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path: root/src/content_cao.cpp
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/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.

You should have received a copy of the GNU 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 "utility.h" // For IntervalLimiter
#include "itemdef.h"
#include "tool.h"
class Settings;
struct ToolCapabilities;

core::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);

private:
	scene::IMeshSceneNode *m_node;
	v3f m_position;
};

/*
	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;
};

/*
	LuaEntityCAO
*/

#include "luaentity_common.h"

class LuaEntityCAO : public ClientActiveObject
{
private:
	core::aabbox3d<f32> m_selection_box;
	scene::IMeshSceneNode *m_meshnode;
	scene::IBillboardSceneNode *m_spritenode;
	v3f m_position;
	v3f m_velocity;
	v3f m_acceleration;
	float m_yaw;
	s16 m_hp;
	struct LuaEntityProperties *m_prop;
	SmoothTranslator pos_translator;
	// Spritesheet/animation stuff
	v2f m_tx_size;
	v2s16 m_tx_basepos;
	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;

public:
	LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
		ClientActiveObject(0, gamedef, env),
		m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
		m_meshnode(NULL),
		m_spritenode(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_prop(new LuaEntityProperties),
		m_tx_size(1,1),
		m_tx_basepos(0,0),
		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)
	{
		if(gamedef == NULL)
			ClientActiveObject::registerType(getType(), create);
	}

	void initialize(const std::string &data)
	{
		infostream<<"LuaEntityCAO: Got init data"<<std::endl;
		
		std::istringstream is(data, std::ios::binary);
		// version
		u8 version = readU8(is);
		// check version
		if(version != 1)
			return;
		// pos
		m_position = readV3F1000(is);
		// yaw
		m_yaw = readF1000(is);
		// hp
		m_hp = readS16(is);
		// properties
		std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
		m_prop->deSerialize(prop_is);

		infostream<<"m_prop: "<<m_prop->dump()<<std::endl;

		m_selection_box = m_prop->collisionbox;
		m_selection_box.MinEdge *= BS;
		m_selection_box.MaxEdge *= BS;
			
		pos_translator.init(m_position);

		m_tx_size.X = 1.0 / m_prop->spritediv.X;
		m_tx_size.Y = 1.0 / m_prop->spritediv.Y;
		m_tx_basepos.X = m_tx_size.X * m_prop->initial_sprite_basepos.X;
		m_tx_basepos.Y = m_tx_size.Y * m_prop->initial_sprite_basepos.Y;
		
		updateNodePos();
	}

	~LuaEntityCAO()
	{
		delete m_prop;
	}

	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
	{
		return new LuaEntityCAO(gamedef, env);
	}

	u8 getType() const
	{
		return ACTIVEOBJECT_TYPE_LUAENTITY;
	}
	core::aabbox3d<f32>* getSelectionBox()
	{
		return &m_selection_box;
	}
	v3f getPosition()
	{
		return pos_translator.vect_show;
	}
		
	void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr)
	{
		if(m_meshnode != NULL || m_spritenode != NULL)
			return;
		
		//video::IVideoDriver* driver = smgr->getVideoDriver();

		if(m_prop->visual == "sprite"){
			infostream<<"LuaEntityCAO::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);
			m_spritenode->setColor(video::SColor(255,0,0,0));
			m_spritenode->setVisible(false); /* Set visible when brightness is known */
			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 == "cube"){
			infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
			scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
			m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
			mesh->drop();
			
			m_meshnode->setScale(v3f(1));
			// Will be shown when we know the brightness
			m_meshnode->setVisible(false);
		} else {
			infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
					<<"\" not supported"<<std::endl;
		}
		updateTextures("");
		updateNodePos();
	}

	void removeFromScene()
	{
		if(m_meshnode){
			m_meshnode->remove();
			m_meshnode = NULL;
		}
		if(m_spritenode){
			m_spritenode->remove();
			m_spritenode = NULL;
		}
	}

