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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser 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.
*/

#pragma once

#include <map>
#include "irrlichttypes_extrabloated.h"
#include "clientobject.h"
#include "object_properties.h"
#include "itemgroup.h"
#include "constants.h"

class Camera;
class Client;
struct Nametag;

/*
	SmoothTranslator
*/

struct SmoothTranslator
{
	v3f vect_old;
	v3f vect_show;
	v3f vect_aim;
	f32 anim_counter = 0;
	f32 anim_time = 0;
	f32 anim_time_counter = 0;
	bool aim_is_end = true;

	SmoothTranslator() = default;

	void init(v3f vect);

	void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);

	void translate(f32 dtime);
};

class GenericCAO : public ClientActiveObject
{
private:
	// Only set at initialization
	std::string m_name = "";
	bool m_is_player = false;
	bool m_is_local_player = false;
	// Property-ish things
	ObjectProperties m_prop;
	//
	scene::ISceneManager *m_smgr = nullptr;
	Client *m_client = nullptr;
	aabb3f m_selection_box = aabb3f(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.);
	scene::IMeshSceneNode *m_meshnode = nullptr;
	scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr;
	WieldMeshSceneNode *m_wield_meshnode = nullptr;
	scene::IBillboardSceneNode *m_spritenode = nullptr;
	Nametag *m_nametag = nullptr;
	v3f m_position = v3f(0.0f, 10.0f * BS, 0);
	v3f m_velocity;
	v3f m_acceleration;
	float m_yaw = 0.0f;
	s16 m_hp = 1;
	SmoothTranslator pos_translator;
	// Spritesheet/animation stuff
	v2f m_tx_size = v2f(1,1);
	v2s16 m_tx_basepos;
	bool m_initial_tx_basepos_set = false;
	bool m_tx_select_horiz_by_yawpitch = false;
	v2s32 m_animation_range;
	float m_animation_speed = 15.0f;
	float m_animation_blend = 0.0f;
	bool m_animation_loop = true;
	// stores position and rotation for each bone name
	std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
	std::string m_attachment_bone = "";
	v3f m_attachment_position;
	v3f m_attachment_rotation;
	bool m_attached_to_local = false;
	int m_anim_frame = 0;
	int m_anim_num_frames = 1;
	float m_anim_framelength = 0.2f;
	float m_anim_timer = 0.0f;
	ItemGroupList m_armor_groups;
	float m_reset_textures_timer = -1.0f;
	// stores texture modifier before punch update
	std::string m_previous_texture_modifier = "";