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/*
Minetest-c55
Copyright (C) 2010 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.
*/

// This file contains the DEPRECATED MapBlockObject system

#ifndef MAPBLOCKOBJECT_HEADER
#define MAPBLOCKOBJECT_HEADER

#include "common_irrlicht.h"
#include <math.h>
#include <string>
#include "serialization.h"
#include "mapnode.h"
#include "constants.h"
#include "debug.h"

#define MAPBLOCKOBJECT_TYPE_PLAYER 0
#define MAPBLOCKOBJECT_TYPE_SIGN 2
#define MAPBLOCKOBJECT_TYPE_RAT 3
#define MAPBLOCKOBJECT_TYPE_ITEM 4
// Used for handling selecting special stuff
//#define MAPBLOCKOBJECT_TYPE_PSEUDO 1000

class MapBlock;

class MapBlockObject
{
public:
	MapBlockObject(MapBlock *block, s16 id, v3f pos):
		m_collision_box(NULL),
		m_selection_box(NULL),
		m_block(block),
		m_id(id),
		m_pos(pos)
	{
	}
	virtual ~MapBlockObject()
	{
	}

	s16 getId()
	{
		return m_id;
	}
	MapBlock* getBlock()
	{
		return m_block;
	}
	
	// Writes id, pos and typeId
	void serializeBase(std::ostream &os, u8 version)
	{
		u8 buf[6];

		// id
		writeS16(buf, m_id);
		os.write((char*)buf, 2);
		
		// position
		// stored as x1000/BS v3s16
		v3s16 pos_i(m_pos.X*1000/BS, m_pos.Y*1000/BS, m_pos.Z*1000/BS);
		writeV3S16(buf, pos_i);
		os.write((char*)buf, 6);

		// typeId
		writeU16(buf, getTypeId());
		os.write((char*)buf, 2);
	}
	
	// Position where the object is drawn relative to block
	virtual v3f getRelativeShowPos()
	{
		return m_pos;
	}
	// Get floating point position on map
	v3f getAbsolutePos();

	void setBlockChanged();

	// Shootline is relative to block
	bool isSelected(core::line3d<f32> shootline)
	{
		if(m_selection_box == NULL)
			return false;

		core::aabbox3d<f32> offsetted_box(
				m_selection_box->MinEdge + m_pos,
				m_selection_box->MaxEdge + m_pos
		);

		return offsetted_box.intersectsWithLine(shootline);
	}

	core::aabbox3d<f32> getSelectionBoxOnMap()
	{
		v3f absolute_pos = getAbsolutePos();

		core::aabbox3d<f32> box(
				m_selection_box->MinEdge + absolute_pos,
				m_selection_box->MaxEdge + absolute_pos
		);

		return box;
	}
	
	/*
		Implementation interface
	*/

	virtual u16 getTypeId() const = 0;
	// Shall call serializeBase and then write the parameters
	virtual void serialize(std::ostream &os, u8 version) = 0;
	// Shall read parameters from stream
	virtual void update(std::istream &is, u8 version) = 0;

	virtual std::string getInventoryString() { return "None"; }
	
	// Reimplementation shall call this.
	virtual void updatePos(v3f pos)
	{
		m_pos = pos;
	}
	
	// Shall move the object around, modify it and possibly delete it.
	// Typical dtimes are 0.2 and 10000.
	// A return value of true requests deletion of the object by the caller.
	// NOTE: Only server calls this.
	virtual bool serverStep(float dtime, u32 daynight_ratio)
	{ return false; };

#ifdef SERVER
	void clientStep(float dtime) {};
	void addToScene(void *smgr) {};
	void removeFromScene() {};
	void updateLight(u8 light_at_pos) {};
#else
	// This should do slight animations only or so
	virtual void clientStep(float dtime) {};

