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-rw-r--r--src/content_cao.cpp1831
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diff --git a/src/content_cao.cpp b/src/content_cao.cpp
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--- a/src/content_cao.cpp
+++ /dev/null
@@ -1,1831 +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 "content_cao.h"
-#include "tile.h"
-#include "environment.h"
-#include "collision.h"
-#include "settings.h"
-#include <ICameraSceneNode.h>
-#include <ITextSceneNode.h>
-#include <IBillboardSceneNode.h>
-#include "serialization.h" // For decompressZlib
-#include "gamedef.h"
-#include "clientobject.h"
-#include "content_object.h"
-#include "mesh.h"
-#include "itemdef.h"
-#include "tool.h"
-#include "content_cso.h"
-#include "sound.h"
-#include "nodedef.h"
-#include "localplayer.h"
-#include "util/numeric.h" // For IntervalLimiter
-#include "util/serialize.h"
-#include "util/mathconstants.h"
-#include "map.h"
-#include "main.h" // g_settings
-#include <IMeshManipulator.h>
-#include <IAnimatedMeshSceneNode.h>
-#include <IBoneSceneNode.h>
-
-class Settings;
-struct ToolCapabilities;
-
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
-
-std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
-
-/*
- SmoothTranslator
-*/
-
-struct SmoothTranslator
-{
- v3f vect_old;
- v3f vect_show;
- v3f vect_aim;
- f32 anim_counter;
- f32 anim_time;
- f32 anim_time_counter;
- bool aim_is_end;
-
- SmoothTranslator():
- vect_old(0,0,0),
- vect_show(0,0,0),
- vect_aim(0,0,0),
- anim_counter(0),
- anim_time(0),
- anim_time_counter(0),
- aim_is_end(true)
- {}
-
- void init(v3f vect)
- {
- vect_old = vect;
- vect_show = vect;
- vect_aim = vect;
- anim_counter = 0;
- anim_time = 0;
- anim_time_counter = 0;
- aim_is_end = true;
- }
-
- void sharpen()
- {
- init(vect_show);
- }
-
- void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
- {
- aim_is_end = is_end_position;
- vect_old = vect_show;
- vect_aim = vect_new;
- if(update_interval > 0){
- anim_time = update_interval;
- } else {
- if(anim_time < 0.001 || anim_time > 1.0)
- anim_time = anim_time_counter;
- else
- anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
- }
- anim_time_counter = 0;
- anim_counter = 0;
- }
-
- void translate(f32 dtime)
- {
- anim_time_counter = anim_time_counter + dtime;
- anim_counter = anim_counter + dtime;
- v3f vect_move = vect_aim - vect_old;
- f32 moveratio = 1.0;
- if(anim_time > 0.001)
- moveratio = anim_time_counter / anim_time;
- // Move a bit less than should, to avoid oscillation
- moveratio = moveratio * 0.8;
- float move_end = 1.5;
- if(aim_is_end)
- move_end = 1.0;
- if(moveratio > move_end)
- moveratio = move_end;
- vect_show = vect_old + vect_move * moveratio;
- }
-
- bool is_moving()
- {
- return ((anim_time_counter / anim_time) < 1.4);
- }
-};
-
-/*
- Other stuff
-*/
-
-static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
- float txs, float tys, int col, int row)
-{
- video::SMaterial& material = bill->getMaterial(0);
- core::matrix4& matrix = material.getTextureMatrix(0);
- matrix.setTextureTranslate(txs*col, tys*row);
- matrix.setTextureScale(txs, tys);
-}
-
-/*
- TestCAO
-*/
-
-class TestCAO : public ClientActiveObject
-{
-public:
- TestCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~TestCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_TEST;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- bool getCollisionBox(aabb3f *toset) { return false; }
-private:
- scene::IMeshSceneNode *m_node;
- v3f m_position;
-};
-
-// Prototype
-TestCAO proto_TestCAO(NULL, NULL);
-
-TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_node(NULL),
- m_position(v3f(0,10*BS,0))
-{
- ClientActiveObject::registerType(getType(), create);
-}
-
-TestCAO::~TestCAO()
-{
-}
-
-ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new TestCAO(gamedef, env);
-}
-
-void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- 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->getTexture("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 = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- updateNodePos();
-}
-
-void TestCAO::removeFromScene()
-{
- if(m_node == NULL)
- 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 == NULL)
- 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();
- }
-}
-
-/*
- ItemCAO
-*/
-
-class ItemCAO : public ClientActiveObject
-{
-public:
- ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~ItemCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_ITEM;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
- void updateInfoText();
- void updateTexture();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- void initialize(const std::string &data);
-
- core::aabbox3d<f32>* getSelectionBox()
- {return &m_selection_box;}
- v3f getPosition()
- {return m_position;}
-
- std::string infoText()
- {return m_infotext;}
-
- bool getCollisionBox(aabb3f *toset) { return false; }
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- std::string m_itemstring;
- std::string m_infotext;
-};
-
-#include "inventory.h"
-
-// Prototype
-ItemCAO proto_ItemCAO(NULL, NULL);
-
-ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0))
-{
- if(!gamedef && !env)
- {
- ClientActiveObject::registerType(getType(), create);
- }
-}
-
-ItemCAO::~ItemCAO()
-{
-}
-
-ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new ItemCAO(gamedef, env);
-}
-
-void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- 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),*/
- video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
- video::S3DVertex(BS/3.,0+BS*2./3.,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);
- // Initialize with a generated placeholder texture
- buf->getMaterial().setTexture(0, tsrc->getTexture(""));
- 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 = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- updateNodePos();
-
- /*
- Update image of node
- */
-
- updateTexture();
-}
-
-void ItemCAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void ItemCAO::updateLight(u8 light_at_pos)
-{
- if(m_node == NULL)
- return;
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 ItemCAO::getLightPosition()
-{
- return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
-}
-
-void ItemCAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- m_node->setPosition(m_position);
-}
-
-void ItemCAO::updateInfoText()
-{
- try{
- IItemDefManager *idef = m_gamedef->idef();
- ItemStack item;
- item.deSerialize(m_itemstring, idef);
- if(item.isKnown(idef))
- m_infotext = item.getDefinition(idef).description;
- else
- m_infotext = "Unknown item: '" + m_itemstring + "'";
- if(item.count >= 2)
- m_infotext += " (" + itos(item.count) + ")";
- }
- catch(SerializationError &e)
- {
- m_infotext = "Unknown item: '" + m_itemstring + "'";
- }
-}
-
-void ItemCAO::updateTexture()
-{
- if(m_node == NULL)
- return;
-
- // Create an inventory item to see what is its image
- std::istringstream is(m_itemstring, std::ios_base::binary);
- video::ITexture *texture = NULL;
- try{
- IItemDefManager *idef = m_gamedef->idef();
- ItemStack item;
- item.deSerialize(is, idef);
- texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
- }
- catch(SerializationError &e)
- {
- infostream<<"WARNING: "<<__FUNCTION_NAME
- <<": error deSerializing itemstring \""
- <<m_itemstring<<std::endl;
- }
-
- // Set meshbuffer texture
- m_node->getMaterial(0).setTexture(0, texture);
-}
-
-
-void ItemCAO::step(float dtime, ClientEnvironment *env)
-{
- if(m_node)
- {
- /*v3f rot = m_node->getRotation();
- rot.Y += dtime * 120;
- m_node->setRotation(rot);*/
- LocalPlayer *player = env->getLocalPlayer();
- assert(player);
- v3f rot = m_node->getRotation();
- rot.Y = 180.0 - (player->getYaw());
- m_node->setRotation(rot);
- }
-}
-
-void ItemCAO::processMessage(const std::string &data)
-{
- //infostream<<"ItemCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- updateNodePos();
- }
- if(cmd == 1)
- {
- // itemstring
- m_itemstring = deSerializeString(is);
- updateInfoText();
- updateTexture();
- }
-}
-
-void ItemCAO::initialize(const std::string &data)
-{
- infostream<<"ItemCAO: Got init data"<<std::endl;
-
- {
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // pos
- m_position = readV3F1000(is);
- // itemstring
- m_itemstring = deSerializeString(is);
- }
-
- updateNodePos();
- updateInfoText();
-}
-
-/*
- GenericCAO
-*/
-
-#include "genericobject.h"
-
-class GenericCAO : public ClientActiveObject
-{
-private:
- // Only set at initialization
- std::string m_name;
- bool m_is_player;
- bool m_is_local_player;
- int m_id;
- // Property-ish things
- ObjectProperties m_prop;
- //
- scene::ISceneManager *m_smgr;
- IrrlichtDevice *m_irr;
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_meshnode;
- scene::IAnimatedMeshSceneNode *m_animated_meshnode;
- scene::IBillboardSceneNode *m_spritenode;
- scene::ITextSceneNode* m_textnode;
- v3f m_position;
- v3f m_velocity;
- v3f m_acceleration;
- float m_yaw;
- s16 m_hp;
- SmoothTranslator pos_translator;
- // Spritesheet/animation stuff
- v2f m_tx_size;
- v2s16 m_tx_basepos;
- bool m_initial_tx_basepos_set;
- bool m_tx_select_horiz_by_yawpitch;
- v2f m_animation_range;
- int m_animation_speed;
- int m_animation_blend;
- std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
- std::string m_attachment_bone;
- v3f m_attachment_position;
- v3f m_attachment_rotation;
- bool m_attached_to_local;
- int m_anim_frame;
- int m_anim_num_frames;
- float m_anim_framelength;
- float m_anim_timer;
- ItemGroupList m_armor_groups;
- float m_reset_textures_timer;
- bool m_visuals_expired;
- float m_step_distance_counter;
- u8 m_last_light;
- bool m_is_visible;
-
-public:
- GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- //
- m_is_player(false),
- m_is_local_player(false),
- m_id(0),
- //
- m_smgr(NULL),
- m_irr(NULL),
- m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
- m_meshnode(NULL),
- m_animated_meshnode(NULL),
- m_spritenode(NULL),
- m_textnode(NULL),
- m_position(v3f(0,10*BS,0)),
- m_velocity(v3f(0,0,0)),
- m_acceleration(v3f(0,0,0)),
- m_yaw(0),
- m_hp(1),
- m_tx_size(1,1),
- m_tx_basepos(0,0),
- m_initial_tx_basepos_set(false),
- m_tx_select_horiz_by_yawpitch(false),
- m_animation_range(v2f(0,0)),
- m_animation_speed(15),
- m_animation_blend(0),
- m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
- m_attachment_bone(""),
- m_attachment_position(v3f(0,0,0)),
- m_attachment_rotation(v3f(0,0,0)),
- m_attached_to_local(false),
- m_anim_frame(0),
- m_anim_num_frames(1),
- m_anim_framelength(0.2),
- m_anim_timer(0),
- m_reset_textures_timer(-1),