	void updateLight(u8 light_at_pos)
	{
		u8 li = decode_light(light_at_pos);
		video::SColor color(255,li,li,li);
		if(m_meshnode){
			setMeshColor(m_meshnode->getMesh(), color);
			m_meshnode->setVisible(true);
		}
		if(m_spritenode){
			m_spritenode->setColor(color);
			m_spritenode->setVisible(true);
		}
	}

	v3s16 getLightPosition()
	{
		return floatToInt(m_position, BS);
	}

	void updateNodePos()
	{
		if(m_meshnode){
			m_meshnode->setPosition(pos_translator.vect_show);
		}
		if(m_spritenode){
			m_spritenode->setPosition(pos_translator.vect_show);
		}
	}

	void step(float dtime, ClientEnvironment *env)
	{
		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();
		}

		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();
	}

	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){
			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){
			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);
			}
		}
	}

	void processMessage(const std::string &data)
	{
		//infostream<<"LuaEntityCAO: Got message"<<std::endl;
		std::istringstream is(data, std::ios::binary);
		// command
		u8 cmd = readU8(is);
		if(cmd == LUAENTITY_CMD_UPDATE_POSITION) // update position
		{
			// do_interpolate
			bool do_interpolate = readU8(is);
			// pos
			m_position = readV3F1000(is);
			// velocity
			m_velocity = readV3F1000(is);
			// acceleration
			m_acceleration = readV3F1000(is);
			// yaw
			m_yaw = readF1000(is);
			// is_end_position (for interpolation)
			bool is_end_position = readU8(is);
			// update_interval
			float update_interval = readF1000(is);
			
			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 == LUAENTITY_CMD_SET_TEXTURE_MOD) // set texture modification
		{
			std::string mod = deSerializeString(is);
			updateTextures(mod);
		}
		else if(cmd == LUAENTITY_CMD_SET_SPRITE) // 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 == LUAENTITY_CMD_PUNCHED)
		{
			/*s16 damage =*/ readS16(is);
			s16 result_hp = readS16(is);
			
			m_hp = result_hp;
			// TODO: Execute defined fast response
		}
		else if(cmd == LUAENTITY_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)
		{
			if(result.damage < m_hp)
				m_hp -= result.damage;
			else
				m_hp = 0;
			// TODO: Execute defined fast response
		}
		
		return false;
	}
	
	std::string debugInfoText()
	{
		std::ostringstream os(std::ios::binary);
		os<<"LuaEntityCAO \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
LuaEntityCAO proto_LuaEntityCAO(NULL, NULL);

/*
	PlayerCAO
*/

class PlayerCAO : public ClientActiveObject
{
private:
	core::aabbox3d<f32> m_selection_box;
	scene::IMeshSceneNode *m_node;
	scene::ITextSceneNode* m_text;
	std::string m_name;
	v3f m_position;
	float m_yaw;
	SmoothTranslator pos_translator;
	bool m_is_local_player;
	LocalPlayer *m_local_player;
	float m_damage_visual_timer;
	bool m_dead;

public:
	PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
		ClientActiveObject(0, gamedef, env),
		m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.),
		m_node(NULL),
		m_text(NULL),
		m_position(v3f(0,10*BS,0)),
		m_yaw(0),
		m_is_local_player(false),
		m_local_player(NULL),
		m_damage_visual_timer(0),
		m_dead(false)
	{
		if(gamedef == NULL)
			ClientActiveObject::registerType(getType(), create);
	}

	void initialize(const std::string &data)
	{
		infostream<<"PlayerCAO: Got init data"<<std::endl;
		
		std::istringstream is(data, std::ios::binary);
		// version
		u8 version = readU8(is);
		// check version
		if(version != 0)
			return;
		// name
		m_name = deSerializeString(is);
		// pos
		m_position = readV3F1000(is);
		// yaw
		m_yaw = readF1000(is);
		// dead
		m_dead = readU8(is);

		pos_translator.init(m_position);

		Player *player = m_env->getPlayer(m_name.c_str());
		if(player && player->isLocal()){
			m_is_local_player = true;
			m_local_player = (LocalPlayer*)player;
		}
	}

