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path: root/builtin/game/falling.lua
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-- Minetest: builtin/item.lua

local builtin_shared = ...

--
-- Falling stuff
--

core.register_entity(":__builtin:falling_node", {
	initial_properties = {
		visual = "wielditem",
		visual_size = {x = 0.667, y = 0.667},
		textures = {},
		physical = true,
		is_visible = false,
		collide_with_objects = false,
		collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
	},

	node = {},
	meta = {},

	set_node = function(self, node, meta)
		self.node = node
		self.meta = meta or {}
		self.object:set_properties({
			is_visible = true,
			textures = {node.name},
		})
	end,

	get_staticdata = function(self)
		local ds = {
			node = self.node,
			meta = self.meta,
		}
		return core.serialize(ds)
	end,

	on_activate = function(self, staticdata)
		self.object:set_armor_groups({immortal = 1})

		local ds = core.deserialize(staticdata)
		if ds and ds.node then
			self:set_node(ds.node, ds.meta)
		elseif ds then
			self:set_node(ds)
		elseif staticdata ~= "" then
			self:set_node({name = staticdata})
		end
	end,

	on_step = function(self, dtime)
		-- Set gravity
		local acceleration = self.object:get_acceleration()
		if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
			self.object:set_acceleration({x = 0, y = -10, z = 0})
		end
		-- Turn to actual node when colliding with ground, or continue to move
		local pos = self.object:get_pos()
		-- Position of bottom center point
		local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
		-- 'bcn' is nil for unloaded nodes
		local bcn = core.get_node_or_nil(bcp)
		-- Delete on contact with ignore at world edges
		if bcn and bcn.name == "ignore" then
			self.object:remove()
			return
		end
		local bcd = bcn and core.registered_nodes[bcn.name]
		if bcn and
				(not bcd or bcd.walkable or
				(core.get_item_group(self.node.name, "float") ~= 0 and
				bcd.liquidtype ~= "none")) then
			if bcd and bcd.leveled and
					bcn.name == self.node.name then
				local addlevel = self.node.level
				if not addlevel or addlevel <= 0 then
					addlevel = bcd.leveled
				end
				if core.add_node_level(bcp, addlevel) == 0 then
					self.object:remove()
					return
				end
			elseif bcd and bcd.buildable_to and
					(core.get_item_group(self.node.name, "float") == 0 or
					bcd.liquidtype == "none") then
				core.remove_node(bcp)
				return
			end
			local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
			-- Check what's here
			local n2 = core.get_node(np)
			local nd = core.registered_nodes[n2.name]
			-- If it's not air or liquid, remove node and replace it with
			-- it's drops
			if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
				core.remove_node(np)
				if nd and nd.buildable_to == false then
					-- Add dropped items
					local drops = core.get_node_drops(n2, "")
					for _, dropped_item in pairs(drops) do
						core.add_item(np, dropped_item)
					end
				end
				-- Run script hook
				for _, callback in pairs(core.registered_on_dignodes) do
					callback(np, n2)
				end
			end
			-- Create node and remove entity
			local def = core.registered_nodes[self.node.name]
			if def then
				core.add_node(np, self.node)
				if self.meta then
					local meta = core.get_meta(np)
					meta:from_table(self.meta)
				end
				if def.sounds and def.sounds.place then
					core.sound_play(def.sounds.place, {pos = np})
				end
			end
			self.object:remove()
			core.check_for_falling(np)
			return
		end
		local vel = self.object:get_velocity()
		if vector.equals(vel, {x = 0, y = 0, z = 0}) then
			local npos = self.object:get_pos()
			self.object:set_pos(vector.round(npos))
		end
	end
})

local function convert_to_falling_node(pos, node)
	local obj = core.add_entity(pos, "__builtin:falling_node")
	if not obj then
		return false
	end
	node.level = core.get_node_level(pos)
	local meta = core.get_meta(pos)
	local metatable = meta and meta:to_table() or {}

	local def = core.registered_nodes[node.name]
	if def and def.sounds and def.sounds.fall then
		core.sound_play(def.sounds.fall, {pos = pos})
	end

	obj:get_luaentity():set_node(node, metatable)
	core.remove_node(pos)
	return true
end

function core.spawn_falling_node(pos)
	local node = core.get_node(pos)
	if node.name == "air" or node.name == "ignore" then
		return false
	end
	return convert_to_falling_node(pos, node)
end

