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authorsapier <Sapier at GMX dot net>2014-05-03 11:14:22 +0200
committersapier <Sapier at GMX dot net>2014-05-17 23:19:31 +0200
commitd9f6f9e7a8038071648eb53da0d5be8abdaa9e45 (patch)
tree017ac1d9728b41dc628dae86080476d95cf47db8 /src/content_cao.cpp
parent87b4bce594689b90a44c3c11e09dc6210dcdf0b5 (diff)
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Split declaration of GenericCAO from implementation
Diffstat (limited to 'src/content_cao.cpp')
-rw-r--r--src/content_cao.cpp2336
1 files changed, 1124 insertions, 1212 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index fdb700795..30384a313 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -53,86 +53,71 @@ struct ToolCapabilities;
std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
-/*
- SmoothTranslator
-*/
+SmoothTranslator::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 SmoothTranslator::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;
+}
-struct SmoothTranslator
+void SmoothTranslator::sharpen()
{
- 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;
- }
+ init(vect_show);
+}
- void sharpen()
- {
- init(vect_show);
+void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
+{
+ 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 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 SmoothTranslator::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;
+}
- 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);
- }
-};
+bool SmoothTranslator::is_moving()
+{
+ return ((anim_time_counter / anim_time) < 1.4);
+}
/*
Other stuff
@@ -552,56 +537,7 @@ void ItemCAO::initialize(const std::string &data)
#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;
- v2s32 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):
+GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
//
m_is_player(false),
@@ -641,1294 +577,1270 @@ public:
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) {
- //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;
+{
+ if(gamedef == NULL)
+ ClientActiveObject::registerType(getType(), create);
+}
- return true;
- }
+bool GenericCAO::getCollisionBox(aabb3f *toset) {
+ if (m_prop.physical) {
+ //update collision box
+ toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+ toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
- return false;
- }
+ toset->MinEdge += m_position;
+ toset->MaxEdge += m_position;
- bool collideWithObjects() {
- return m_prop.collideWithObjects;
+ return true;
}
- 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);
- }
+ return false;
+}
- 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());
- }
- }
+bool GenericCAO::collideWithObjects() {
+ return m_prop.collideWithObjects;
+}
- ~GenericCAO()
+void GenericCAO::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
{
- if(m_is_player){
- m_env->removePlayerName(m_name.c_str());
- }
+ 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);
}
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ else if(version == 0) // In PROTOCOL_VERSION 13
{
- return new GenericCAO(gamedef, env);
+ 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);
}
-
- u8 getType() const
+ else
{
- return ACTIVEOBJECT_TYPE_GENERIC;
+ errorstream<<"GenericCAO: Unsupported init data version"
+ <<std::endl;
+ return;
}
- core::aabbox3d<f32>* getSelectionBox()
- {
- if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
- return NULL;
- return &m_selection_box;
+
+ for(int i=0; i<num_messages; i++){
+ std::string message = deSerializeLongString(is);
+ processMessage(message);
}
- 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;
+
+ 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;
}
- return pos_translator.vect_show;
+ m_env->addPlayerName(m_name.c_str());
}
+}
- scene::IMeshSceneNode *getMeshSceneNode()
- {
- if(m_meshnode)
- return m_meshnode;
- return NULL;
+GenericCAO::~GenericCAO()
+{
+ if(m_is_player){
+ m_env->removePlayerName(m_name.c_str());
}
+}
- scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
- {
- if(m_animated_meshnode)
- return m_animated_meshnode;
+core::aabbox3d<f32>* GenericCAO::getSelectionBox()
+{
+ if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
return NULL;
- }
+ return &m_selection_box;
+}
- scene::IBillboardSceneNode *getSpriteSceneNode()
- {
+v3f GenericCAO::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;
- return NULL;
+ return m_spritenode->getAbsolutePosition();
+ return m_position;
}
+ return pos_translator.vect_show;
+}
- bool isPlayer()
- {
- return m_is_player;
- }
+scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+{
+ if(m_meshnode)
+ return m_meshnode;
+ return NULL;
+}
- bool isLocalPlayer()
- {
- return m_is_local_player;
- }
+scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
+{
+ if(m_animated_meshnode)
+ return m_animated_meshnode;
+ return NULL;
+}
- void setAttachments()
- {
- updateAttachments();
- }
+scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
+{
+ if(m_spritenode)
+ return m_spritenode;
+ return NULL;
+}
- ClientActiveObject *getParent()
+void GenericCAO::setAttachments()
+{
+ updateAttachments();
+}
+
+ClientActiveObject* GenericCAO::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++)
{
- 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);
- }
+ 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;
}
+ break;
}
- if(obj)
- return obj;
- return NULL;
}
+ if(obj)
+ return obj;
+ return NULL;
+}
- void removeFromScene(bool permanent)
+void GenericCAO::removeFromScene(bool permanent)
+{
+ if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
{
- 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++)
{
