minetest/src/clientobject.h

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/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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 CLIENTOBJECT_HEADER
#define CLIENTOBJECT_HEADER
#include "common_irrlicht.h"
#include "activeobject.h"
#include "utility.h"
/*
Some planning
-------------
* Client receives a network packet with information of added objects
in it
* Client supplies the information to its ClientEnvironment
* The environment adds the specified objects to itself
*/
/*
SmoothTranslator
*/
struct SmoothTranslator
{
v3f vect_old;
f32 anim_counter;
f32 anim_time;
f32 anim_time_counter;
v3f vect_show;
v3f vect_aim;
SmoothTranslator():
vect_old(0,0,0),
anim_counter(0),
anim_time(0),
anim_time_counter(0),
vect_show(0,0,0),
vect_aim(0,0,0)
{}
void init(v3f vect)
{
vect_old = vect;
vect_show = vect;
vect_aim = vect;
}
void update(v3f vect_new)
{
vect_old = vect_show;
vect_aim = vect_new;
if(anim_time < 0.001 || anim_time > 1.0)
anim_time = anim_time_counter;
else
anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
anim_time_counter = 0;
anim_counter = 0;
}
void translate(f32 dtime)
{
anim_time_counter = anim_time_counter + dtime;
anim_counter = anim_counter + dtime;
v3f vect_move = vect_aim - vect_old;
f32 moveratio = 1.0;
if(anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
// Move a bit less than should, to avoid oscillation
moveratio = moveratio * 0.8;
if(moveratio > 1.5)
moveratio = 1.5;
vect_show = vect_old + vect_move * moveratio;
}
};
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class ClientEnvironment;
class ClientActiveObject : public ActiveObject
{
public:
ClientActiveObject(u16 id);
virtual ~ClientActiveObject();
virtual void addToScene(scene::ISceneManager *smgr){}
virtual void removeFromScene(){}
// 0 <= light_at_pos <= LIGHT_SUN
virtual void updateLight(u8 light_at_pos){}
virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
virtual core::aabbox3d<f32>* getSelectionBox(){return NULL;}
virtual core::aabbox3d<f32>* getCollisionBox(){return NULL;}
virtual v3f getPosition(){return v3f(0,0,0);}
// Step object in time
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virtual void step(float dtime, ClientEnvironment *env){}
// Process a message sent by the server side object
virtual void processMessage(const std::string &data){}
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virtual std::string infoText() {return "";}
/*
This takes the return value of
ServerActiveObject::getClientInitializationData
*/
virtual void initialize(const std::string &data){}
// Create a certain type of ClientActiveObject
static ClientActiveObject* create(u8 type);
protected:
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// Used for creating objects based on type
typedef ClientActiveObject* (*Factory)();
static void registerType(u16 type, Factory f);
private:
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// Used for creating objects based on type
static core::map<u16, Factory> m_types;
};
struct DistanceSortedActiveObject
{
ClientActiveObject *obj;
f32 d;
DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
{
obj = a_obj;
d = a_d;
}
bool operator < (DistanceSortedActiveObject &other)
{
return d < other.d;
}
};
/*
TestCAO
*/
class TestCAO : public ClientActiveObject
{
public:
TestCAO();
virtual ~TestCAO();
u8 getType() const
{
return ACTIVEOBJECT_TYPE_TEST;
}
static ClientActiveObject* create();
void addToScene(scene::ISceneManager *smgr);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
void processMessage(const std::string &data);
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
};
/*
ItemCAO
*/
class ItemCAO : public ClientActiveObject
{
public:
ItemCAO();
virtual ~ItemCAO();
u8 getType() const
{
return ACTIVEOBJECT_TYPE_ITEM;
}
static ClientActiveObject* create();
void addToScene(scene::ISceneManager *smgr);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
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void step(float dtime, ClientEnvironment *env);
void processMessage(const std::string &data);
void initialize(const std::string &data);
core::aabbox3d<f32>* getSelectionBox()
{return &m_selection_box;}
v3f getPosition()
{return m_position;}
private:
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_node;
v3f m_position;
std::string m_inventorystring;
};
/*
RatCAO
*/
class RatCAO : public ClientActiveObject
{
public:
RatCAO();
virtual ~RatCAO();
u8 getType() const
{
return ACTIVEOBJECT_TYPE_RAT;
}
static ClientActiveObject* create();
void addToScene(scene::ISceneManager *smgr);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void step(float dtime, ClientEnvironment *env);
void processMessage(const std::string &data);
void initialize(const std::string &data);
core::aabbox3d<f32>* getSelectionBox()
{return &m_selection_box;}
v3f getPosition()
{return m_position;}
private:
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_node;
v3f m_position;
float m_yaw;
SmoothTranslator pos_translator;
};
/*
Oerkki1CAO
*/
class Oerkki1CAO : public ClientActiveObject
{
public:
Oerkki1CAO();
virtual ~Oerkki1CAO();
u8 getType() const
{
return ACTIVEOBJECT_TYPE_OERKKI1;
}
static ClientActiveObject* create();
void addToScene(scene::ISceneManager *smgr);
void removeFromScene();
void updateLight(u8 light_at_pos);
v3s16 getLightPosition();
void updateNodePos();
void step(float dtime, ClientEnvironment *env);
void processMessage(const std::string &data);
void initialize(const std::string &data);
core::aabbox3d<f32>* getSelectionBox()
{return &m_selection_box;}
v3f getPosition()
{return pos_translator.vect_show;}
//{return m_position;}
private:
IntervalLimiter m_attack_interval;
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_node;
v3f m_position;
float m_yaw;
SmoothTranslator pos_translator;
};
#endif