/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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. */ #ifndef CONTENT_CAO_HEADER #define CONTENT_CAO_HEADER #include #include "irrlichttypes_extrabloated.h" #include "clientobject.h" #include "object_properties.h" #include "itemgroup.h" class Camera; class Client; struct Nametag; /* 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(); void init(v3f vect); void sharpen(); void update(v3f vect_new, bool is_end_position=false, float update_interval=-1); void translate(f32 dtime); bool is_moving(); }; class GenericCAO : public ClientActiveObject { private: // Only set at initialization std::string m_name; bool m_is_player; bool m_is_local_player; // Property-ish things ObjectProperties m_prop; // scene::ISceneManager *m_smgr; IrrlichtDevice *m_irr; Client *m_client; aabb3f m_selection_box; scene::IMeshSceneNode *m_meshnode; scene::IAnimatedMeshSceneNode *m_animated_meshnode; WieldMeshSceneNode *m_wield_meshnode; scene::IBillboardSceneNode *m_spritenode; Nametag* m_nametag; 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; v2s32 m_animation_range; int m_animation_speed; int m_animation_blend; bool m_animation_loop; UNORDERED_MAP > 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; std::string m_previous_texture_modifier; // stores texture modifier before punch update std::string m_current_texture_modifier; // last applied texture modifier bool m_visuals_expired; float m_step_distance_counter; u8 m_last_light; bool m_is_visible; std::vector m_children; public: GenericCAO(Client *client, ClientEnvironment *env); ~GenericCAO(); static ClientActiveObject* create(Client *client, ClientEnvironment *env) { return new GenericCAO(client, env); } inline ActiveObjectType getType() const { return ACTIVEOBJECT_TYPE_GENERIC; } void initialize(const std::string &data); void processInitData(const std::string &data); ClientActiveObject *getParent(); bool getCollisionBox(aabb3f *toset) const; bool collideWithObjects() const; aabb3f *getSelectionBox(); v3f getPosition(); inline float getYaw() const { return m_yaw; } scene::ISceneNode *getSceneNode(); scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(); inline bool isLocalPlayer() const { return m_is_local_player; } inline bool isVisible() const { return m_is_visible; } inline void setVisible(bool toset) { m_is_visible = toset; } void setChildrenVisible(bool toset); void setAttachments(); void removeFromScene(bool permanent); void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr); inline void expireVisuals() { m_visuals_expired = true; } void updateLight(u8 light_at_pos); void updateLightNoCheck(u8 light_at_pos); v3s16 getLightPosition(); void updateNodePos(); void step(float dtime, ClientEnvironment *env); void updateTexturePos(); // std::string copy is mandatory as mod can be a class member and there is a swap // on those class members void updateTextures(std::string mod); void updateAnimation(); void updateBonePosition(); void updateAttachments(); void processMessage(const std::string &data); bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL, float time_from_last_punch=1000000); std::string debugInfoText(); std::string infoText() { return m_prop.infotext; } }; #endif