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-rw-r--r--src/client/content_cao.cpp1611
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diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp
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+++ b/src/client/content_cao.cpp
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+/*
+Minetest
+Copyright (C) 2010-2013 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 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.
+*/
+
+#include <ICameraSceneNode.h>
+#include <ITextSceneNode.h>
+#include <IBillboardSceneNode.h>
+#include <IMeshManipulator.h>
+#include <IAnimatedMeshSceneNode.h>
+#include "content_cao.h"
+#include "util/numeric.h" // For IntervalLimiter
+#include "util/serialize.h"
+#include "util/basic_macros.h"
+#include "client/sound.h"
+#include "client/tile.h"
+#include "environment.h"
+#include "collision.h"
+#include "settings.h"
+#include "serialization.h" // For decompressZlib
+#include "clientobject.h"
+#include "mesh.h"
+#include "itemdef.h"
+#include "tool.h"
+#include "content_cso.h"
+#include "sound.h"
+#include "nodedef.h"
+#include "localplayer.h"
+#include "map.h"
+#include "camera.h" // CameraModes
+#include "client.h"
+#include "wieldmesh.h"
+#include <algorithm>
+#include <cmath>
+#include "client/renderingengine.h"
+
+class Settings;
+struct ToolCapabilities;
+
+std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
+
+template<typename T>
+void SmoothTranslator<T>::init(T current)
+{
+ val_old = current;
+ val_current = current;
+ val_target = current;
+ anim_time = 0;
+ anim_time_counter = 0;
+ aim_is_end = true;
+}
+
+template<typename T>
+void SmoothTranslator<T>::update(T new_target, bool is_end_position, float update_interval)
+{
+ aim_is_end = is_end_position;
+ val_old = val_current;
+ val_target = new_target;
+ 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;
+}
+
+template<typename T>
+void SmoothTranslator<T>::translate(f32 dtime)
+{
+ anim_time_counter = anim_time_counter + dtime;
+ T val_diff = val_target - val_old;
+ f32 moveratio = 1.0;
+ if (anim_time > 0.001)
+ moveratio = anim_time_counter / anim_time;
+ f32 move_end = aim_is_end ? 1.0 : 1.5;
+
+ // Move a bit less than should, to avoid oscillation
+ moveratio = std::min(moveratio * 0.8f, move_end);
+ val_current = val_old + val_diff * moveratio;
+}
+
+void SmoothTranslatorWrapped::translate(f32 dtime)
+{
+ anim_time_counter = anim_time_counter + dtime;
+ f32 val_diff = std::abs(val_target - val_old);
+ if (val_diff > 180.f)
+ val_diff = 360.f - val_diff;
+
+ f32 moveratio = 1.0;
+ if (anim_time > 0.001)
+ moveratio = anim_time_counter / anim_time;
+ f32 move_end = aim_is_end ? 1.0 : 1.5;
+
+ // Move a bit less than should, to avoid oscillation
+ moveratio = std::min(moveratio * 0.8f, move_end);
+ wrappedApproachShortest(val_current, val_target,
+ val_diff * moveratio, 360.f);
+}
+
+void SmoothTranslatorWrappedv3f::translate(f32 dtime)
+{
+ anim_time_counter = anim_time_counter + dtime;
+
+ v3f val_diff_v3f;
+ val_diff_v3f.X = std::abs(val_target.X - val_old.X);
+ val_diff_v3f.Y = std::abs(val_target.Y - val_old.Y);
+ val_diff_v3f.Z = std::abs(val_target.Z - val_old.Z);
+
+ if (val_diff_v3f.X > 180.f)
+ val_diff_v3f.X = 360.f - val_diff_v3f.X;
+
+ if (val_diff_v3f.Y > 180.f)
+ val_diff_v3f.Y = 360.f - val_diff_v3f.Y;
+
+ if (val_diff_v3f.Z > 180.f)
+ val_diff_v3f.Z = 360.f - val_diff_v3f.Z;
+
+ f32 moveratio = 1.0;
+ if (anim_time > 0.001)
+ moveratio = anim_time_counter / anim_time;
+ f32 move_end = aim_is_end ? 1.0 : 1.5;
+
+ // Move a bit less than should, to avoid oscillation
+ moveratio = std::min(moveratio * 0.8f, move_end);
+ wrappedApproachShortest(val_current.X, val_target.X,
+ val_diff_v3f.X * moveratio, 360.f);
+
+ wrappedApproachShortest(val_current.Y, val_target.Y,
+ val_diff_v3f.Y * moveratio, 360.f);
+
+ wrappedApproachShortest(val_current.Z, val_target.Z,
+ val_diff_v3f.Z * moveratio, 360.f);
+}
+
+/*
+ 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(Client *client, ClientEnvironment *env);
+ virtual ~TestCAO() = default;
+
+ ActiveObjectType getType() const
+ {
+ return ACTIVEOBJECT_TYPE_TEST;
+ }
+
+ static ClientActiveObject* create(Client *client, ClientEnvironment *env);
+
+ void addToScene(ITextureSource *tsrc);
+ void removeFromScene(bool permanent);