- // 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
{
- 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();
- }
+ 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++)
+ }
+ // 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
{
- if(ii->X == getId()) // Is our object
- {
- m_env->attachment_list.erase(ii);
- break;
- }
+ 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;
- }
+ 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;
+void GenericCAO::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_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
+ return;
- if(!m_prop.is_visible)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
+ m_visuals_expired = false;
- 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);
- }
+ if(!m_prop.is_visible)
+ 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")
+ }
+ 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] =
{
- 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();
+ 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 = m_gamedef->getMesh(m_prop.mesh);
+ if(mesh)
+ {
+ m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+ mesh->drop(); // The scene node took hold of it
+ 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;
- 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);
+ 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 if(m_prop.visual == "cube"){
- infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
- scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
+ 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,
- m_prop.visual_size.Y,
- m_prop.visual_size.X));
+ 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));
-
- 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 = m_gamedef->getMesh(m_prop.mesh);
- if(mesh)
- {
- m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
- mesh->drop(); // The scene node took hold of it
- 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();
+ } else {
+ infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
+ <<"\" not supported"<<std::endl;
}
-
- void expireVisuals()
- {
- m_visuals_expired = true;
+ 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 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);
- }
+void GenericCAO::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);
- }
+v3s16 GenericCAO::getLightPosition()
+{
+ return floatToInt(m_position, BS);
+}
- void updateNodePos()
- {
- if(getParent() != NULL)
- return;
+void GenericCAO::updateNodePos()
+{
+ if(getParent() != NULL)
+ return;
- v3s16 camera_offset = m_env->getCameraOffset();
- if(m_meshnode){
- m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
- 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-intToFloat(camera_offset, BS));
- 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-intToFloat(camera_offset, BS));
- }
+ v3s16 camera_offset = m_env->getCameraOffset();
+ if(m_meshnode){
+ m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
+ 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-intToFloat(camera_offset, BS));
+ 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-intToFloat(camera_offset, BS));
}
+}
- void step(float dtime, ClientEnvironment *env)
- {
- // Handel model of local player instantly to prevent lags
- if(m_is_local_player) {
- LocalPlayer *player = m_env->getLocalPlayer();
+void GenericCAO::step(float dtime, ClientEnvironment *env)
+{
+ // Handel model of local player instantly to prevent lags
+ if(m_is_local_player) {
+ LocalPlayer *player = m_env->getLocalPlayer();
+
+ if (player->camera_mode > CAMERA_MODE_FIRST) {
+ int old_anim = player->last_animation;
+ float old_anim_speed = player->last_animation_speed;
+ m_is_visible = true;
+ m_position = player->getPosition() + v3f(0,BS,0);
+ m_velocity = v3f(0,0,0);
+ m_acceleration = v3f(0,0,0);
+ pos_translator.vect_show = m_position;
+ m_yaw = player->getYaw();
+ PlayerControl controls = player->getPlayerControl();
+
+ bool walking = false;
+ if(controls.up || controls.down || controls.left || controls.right)
+ walking = true;
- if (player->camera_mode > CAMERA_MODE_FIRST) {
- int old_anim = player->last_animation;
- float old_anim_speed = player->last_animation_speed;
- m_is_visible = true;
- m_position = player->getPosition() + v3f(0,BS,0);
- m_velocity = v3f(0,0,0);
- m_acceleration = v3f(0,0,0);
- pos_translator.vect_show = m_position;
- m_yaw = player->getYaw();
- PlayerControl controls = player->getPlayerControl();
-
- bool walking = false;
- if(controls.up || controls.down || controls.left || controls.right)
- walking = true;
-
- f32 new_speed = player->local_animation_speed;
- v2s32 new_anim = v2s32(0,0);
- bool allow_update = false;
-
- // increase speed if using fast or flying fast
- if((g_settings->getBool("fast_move") &&
+ f32 new_speed = player->local_animation_speed;
+ v2s32 new_anim = v2s32(0,0);
+ bool allow_update = false;
+
+ // increase speed if using fast or flying fast
+ if((g_settings->getBool("fast_move") &&
m_gamedef->checkLocalPrivilege("fast")) &&
(controls.aux1 ||
(!player->touching_ground &&
g_settings->getBool("free_move") &&
m_gamedef->checkLocalPrivilege("fly"))))
- new_speed *= 1.5;
- // slowdown speed if sneeking
- if(controls.sneak && walking)
- new_speed /= 2;
-
- if(walking && (controls.LMB || controls.RMB)) {
- new_anim = player->local_animations[3];
- player->last_animation = WD_ANIM;
- } else if(walking) {
- new_anim = player->local_animations[1];
- player->last_animation = WALK_ANIM;
- } else if(controls.LMB || controls.RMB) {
- new_anim = player->local_animations[2];
- player->last_animation = DIG_ANIM;
- }
-
- // Apply animations if input detected and not attached
- // or set idle animation
