diff options
Diffstat (limited to 'src/content_cao.cpp')
-rw-r--r-- | src/content_cao.cpp | 1611 |
1 files changed, 0 insertions, 1611 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp deleted file mode 100644 index db59ae5c5..000000000 --- a/src/content_cao.cpp +++ /dev/null @@ -1,1611 +0,0 @@ -/* -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); |