forked from Mirrorlandia_minetest/minetest
1200 lines
29 KiB
C++
1200 lines
29 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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 "content_cao.h"
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#include "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 <ICameraSceneNode.h>
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#include <ITextSceneNode.h>
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#include <IBillboardSceneNode.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 "content_object.h"
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#include "mesh.h"
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#include "utility.h" // For IntervalLimiter
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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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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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core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
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/*
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SmoothTranslator
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*/
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struct SmoothTranslator
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{
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v3f vect_old;
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v3f vect_show;
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v3f vect_aim;
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f32 anim_counter;
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f32 anim_time;
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f32 anim_time_counter;
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bool aim_is_end;
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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 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 sharpen()
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{
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init(vect_show);
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}
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void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
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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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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 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 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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/*
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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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u8 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();
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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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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->getTextureRaw("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()
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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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u8 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();
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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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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->getTextureRaw(""));
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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()
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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 = item.getDefinition(idef).inventory_texture;
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}
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catch(SerializationError &e)
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{
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infostream<<"WARNING: "<<__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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std::istringstream is(data, std::ios::binary);
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// version
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u8 version = readU8(is);
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// check version
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if(version != 0)
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return;
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// pos
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m_position = readV3F1000(is);
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// itemstring
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m_itemstring = deSerializeString(is);
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}
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updateNodePos();
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updateInfoText();
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}
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/*
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GenericCAO
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*/
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#include "genericobject.h"
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class GenericCAO : public ClientActiveObject
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{
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private:
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// Only set at initialization
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std::string m_name;
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bool m_is_player;
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bool m_is_local_player; // determined locally
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// Property-ish things
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ObjectProperties m_prop;
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//
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scene::ISceneManager *m_smgr;
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IrrlichtDevice *m_irr;
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_meshnode;
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scene::IBillboardSceneNode *m_spritenode;
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scene::ITextSceneNode* m_textnode;
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v3f m_position;
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v3f m_velocity;
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v3f m_acceleration;
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float m_yaw;
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s16 m_hp;
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SmoothTranslator pos_translator;
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// Spritesheet/animation stuff
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v2f m_tx_size;
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v2s16 m_tx_basepos;
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bool m_initial_tx_basepos_set;
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bool m_tx_select_horiz_by_yawpitch;
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int m_anim_frame;
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int m_anim_num_frames;
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float m_anim_framelength;
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float m_anim_timer;
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ItemGroupList m_armor_groups;
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float m_reset_textures_timer;
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bool m_visuals_expired;
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float m_step_distance_counter;
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u8 m_last_light;
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public:
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GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
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ClientActiveObject(0, gamedef, env),
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//
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m_is_player(false),
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m_is_local_player(false),
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//
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m_smgr(NULL),
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m_irr(NULL),
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m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
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m_meshnode(NULL),
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m_spritenode(NULL),
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m_textnode(NULL),
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m_position(v3f(0,10*BS,0)),
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m_velocity(v3f(0,0,0)),
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m_acceleration(v3f(0,0,0)),
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m_yaw(0),
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m_hp(1),
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m_tx_size(1,1),
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m_tx_basepos(0,0),
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m_initial_tx_basepos_set(false),
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m_tx_select_horiz_by_yawpitch(false),
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m_anim_frame(0),
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m_anim_num_frames(1),
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m_anim_framelength(0.2),
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m_anim_timer(0),
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m_reset_textures_timer(-1),
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m_visuals_expired(false),
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m_step_distance_counter(0),
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m_last_light(255)
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{
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if(gamedef == NULL)
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ClientActiveObject::registerType(getType(), create);
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}
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void initialize(const std::string &data)
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{
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infostream<<"GenericCAO: Got init data"<<std::endl;
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std::istringstream is(data, std::ios::binary);
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// version
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u8 version = readU8(is);
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// check version
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if(version != 0){
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errorstream<<"GenericCAO: Unsupported init data version"
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<<std::endl;
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return;
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}
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m_name = deSerializeString(is);
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m_is_player = readU8(is);
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m_position = readV3F1000(is);
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m_yaw = readF1000(is);
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m_hp = readS16(is);
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int num_messages = readU8(is);
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for(int i=0; i<num_messages; i++){
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std::string message = deSerializeLongString(is);
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processMessage(message);
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}
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pos_translator.init(m_position);
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updateNodePos();
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if(m_is_player){
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Player *player = m_env->getPlayer(m_name.c_str());
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if(player && player->isLocal()){
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m_is_local_player = true;
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}
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}
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}
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~GenericCAO()
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{
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}
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
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{
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return new GenericCAO(gamedef, env);
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}
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_GENERIC;
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}
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core::aabbox3d<f32>* getSelectionBox()
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{
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if(!m_prop.is_visible || m_is_local_player)
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return NULL;
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return &m_selection_box;
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}
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v3f getPosition()
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{
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return pos_translator.vect_show;
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}
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void removeFromScene()
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{
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if(m_meshnode){
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m_meshnode->remove();
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m_meshnode = NULL;
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}
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if(m_spritenode){
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m_spritenode->remove();
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m_spritenode = NULL;
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}
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}
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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IrrlichtDevice *irr)
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{
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m_smgr = smgr;
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m_irr = irr;
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if(m_meshnode != NULL || m_spritenode != NULL)
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return;
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m_visuals_expired = false;
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if(!m_prop.is_visible || m_is_local_player)
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return;
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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if(m_prop.visual == "sprite"){
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infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = smgr->addBillboardSceneNode(
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureRaw("unknown_block.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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u8 li = m_last_light;
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m_spritenode->setColor(video::SColor(255,li,li,li));
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m_spritenode->setSize(m_prop.visual_size*BS);
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{
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const float txs = 1.0 / 1;
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const float tys = 1.0 / 1;
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setBillboardTextureMatrix(m_spritenode,
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txs, tys, 0, 0);
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}
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}
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else if(m_prop.visual == "upright_sprite")
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{
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scene::SMesh *mesh = new scene::SMesh();
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double dx = BS*m_prop.visual_size.X/2;
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double dy = BS*m_prop.visual_size.Y/2;
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{ // Front
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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u8 li = m_last_light;
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video::SColor c(255,li,li,li);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
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video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
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video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
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video::S3DVertex(-dx,dy,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_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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}
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{ // Back
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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u8 li = m_last_light;
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video::SColor c(255,li,li,li);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
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video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
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video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
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video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
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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_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_REF;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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// Set it to use the materials of the meshbuffers directly.