	~PlayerCAO()
	{
		if(m_node)
			m_node->remove();
	}

	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
	{
		return new PlayerCAO(gamedef, env);
	}

	u8 getType() const
	{
		return ACTIVEOBJECT_TYPE_PLAYER;
	}
	core::aabbox3d<f32>* getSelectionBox()
	{
		if(m_is_local_player)
			return NULL;
		if(m_dead)
			return NULL;
		return &m_selection_box;
	}
	v3f getPosition()
	{
		return pos_translator.vect_show;
	}
		
	void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr)
	{
		if(m_node != NULL)
			return;
		if(m_is_local_player)
			return;
		
		//video::IVideoDriver* driver = smgr->getVideoDriver();
		gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
		
		scene::SMesh *mesh = new scene::SMesh();
		{ // Front
		scene::IMeshBuffer *buf = new scene::SMeshBuffer();
		video::SColor c(255,255,255,255);
		video::S3DVertex vertices[4] =
		{
			video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
			video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
			video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
			video::S3DVertex(-BS/2,BS*2,0, 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();
		video::SColor c(255,255,255,255);
		video::S3DVertex vertices[4] =
		{
			video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
			video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
			video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
			video::S3DVertex(BS/2,BS*2,0, 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_node = 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_node->setReadOnlyMaterials(true);
		updateNodePos();

		// Add a text node for showing the name
		std::wstring wname = narrow_to_wide(m_name);
		m_text = smgr->addTextSceneNode(gui->getBuiltInFont(),
				wname.c_str(), video::SColor(255,255,255,255), m_node);
		m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
		
		updateTextures("");
		updateVisibility();
		updateNodePos();
	}

	void removeFromScene()
	{
		if(m_node == NULL)
			return;

		m_node->remove();
		m_node = NULL;
	}

	void 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);

		updateVisibility();
	}

	v3s16 getLightPosition()
	{
		return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
	}

	void updateVisibility()
	{
		if(m_node == NULL)
			return;

		m_node->setVisible(!m_dead);
	}

	void updateNodePos()
	{
		if(m_node == NULL)
			return;

		m_node->setPosition(pos_translator.vect_show);

		v3f rot = m_node->getRotation();
		rot.Y = -m_yaw;
		m_node->setRotation(rot);
	}

	void step(float dtime, ClientEnvironment *env)
	{
		pos_translator.translate(dtime);
		updateVisibility();
		updateNodePos();

		if(m_damage_visual_timer > 0){
			m_damage_visual_timer -= dtime;
			if(m_damage_visual_timer <= 0){
				updateTextures("");
			}
		}
	}

	void processMessage(const std::string &data)
	{
		//infostream<<"PlayerCAO: Got message"<<std::endl;
		std::istringstream is(data, std::ios::binary);
		// command
		u8 cmd = readU8(is);
		if(cmd == 0) // update position
		{
			// pos
			m_position = readV3F1000(is);
			// yaw
			m_yaw = readF1000(is);

			pos_translator.update(m_position, false);

			updateNodePos();
		}
		else if(cmd == 1) // punched
		{
			// damage
			s16 damage = readS16(is);
			m_damage_visual_timer = 0.05;
			if(damage >= 2)
				m_damage_visual_timer += 0.05 * damage;
			updateTextures("^[brighten");
		}
		else if(cmd == 2) // died or respawned
		{
			m_dead = readU8(is);
			updateVisibility();
		}
	}

	void updateTextures(const std::string &mod)
	{
		if(!m_node)
			return;
		ITextureSource *tsrc = m_gamedef->tsrc();
		scene::IMesh *mesh = m_node->getMesh();
		if(mesh){
			{
				std::string tname = "player.png";
				tname += mod;
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
				buf->getMaterial().setTexture(0,
						tsrc->getTextureRaw(tname));
			}
			{
				std::string tname = "player_back.png";
				tname += mod;
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
				buf->getMaterial().setTexture(0,
						tsrc->getTextureRaw(tname));
			}
		}
	}
};

// Prototype
PlayerCAO proto_PlayerCAO(NULL, NULL);