local function drop_attached_node(p)
	local n = core.get_node(p)
	local drops = core.get_node_drops(n, "")
	local def = core.registered_items[n.name]
	if def and def.preserve_metadata then
		local oldmeta = core.get_meta(p):to_table().fields
		-- Copy pos and node because the callback can modify them.
		local pos_copy = {x=p.x, y=p.y, z=p.z}
		local node_copy = {name=n.name, param1=n.param1, param2=n.param2}
		local drop_stacks = {}
		for k, v in pairs(drops) do
			drop_stacks[k] = ItemStack(v)
		end
		drops = drop_stacks
		def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
	end
	if def and def.sounds and def.sounds.fall then
		core.sound_play(def.sounds.fall, {pos = p})
	end
	core.remove_node(p)
	for _, item in pairs(drops) do
		local pos = {
			x = p.x + math.random()/2 - 0.25,
			y = p.y + math.random()/2 - 0.25,
			z = p.z + math.random()/2 - 0.25,
		}
		core.add_item(pos, item)
	end
end

function builtin_shared.check_attached_node(p, n)
	local def = core.registered_nodes[n.name]
	local d = {x = 0, y = 0, z = 0}
	if def.paramtype2 == "wallmounted" or
			def.paramtype2 == "colorwallmounted" then
		-- The fallback vector here is in case 'wallmounted to dir' is nil due
		-- to voxelmanip placing a wallmounted node without resetting a
		-- pre-existing param2 value that is out-of-range for wallmounted.
		-- The fallback vector corresponds to param2 = 0.
		d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
	else
		d.y = -1
	end
	local p2 = vector.add(p, d)
	local nn = core.get_node(p2).name
	local def2 = core.registered_nodes[nn]
	if def2 and not def2.walkable then
		return false
	end
	return true
end

--
-- Some common functions
--

function core.check_single_for_falling(p)
	local n = core.get_node(p)
	if core.get_item_group(n.name, "falling_node") ~= 0 then
		local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
		-- Only spawn falling node if node below is loaded
		local n_bottom = core.get_node_or_nil(p_bottom)
		local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
		if d_bottom and

				(core.get_item_group(n.name, "float") == 0 or
				d_bottom.liquidtype == "none") and

				(n.name ~= n_bottom.name or (d_bottom.leveled and
				core.get_node_level(p_bottom) <
				core.get_node_max_level(p_bottom))) and

				(not d_bottom.walkable or d_bottom.buildable_to) then
			convert_to_falling_node(p, n)
			return true
		end
	end

	if core.get_item_group(n.name, "attached_node") ~= 0 then
		if not builtin_shared.check_attached_node(p, n) then
			drop_attached_node(p)
			return true
		end
	end

	return false
end

-- This table is specifically ordered.
-- We don't walk diagonals, only our direct neighbors, and self.
-- Down first as likely case, but always before self. The same with sides.
-- Up must come last, so that things above self will also fall all at once.
local check_for_falling_neighbors = {
	{x = -1, y = -1, z = 0},
	{x = 1, y = -1, z = 0},
	{x = 0, y = -1, z = -1},
	{x = 0, y = -1, z = 1},
	{x = 0, y = -1, z = 0},
	{x = -1, y = 0, z = 0},
	{x = 1, y = 0, z = 0},
	{x = 0, y = 0, z = 1},
	{x = 0, y = 0, z = -1},
	{x = 0, y = 0, z = 0},
	{x = 0, y = 1, z = 0},
}

function core.check_for_falling(p)
	-- Round p to prevent falling entities to get stuck.
	p = vector.round(p)

	-- We make a stack, and manually maintain size for performance.
	-- Stored in the stack, we will maintain tables with pos, and
	-- last neighbor visited. This way, when we get back to each
	-- node, we know which directions we have already walked, and
	-- which direction is the next to walk.
	local s = {}
	local n = 0
	-- The neighbor order we will visit from our table.
	local v = 1

	while true do
		-- Push current pos onto the stack.
		n = n + 1
		s[n] = {p = p, v = v}
		-- Select next node from neighbor list.
		p = vector.add(p, check_for_falling_neighbors[v])
		-- Now we check out the node. If it is in need of an update,
		-- it will let us know in the return value (true = updated).
		if not core.check_single_for_falling(p) then
			-- If we don't need to "recurse" (walk) to it then pop
			-- our previous pos off the stack and continue from there,
			-- with the v value we were at when we last were at that
			-- node
			repeat
				local pop = s[n]
				p = pop.p
				v = pop.v
				s[n] = nil
				n = n - 1
				-- If there's nothing left on the stack, and no
				-- more sides to walk to, we're done and can exit
				if n == 0 and v == 11 then
					return
				end
			until v < 11
			-- The next round walk the next neighbor in list.
			v = v + 1
		else
			-- If we did need to walk the neighbor, then
			-- start walking it from the walk order start (1),
			-- and not the order we just pushed up the stack.
			v = 1
		end
	end
end

