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			1839 lines
		
	
	
		
			51 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1839 lines
		
	
	
		
			51 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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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 "itemdef.h"
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| #include "tool.h"
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| #include "content_cso.h"
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| #include "sound.h"
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| #include "nodedef.h"
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| #include "localplayer.h"
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| #include "util/numeric.h" // For IntervalLimiter
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| #include "util/serialize.h"
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| #include "util/mathconstants.h"
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| #include "map.h"
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| #include "main.h" // g_settings
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| #include <IMeshManipulator.h>
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| #include <IAnimatedMeshSceneNode.h>
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| #include <IBoneSceneNode.h>
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| 
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| class Settings;
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| struct ToolCapabilities;
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| 
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| #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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| 
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| std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
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| 
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| /*
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| 	SmoothTranslator
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| */
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| /*
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| 	Other stuff
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| */
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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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| /*
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| 	TestCAO
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| */
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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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| 	
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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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| 	
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| 	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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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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| 	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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| 
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| 	void step(float dtime, ClientEnvironment *env);
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| 
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| 	void processMessage(const std::string &data);
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| 
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| 	bool getCollisionBox(aabb3f *toset) { return false; }
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| private:
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| 	scene::IMeshSceneNode *m_node;
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| 	v3f m_position;
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| };
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| 
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| // Prototype
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| TestCAO proto_TestCAO(NULL, NULL);
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| 
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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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| 
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| TestCAO::~TestCAO()
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| {
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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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| 
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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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| 	
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| 	//video::IVideoDriver* driver = smgr->getVideoDriver();
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| 	
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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->getTexture("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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| 
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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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| 
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| 	m_node->remove();
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| 	m_node = NULL;
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| /*
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| 	ItemCAO
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| */
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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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| 	
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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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| 	
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| 	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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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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| 	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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| 
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| 	void step(float dtime, ClientEnvironment *env);
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| 
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| 	void processMessage(const std::string &data);
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| 
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| 	void initialize(const std::string &data);
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| 	
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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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| 	
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| 	std::string infoText()
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| 		{return m_infotext;}
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| 
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| 	bool getCollisionBox(aabb3f *toset) { return false; }
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| private:
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| 	core::aabbox3d<f32> m_selection_box;
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| 	scene::IMeshSceneNode *m_node;
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| 	v3f m_position;
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| 	std::string m_itemstring;
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| 	std::string m_infotext;
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| };
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| 
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| #include "inventory.h"
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| 
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| // Prototype
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| ItemCAO proto_ItemCAO(NULL, NULL);
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| 
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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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| 	if(!gamedef && !env)
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| 	{
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| 		ClientActiveObject::registerType(getType(), create);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| ItemCAO::~ItemCAO()
 | |
| {
 | |
| }
 | |
| 
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| ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
 | |
| {
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| 	return new ItemCAO(gamedef, env);
 | |
| }
 | |
| 
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| void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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| 			IrrlichtDevice *irr)
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| {
 | |
| 	if(m_node != NULL)
 | |
| 		return;
 | |
| 	
 | |
| 	//video::IVideoDriver* driver = smgr->getVideoDriver();
 | |
| 	
 | |
| 	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);
 | |
| 	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),
 | |
| 		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 = smgr->getMesh(m_prop.mesh.c_str());
 | |
| 			if(mesh)
 | |
| 			{
 | |
| 				m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
 | |
| 				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);
 | |
| 			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);
 | |
| 
 | |
| 
 |