	// NOTE: These functions should do nothing if the asked state is
	//       same as the current state
	// Shall add and remove relevant scene nodes for rendering the
	// object in the game world
	virtual void addToScene(scene::ISceneManager *smgr) = 0;
	// Shall remove stuff from the scene
	// Should return silently if there is nothing to remove
	// NOTE: This has to be called before calling destructor
	virtual void removeFromScene() = 0;
	
	// 0 <= light_at_pos <= LIGHT_SUN
	virtual void updateLight(u8 light_at_pos) {};
#endif

	virtual std::string infoText() { return ""; }
	
	// Shall be left NULL if doesn't collide
	// Position is relative to m_pos in block
	core::aabbox3d<f32> * m_collision_box;
	
	// Shall be left NULL if can't be selected
	core::aabbox3d<f32> * m_selection_box;

protected:
	MapBlock *m_block;
	// This differentiates the instance of the object
	// Not same as typeId.
	s16 m_id;
	// Position of the object inside the block
	// Units is node coordinates * BS
	v3f m_pos;

	friend class MapBlockObjectList;
};

#if 0
/*
	Used for handling selections of special stuff
*/
class PseudoMBObject : public MapBlockObject
{
public:
	// The constructor of every MapBlockObject should be like this
	PseudoMBObject(MapBlock *block, s16 id, v3f pos):
		MapBlockObject(block, id, pos)
	{
	}
	virtual ~PseudoMBObject()
	{
		if(m_selection_box)
			delete m_selection_box;
	}
	
	/*
		Implementation interface
	*/
	virtual u16 getTypeId() const
	{
		return MAPBLOCKOBJECT_TYPE_PSEUDO;
	}
	virtual void serialize(std::ostream &os, u8 version)
	{
		assert(0);
	}
	virtual void update(std::istream &is, u8 version)
	{
		assert(0);
	}
	virtual bool serverStep(float dtime, u32 daynight_ratio)
	{
		assert(0);
	}

	/*
		Special methods
	*/
	
	void setSelectionBox(core::aabbox3d<f32> box)
	{
		m_selection_box = new core::aabbox3d<f32>(box);
	}
	
protected:
};
#endif

class MovingObject : public MapBlockObject
{
public:
	// The constructor of every MapBlockObject should be like this
	MovingObject(MapBlock *block, s16 id, v3f pos):
		MapBlockObject(block, id, pos),
		m_speed(0,0,0),
		m_oldpos(pos),
		m_pos_animation_time(0),
		m_showpos(pos)
	{
		m_touching_ground = false;
	}
	virtual ~MovingObject()
	{
	}
	
	/*
		Implementation interface
	*/
	
	virtual u16 getTypeId() const = 0;

	virtual void serialize(std::ostream &os, u8 version)
	{
		serializeBase(os, version);

		u8 buf[6];

		// Write speed
		// stored as x100/BS v3s16
		v3s16 speed_i(m_speed.X*100/BS, m_speed.Y*100/BS, m_speed.Z*100/BS);
		writeV3S16(buf, speed_i);
		os.write((char*)buf, 6);
	}
	virtual void update(std::istream &is, u8 version)
	{
		u8 buf[6];
		
		// Read speed
		// stored as x100/BS v3s16
		is.read((char*)buf, 6);
		v3s16 speed_i = readV3S16(buf);
		v3f speed((f32)speed_i.X/100*BS,
				(f32)speed_i.Y/100*BS,
				(f32)speed_i.Z/100*BS);

		m_speed = speed;
	}
	
	// Reimplementation shall call this.
	virtual void updatePos(v3f pos)
	{
		m_oldpos = m_showpos;
		m_pos = pos;
		
		if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
			m_pos_animation_time = m_pos_animation_time_counter;
		else
			m_pos_animation_time = m_pos_animation_time * 0.9
					+ m_pos_animation_time_counter * 0.1;
		m_pos_animation_time_counter = 0;
		m_pos_animation_counter = 0;
	}
	
