = m_animated_meshnode->getRotation();
rot.Y = -m_yaw;
m_animated_meshnode->setRotation(rot);
}
if(m_spritenode){
m_spritenode->setPosition(pos_translator.vect_show);
}
}
void step(float dtime, ClientEnvironment *env)
{
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<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
if(ii->Y == getId()) // This is a child of our parent
{
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
if(obj)
{
scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
if(m_child_meshnode)
m_child_meshnode->setParent(m_smgr->getRootSceneNode());
if(m_child_animated_meshnode)
m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
if(m_child_spritenode)
m_child_spritenode->setParent(m_smgr->getRootSceneNode());
}
}
}
removeFromScene(false);
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
if(ii->Y == getId()) // This is a child of our parent
{
ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
if(obj)
obj->setAttachments();
}
}
}
// Make sure m_is_visible is always applied
if(m_meshnode)
m_meshnode->setVisible(m_is_visible);
if(m_animated_meshnode)
m_animated_meshnode->setVisible(m_is_visible);
if(m_spritenode)
m_spritenode->setVisible(m_is_visible);
if(m_textnode)
m_textnode->setVisible(m_is_visible);
if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
{
// Set these for later
m_position = getPosition();
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
pos_translator.vect_show = m_position;
if(m_is_local_player) // Update local player attachment position
{
LocalPlayer *player = m_env->getLocalPlayer();
player->overridePosition = getParent()->getPosition();
m_env->getLocalPlayer()->parent = getParent();
}
}
else
{
v3f lastpos = pos_translator.vect_show;
if(m_prop.physical){
core::aabbox3d<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 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 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->getTexture(texturestring));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if(m_prop.colors.size() >= 1)
{
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->getTexture(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->getTexture(texturestring));
material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if(m_prop.colors.size() > i)
{
m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
}
m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
}
else if(m_prop.visual == "upright_sprite")
{
scene::IMesh *mesh = m_meshnode->getMesh();
{
std::string tname = "unknown_object.png";
if(m_prop.textures.size() >= 1)
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
tsrc->getTexture(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if(m_prop.colors.size() >= 1)
{
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
}
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
{
std::string tname = "unknown_object.png";
if(m_prop.textures.size() >= 2)
tname = m_prop.textures[1];
else if(m_prop.textures.size() >= 1)
tname = m_prop.textures[0];
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
tsrc->getTexture(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if(m_prop.colors.size() >= 2)
{
buf->getMaterial().AmbientColor = m_prop.colors[1];
buf->getMaterial().DiffuseColor = m_prop.colors[1];
buf->getMaterial().SpecularColor = m_prop.colors[1];
}
else if(m_prop.colors.size() >= 1)
{
buf->getMaterial().AmbientColor = m_prop.colors[0];
buf->getMaterial().DiffuseColor = m_prop.colors[0];
buf->getMaterial().SpecularColor = m_prop.colors[0];
}
buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
}
}
}
void updateAnimation()
{
if(m_animated_meshnode == NULL)
return;
m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y);
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
m_animated_meshnode->setTransitionTime(m_animation_blend);
}
void updateBonePosition()
{
if(!m_bone_position.size() || m_animated_meshnode == NULL)
return;
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
for(std::map<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 updateAttachments()
{
m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
{
if(m_meshnode)
{
v3f old_position = m_meshnode->getAbsolutePosition();
v3f old_rotation = m_meshnode->getRotation();
m_meshnode->setParent(m_smgr->getRootSceneNode());
m_meshnode->setPosition(old_position);
m_meshnode->setRotation(old_rotation);
m_meshnode->updateAbsolutePosition();
}
if(m_animated_meshnode)
{
v3f old_position = m_animated_meshnode->getAbsolutePosition();
v3f old_rotation = m_animated_meshnode->getRotation();
m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
m_animated_meshnode->setPosition(old_position);
m_animated_meshnode->setRotation(old_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
if(m_spritenode)
{
v3f old_position = m_spritenode->getAbsolutePosition();
v3f old_rotation = m_spritenode->getRotation();
m_spritenode->setParent(m_smgr->getRootSceneNode());
m_spritenode->setPosition(old_position);
m_spritenode->setRotation(old_rotation);
