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Diffstat (limited to 'src/client/content_cao.cpp')
-rw-r--r-- | src/client/content_cao.cpp | 1611 |
1 files changed, 1611 insertions, 0 deletions
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp new file mode 100644 index 000000000..db59ae5c5 --- /dev/null +++ b/src/client/content_cao.cpp @@ -0,0 +1,1611 @@ +/* +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. +*/ + +#include <ICameraSceneNode.h> +#include <ITextSceneNode.h> +#include <IBillboardSceneNode.h> +#include <IMeshManipulator.h> +#include <IAnimatedMeshSceneNode.h> +#include "content_cao.h" +#include "util/numeric.h" // For IntervalLimiter +#include "util/serialize.h" +#include "util/basic_macros.h" +#include "client/sound.h" +#include "client/tile.h" +#include "environment.h" +#include "collision.h" +#include "settings.h" +#include "serialization.h" // For decompressZlib +#include "clientobject.h" +#include "mesh.h" +#include "itemdef.h" +#include "tool.h" +#include "content_cso.h" +#include "sound.h" +#include "nodedef.h" +#include "localplayer.h" +#include "map.h" +#include "camera.h" // CameraModes +#include "client.h" +#include "wieldmesh.h" +#include <algorithm> +#include <cmath> +#include "client/renderingengine.h" + +class Settings; +struct ToolCapabilities; + +std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types; + +template<typename T> +void SmoothTranslator<T>::init(T current) +{ + val_old = current; + val_current = current; + val_target = current; + anim_time = 0; + anim_time_counter = 0; + aim_is_end = true; +} + +template<typename T> +void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval) +{ + aim_is_end = is_end_position; + val_old = val_current; + val_target = new_target; + 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; +} + +template<typename T> +void SmoothTranslator<T>::translate(f32 dtime) +{ + anim_time_counter = anim_time_counter + dtime; + T val_diff = val_target - val_old; + f32 moveratio = 1.0; + if (anim_time > 0.001) + moveratio = anim_time_counter / anim_time; + f32 move_end = aim_is_end ? 1.0 : 1.5; + + // Move a bit less than should, to avoid oscillation + moveratio = std::min(moveratio * 0.8f, move_end); + val_current = val_old + val_diff * moveratio; +} + +void SmoothTranslatorWrapped::translate(f32 dtime) +{ + anim_time_counter = anim_time_counter + dtime; + f32 val_diff = std::abs(val_target - val_old); + if (val_diff > 180.f) + val_diff = 360.f - val_diff; + + f32 moveratio = 1.0; + if (anim_time > 0.001) + moveratio = anim_time_counter / anim_time; + f32 move_end = aim_is_end ? 1.0 : 1.5; + + // Move a bit less than should, to avoid oscillation + moveratio = std::min(moveratio * 0.8f, move_end); + wrappedApproachShortest(val_current, val_target, + val_diff * moveratio, 360.f); +} + +void SmoothTranslatorWrappedv3f::translate(f32 dtime) +{ + anim_time_counter = anim_time_counter + dtime; + + v3f val_diff_v3f; + val_diff_v3f.X = std::abs(val_target.X - val_old.X); + val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y); + val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z); + + if (val_diff_v3f.X > 180.f) + val_diff_v3f.X = 360.f - val_diff_v3f.X; + + if (val_diff_v3f.Y > 180.f) + val_diff_v3f.Y = 360.f - val_diff_v3f.Y; + + if (val_diff_v3f.Z > 180.f) + val_diff_v3f.Z = 360.f - val_diff_v3f.Z; + + f32 moveratio = 1.0; + if (anim_time > 0.001) + moveratio = anim_time_counter / anim_time; + f32 move_end = aim_is_end ? 1.0 : 1.5; + + // Move a bit less than should, to avoid oscillation + moveratio = std::min(moveratio * 0.8f, move_end); + wrappedApproachShortest(val_current.X, val_target.X, + val_diff_v3f.X * moveratio, 360.f); + + wrappedApproachShortest(val_current.Y, val_target.Y, + val_diff_v3f.Y * moveratio, 360.f); + + wrappedApproachShortest(val_current.Z, val_target.Z, + val_diff_v3f.Z * moveratio, 360.f); +} + +/* + 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(Client *client, ClientEnvironment *env); + virtual ~TestCAO() = default; + + ActiveObjectType getType() const + { + return ACTIVEOBJECT_TYPE_TEST; + } + + static ClientActiveObject* create(Client *client, ClientEnvironment *env); + + void addToScene(ITextureSource *tsrc); + void removeFromScene(bool permanent); + void updateLight(u8 light_at_pos); + v3s16 getLightPosition(); + void updateNodePos(); + + void step(float dtime, ClientEnvironment *env); + + void processMessage(const std::string &data); + + bool getCollisionBox(aabb3f *toset) const { return