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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);
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