- if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
- allow_update = true;
- m_animation_range = new_anim;
- m_animation_speed = new_speed;
- player->last_animation_speed = m_animation_speed;
- } else {
- player->last_animation = NO_ANIM;
- if (old_anim != NO_ANIM) {
- m_animation_range = player->local_animations[0];
- updateAnimation();
- }
- }
-
- // Update local player animations
- if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) &&
- player->last_animation != NO_ANIM && allow_update)
- updateAnimation();
-
- } else {
- m_is_visible = false;
+ new_speed *= 1.5;
+ // slowdown speed if sneeking
+ if(controls.sneak && walking)
+ new_speed /= 2;
+
+ if(walking && (controls.LMB || controls.RMB)) {
+ new_anim = player->local_animations[3];
+ player->last_animation = WD_ANIM;
+ } else if(walking) {
+ new_anim = player->local_animations[1];
+ player->last_animation = WALK_ANIM;
+ } else if(controls.LMB || controls.RMB) {
+ new_anim = player->local_animations[2];
+ player->last_animation = DIG_ANIM;
}
- }
- if(m_visuals_expired && m_smgr && m_irr){
- m_visuals_expired = false;
+ // Apply animations if input detected and not attached
+ // or set idle animation
+ if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
+ allow_update = true;
+ m_animation_range = new_anim;
+ m_animation_speed = new_speed;
+ player->last_animation_speed = m_animation_speed;
+ } else {
+ player->last_animation = NO_ANIM;
- // 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());
- }
+ if (old_anim != NO_ANIM) {
+ m_animation_range = player->local_animations[0];
+ updateAnimation();
}
}
- removeFromScene(false);
- addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+ // Update local player animations
+ if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) &&
+ player->last_animation != NO_ANIM && allow_update)
+ updateAnimation();
- // 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++)
+ } else {
+ m_is_visible = false;
+ }
+ }
+
+ 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
{
- 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)
{
- ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
- if(obj)
- obj->setAttachments();
+ 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());
}
}
}
- // 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);
+ removeFromScene(false);
+ addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
- if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
+ // 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++)
{
- // 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
+ if(ii->Y == getId()) // This is a child of our parent
{
- LocalPlayer *player = m_env->getLocalPlayer();
- player->overridePosition = getParent()->getPosition();
- m_env->getLocalPlayer()->parent = getParent();
+ ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+ if(obj)
+ obj->setAttachments();
}
}
- else
+ }
+
+ // 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
{
- 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();
- }
+ 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());
- }
+ 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;
+ }
- 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();
+ }
- updateTexturePos();
+ 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 GenericCAO::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();
- if(m_reset_textures_timer >= 0){
- m_reset_textures_timer -= dtime;
- if(m_reset_textures_timer <= 0){
- m_reset_textures_timer = -1;
- updateTextures("");
+ 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;
}
}
- 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();
- }
+ // 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 GenericCAO::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");
- void updateTexturePos()
+ if(m_spritenode)
{
- 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(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)
{
- 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;
- }
+ 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];
}
-
- // 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);
+ 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);
}
}
-
- void updateTextures(const std::string &mod)
+ if(m_animated_meshnode)
{
- ITextureSource *tsrc = m_gamedef->tsrc();
+ 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;
+ }
- 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");
+ // 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);
- if(m_spritenode)
+ 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")
{
- if(m_prop.visual == "sprite")
+ for (u32 i = 0; i < 6; ++i)
{
std::string texturestring = "unknown_node.png";
- if(m_prop.textures.size() >= 1)
- texturestring = m_prop.textures[0];
+ if(m_prop.textures.size() > i)
+ texturestring = m_prop.textures[i];
texturestring += mod;
- m_spritenode->setMaterialTexture(0,
+
+
+ // 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() >= 1)
+ if(m_prop.colors.size() > i)
{
- 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_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_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);
+ 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);
}
}
- 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)
+ else if(m_prop.visual == "upright_sprite")
{
- if(m_prop.visual == "cube")
+ scene::IMesh *mesh = m_meshnode->getMesh();
{
- for (u32 i = 0; i < 6; ++i)
+ 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)
{
- 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);
+ 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);
}
- else if(m_prop.visual == "upright_sprite")
{
