/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola 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; } }; 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* getSelectionBox(){return NULL;} virtual core::aabbox3d* getCollisionBox(){return NULL;} virtual v3f getPosition(){return v3f(0,0,0);} // Step object in time virtual void step(float dtime, ClientEnvironment *env){} // Process a message sent by the server side object virtual void processMessage(const std::string &data){} 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: // Used for creating objects based on type typedef ClientActiveObject* (*Factory)(); static void registerType(u16 type, Factory f); private: // Used for creating objects based on type static core::map 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(); 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(); void step(float dtime, ClientEnvironment *env); void processMessage(const std::string &data); void initialize(const std::string &data); core::aabbox3d* getSelectionBox() {return &m_selection_box;} v3f getPosition() {return m_position;} private: core::aabbox3d 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* getSelectionBox() {return &m_selection_box;} v3f getPosition() {return m_position;} private: core::aabbox3d 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* getSelectionBox() {return &m_selection_box;} v3f getPosition() {return pos_translator.vect_show;} //{return m_position;} private: IntervalLimiter m_attack_interval; core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_node; v3f m_position; float m_yaw; SmoothTranslator pos_translator; }; #endif