--
-- Global callbacks
--

local function on_placenode(p, node)
	core.check_for_falling(p)
end
core.register_on_placenode(on_placenode)

local function on_dignode(p, node)
	core.check_for_falling(p)
end
core.register_on_dignode(on_dignode)

local function on_punchnode(p, node)
	core.check_for_falling(p)
end
core.register_on_punchnode(on_punchnode)
opt">*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); 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->getTextureRaw("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;} 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->getTextureRaw("")); 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 = item.getDefinition(idef).inventory_texture; } 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; // determined locally // Property-ish things ObjectProperties m_prop; // scene::ISceneManager *m_smgr; IrrlichtDevice *m_irr; core::aabbox3d<f32> m_selection_box; scene::IMeshSceneNode *m_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; 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; public: GenericCAO(IGameDef *gamedef, ClientEnvironment *env): ClientActiveObject(0, gamedef, env), // m_is_player(false), m_is_local_player(false), // 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_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_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) { if(gamedef == NULL) ClientActiveObject::registerType(getType(), create); } void initialize(const std::string &data) { infostream<<"GenericCAO: Got init data"<<std::endl; std::istringstream is(data, std::ios::binary); // version u8 version = readU8(is); // check version if(version != 0){ errorstream<<"GenericCAO: Unsupported init data version" <<std::endl; return; } m_name = deSerializeString(is); m_is_player = readU8(is); m_position = readV3F1000(is); m_yaw = readF1000(is); m_hp = readS16(is); int num_messages = readU8(is); 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; } } } ~GenericCAO() { } 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_local_player) return NULL; return &m_selection_box; } v3f getPosition() { return pos_translator.vect_show; } void removeFromScene() { if(m_meshnode){ m_meshnode->remove(); m_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_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->getTextureRaw("unknown_block.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)); } 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 *mesh = item.getDefinition(idef).wield_mesh; m_meshnode = smgr->addMeshSceneNode(mesh, NULL); 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_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(); } void expireVisuals() { m_visuals_expired = true; } void updateLight(u8 light_at_pos) { bool is_visible = (m_hp != 0); u8 li = decode_light(light_at_pos); m_last_light = li; video::SColor color(255,li,li,li); if(m_meshnode){ setMeshColor(m_meshnode->getMesh(), color); m_meshnode->setVisible(is_visible); } if(m_spritenode){ m_spritenode->setColor(color); m_spritenode->setVisible(is_visible); } } v3s16 getLightPosition() { return floatToInt(m_position, BS); } void updateNodePos() { 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_spritenode){ m_spritenode->setPosition(pos_translator.vect_show); } } void step(float dtime, ClientEnvironment *env) { v3f lastpos = pos_translator.vect_show; if(m_visuals_expired && m_smgr && m_irr){ m_visuals_expired = false; removeFromScene(); addToScene(m_smgr, m_gamedef->tsrc(), m_irr); } if(m_prop.physical){ core::aabbox3d<f32> box = m_prop.collisionbox; box.MinEdge *= BS; box.MaxEdge *= BS; collisionMoveResult moveresult; f32 pos_max_d = BS*0.25; // Distance per iteration v3f p_pos = m_position; v3f p_velocity = m_velocity; IGameDef *gamedef = env->getGameDef(); moveresult = collisionMovePrecise(&env->getMap(), gamedef, pos_max_d, box, dtime, p_pos, p_velocity); // Apply results m_position = p_pos; m_velocity = p_velocity; bool is_end_position = moveresult.collides; pos_translator.update(m_position, is_end_position, dtime); pos_translator.translate(dtime); updateNodePos(); m_velocity += dtime * m_acceleration; } 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(fabs(m_prop.automatic_rotate) > 0.001){ m_yaw += dtime * m_prop.automatic_rotate * 180 / 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) / 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(); if(m_spritenode) { if(m_prop.visual == "sprite") { std::string texturestring = "unknown_block.png"; if(m_prop.textures.size() >= 1) texturestring = m_prop.textures[0]; texturestring += mod; m_spritenode->setMaterialTexture(0, tsrc->getTextureRaw(texturestring)); } } if(m_meshnode) { if(m_prop.visual == "cube") { for (u32 i = 0; i < 6; ++i) { std::string texturestring = "unknown_block.png"; if(m_prop.textures.size() > i) texturestring = m_prop.textures[i]; texturestring += mod; AtlasPointer ap = tsrc->getTexture(texturestring); // Get the tile texture and atlas transformation video::ITexture* atlas = ap.atlas; v2f pos = ap.pos; v2f size = ap.size; // 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, atlas); material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y); material.getTextureMatrix(0).setTextureScale(size.X, size.Y); } } 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->getTextureRaw(tname)); } { 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->getTextureRaw(tname)); } } } } 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) { 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(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_PUNCHED) { /*s16 damage =*/ readS16(is); s16 result_hp = readS16(is); m_hp = result_hp; } else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) { m_armor_groups.clear();