- m_visuals_expired(false),
- m_step_distance_counter(0),
- m_last_light(255),
- m_is_visible(false)
- {
- if(gamedef == NULL)
- ClientActiveObject::registerType(getType(), create);
- }
-
- bool getCollisionBox(aabb3f *toset) {
- if (m_prop.physical) {
- aabb3f retval;
- //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 collideWithObjects() {
- return m_prop.collideWithObjects;
- }
-
- void initialize(const std::string &data)
- {
- infostream<<"GenericCAO: Got init data"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- int num_messages = 0;
- // version
- u8 version = readU8(is);
- // check version
- if(version == 1) // In PROTOCOL_VERSION 14
- {
- m_name = deSerializeString(is);
- m_is_player = readU8(is);
- m_id = readS16(is);
- m_position = readV3F1000(is);
- m_yaw = readF1000(is);
- m_hp = readS16(is);
- num_messages = readU8(is);
- }
- else if(version == 0) // In PROTOCOL_VERSION 13
- {
- m_name = deSerializeString(is);
- m_is_player = readU8(is);
- m_position = readV3F1000(is);
- m_yaw = readF1000(is);
- m_hp = readS16(is);
- num_messages = readU8(is);
- }
- else
- {
- errorstream<<"GenericCAO: Unsupported init data version"
- <<std::endl;
- return;
- }
-
- for(int i=0; i<num_messages; i++){
- std::string message = deSerializeLongString(is);
- processMessage(message);
- }
-
- pos_translator.init(m_position);
- updateNodePos();
-
- if(m_is_player){
- Player *player = m_env->getPlayer(m_name.c_str());
- if(player && player->isLocal()){
- m_is_local_player = true;
- }
- m_env->addPlayerName(m_name.c_str());
- }
- }
-
- ~GenericCAO()
- {
- if(m_is_player){
- m_env->removePlayerName(m_name.c_str());
- }
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
- {
- return new GenericCAO(gamedef, env);
- }
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_GENERIC;
- }
- core::aabbox3d<f32>* getSelectionBox()
- {
- if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
- return NULL;
- return &m_selection_box;
- }
- v3f getPosition()
- {
- if(getParent() != NULL){
- if(m_meshnode)
- return m_meshnode->getAbsolutePosition();
- if(m_animated_meshnode)
- return m_animated_meshnode->getAbsolutePosition();
- if(m_spritenode)
- return m_spritenode->getAbsolutePosition();
- return m_position;
- }
- return pos_translator.vect_show;
- }
-
- scene::IMeshSceneNode *getMeshSceneNode()
- {
- if(m_meshnode)
- return m_meshnode;
- return NULL;
- }
-
- scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
- {
- if(m_animated_meshnode)
- return m_animated_meshnode;
- return NULL;
- }
-
- scene::IBillboardSceneNode *getSpriteSceneNode()
- {
- if(m_spritenode)
- return m_spritenode;
- return NULL;
- }
-
- bool isPlayer()
- {
- return m_is_player;
- }
-
- bool isLocalPlayer()
- {
- return m_is_local_player;
- }
-
- void setAttachments()
- {
- updateAttachments();
- }
-
- ClientActiveObject *getParent()
- {
- ClientActiveObject *obj = NULL;
- for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
- {
- if(cii->X == getId()){ // This ID is our child
- if(cii->Y > 0){ // A parent ID exists for our child
- if(cii->X != cii->Y){ // The parent and child ID are not the same
- obj = m_env->getActiveObject(cii->Y);
- }
- }
- break;
- }
- }
- if(obj)
- return obj;
- return NULL;
- }
-
- void removeFromScene(bool permanent)
- {
- if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
- {
- // Detach this object's children
- for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
- {
- if(ii->Y == getId()) // Is a child of our object
- {
- ii->Y = 0;
- ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
- if(obj)
- obj->setAttachments();
- }
- }
- // Delete this object from the attachments list
- for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
- {
- if(ii->X == getId()) // Is our object
- {
- m_env->attachment_list.erase(ii);
- break;
- }
- }
- }
-
- if(m_meshnode){
- m_meshnode->remove();
- m_meshnode = NULL;
- }
- if(m_animated_meshnode){
- m_animated_meshnode->remove();
- m_animated_meshnode = NULL;
- }
- if(m_spritenode){
- m_spritenode->remove();
- m_spritenode = NULL;
- }
- }
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
- {
- m_smgr = smgr;
- m_irr = irr;
-
- if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
- return;
-
- m_visuals_expired = false;
-
- if(!m_prop.is_visible || m_is_local_player)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
-
- if(m_prop.visual == "sprite"){
- infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
- m_spritenode = smgr->addBillboardSceneNode(
- NULL, v2f(1, 1), v3f(0,0,0), -1);
- m_spritenode->setMaterialTexture(0,
- tsrc->getTexture("unknown_node.png"));
- m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
- m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
- m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- u8 li = m_last_light;
- m_spritenode->setColor(video::SColor(255,li,li,li));
- m_spritenode->setSize(m_prop.visual_size*BS);
- {
- const float txs = 1.0 / 1;
- const float tys = 1.0 / 1;
- setBillboardTextureMatrix(m_spritenode,
- txs, tys, 0, 0);
- }
- }
- else if(m_prop.visual == "upright_sprite")
- {
- scene::SMesh *mesh = new scene::SMesh();
- double dx = BS*m_prop.visual_size.X/2;
- double dy = BS*m_prop.visual_size.Y/2;
- { // Front
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- u8 li = m_last_light;