false; } +private: + scene::IMeshSceneNode *m_node; + v3f m_position; +}; + +// Prototype +TestCAO proto_TestCAO(NULL, NULL); + +TestCAO::TestCAO(Client *client, ClientEnvironment *env): + ClientActiveObject(0, client, env), + m_node(NULL), + m_position(v3f(0,10*BS,0)) +{ + ClientActiveObject::registerType(getType(), create); +} + +ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env) +{ + return new TestCAO(client, env); +} + +void TestCAO::addToScene(ITextureSource *tsrc) +{ + if(m_node != NULL) + return; + + //video::IVideoDriver* driver = smgr->getVideoDriver(); + + scene::SMesh *mesh = new scene::SMesh(); + scene::IMeshBuffer *buf = new scene::SMeshBuffer(); + video::SColor c(255,255,255,255); + video::S3DVertex vertices[4] = + { + video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), + video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), + video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,BS/4,0, 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_BACK_FACE_CULLING, false); + buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png")); + 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(); + m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL); + mesh->drop(); + updateNodePos(); +} + +void TestCAO::removeFromScene(bool permanent) +{ + if (!m_node) + return; + + m_node->remove(); + m_node = NULL; +} + +void TestCAO::updateLight(u8 light_at_pos) +{ +} + +v3s16 TestCAO::getLightPosition() +{ + return floatToInt(m_position, BS); +} + +void TestCAO::updateNodePos() +{ + if (!m_node) + return; + + m_node->setPosition(m_position); + //m_node->setRotation(v3f(0, 45, 0)); +} + +void TestCAO::step(float dtime, ClientEnvironment *env) +{ + if(m_node) + { + v3f rot = m_node->getRotation(); + //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl; + rot.Y += dtime * 180; + m_node->setRotation(rot); + } +} + +void TestCAO::processMessage(const std::string &data) +{ + infostream<<"TestCAO: Got data: "<<data<<std::endl; + std::istringstream is(data, std::ios::binary); + u16 cmd; + is>>cmd; + if(cmd == 0) + { + v3f newpos; + is>>newpos.X; + is>>newpos.Y; + is>>newpos.Z; + m_position = newpos; + updateNodePos(); + } +} + +/* + GenericCAO +*/ + +#include "genericobject.h" + +GenericCAO::GenericCAO(Client *client, ClientEnvironment *env): + ClientActiveObject(0, client, env) +{ + if (client == NULL) { + ClientActiveObject::registerType(getType(), create); + } else { + m_client = client; + } +} + +bool GenericCAO::getCollisionBox(aabb3f *toset) const +{ + 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; + + return true; + } + + return false; +} + +bool GenericCAO::collideWithObjects() const +{ + return m_prop.collideWithObjects; +} + +void GenericCAO::initialize(const std::string &data) +{ + infostream<<"GenericCAO: Got init data"<<std::endl; + processInitData(data); + + if (m_is_player) { + // Check if it's the current player + LocalPlayer *player = m_env->getLocalPlayer(); + if (player && strcmp(player->getName(), m_name.c_str()) == 0) { + m_is_local_player = true; + m_is_visible = false; + player->setCAO(this); + } + } +} + +void GenericCAO::processInitData(const std::string &data) +{ + 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 = readU16(is); + m_position = readV3F1000(is); + m_rotation = readV3F1000(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); + } + + m_rotation = wrapDegrees_0_360_v3f(m_rotation); + pos_translator.init(m_position); + rot_translator.init(m_rotation); + updateNodePos(); +} + +GenericCAO::~GenericCAO() +{ + removeFromScene(true); +} + +bool GenericCAO::getSelectionBox(aabb3f *toset) const +{ + if (!m_prop.is_visible || !m_is_visible || m_is_local_player + || !m_prop.pointable) { + return false; + } + *toset = m_selection_box; + return true; +} + +v3f GenericCAO::getPosition() +{ + if (getParent() != NULL) { + scene::ISceneNode *node = getSceneNode(); + if (node) + return node->getAbsolutePosition(); + + return m_position; + } + return pos_translator.val_current; +} + +const bool GenericCAO::isImmortal() +{ + return itemgroup_get(getGroups(), "immortal"); +} + +scene::ISceneNode* GenericCAO::getSceneNode() +{ + if (m_meshnode) { + return m_meshnode; + } + + if (m_animated_meshnode) { + return m_animated_meshnode; + } + + if (m_wield_meshnode) { + return m_wield_meshnode; + } + + if (m_spritenode) { + return m_spritenode; + } + return NULL; +} + +scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode() +{ + return m_animated_meshnode; +} + +void