	// Position where the object is drawn relative to block
	virtual v3f getRelativeShowPos()
	{
		return m_showpos;
	}
	// Returns m_showpos relative to whole map
	v3f getAbsoluteShowPos();

	virtual bool serverStep(float dtime, u32 daynight_ratio)
	{ return false; };
	virtual void clientStep(float dtime)
	{};
	
	/*virtual void addToScene(scene::ISceneManager *smgr) = 0;
	virtual void removeFromScene() = 0;*/

	/*
		Special methods
	*/
	
	// Move with collision detection, server side
	void move(float dtime, v3f acceleration);

	// Move from old position to new position, client side
	void simpleMove(float dtime);
	
protected:
	v3f m_speed;
	bool m_touching_ground;
	// Client-side moving
	v3f m_oldpos;
	f32 m_pos_animation_counter;
	f32 m_pos_animation_time;
	f32 m_pos_animation_time_counter;
	v3f m_showpos;
};

class SignObject : public MapBlockObject
{
public:
	// The constructor of every MapBlockObject should be like this
	SignObject(MapBlock *block, s16 id, v3f pos):
		MapBlockObject(block, id, pos),
		m_node(NULL)
	{
		m_selection_box = new core::aabbox3d<f32>
				(-BS*0.4,-BS*0.5,-BS*0.4, BS*0.4,BS*0.5,BS*0.4);
	}
	virtual ~SignObject()
	{
		delete m_selection_box;
	}
	
	/*
		Implementation interface
	*/
	virtual u16 getTypeId() const
	{
		return MAPBLOCKOBJECT_TYPE_SIGN;
	}
	virtual void serialize(std::ostream &os, u8 version)
	{
		serializeBase(os, version);
		u8 buf[2];

		// Write yaw * 10
		writeS16(buf, m_yaw * 10);
		os.write((char*)buf, 2);

		// Write text length
		writeU16(buf, m_text.size());
		os.write((char*)buf, 2);
		
		// Write text
		os.write(m_text.c_str(), m_text.size());
	}
	virtual void update(std::istream &is, u8 version)
	{
		u8 buf[2];

		// Read yaw * 10
		is.read((char*)buf, 2);
		s16 yaw_i = readS16(buf);
		m_yaw = (f32)yaw_i / 10;

		// Read text length
		is.read((char*)buf, 2);
		u16 size = readU16(buf);

		// Read text
		m_text.clear();
		for(u16 i=0; i<size; i++)
		{
			is.read((char*)buf, 1);
			m_text += buf[0];
		}

		updateSceneNode();
	}
	virtual bool serverStep(float dtime, u32 daynight_ratio)
	{
		return false;
	}
#ifndef SERVER
	virtual void addToScene(scene::ISceneManager *smgr)
	{
		if(m_node != NULL)
			return;
		
		video::IVideoDriver* driver = smgr->getVideoDriver();
		
		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,-BS/2,0, 0,0,0, c, 0,1),
			video::S3DVertex(-BS/2,-BS/2,0, 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_BACK_FACE_CULLING, false);
		buf->getMaterial().setTexture
				(0, driver->getTexture(getTexturePath("sign.png").c_str()));
		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();
		}
		{ // Back
		scene::IMeshBuffer *buf = new scene::SMeshBuffer();
		video::SColor c(255,255,255,255);
		video::S3DVertex vertices[4] =
		{
			video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
			video::S3DVertex(BS/2,-BS/2,0, 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_BACK_FACE_CULLING, false);
		buf->getMaterial().setTexture
				(0, driver->getTexture(getTexturePath("sign_back.png").c_str()));
		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();

		updateSceneNode();
	}
	virtual void removeFromScene()
	{
		if(m_node != NULL)
		{
			m_node->remove();
			m_node = NULL;
		}
	}
	virtual 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);

		scene::IMesh *mesh = m_node->getMesh();
		
		u16 mc = mesh->getMeshBufferCount();
		for(u16 j=0; j<mc; j++)
		{
			scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);