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// This is needed for changing the texture in the future
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m_meshnode->setReadOnlyMaterials(true);
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}
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else if(m_prop.visual == "cube"){
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infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
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scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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m_meshnode->setScale(v3f(m_prop.visual_size.X,
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m_prop.visual_size.Y,
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m_prop.visual_size.X));
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u8 li = m_last_light;
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setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
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} else if(m_prop.visual == "wielditem"){
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infostream<<"GenericCAO::addToScene(): node"<<std::endl;
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infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
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if(m_prop.textures.size() >= 1){
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infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item(m_prop.textures[0], 1, 0, "", idef);
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scene::IMesh *mesh = item.getDefinition(idef).wield_mesh;
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
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m_prop.visual_size.Y/2,
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m_prop.visual_size.X/2));
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u8 li = m_last_light;
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setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
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}
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} else {
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infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
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<<"\" not supported"<<std::endl;
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}
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updateTextures("");
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scene::ISceneNode *node = NULL;
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if(m_spritenode)
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node = m_spritenode;
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else if(m_meshnode)
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node = m_meshnode;
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if(node && m_is_player && !m_is_local_player){
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// Add a text node for showing the name
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gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
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std::wstring wname = narrow_to_wide(m_name);
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m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
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wname.c_str(), video::SColor(255,255,255,255), node);
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m_textnode->setPosition(v3f(0, BS*1.1, 0));
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}
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updateNodePos();
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}
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void expireVisuals()
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{
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m_visuals_expired = true;
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}
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void updateLight(u8 light_at_pos)
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{
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bool is_visible = (m_hp != 0);
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u8 li = decode_light(light_at_pos);
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m_last_light = li;
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video::SColor color(255,li,li,li);
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if(m_meshnode){
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setMeshColor(m_meshnode->getMesh(), color);
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m_meshnode->setVisible(is_visible);
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}
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if(m_spritenode){
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m_spritenode->setColor(color);
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m_spritenode->setVisible(is_visible);
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}
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}
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v3s16 getLightPosition()
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{
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return floatToInt(m_position, BS);
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}
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void updateNodePos()
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{
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if(m_meshnode){
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m_meshnode->setPosition(pos_translator.vect_show);
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v3f rot = m_meshnode->getRotation();
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rot.Y = -m_yaw;
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m_meshnode->setRotation(rot);
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}
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if(m_spritenode){
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m_spritenode->setPosition(pos_translator.vect_show);
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}
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}
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void step(float dtime, ClientEnvironment *env)
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{
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v3f lastpos = pos_translator.vect_show;
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if(m_visuals_expired && m_smgr && m_irr){
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m_visuals_expired = false;
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removeFromScene();
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addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
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}
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if(m_prop.physical){
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core::aabbox3d<f32> box = m_prop.collisionbox;
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box.MinEdge *= BS;
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box.MaxEdge *= BS;
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collisionMoveResult moveresult;
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f32 pos_max_d = BS*0.25; // Distance per iteration
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v3f p_pos = m_position;
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v3f p_velocity = m_velocity;
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IGameDef *gamedef = env->getGameDef();
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moveresult = collisionMovePrecise(&env->getMap(), gamedef,
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pos_max_d, box, dtime, p_pos, p_velocity);
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// Apply results
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m_position = p_pos;
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m_velocity = p_velocity;
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bool is_end_position = moveresult.collides;
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pos_translator.update(m_position, is_end_position, dtime);
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pos_translator.translate(dtime);
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updateNodePos();
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m_velocity += dtime * m_acceleration;
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} else {
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m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
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pos_translator.translate(dtime);
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updateNodePos();
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}
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float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
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m_step_distance_counter += moved;
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if(m_step_distance_counter > 1.5*BS){
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m_step_distance_counter = 0;