- video::SColor c(255,li,li,li);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
- video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
- video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
- video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- { // Back
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- u8 li = m_last_light;
- video::SColor c(255,li,li,li);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
- video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
- video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
- video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_meshnode->setReadOnlyMaterials(true);
- }
- else if(m_prop.visual == "cube"){
- infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
- scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
- m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
-
- m_meshnode->setScale(v3f(m_prop.visual_size.X,
- m_prop.visual_size.Y,
- m_prop.visual_size.X));
- u8 li = m_last_light;
- setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
-
- m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
- m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
- m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- }
- else if(m_prop.visual == "mesh"){
- infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
- scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
- if(mesh)
- {
- m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
- m_animated_meshnode->animateJoints(); // Needed for some animations
- m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
- m_prop.visual_size.Y,
- m_prop.visual_size.X));
- u8 li = m_last_light;
- setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
-
- m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
- m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
- m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- }
- else
- errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
- }
- else if(m_prop.visual == "wielditem"){
- infostream<<"GenericCAO::addToScene(): node"<<std::endl;
- infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
- if(m_prop.textures.size() >= 1){
- infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
- IItemDefManager *idef = m_gamedef->idef();
- ItemStack item(m_prop.textures[0], 1, 0, "", idef);
- scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
-
- // Copy mesh to be able to set unique vertex colors
- scene::IMeshManipulator *manip =
- irr->getVideoDriver()->getMeshManipulator();
- scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
-
- m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
-
- m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
- m_prop.visual_size.Y/2,
- m_prop.visual_size.X/2));
- u8 li = m_last_light;
- setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
- }
- } else {
- infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
- <<"\" not supported"<<std::endl;
- }
- updateTextures("");
-
- scene::ISceneNode *node = NULL;
- if(m_spritenode)
- node = m_spritenode;
- else if(m_animated_meshnode)
- node = m_animated_meshnode;
- else if(m_meshnode)
- node = m_meshnode;
- if(node && m_is_player && !m_is_local_player){
- // Add a text node for showing the name
- gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
- std::wstring wname = narrow_to_wide(m_name);
- m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
- wname.c_str(), video::SColor(255,255,255,255), node);
- m_textnode->setPosition(v3f(0, BS*1.1, 0));
- }
-
- updateNodePos();
- updateAnimation();
- updateBonePosition();
- updateAttachments();
- }
-
- void expireVisuals()
- {
- m_visuals_expired = true;
- }
-
- void updateLight(u8 light_at_pos)
- {
- u8 li = decode_light(light_at_pos);
- if(li != m_last_light){
- m_last_light = li;
- video::SColor color(255,li,li,li);
- if(m_meshnode)
- setMeshColor(m_meshnode->getMesh(), color);
- if(m_animated_meshnode)
- setMeshColor(m_animated_meshnode->getMesh(), color);
- if(m_spritenode)
- m_spritenode->setColor(color);
- }
- }
-
- v3s16 getLightPosition()
- {
- return floatToInt(m_position, BS);
- }
-
- void updateNodePos()
- {
- if(getParent() != NULL)
- return;
-
- if(m_meshnode){
- m_meshnode->setPosition(pos_translator.vect_show);
- v3f rot = m_meshnode->getRotation();
- rot.Y = -m_yaw;
- m_meshnode->setRotation(rot);
- }
- if(m_animated_meshnode){
- m_animated_meshnode->setPosition(pos_translator.vect_show);
- v3f rot = m_animated_meshnode->getRotation();
- rot.Y = -m_yaw;
- m_animated_meshnode->setRotation(rot);
- }
- if(m_spritenode){
- m_spritenode->setPosition(pos_translator.vect_show);
- }
- }
-
- void step(float dtime, ClientEnvironment *env)
- {
- if(m_visuals_expired && m_smgr && m_irr){
- m_visuals_expired = false;
-
- // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
- for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
- {
- if(ii->Y == getId()) // This is a child of our parent
- {
- ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
- if(obj)
- {
- scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
- scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
- scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
- if(m_child_meshnode)
- m_child_meshnode->setParent(m_smgr->getRootSceneNode());
- if(m_child_animated_meshnode)
