/* 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. */ #include "content_cao.h" #include "tile.h" #include "environment.h" #include "collision.h" #include "settings.h" #include #include #include #include "serialization.h" // For decompressZlib #include "gamedef.h" #include "clientobject.h" #include "content_object.h" #include "mesh.h" #include "utility.h" // For IntervalLimiter class Settings; core::map ClientActiveObject::m_types; /* SmoothTranslator */ struct SmoothTranslator { v3f vect_old; v3f vect_show; v3f vect_aim; f32 anim_counter; f32 anim_time; f32 anim_time_counter; bool aim_is_end; SmoothTranslator(): vect_old(0,0,0), vect_show(0,0,0), vect_aim(0,0,0), anim_counter(0), anim_time(0), anim_time_counter(0), aim_is_end(true) {} void init(v3f vect) { vect_old = vect; vect_show = vect; vect_aim = vect; anim_counter = 0; anim_time = 0; anim_time_counter = 0; aim_is_end = true; } void sharpen() { init(vect_show); } void update(v3f vect_new, bool is_end_position=false, float update_interval=-1) { aim_is_end = is_end_position; vect_old = vect_show; vect_aim = vect_new; if(update_interval > 0){ anim_time = update_interval; } else { 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; float move_end = 1.5; if(aim_is_end) move_end = 1.0; if(moveratio > move_end) moveratio = move_end; vect_show = vect_old + vect_move * moveratio; } bool is_moving() { return ((anim_time_counter / anim_time) < 1.4); } }; /* Other stuff */ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill, float txs, float tys, int col, int row) { video::SMaterial& material = bill->getMaterial(0); core::matrix4& matrix = material.getTextureMatrix(0); matrix.setTextureTranslate(txs*col, tys*row); matrix.setTextureScale(txs, tys); } /* TestCAO */ class TestCAO : public ClientActiveObject { public: TestCAO(IGameDef *gamedef, ClientEnvironment *env); virtual ~TestCAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_TEST; } static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env); void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr); 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(IGameDef *gamedef, ClientEnvironment *env); virtual ~ItemCAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_ITEM; } static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env); void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr); void removeFromScene(); void updateLight(u8 light_at_pos); v3s16 getLightPosition(); void updateNodePos(); void updateInfoText(); void updateTexture(); 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;} std::string infoText() {return m_infotext;} private: core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_node; v3f m_position; std::string m_itemstring; std::string m_infotext; }; /* LuaEntityCAO */ #include "luaentity_common.h" class LuaEntityCAO : public ClientActiveObject { private: core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_meshnode; scene::IBillboardSceneNode *m_spritenode; v3f m_position; v3f m_velocity; v3f m_acceleration; float m_yaw; s16 m_hp; struct LuaEntityProperties *m_prop; SmoothTranslator pos_translator; // Spritesheet/animation stuff v2f m_tx_size; v2s16 m_tx_basepos; bool m_tx_select_horiz_by_yawpitch; int m_anim_frame; int m_anim_num_frames; float m_anim_framelength; float m_anim_timer; public: LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env): ClientActiveObject(0, gamedef, env), m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.), m_meshnode(NULL), m_spritenode(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_prop(new LuaEntityProperties), m_tx_size(1,1), m_tx_basepos(0,0), m_tx_select_horiz_by_yawpitch(false), m_anim_frame(0), m_anim_num_frames(1), m_anim_framelength(0.2), m_anim_timer(0) { if(gamedef == NULL) ClientActiveObject::registerType(getType(), create); } void initialize(const std::string &data) { infostream<<"LuaEntityCAO: Got init data"<deSerialize(prop_is); infostream<<"m_prop: "<dump()<collisionbox; m_selection_box.MinEdge *= BS; m_selection_box.MaxEdge *= BS; pos_translator.init(m_position); m_tx_size.X = 1.0 / m_prop->spritediv.X; m_tx_size.Y = 1.0 / m_prop->spritediv.Y; m_tx_basepos.X = m_tx_size.X * m_prop->initial_sprite_basepos.X; m_tx_basepos.Y = m_tx_size.Y * m_prop->initial_sprite_basepos.Y; updateNodePos(); } ~LuaEntityCAO() { delete m_prop; } static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env) { return new LuaEntityCAO(gamedef, env); } u8 getType() const { return ACTIVEOBJECT_TYPE_LUAENTITY; } core::aabbox3d* getSelectionBox() { return &m_selection_box; } v3f getPosition() { return pos_translator.vect_show; } void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr) { if(m_meshnode != NULL || m_spritenode != NULL) return; //video::IVideoDriver* driver = smgr->getVideoDriver(); if(m_prop->visual == "sprite"){ infostream<<"LuaEntityCAO::addToScene(): single_sprite"<addBillboardSceneNode( NULL, v2f(1, 1), v3f(0,0,0), -1); m_spritenode->setMaterialTexture(0, tsrc->getTextureRaw("unknown_block.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); m_spritenode->setColor(video::SColor(255,0,0,0)); m_spritenode->setVisible(false); /* Set visible when brightness is known */ 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 == "cube"){ infostream<<"LuaEntityCAO::addToScene(): cube"<addMeshSceneNode(mesh, NULL); mesh->drop(); m_meshnode->setScale(v3f(1)); // Will be shown when we know the brightness m_meshnode->setVisible(false); } else { infostream<<"LuaEntityCAO::addToScene(): \""<visual <<"\" not supported"<remove(); m_meshnode = NULL; } if(m_spritenode){ m_spritenode->remove(); m_spritenode = NULL; } } void updateLight(u8 light_at_pos) { u8 li = decode_light(light_at_pos); video::SColor color(255,li,li,li); if(m_meshnode){ setMeshColor(m_meshnode->getMesh(), color); m_meshnode->setVisible(true); } if(m_spritenode){ m_spritenode->setColor(color); m_spritenode->setVisible(true); } } v3s16 getLightPosition() { return floatToInt(m_position, BS); } void updateNodePos() { if(m_meshnode){ m_meshnode->setPosition(pos_translator.vect_show); } if(m_spritenode){ m_spritenode->setPosition(pos_translator.vect_show); } } void step(float dtime, ClientEnvironment *env) { if(m_prop->physical){ core::aabbox3d box = m_prop->collisionbox; box.MinEdge *= BS; box.MaxEdge *= BS; collisionMoveResult moveresult; f32 pos_max_d = BS*0.25; // Distance per iteration v3f p_pos = m_position; v3f p_velocity = m_velocity; IGameDef *gamedef = env->getGameDef(); moveresult = collisionMovePrecise(&env->getMap(), gamedef, pos_max_d, box, dtime, p_pos, p_velocity); // Apply results m_position = p_pos; m_velocity = p_velocity; bool is_end_position = moveresult.collides; pos_translator.update(m_position, is_end_position, dtime); pos_translator.translate(dtime); updateNodePos(); m_velocity += dtime * m_acceleration; } 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(); } 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(); } 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) / PI * 180.; float dir = mob_dir - m_yaw; dir = wrapDegrees_180(dir); //infostream<<"id="<textures.size() >= 1) texturestring = m_prop->textures[0]; texturestring += mod; m_spritenode->setMaterialTexture(0, tsrc->getTextureRaw(texturestring)); } if(m_meshnode){ for (u32 i = 0; i < 6; ++i) { std::string texturestring = "unknown_block.png"; if(m_prop->textures.size() > i) texturestring = m_prop->textures[i]; texturestring += mod; AtlasPointer ap = tsrc->getTexture(texturestring); // Get the tile texture and atlas transformation video::ITexture* atlas = ap.atlas; v2f pos = ap.pos; v2f size = ap.size; // Set material flags and texture video::SMaterial& material = m_meshnode->getMaterial(i); material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setTexture(0, atlas); material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y); material.getTextureMatrix(0).setTextureScale(size.X, size.Y); } } } void processMessage(const std::string &data) { //infostream<<"LuaEntityCAO: Got message"<physical) pos_translator.update(m_position, is_end_position, update_interval); } else { pos_translator.init(m_position); } updateNodePos(); } else if(cmd == LUAENTITY_CMD_SET_TEXTURE_MOD) // set texture modification { std::string mod = deSerializeString(is); updateTextures(mod); } else if(cmd == LUAENTITY_CMD_SET_SPRITE) // 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 == LUAENTITY_CMD_PUNCHED) { s16 damage = readS16(is); s16 result_hp = readS16(is); m_hp = result_hp; // TODO: Execute defined fast response } } }; // Prototype LuaEntityCAO proto_LuaEntityCAO(NULL, NULL); /* PlayerCAO */ class PlayerCAO : public ClientActiveObject { private: core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_node; scene::ITextSceneNode* m_text; std::string m_name; v3f m_position; float m_yaw; SmoothTranslator pos_translator; bool m_is_local_player; LocalPlayer *m_local_player; float m_damage_visual_timer; bool m_dead; public: PlayerCAO(IGameDef *gamedef, ClientEnvironment *env): ClientActiveObject(0, gamedef, env), m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.), m_node(NULL), m_text(NULL), m_position(v3f(0,10*BS,0)), m_yaw(0), m_is_local_player(false), m_local_player(NULL), m_damage_visual_timer(0), m_dead(false) { if(gamedef == NULL) ClientActiveObject::registerType(getType(), create); } void initialize(const std::string &data) { infostream<<"PlayerCAO: Got init data"<getPlayer(m_name.c_str()); if(player && player->isLocal()){ m_is_local_player = true; m_local_player = (LocalPlayer*)player; } } ~PlayerCAO() { if(m_node) m_node->remove(); } static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env) { return new PlayerCAO(gamedef, env); } u8 getType() const { return ACTIVEOBJECT_TYPE_PLAYER; } core::aabbox3d* getSelectionBox() { if(m_is_local_player) return NULL; if(m_dead) return NULL; return &m_selection_box; } v3f getPosition() { return pos_translator.vect_show; } void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr) { if(m_node != NULL) return; if(m_is_local_player) return; //video::IVideoDriver* driver = smgr->getVideoDriver(); gui::IGUIEnvironment* gui = irr->getGUIEnvironment(); scene::SMesh *mesh = new scene::SMesh(); { // Front scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS*2,0, 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(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1), video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1), video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0), video::S3DVertex(BS/2,BS*2,0, 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_node = 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_node->setReadOnlyMaterials(true); updateNodePos(); // Add a text node for showing the name std::wstring wname = narrow_to_wide(m_name); m_text = smgr->addTextSceneNode(gui->getBuiltInFont(), wname.c_str(), video::SColor(255,255,255,255), m_node); m_text->setPosition(v3f(0, (f32)BS*2.1, 0)); updateTextures(""); updateVisibility(); updateNodePos(); } void removeFromScene() { if(m_node == NULL) return; m_node->remove(); m_node = NULL; } void 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); updateVisibility(); } v3s16 getLightPosition() { return floatToInt(m_position+v3f(0,BS*1.5,0), BS); } void updateVisibility() { if(m_node == NULL) return; m_node->setVisible(!m_dead); } void updateNodePos() { if(m_node == NULL) return; m_node->setPosition(pos_translator.vect_show); v3f rot = m_node->getRotation(); rot.Y = -m_yaw; m_node->setRotation(rot); } void step(float dtime, ClientEnvironment *env) { pos_translator.translate(dtime); updateVisibility(); updateNodePos(); if(m_damage_visual_timer > 0){ m_damage_visual_timer -= dtime; if(m_damage_visual_timer <= 0){ updateTextures(""); } } } void processMessage(const std::string &data) { //infostream<<"PlayerCAO: Got message"<= 2) m_damage_visual_timer += 0.05 * damage; updateTextures("^[brighten"); } else if(cmd == 2) // died or respawned { m_dead = readU8(is); updateVisibility(); } } void updateTextures(const std::string &mod) { if(!m_node) return; ITextureSource *tsrc = m_gamedef->tsrc(); scene::IMesh *mesh = m_node->getMesh(); if(mesh){ { std::string tname = "player.png"; tname += mod; scene::IMeshBuffer *buf = mesh->getMeshBuffer(0); buf->getMaterial().setTexture(0, tsrc->getTextureRaw(tname)); } { std::string tname = "player_back.png"; tname += mod; scene::IMeshBuffer *buf = mesh->getMeshBuffer(1); buf->getMaterial().setTexture(0, tsrc->getTextureRaw(tname)); } } } }; // Prototype PlayerCAO proto_PlayerCAO(NULL, NULL);