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if(!m_is_local_player && m_prop.makes_footstep_sound){
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INodeDefManager *ndef = m_gamedef->ndef();
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v3s16 p = floatToInt(getPosition() + v3f(0,
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(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
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MapNode n = m_env->getMap().getNodeNoEx(p);
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SimpleSoundSpec spec = ndef->get(n).sound_footstep;
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m_gamedef->sound()->playSoundAt(spec, false, getPosition());
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}
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}
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m_anim_timer += dtime;
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if(m_anim_timer >= m_anim_framelength){
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m_anim_timer -= m_anim_framelength;
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m_anim_frame++;
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if(m_anim_frame >= m_anim_num_frames)
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m_anim_frame = 0;
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}
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updateTexturePos();
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if(m_reset_textures_timer >= 0){
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m_reset_textures_timer -= dtime;
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if(m_reset_textures_timer <= 0){
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m_reset_textures_timer = -1;
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updateTextures("");
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}
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}
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if(fabs(m_prop.automatic_rotate > 0.001)){
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m_yaw += dtime * m_prop.automatic_rotate * 180 / PI;
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updateNodePos();
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}
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}
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void updateTexturePos()
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{
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if(m_spritenode){
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scene::ICameraSceneNode* camera =
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m_spritenode->getSceneManager()->getActiveCamera();
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if(!camera)
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return;
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v3f cam_to_entity = m_spritenode->getAbsolutePosition()
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- camera->getAbsolutePosition();
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cam_to_entity.normalize();
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int row = m_tx_basepos.Y;
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int col = m_tx_basepos.X;
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if(m_tx_select_horiz_by_yawpitch)
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{
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if(cam_to_entity.Y > 0.75)
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col += 5;
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else if(cam_to_entity.Y < -0.75)
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col += 4;
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else{
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float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / PI * 180.;
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float dir = mob_dir - m_yaw;
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dir = wrapDegrees_180(dir);
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//infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
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if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
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col += 2;
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else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
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col += 3;
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else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
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col += 0;
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else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
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col += 1;
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else
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col += 4;
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}
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}
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// Animation goes downwards
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row += m_anim_frame;
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float txs = m_tx_size.X;
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float tys = m_tx_size.Y;
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setBillboardTextureMatrix(m_spritenode,
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txs, tys, col, row);
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}
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}
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void updateTextures(const std::string &mod)
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{
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ITextureSource *tsrc = m_gamedef->tsrc();
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if(m_spritenode)
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{
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if(m_prop.visual == "sprite")
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{
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std::string texturestring = "unknown_block.png";
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if(m_prop.textures.size() >= 1)
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texturestring = m_prop.textures[0];
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texturestring += mod;
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureRaw(texturestring));
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}
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}
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if(m_meshnode)
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{
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if(m_prop.visual == "cube")
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{
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for (u32 i = 0; i < 6; ++i)
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{
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std::string texturestring = "unknown_block.png";
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if(m_prop.textures.size() > i)
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texturestring = m_prop.textures[i];
|
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texturestring += mod;
|
|
AtlasPointer ap = tsrc->getTexture(texturestring);
|
|
|
|
// Get the tile texture and atlas transformation
|
|
video::ITexture* atlas = ap.atlas;
|
|
v2f pos = ap.pos;
|
|
v2f size = ap.size;
|
|
|
|
// Set material flags and texture
|
|
video::SMaterial& material = m_meshnode->getMaterial(i);
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material.setTexture(0, atlas);
|
|
material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
|
|
material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
|
|
}
|
|
}
|
|
else if(m_prop.visual == "upright_sprite")
|
|
{
|
|
scene::IMesh *mesh = m_meshnode->getMesh();
|
|
{
|
|
std::string tname = "unknown_object.png";
|
|
if(m_prop.textures.size() >= 1)
|
|
tname = m_prop.textures[0];
|
|
tname += mod;
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
|
|
buf->getMaterial().setTexture(0,
|
|
tsrc->getTextureRaw(tname));
|
|
}
|
|
{
|
|
std::string tname = "unknown_object.png";
|
|
if(m_prop.textures.size() >= 2)
|
|
tname = m_prop.textures[1];
|
|
else if(m_prop.textures.size() >= 1)
|
|
tname = m_prop.textures[0];
|
|
tname += mod;
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
|
|
buf->getMaterial().setTexture(0,
|
|
tsrc->getTextureRaw(tname));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
m_position = readV3F1000(is);
|
|
m_velocity = readV3F1000(is);
|
|
m_acceleration = readV3F1000(is);
|
|
if(fabs(m_prop.automatic_rotate < 0.001))
|
|
m_yaw = 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(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_PUNCHED)
|
|
{
|
|
/*s16 damage =*/ readS16(is);
|
|
s16 result_hp = readS16(is);
|
|
|
|
m_hp = result_hp;
|
|
}
|
|
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
|
|
{
|
|
m_armor_groups.clear();
|
|
int armor_groups_size = readU16(is);
|
|
for(int i=0; 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);
|
|
|
|
|