- m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
- if(m_child_spritenode)
- m_child_spritenode->setParent(m_smgr->getRootSceneNode());
- }
- }
- }
-
- removeFromScene(false);
- addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
-
- // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
- for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
- {
- if(ii->Y == getId()) // This is a child of our parent
- {
- ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
- if(obj)
- obj->setAttachments();
- }
- }
- }
-
- // Make sure m_is_visible is always applied
- if(m_meshnode)
- m_meshnode->setVisible(m_is_visible);
- if(m_animated_meshnode)
- m_animated_meshnode->setVisible(m_is_visible);
- if(m_spritenode)
- m_spritenode->setVisible(m_is_visible);
- if(m_textnode)
- m_textnode->setVisible(m_is_visible);
-
- if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
- {
- // Set these for later
- m_position = getPosition();
- m_velocity = v3f(0,0,0);
- m_acceleration = v3f(0,0,0);
- pos_translator.vect_show = m_position;
-
- if(m_is_local_player) // Update local player attachment position
- {
- LocalPlayer *player = m_env->getLocalPlayer();
- player->overridePosition = getParent()->getPosition();
- m_env->getLocalPlayer()->parent = getParent();
- }
- }
- else
- {
- v3f lastpos = pos_translator.vect_show;
-
- if(m_prop.physical){
- core::aabbox3d<f32> box = m_prop.collisionbox;
- box.MinEdge *= BS;
- box.MaxEdge *= BS;
- collisionMoveResult moveresult;
- f32 pos_max_d = BS*0.125; // Distance per iteration
- v3f p_pos = m_position;
- v3f p_velocity = m_velocity;
- v3f p_acceleration = m_acceleration;
- moveresult = collisionMoveSimple(env,env->getGameDef(),
- pos_max_d, box, m_prop.stepheight, dtime,
- p_pos, p_velocity, p_acceleration,
- this, m_prop.collideWithObjects);
- // Apply results
- m_position = p_pos;
- m_velocity = p_velocity;
- m_acceleration = p_acceleration;
-
- bool is_end_position = moveresult.collides;
- pos_translator.update(m_position, is_end_position, dtime);
- pos_translator.translate(dtime);
- updateNodePos();
- } else {
- m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
- m_velocity += dtime * m_acceleration;
- pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
- pos_translator.translate(dtime);
- updateNodePos();
- }
-
- float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
- m_step_distance_counter += moved;
- if(m_step_distance_counter > 1.5*BS){
- m_step_distance_counter = 0;
- if(!m_is_local_player && m_prop.makes_footstep_sound){
- INodeDefManager *ndef = m_gamedef->ndef();
- v3s16 p = floatToInt(getPosition() + v3f(0,
- (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
- MapNode n = m_env->getMap().getNodeNoEx(p);
- SimpleSoundSpec spec = ndef->get(n).sound_footstep;
- m_gamedef->sound()->playSoundAt(spec, false, getPosition());
- }
- }
- }
-
- m_anim_timer += dtime;
- if(m_anim_timer >= m_anim_framelength){
- m_anim_timer -= m_anim_framelength;
- m_anim_frame++;
- if(m_anim_frame >= m_anim_num_frames)
- m_anim_frame = 0;
- }
-
- updateTexturePos();
-
- if(m_reset_textures_timer >= 0){
- m_reset_textures_timer -= dtime;
- if(m_reset_textures_timer <= 0){
- m_reset_textures_timer = -1;
- updateTextures("");
- }
- }
- if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
- m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
- updateNodePos();
- }
-
- if (getParent() == NULL && m_prop.automatic_face_movement_dir){
- m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI;
- updateNodePos();
- }
- }
-
- void updateTexturePos()
- {
- if(m_spritenode){
- scene::ICameraSceneNode* camera =
- m_spritenode->getSceneManager()->getActiveCamera();
- if(!camera)
- return;
- v3f cam_to_entity = m_spritenode->getAbsolutePosition()
- - camera->getAbsolutePosition();
- cam_to_entity.normalize();
-
- int row = m_tx_basepos.Y;
- int col = m_tx_basepos.X;
-
- if(m_tx_select_horiz_by_yawpitch)
- {
- if(cam_to_entity.Y > 0.75)
- col += 5;
- else if(cam_to_entity.Y < -0.75)
- col += 4;
- else{
- float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
- float dir = mob_dir - m_yaw;
- dir = wrapDegrees_180(dir);
- //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
- if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
- col += 2;
- else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
- col += 3;
- else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
- col += 0;
- else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
- col += 1;
- else
- col += 4;
- }
- }
-
- // 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 updateTextures(const std::string &mod)
- {
- ITextureSource *tsrc = m_gamedef->tsrc();
-
- bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
- bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
- bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
-
- if(m_spritenode)
- {
- if(m_prop.visual == "sprite")
- {
- std::string texturestring = "unknown_node.png";
- if(m_prop.textures.size() >= 1)
- texturestring = m_prop.textures[0];
- texturestring += mod;
- m_spritenode->setMaterialTexture(0,
- tsrc->getTexture(texturestring));
-
- // This allows setting per-material colors. However, until a real lighting
- // system is added, the code below will have no effect. Once MineTest
- // has directional lighting, it should work automatically.