- scene::IMesh *mesh = m_meshnode->getMesh();
+ 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)
{
- 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);
+ 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)
{
- 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);
+ 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(m_animation_range.X, m_animation_range.Y);
- m_animated_meshnode->setAnimationSpeed(m_animation_speed);
- m_animated_meshnode->setTransitionTime(m_animation_blend);
- }
+void GenericCAO::updateAnimation()
+{
+ if(m_animated_meshnode == NULL)
+ return;
+ m_animated_meshnode->setFrameLoop(m_animation_range.X, 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;
+void GenericCAO::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);
- }
+ 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
+void GenericCAO::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(getParent() == NULL || m_attached_to_local) // Detach or don't attach
+ {
+ if(m_meshnode)
{
- 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);
+ 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();
}
- 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)
+ else
{
- 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);
+ 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_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();
- }
+ 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();
}
- if(m_animated_meshnode){
- if(parent_bone){
- m_animated_meshnode->setParent(parent_bone);
+ 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_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();
- }
+ 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);
+ }
+ 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_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();
- }
+ 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;
}
}
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->isAttached = true;
+ }
}
+}
- void processMessage(const std::string &data)
+void GenericCAO::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)
{
- //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);
- else
- 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;
+ 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;
- updateTexturePos();
+ if(!m_initial_tx_basepos_set){
+ m_initial_tx_basepos_set = true;
+ m_tx_basepos = m_prop.initial_sprite_basepos;
}
- 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;
- }
+ 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);
+ else
+ 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);
}
- else if(cmd == GENERIC_CMD_SET_ANIMATION)
+ 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)
{
- // TODO: change frames send as v2s32 value
- v2f range = readV2F1000(is);
- if (!m_is_local_player) {
- m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+ 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)
+ {
+ // TODO: change frames send as v2s32 value
+ v2f range = readV2F1000(is);
+ if (!m_is_local_player) {
+ m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+ m_animation_speed = readF1000(is);
+ m_animation_blend = readF1000(is);
+ updateAnimation();
+ } else {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ if(player->last_animation == NO_ANIM) {
+ m_animation_range = v2s32((s32)range.X, (s32)range.Y);
m_animation_speed = readF1000(is);
m_animation_blend = readF1000(is);
- updateAnimation();
- } else {
- LocalPlayer *player = m_env->getLocalPlayer();
- if(player->last_animation == NO_ANIM) {
- m_animation_range = v2s32((s32)range.X, (s32)range.Y);
- m_animation_speed = readF1000(is);
- m_animation_blend = readF1000(is);
- }
- // update animation only if local animations present
- // and received animation is unknown (except idle animation)
- bool is_known = false;
- for (int i = 1;i<4;i++) {
- if(m_animation_range.Y == player->local_animations[i].Y)
- is_known = true;
- }
- if(!is_known ||
- (player->local_animations[1].Y + player->local_animations[2].Y < 1)) {
- 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;
- }
+ // update animation only if local animations present
+ // and received animation is unknown (except idle animation)
+ bool is_known = false;
+ for (int i = 1;i<4;i++) {
+ if(m_animation_range.Y == player->local_animations[i].Y)
+ is_known = true;
}
- 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");
- }
+ if(!is_known ||
+ (player->local_animations[1].Y + player->local_animations[2].Y < 1))
+ {
+ updateAnimation();
}
}
- else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
+ }
+ 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++)
{
- 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;
+ 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();
}
-
- bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
- float time_from_last_punch=1000000)
+ else if(cmd == GENERIC_CMD_PUNCHED)
{
- 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;
+ /*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");
}
- // 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;
}
+ 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;
+ }
+ }
+}
- std::string debugInfoText()
+bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
+ float time_from_last_punch)
+{
+ 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)
{
- 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<<", ";
+ 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);
}
- os<<"}";
- return os.str();
+ // 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");
}
-};
-// Prototype
-GenericCAO proto_GenericCAO(NULL, NULL);
+ return false;
+}
+std::string GenericCAO::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);