GenericCAO::setChildrenVisible(bool toset) +{ + for (u16 cao_id : m_children) { + GenericCAO *obj = m_env->getGenericCAO(cao_id); + if (obj) { + obj->setVisible(toset); + } + } +} + +void GenericCAO::setAttachments() +{ + updateAttachments(); +} + +ClientActiveObject* GenericCAO::getParent() const +{ + ClientActiveObject *obj = NULL; + + u16 attached_id = m_env->attachement_parent_ids[getId()]; + + if ((attached_id != 0) && + (attached_id != getId())) { + obj = m_env->getActiveObject(attached_id); + } + return obj; +} + +void GenericCAO::removeFromScene(bool permanent) +{ + // Should be true when removing the object permanently and false when refreshing (eg: updating visuals) + if((m_env != NULL) && (permanent)) + { + for (u16 ci : m_children) { + if (m_env->attachement_parent_ids[ci] == getId()) { + m_env->attachement_parent_ids[ci] = 0; + } + } + m_children.clear(); + + m_env->attachement_parent_ids[getId()] = 0; + + LocalPlayer* player = m_env->getLocalPlayer(); + if (this == player->parent) { + player->parent = NULL; + player->isAttached = false; + } + } + + if (m_meshnode) { + m_meshnode->remove(); + m_meshnode->drop(); + m_meshnode = NULL; + } else if (m_animated_meshnode) { + m_animated_meshnode->remove(); + m_animated_meshnode->drop(); + m_animated_meshnode = NULL; + } else if (m_wield_meshnode) { + m_wield_meshnode->remove(); + m_wield_meshnode->drop(); + m_wield_meshnode = NULL; + } else if (m_spritenode) { + m_spritenode->remove(); + m_spritenode->drop(); + m_spritenode = NULL; + } + + if (m_nametag) { + m_client->getCamera()->removeNametag(m_nametag); + m_nametag = NULL; + } +} + +void GenericCAO::addToScene(ITextureSource *tsrc) +{ + m_smgr = RenderingEngine::get_scene_manager(); + + if (getSceneNode() != NULL) { + return; + } + + m_visuals_expired = false; + + if (!m_prop.is_visible) { + return; + } + + video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ? + video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + + if (m_prop.visual == "sprite") { + infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl; + m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode( + NULL, v2f(1, 1), v3f(0,0,0), -1); + m_spritenode->grab(); + m_spritenode->setMaterialTexture(0, + tsrc->getTextureForMesh("unknown_node.png")); + m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false); + m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); + m_spritenode->setMaterialType(material_type); + 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") { + scene::SMesh *mesh = new scene::SMesh(); + double dx = BS * m_prop.visual_size.X / 2; + double dy = BS * m_prop.visual_size.Y / 2; + u8 li = m_last_light; + video::SColor c(255, li, li, li); + + { // Front + scene::IMeshBuffer *buf = new scene::SMeshBuffer(); + 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), + }; + if (m_is_player) { + // Move minimal Y position to 0 (feet position) + for (video::S3DVertex &vertex : vertices) + vertex.Pos.Y += dy; + } + 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 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), + }; + if (m_is_player) { + // Move minimal Y position to 0 (feet position) + for (video::S3DVertex &vertex : vertices) + vertex.Pos.Y += dy; + } + 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 = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL); + m_meshnode->grab(); + 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 = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL); + m_meshnode->grab(); + 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(material_type); + m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); + } + else if(m_prop.visual == "mesh") { + infostream<<"GenericCAO::addToScene(): mesh"<<std::endl; + scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true); + if(mesh) + { + m_animated_meshnode = RenderingEngine::get_scene_manager()-> + addAnimatedMeshSceneNode(mesh, NULL); + m_animated_meshnode->grab(); + 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; + + // set vertex colors to ensure alpha is set + setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li)); + + setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li)); + + m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true); + m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); + m_animated_meshnode->setMaterialType(material_type); + m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); + m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, + m_prop.backface_culling); + } + else + errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl; + } else if (m_prop.visual == "wielditem") { + ItemStack item; + infostream << "GenericCAO::addToScene(): wielditem" << std::endl; + if (m_prop.wield_item.empty()) { + // Old format, only textures are specified. + infostream << "textures: " << m_prop.textures.size() << std::endl; + if (!m_prop.textures.empty()) { + infostream << "textures[0]: " << m_prop.textures[0] + << std::endl; + IItemDefManager *idef = m_client->idef(); + item = ItemStack(m_prop.textures[0], 1, 0, idef); + } + } else { + infostream << "serialized form: " << m_prop.wield_item << std::endl; + item.deSerialize(m_prop.wield_item, m_client->idef()); + } + m_wield_meshnode = new WieldMeshSceneNode( + RenderingEngine::get_scene_manager(), -1); + m_wield_meshnode->setItem(item, m_client); + + m_wield_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; + m_wield_meshnode->setColor(video::SColor(255, li, li, li)); + } else { + infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual + <<"\" not supported"<<std::endl; + } + + /* don't update while punch texture modifier is active */ + if (m_reset_textures_timer < 0) + updateTextures(m_current_texture_modifier); + + scene::ISceneNode *node = getSceneNode(); + if (node && !m_prop.nametag.empty() && !m_is_local_player) { + // Add nametag + v3f pos; + pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f; + m_nametag = m_client->getCamera()->addNametag(node, + m_prop.nametag, m_prop.nametag_color, + pos); + } + + updateNodePos(); + updateAnimation(); + updateBonePosition(); + updateAttachments(); +} + +void GenericCAO::updateLight(u8 light_at_pos) +{ + // Don't update light of attached one + if (getParent() != NULL) { + return; + } + + updateLightNoCheck(light_at_pos); + + // Update light of all children + for (u16 i : m_children) { + ClientActiveObject *obj = m_env->getActiveObject(i); + if (obj) { + obj->updateLightNoCheck(light_at_pos); + } + } +} + +void GenericCAO::updateLightNoCheck(u8 light_at_pos) +{ + if (m_glow < 0) + return; + + u8 li = decode_light(light_at_pos + m_glow); + if (li != m_last_light) { + m_last_light = li; + video::SColor color(255,li,li,li); + if (m_meshnode) { + setMeshColor(m_meshnode->getMesh(), color); + } else if (m_animated_meshnode) { + setAnimatedMeshColor(m_animated_meshnode, color); + } else if (m_wield_meshnode) { + m_wield_meshnode->setColor(color); + } else if (m_spritenode) { + m_spritenode->setColor(color); + } + } +} + +v3s16 GenericCAO::getLightPosition() +{ + if (m_is_player) + return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS); + + return floatToInt(m_position, BS); +} + +void GenericCAO::updateNodePos() +{ + if (getParent() != NULL) + return; + + scene::ISceneNode *node = getSceneNode(); + + if (node) { + v3s16 camera_offset = m_env->getCameraOffset(); + node->setPosition(pos_translator.val_current - intToFloat(camera_offset, BS)); + if (node != m_spritenode) { // rotate if not a sprite + v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current; + node->setRotation(rot); + } + } +} + +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 (m_is_visible) { + int old_anim = player->last_animation; + float old_anim_speed = player->last_animation_speed; + m_position = player->getPosition(); + m_rotation.Y = wrapDegrees_0_360(player->getYaw()); + m_velocity = v3f(0,0,0); + m_acceleration = v3f(0,0,0); + pos_translator.val_current = m_position; + rot_translator.val_current = m_rotation; + const PlayerControl &controls = player->getPlayerControl(); + + bool walking = false; + if (controls.up || controls.down || controls.left || controls.right || + controls.forw_move_joystick_axis != 0.f || + controls.sidew_move_joystick_axis != 0.f) + 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") && + m_client->checkLocalPrivilege("fast")) && + (controls.aux1 || + (!player->touching_ground && + g_settings->getBool("free_move") && + m_client->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(); + + } + } + + if (m_visuals_expired && m_smgr) { + m_visuals_expired = false; + + // Attachments, part 1: All attached objects must be unparented first, + // or Irrlicht causes a segmentation fault + for (auto ci = m_children.begin(); ci != m_children.end();) { + if (m_env->attachement_parent_ids[*ci] != getId()) { + ci = m_children.erase(ci); + continue; + } + ClientActiveObject *obj = m_env->getActiveObject(*ci); + if (obj) { + scene::ISceneNode *child_node = obj->getSceneNode(); + if (child_node) + child_node->setParent(m_smgr->getRootSceneNode()); + } + ++ci; + } + + removeFromScene(false); + addToScene(m_client->tsrc()); + + // Attachments, part 2: Now that the parent has been refreshed, put its attachments back + for (u16 cao_id : m_children) { + // Get the object of the child + ClientActiveObject *obj = m_env->getActiveObject(cao_id); + if (obj) + obj->setAttachments(); + } + } + + // Make sure m_is_visible is always applied + scene::ISceneNode *node = getSceneNode(); + if (node) + node->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.val_current = m_position; + + if(m_is_local_player) // Update local player attachment position + { + LocalPlayer *player = m_env->getLocalPlayer(); + player->overridePosition = getParent()->getPosition(); + m_env->getLocalPlayer()->parent = getParent(); + } + } else { + rot_translator.translate(dtime); + v3f lastpos = pos_translator.val_current; + + if(m_prop.physical) + { + aabb3f 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; + moveresult = collisionMoveSimple(env,env->getGameDef(), + pos_max_d, box, m_prop.stepheight, dtime, + &p_pos, &p_velocity, m_acceleration, + this, m_prop.collideWithObjects); + // 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(); + } 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.val_current); + m_step_distance_counter += moved; + if (m_step_distance_counter > 1.5f * BS) { + m_step_distance_counter = 0.0f; + if (!m_is_local_player && m_prop.makes_footstep_sound) { + const NodeDefManager *ndef = m_client->ndef(); + v3s16 p = floatToInt(getPosition() + + v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS); + MapNode n = m_env->getMap().getNodeNoEx(p); + SimpleSoundSpec spec = ndef->get(n).sound_footstep; + // Reduce footstep gain, as non-local-player footsteps are + // somehow louder. + spec.gain *= 0.6f; + m_client->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; + } + + updateTexturePos(); + + if(m_reset_textures_timer >= 0) + { + m_reset_textures_timer -= dtime; + if(m_reset_textures_timer <= 0) { + m_reset_textures_timer = -1; + updateTextures(m_previous_texture_modifier); + } + } + if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) { + m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI; + rot_translator.val_current = m_rotation; + updateNodePos(); + } + + if (!getParent() && m_prop.automatic_face_movement_dir && + (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) { + + float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI + + m_prop.automatic_face_movement_dir_offset; + float max_rotation_delta = + dtime * m_prop.automatic_face_movement_max_rotation_per_sec; + + wrappedApproachShortest(m_rotation.Y, target_yaw, max_rotation_delta, 360.f); + rot_translator.val_current = m_rotation; + + 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(); + + 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_rotation.Y; + dir = wrapDegrees_180(dir); + if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f) + col += 2; + else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f) + col += 3; + else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f) + col += 0; + else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f) + col += 1; + else + col += 4; + } + } + + // 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(std::string mod) +{ + ITextureSource *tsrc = m_client->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"); + + m_previous_texture_modifier = m_current_texture_modifier; + m_current_texture_modifier = mod; + m_glow = m_prop.glow; + + video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ? + video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + + if (m_spritenode) { + if (m_prop.visual == "sprite") { + std::string texturestring = "unknown_node.png"; + if (!m_prop.textures.empty()) + texturestring = m_prop.textures[0]; + texturestring += mod; + m_spritenode->getMaterial(0).MaterialType = material_type; + m_spritenode->setMaterialTexture(0, + tsrc->getTextureForMesh(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.empty()) { + 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_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); + } + } + + 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.empty()) + continue; // Empty texture string means don't modify that material + texturestring += mod; + video::ITexture* texture = tsrc->getTextureForMesh(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.MaterialType = material_type; + material.TextureLayer[0].Texture = texture; + material.setFlag(video::EMF_LIGHTING, true); + material.setFlag(video::EMF_BILINEAR_FILTER, false); + material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling); + + // don't filter low-res textures, makes them look blurry + // player models have a res of 64 + const core::dimension2d<u32> &size = texture->getOriginalSize(); + const u32 res = std::min(size.Height, size.Width); + use_trilinear_filter &= res > 64; + use_bilinear_filter &= res > 64; + + 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") + { + for (u32 i = 0; i < 6; ++i) + { + 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.MaterialType = material_type; + material.setFlag(video::EMF_LIGHTING, false); + material.setFlag(video::EMF_BILINEAR_FILTER, false); + material.setTexture(0, + tsrc->getTextureForMesh(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); + } + } else if (m_prop.visual == "upright_sprite") { + scene::IMesh *mesh = m_meshnode->getMesh(); + { + std::string tname = "unknown_object.png"; + if (!m_prop.textures.empty()) + tname = m_prop.textures[0]; + tname += mod; + scene::IMeshBuffer *buf = mesh->getMeshBuffer(0); + buf->getMaterial().setTexture(0, + tsrc->getTextureForMesh(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.empty()) { + 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); + } + { + std::string tname = "unknown_object.png"; + if (m_prop.textures.size() >= 2) + tname = m_prop.textures[1]; + else if (!m_prop.textures.empty()) + tname = m_prop.textures[0]; + tname += mod; + scene::IMeshBuffer *buf = mesh->getMeshBuffer(1); + buf->getMaterial().setTexture(0, + tsrc->getTextureForMesh(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]; + setMeshColor(mesh, m_prop.colors[1]); + } else if (!m_prop.colors.empty()) { + buf->getMaterial().AmbientColor = m_prop.colors[0]; + buf->getMaterial().DiffuseColor = m_prop.colors[0]; + buf->getMaterial().SpecularColor = m_prop.colors[0]; + setMeshColor(mesh, 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 GenericCAO::updateAnimation() +{ + if (!m_animated_meshnode) + return; + + if (m_animated_meshnode->getStartFrame() != m_animation_range.X || + m_animated_meshnode->getEndFrame() != m_animation_range.Y) + m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y); + if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed) + m_animated_meshnode->setAnimationSpeed(m_animation_speed); + m_animated_meshnode->setTransitionTime(m_animation_blend); +// Requires Irrlicht 1.8 or greater +#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1 + if (m_animated_meshnode->getLoopMode() != m_animation_loop) + m_animated_meshnode->setLoopMode(m_animation_loop); +#endif +} + +void GenericCAO::updateAnimationSpeed() +{ + if (!m_animated_meshnode) + return; + + m_animated_meshnode->setAnimationSpeed(m_animation_speed); +} + +void GenericCAO::updateBonePosition() +{ + if (m_bone_position.empty() || !m_animated_meshnode) + return; + + m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render + for(std::unordered_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 GenericCAO::updateAttachments() +{ + + if (!getParent()) { // Detach or don't attach + scene::ISceneNode *node = getSceneNode(); + if (node) { + v3f old_position = node->getAbsolutePosition(); + v3f old_rotation = node->getRotation(); + node->setParent(m_smgr->getRootSceneNode()); + node->setPosition(old_position); + node->setRotation(old_rotation); + node->updateAbsolutePosition(); + } + if (m_is_local_player) { + LocalPlayer *player = m_env->getLocalPlayer(); + player->isAttached = false; + } + } + else // Attach + { + scene::ISceneNode *my_node = getSceneNode(); + + scene::ISceneNode *parent_node = getParent()->getSceneNode(); + scene::IAnimatedMeshSceneNode *parent_animated_mesh_node = + getParent()->getAnimatedMeshSceneNode(); + if (parent_animated_mesh_node && !m_attachment_bone.empty()) { + parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str()); + } + + if (my_node && parent_node) { + my_node->setParent(parent_node); + my_node->setPosition(m_attachment_position); + my_node->setRotation(m_attachment_rotation); + my_node->updateAbsolutePosition(); + } + if (m_is_local_player) { + LocalPlayer *player = m_env->getLocalPlayer(); + player->isAttached = true; + } + } +} + +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) { + m_prop = gob_read_set_properties(is); + + m_selection_box = m_prop.selectionbox; + 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; + } + if (m_is_local_player) { + LocalPlayer *player = m_env->getLocalPlayer(); + player->makes_footstep_sound = m_prop.makes_footstep_sound; + aabb3f collision_box = m_prop.collisionbox; + collision_box.MinEdge *= BS; + collision_box.MaxEdge *= BS; + player->setCollisionbox(collision_box); + player->setEyeHeight(m_prop.eye_height); + player->setZoomFOV(m_prop.zoom_fov); + } + + if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty()) + m_prop.nametag = m_name; + + 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 (std::fabs(m_prop.automatic_rotate) < 0.001f) + m_rotation = readV3F1000(is); + else + readV3F1000(is); + + m_rotation = wrapDegrees_0_360_v3f(m_rotation); + 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); + } + rot_translator.update(m_rotation, false, update_interval); + updateNodePos(); + } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) { + std::string mod = deSerializeString(is); + + // immediatly reset a engine issued texture modifier if a mod sends a different one + if (m_reset_textures_timer > 0) { + m_reset_textures_timer = -1; + updateTextures(m_previous_texture_modifier); + } + 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); + bool new_move = !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; + player->physics_override_new_move = new_move; + } + } 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); + // these are sent inverted so we get true when the server sends nothing + m_animation_loop = !readU8(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); + // these are sent inverted so we get true when the server sends nothing + m_animation_loop = !readU8(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_ANIMATION_SPEED) { + m_animation_speed = readF1000(is); + updateAnimationSpeed(); + } 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_ATTACH_TO) { + u16 parent_id = readS16(is); + u16 &old_parent_id = m_env->attachement_parent_ids[getId()]; + if (parent_id != old_parent_id) { + if (GenericCAO *old_parent = m_env->getGenericCAO(old_parent_id)) { + old_parent->m_children.erase(std::remove( + m_children.begin(), m_children.end(), + getId()), m_children.end()); + } + if (GenericCAO *new_parent = m_env->getGenericCAO(parent_id)) + new_parent->m_children.push_back(getId()); + + old_parent_id = parent_id; + } + + m_attachment_bone = deSerializeString(is); + m_attachment_position = readV3F1000(is); + m_attachment_rotation = readV3F1000(is); + + // localplayer itself can't be attached to localplayer + if (!m_is_local_player) { + m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer(); + // Objects attached to the local player should be hidden by default + m_is_visible = !m_attached_to_local; + } + + 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 if (m_reset_textures_timer < 0) { + // 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(m_current_texture_modifier + "^[brighten"); + } + } + } 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; + } + } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) { + // Deprecated, for backwards compatibility only. + readU8(is); // version + m_prop.nametag_color = readARGB8(is); + if (m_nametag != NULL) { + m_nametag->nametag_color = m_prop.nametag_color; + v3f pos; + pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f; + m_nametag->nametag_pos = pos; + } + } else if (cmd == GENERIC_CMD_SPAWN_INFANT) { + u16 child_id = readU16(is); + u8 type = readU8(is); + + if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) { + childobj->processInitData(deSerializeLongString(is)); + } else { + m_env->addActiveObject(child_id, type, deSerializeLongString(is)); + } + } else { + warningstream << FUNCTION_NAME + << ": unknown command or outdated client \"" + << +cmd << "\"" << std::endl; + } +} + +/* \pre punchitem != NULL + */ +bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem, + float time_from_last_punch) +{ + assert(punchitem); // pre-condition + const ToolCapabilities *toolcap = + &punchitem->getToolCapabilities(m_client->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; + // 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); + } + // TODO: Execute defined fast response + // Flashing shall suffice as there is no definition + if (m_reset_textures_timer < 0) { + m_reset_textures_timer = 0.05; + if (result.damage >= 2) + m_reset_textures_timer += 0.05 * result.damage; + updateTextures(m_current_texture_modifier + "^[brighten"); + } + } + + 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); |