minetest/src/content_cao.h
2016-01-18 17:21:41 +00:00

213 lines
4.5 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.
*/
#ifndef CONTENT_CAO_HEADER
#define CONTENT_CAO_HEADER
#include <map>
#include "irrlichttypes_extrabloated.h"
#include "clientobject.h"
#include "object_properties.h"
#include "itemgroup.h"
/*
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();
void init(v3f vect);
void sharpen();
void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
void translate(f32 dtime);
bool is_moving();
};
class GenericCAO : public ClientActiveObject
{
private:
// Only set at initialization
std::string m_name;
bool m_is_player;
bool m_is_local_player;
// 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;
WieldMeshSceneNode *m_wield_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;
v2s32 m_animation_range;
int m_animation_speed;
int m_animation_blend;
bool m_animation_loop;
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;
std::vector<u16> m_children;
public:
GenericCAO(IGameDef *gamedef, ClientEnvironment *env);
~GenericCAO();
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
{
return new GenericCAO(gamedef, env);
}
inline ActiveObjectType getType() const
{
return ACTIVEOBJECT_TYPE_GENERIC;
}
void initialize(const std::string &data);
ClientActiveObject *getParent();
bool getCollisionBox(aabb3f *toset);
bool collideWithObjects();
core::aabbox3d<f32>* getSelectionBox();
v3f getPosition();
scene::ISceneNode *getSceneNode();
scene::IMeshSceneNode *getMeshSceneNode();
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
WieldMeshSceneNode *getWieldMeshSceneNode();
scene::IBillboardSceneNode *getSpriteSceneNode();
inline bool isPlayer() const
{
return m_is_player;
}
inline bool isLocalPlayer() const
{
return m_is_local_player;
}
inline bool isVisible() const
{
return m_is_visible;
}
inline void setVisible(bool toset)
{
m_is_visible = toset;
}
void setChildrenVisible(bool toset);
void setAttachments();
void removeFromScene(bool permanent);
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr);
inline void expireVisuals()
{
m_visuals_expired = true;
}
void updateLight(u8 light_at_pos);
void updateLightNoCheck(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void step(float dtime, ClientEnvironment *env);
void updateTexturePos();
void updateTextures(const std::string &mod);
void updateAnimation();
void updateBonePosition();
void updateAttachments();
void processMessage(const std::string &data);
bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
float time_from_last_punch=1000000);
std::string debugInfoText();
std::string infoText()
{
return m_prop.infotext;
}
};
#endif