- if(m_prop.colors.size() >= 1)
- {
- 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 == "")
- continue; // Empty texture string means don't modify that material
- texturestring += mod;
- video::ITexture* texture = tsrc->getTexture(texturestring);
- if(!texture)
- {
- errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
- continue;
- }
-
- // Set material flags and texture
- video::SMaterial& material = m_animated_meshnode->getMaterial(i);
- material.TextureLayer[0].Texture = texture;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
-
- m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
- m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
- m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
- }
- for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
- {
- // This allows setting per-material colors. However, until a real lighting
- // system is added, the code below will have no effect. Once MineTest
- // has directional lighting, it should work automatically.
- m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
- m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
- m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
- }
- }
- }
- if(m_meshnode)
- {
- 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.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setTexture(0,
- tsrc->getTexture(texturestring));
- material.getTextureMatrix(0).makeIdentity();
-
- // This allows setting per-material colors. However, until a real lighting
- // system is added, the code below will have no effect. Once MineTest
- // has directional lighting, it should work automatically.
- if(m_prop.colors.size() > i)
- {
- m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
- m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
- m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
- }
-
- m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
- m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
- m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
- }
- }
- else if(m_prop.visual == "upright_sprite")
- {
- scene::IMesh *mesh = m_meshnode->getMesh();
- {
- std::string tname = "unknown_object.png";
- if(m_prop.textures.size() >= 1)
- tname = m_prop.textures[0];
- tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
- buf->getMaterial().setTexture(0,
- tsrc->getTexture(tname));
-
- // This allows setting per-material colors. However, until a real lighting
- // system is added, the code below will have no effect. Once MineTest
- // has directional lighting, it should work automatically.
- if(m_prop.colors.size() >= 1)
- {
- buf->getMaterial().AmbientColor = m_prop.colors[0];
- buf->getMaterial().DiffuseColor = m_prop.colors[0];
- buf->getMaterial().SpecularColor = m_prop.colors[0];
- }
-
- buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
- buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
- }
- {
- std::string tname = "unknown_object.png";
- if(m_prop.textures.size() >= 2)
- tname = m_prop.textures[1];
- else if(m_prop.textures.size() >= 1)
- tname = m_prop.textures[0];
- tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
- buf->getMaterial().setTexture(0,
- tsrc->getTexture(tname));
-
- // This allows setting per-material colors. However, until a real lighting
- // system is added, the code below will have no effect. Once MineTest
- // has directional lighting, it should work automatically.
