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Diffstat (limited to 'src/content_cao.cpp')
-rw-r--r-- | src/content_cao.cpp | 1831 |
1 files changed, 0 insertions, 1831 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp deleted file mode 100644 index bb8dad032..000000000 --- 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); - - |