m_spritenode->updateAbsolutePosition();
}
if(m_is_local_player)
{
LocalPlayer *player = m_env->getLocalPlayer();
player->isAttached = false;
}
}
else // Attach
{
scene::IMeshSceneNode *parent_mesh = NULL;
if(getParent()->getMeshSceneNode())
parent_mesh = getParent()->getMeshSceneNode();
scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
if(getParent()->getAnimatedMeshSceneNode())
parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
scene::IBillboardSceneNode *parent_sprite = NULL;
if(getParent()->getSpriteSceneNode())
parent_sprite = getParent()->getSpriteSceneNode();
scene::IBoneSceneNode *parent_bone = NULL;
if(parent_animated_mesh && m_attachment_bone != "")
parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
// The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
// TODO: Perhaps use polymorphism here to save code duplication
if(m_meshnode){
if(parent_bone){
m_meshnode->setParent(parent_bone);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
}
else
{
if(parent_mesh){
m_meshnode->setParent(parent_mesh);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
}
else if(parent_animated_mesh){
m_meshnode->setParent(parent_animated_mesh);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
}
else if(parent_sprite){
m_meshnode->setParent(parent_sprite);
m_meshnode->setPosition(m_attachment_position);
m_meshnode->setRotation(m_attachment_rotation);
m_meshnode->updateAbsolutePosition();
}
}
}
if(m_animated_meshnode){
if(parent_bone){
m_animated_meshnode->setParent(parent_bone);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
else
{
if(parent_mesh){
m_animated_meshnode->setParent(parent_mesh);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
else if(parent_animated_mesh){
m_animated_meshnode->setParent(parent_animated_mesh);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
else if(parent_sprite){
m_animated_meshnode->setParent(parent_sprite);
m_animated_meshnode->setPosition(m_attachment_position);
m_animated_meshnode->setRotation(m_attachment_rotation);
m_animated_meshnode->updateAbsolutePosition();
}
}
}
if(m_spritenode){
if(parent_bone){
m_spritenode->setParent(parent_bone);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
}
else
{
if(parent_mesh){
m_spritenode->setParent(parent_mesh);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
}
else if(parent_animated_mesh){
m_spritenode->setParent(parent_animated_mesh);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
}
else if(parent_sprite){
m_spritenode->setParent(parent_sprite);
m_spritenode->setPosition(m_attachment_position);
m_spritenode->setRotation(m_attachment_rotation);
m_spritenode->updateAbsolutePosition();
}
}
}
if(m_is_local_player)
{
LocalPlayer *player = m_env->getLocalPlayer();
player->isAttached = true;
}
}
}
void processMessage(const std::string &data)
{
//infostream<<"GenericCAO: Got message"<<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)
{
m_animation_range = readV2F1000(is);
m_animation_speed = readF1000(is);
m_animation_blend = readF1000(is);
updateAnimation();
}
else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
{
std::string bone = deSerializeString(is);
v3f position = readV3F1000(is);
v3f rotation = readV3F1000(is);
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
updateBonePosition();
}
else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
{
// If an entry already exists for this object, delete it first to avoid duplicates
for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
{
if(ii->X == getId()) // This is the ID of our object
{
m_env->attachment_list.erase(ii);
break;
}
}
m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
m_attachment_bone = deSerializeString(is);
m_attachment_position = readV3F1000(is);
m_attachment_rotation = readV3F1000(is);
updateAttachments();
}
else if(cmd == GENERIC_CMD_PUNCHED)
{
/*s16 damage =*/ readS16(is);
s16 result_hp = readS16(is);
// Use this instead of the send damage to not interfere with prediction
s16 damage = m_hp - result_hp;
m_hp = result_hp;
if (damage > 0) {
if (m_hp <= 0) {
// TODO: Execute defined fast response
// As there is no definition, make a smoke puff
ClientSimpleObject *simple = createSmokePuff(
m_smgr, m_env, m_position,
m_prop.visual_size * BS);
m_env->addSimpleObject(simple);
} else {
// TODO: Execute defined fast response
// Flashing shall suffice as there is no definition
m_reset_textures_timer = 0.05;
if(damage >= 2)
m_reset_textures_timer += 0.05 * damage;
updateTextures("^[brighten");
}
}
}
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
{
m_armor_groups.clear();
int armor_groups_size = readU16(is);
for(int i=0; i<armor_groups_size; i++){
std::string name = deSerializeString(is);
int rating = readS16(is);
m_armor_groups[name] = rating;
}
}
}
bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
float time_from_last_punch=1000000)
{
assert(punchitem);
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 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);