- if(m_prop.colors.size() >= 2)
- {
- buf->getMaterial().AmbientColor = m_prop.colors[1];
- buf->getMaterial().DiffuseColor = m_prop.colors[1];
- buf->getMaterial().SpecularColor = m_prop.colors[1];
- }
- else if(m_prop.colors.size() >= 1)
- {
- buf->getMaterial().AmbientColor = m_prop.colors[0];
- buf->getMaterial().DiffuseColor = m_prop.colors[0];
- buf->getMaterial().SpecularColor = m_prop.colors[0];
- }
-
- buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
- buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
- }
- }
- }
- }
-
- void updateAnimation()
- {
- if(m_animated_meshnode == NULL)
- return;
-
- m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y);
- m_animated_meshnode->setAnimationSpeed(m_animation_speed);
- m_animated_meshnode->setTransitionTime(m_animation_blend);
- }
-
- void updateBonePosition()
- {
- if(!m_bone_position.size() || m_animated_meshnode == NULL)
- return;
-
- m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
- std::string bone_name = (*ii).first;
- v3f bone_pos = (*ii).second.X;
- v3f bone_rot = (*ii).second.Y;
- irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
- if(bone)
- {
- bone->setPosition(bone_pos);
- bone->setRotation(bone_rot);
- }
- }
- }
-
- void updateAttachments()
- {
- m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
- m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
-
- if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
- {
- if(m_meshnode)
- {
- v3f old_position = m_meshnode->getAbsolutePosition();
- v3f old_rotation = m_meshnode->getRotation();
- m_meshnode->setParent(m_smgr->getRootSceneNode());
- m_meshnode->setPosition(old_position);
- m_meshnode->setRotation(old_rotation);
- m_meshnode->updateAbsolutePosition();
- }
- if(m_animated_meshnode)
- {
- v3f old_position = m_animated_meshnode->getAbsolutePosition();
- v3f old_rotation = m_animated_meshnode->getRotation();
- m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
- m_animated_meshnode->setPosition(old_position);
- m_animated_meshnode->setRotation(old_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- }
- if(m_spritenode)
- {
- v3f old_position = m_spritenode->getAbsolutePosition();
- v3f old_rotation = m_spritenode->getRotation();
- m_spritenode->setParent(m_smgr->getRootSceneNode());
- m_spritenode->setPosition(old_position);
- m_spritenode->setRotation(old_rotation);
- m_spritenode->updateAbsolutePosition();
- }
- if(m_is_local_player)
- {
- LocalPlayer *player = m_env->getLocalPlayer();
- player->isAttached = false;
- }
- }
- else // Attach
- {
- scene::IMeshSceneNode *parent_mesh = NULL;
- if(getParent()->getMeshSceneNode())
- parent_mesh = getParent()->getMeshSceneNode();
- scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
- if(getParent()->getAnimatedMeshSceneNode())
- parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
- scene::IBillboardSceneNode *parent_sprite = NULL;
- if(getParent()->getSpriteSceneNode())
- parent_sprite = getParent()->getSpriteSceneNode();
-
- scene::IBoneSceneNode *parent_bone = NULL;
- if(parent_animated_mesh && m_attachment_bone != "")
- parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
-
- // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
- // TODO: Perhaps use polymorphism here to save code duplication
- if(m_meshnode){
- if(parent_bone){
- m_meshnode->setParent(parent_bone);
- m_meshnode->setPosition(m_attachment_position);
- m_meshnode->setRotation(m_attachment_rotation);
- m_meshnode->updateAbsolutePosition();
- }
- else
- {
- if(parent_mesh){
- m_meshnode->setParent(parent_mesh);
- m_meshnode->setPosition(m_attachment_position);
- m_meshnode->setRotation(m_attachment_rotation);
- m_meshnode->updateAbsolutePosition();
- }
- else if(parent_animated_mesh){
- m_meshnode->setParent(parent_animated_mesh);
- m_meshnode->setPosition(m_attachment_position);
- m_meshnode->setRotation(m_attachment_rotation);
- m_meshnode->updateAbsolutePosition();
- }
- else if(parent_sprite){
- m_meshnode->setParent(parent_sprite);
- m_meshnode->setPosition(m_attachment_position);
- m_meshnode->setRotation(m_attachment_rotation);
- m_meshnode->updateAbsolutePosition();
- }
- }
- }
- if(m_animated_meshnode){
- if(parent_bone){
- m_animated_meshnode->setParent(parent_bone);
- m_animated_meshnode->setPosition(m_attachment_position);
- m_animated_meshnode->setRotation(m_attachment_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- }
- else
- {
- if(parent_mesh){
- m_animated_meshnode->setParent(parent_mesh);
- m_animated_meshnode->setPosition(m_attachment_position);
- m_animated_meshnode->setRotation(m_attachment_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- }
- else if(parent_animated_mesh){
- m_animated_meshnode->setParent(parent_animated_mesh);
- m_animated_meshnode->setPosition(m_attachment_position);
- m_animated_meshnode->setRotation(m_attachment_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- }
- else if(parent_sprite){
- m_animated_meshnode->setParent(parent_sprite);
- m_animated_meshnode->setPosition(m_attachment_position);
- m_animated_meshnode->setRotation(m_attachment_rotation);
- m_animated_meshnode->updateAbsolutePosition();
- }
- }
- }
- if(m_spritenode){
- if(parent_bone){
- m_spritenode->setParent(parent_bone);
- m_spritenode->setPosition(m_attachment_position);
- m_spritenode->setRotation(m_attachment_rotation);
- m_spritenode->updateAbsolutePosition();
- }
- else
- {
- if(parent_mesh){
- m_spritenode->setParent(parent_mesh);
- m_spritenode->setPosition(m_attachment_position);
- m_spritenode->setRotation(m_attachment_rotation);
- m_spritenode->updateAbsolutePosition();
- }
- else if(parent_animated_mesh){
- m_spritenode->setParent(parent_animated_mesh);
- m_spritenode->setPosition(m_attachment_position);
- m_spritenode->setRotation(m_attachment_rotation);
- m_spritenode->updateAbsolutePosition();
- }
- else if(parent_sprite){
- m_spritenode->setParent(parent_sprite);
- m_spritenode->setPosition(m_attachment_position);
- m_spritenode->setRotation(m_attachment_rotation);
- m_spritenode->updateAbsolutePosition();
- }
- }
- }
- if(m_is_local_player)
- {
- LocalPlayer *player = m_env->getLocalPlayer();
- player->isAttached = true;
- }
- }
- }
-
- void 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.collisionbox;
- m_selection_box.MinEdge *= BS;
- m_selection_box.MaxEdge *= BS;
-
- m_tx_size.X = 1.0 / m_prop.spritediv.X;
- m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
-
- if(!m_initial_tx_basepos_set){
- m_initial_tx_basepos_set = true;
- m_tx_basepos = m_prop.initial_sprite_basepos;
- }
-
- expireVisuals();
- }
- else if(cmd == GENERIC_CMD_UPDATE_POSITION)
- {
- // Not sent by the server if this object is an attachment.
- // We might however get here if the server notices the object being detached before the client.
- m_position = readV3F1000(is);
- m_velocity = readV3F1000(is);
- m_acceleration = readV3F1000(is);
- if(fabs(m_prop.automatic_rotate) < 0.001)
- m_yaw = readF1000(is);
- bool do_interpolate = readU8(is);
- bool is_end_position = readU8(is);
- float update_interval = readF1000(is);
-
- // Place us a bit higher if we're physical, to not sink into
- // the ground due to sucky collision detection...
- if(m_prop.physical)
- m_position += v3f(0,0.002,0);
-
- if(getParent() != NULL) // Just in case
- return;
-
- if(do_interpolate){
- if(!m_prop.physical)
- pos_translator.update(m_position, is_end_position, update_interval);
- } else {
- pos_translator.init(m_position);
- }
- updateNodePos();
- }
- else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
- {
- std::string mod = deSerializeString(is);
- updateTextures(mod);
- }
- else if(cmd == GENERIC_CMD_SET_SPRITE)
- {
- v2s16 p = readV2S16(is);
- int num_frames = readU16(is);
- float framelength = readF1000(is);
- bool select_horiz_by_yawpitch = readU8(is);
-
- m_tx_basepos = p;
- m_anim_num_frames = num_frames;
- m_anim_framelength = framelength;
- m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
-
- updateTexturePos();
- }
- else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
- {
- float override_speed = readF1000(is);
- float override_jump = readF1000(is);
- float override_gravity = readF1000(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;
- }
- }
- else if(cmd == GENERIC_CMD_SET_ANIMATION)
- {
- m_animation_range = readV2F1000(is);
- m_animation_speed = readF1000(is);
- m_animation_blend = readF1000(is);
-
- updateAnimation();
- }
- else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
- {
- std::string bone = deSerializeString(is);
- v3f position = readV3F1000(is);
- v3f rotation = readV3F1000(is);
- m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
-
- updateBonePosition();
- }
- else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
- {
- // If an entry already exists for this object, delete it first to avoid duplicates
- for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
- {
- if(ii->X == getId()) // This is the ID of our object
- {
- m_env->attachment_list.erase(ii);
- break;
- }
- }
- m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
- m_attachment_bone = deSerializeString(is);
- m_attachment_position = readV3F1000(is);
- m_attachment_rotation = readV3F1000(is);
-
- updateAttachments();
- }
- else if(cmd == GENERIC_CMD_PUNCHED)
- {
- /*s16 damage =*/ readS16(is);
- s16 result_hp = readS16(is);
-
- // Use this instead of the send damage to not interfere with prediction
- s16 damage = m_hp - result_hp;
-
- m_hp = result_hp;
-
- if (damage > 0) {
- if (m_hp <= 0) {
- // TODO: Execute defined fast response
- // As there is no definition, make a smoke puff
- ClientSimpleObject *simple = createSmokePuff(
- m_smgr, m_env, m_position,
- m_prop.visual_size * BS);
- m_env->addSimpleObject(simple);
- } else {
- // TODO: Execute defined fast response
- // Flashing shall suffice as there is no definition
- m_reset_textures_timer = 0.05;
- if(damage >= 2)
- m_reset_textures_timer += 0.05 * damage;
- updateTextures("^[brighten");
- }
- }
- }
- 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;
- }
- }
- }
-
- bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
- float time_from_last_punch=1000000)
- {
- assert(punchitem);
- const ToolCapabilities *toolcap =
- &punchitem->getToolCapabilities(m_gamedef->idef());
- PunchDamageResult result = getPunchDamage(
- m_armor_groups,
- toolcap,
- punchitem,
- time_from_last_punch);
-
- if(result.did_punch && result.damage != 0)
- {
- if(result.damage < m_hp){
- m_hp -= result.damage;
- } else {
- m_hp = 0;
- // 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
- m_reset_textures_timer = 0.05;
- if(result.damage >= 2)
- m_reset_textures_timer += 0.05 * result.damage;
- updateTextures("^[brighten");
- }
-
- return false;
- }
-
- std::string 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);
-
-