+ void updateLight(u8 light_at_pos);
+ v3s16 getLightPosition();
+ void updateNodePos();
+
+ void step(float dtime, ClientEnvironment *env);
+
+ void processMessage(const std::string &data);
+
+ bool getCollisionBox(aabb3f *toset) const { return false; }
+private:
+ scene::IMeshSceneNode *m_node;
+ v3f m_position;
+};
+
+// Prototype
+TestCAO proto_TestCAO(NULL, NULL);
+
+TestCAO::TestCAO(Client *client, ClientEnvironment *env):
+ ClientActiveObject(0, client, env),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0))
+{
+ ClientActiveObject::registerType(getType(), create);
+}
+
+ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
+{
+ return new TestCAO(client, env);
+}
+
+void TestCAO::addToScene(ITextureSource *tsrc)
+{
+ 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->getTextureForMesh("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 = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ updateNodePos();
+}
+
+void TestCAO::removeFromScene(bool permanent)
+{
+ if (!m_node)
+ 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)
+ 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();
+ }
+}
+
+/*
+ GenericCAO
+*/
+
+#include "genericobject.h"
+
+GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
+ ClientActiveObject(0, client, env)
+{
+ if (client == NULL) {
+ ClientActiveObject::registerType(getType(), create);
+ } else {
+ m_client = client;
+ }
+}
+
+bool GenericCAO::getCollisionBox(aabb3f *toset) const
+{
+ if (m_prop.physical)
+ {
+ //update collision box
+ toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+ toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+ toset->MinEdge += m_position;
+ toset->MaxEdge += m_position;
+
+ return true;
+ }
+
+ return false;
+}
+
+bool GenericCAO::collideWithObjects() const
+{
+ return m_prop.collideWithObjects;
+}
+
+void GenericCAO::initialize(const std::string &data)
+{
+ infostream<<"GenericCAO: Got init data"<<std::endl;
+ processInitData(data);
+
+ if (m_is_player) {
+ // Check if it's the current player
+ LocalPlayer *player = m_env->getLocalPlayer();
+ if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
+ m_is_local_player = true;
+ m_is_visible = false;
+ player->setCAO(this);
+ }
+ }
+}
+
+void GenericCAO::processInitData(const std::string &data)
+{
+ std::istringstream is(data, std::ios::binary);
+ int num_messages = 0;
+ // version
+ u8 version = readU8(is);
+ // check version
+ if (version == 1) { // In PROTOCOL_VERSION 14
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
+ m_id = readU16(is);
+ m_position = readV3F1000(is);
+ m_rotation = readV3F1000(is);
+ m_hp = readS16(is);
+ num_messages = readU8(is);
+ } else {
+ errorstream<<"GenericCAO: Unsupported init data version"
+ <<std::endl;
+ return;
+ }
+
+ for (int i = 0; i < num_messages; i++) {
+ std::string message = deSerializeLongString(is);
+ processMessage(message);
+ }
+
+ m_rotation = wrapDegrees_0_360_v3f(m_rotation);
+ pos_translator.init(m_position);
+ rot_translator.init(m_rotation);
+ updateNodePos();
+}
+
+GenericCAO::~GenericCAO()
+{
+ removeFromScene(true);
+}
+
+bool GenericCAO::getSelectionBox(aabb3f *toset) const
+{
+ if (!m_prop.is_visible || !m_is_visible || m_is_local_player
+ || !m_prop.pointable) {
+ return false;
+ }
+ *toset = m_selection_box;
+ return true;
+}
+
+v3f GenericCAO::getPosition()
+{
+ if (getParent() != NULL) {
+ scene::ISceneNode *node = getSceneNode();
+ if (node)
+ return node->getAbsolutePosition();
+
+ return m_position;
+ }
+ return pos_translator.val_current;
+}
+
+const bool GenericCAO::isImmortal()
+{
+ return itemgroup_get(getGroups(), "immortal");
+}
+
+scene::ISceneNode* GenericCAO::getSceneNode()
+{
+ if (m_meshnode) {
+ return m_meshnode;
+ }
+
+ if (m_animated_meshnode) {
+ return m_animated_meshnode;
+ }
+
+ if (m_wield_meshnode) {
+ return m_wield_meshnode;
+ }
+
+ if (m_spritenode) {
+ return m_spritenode;
+ }
+ return NULL;
+}
+
+scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
+{
+ return m_animated_meshnode;
+}
+
+void GenericCAO::setChildrenVisible(bool toset)
+{
+ for (u16 cao_id : m_children) {
+ GenericCAO *obj = m_env->getGenericCAO(cao_id);
+ if (obj) {
+ obj->setVisible(toset);
+ }
+ }
+}
+
+void GenericCAO::setAttachments()
+{
+ updateAttachments();
+}
+
+ClientActiveObject* GenericCAO::getParent() const
+{
+ ClientActiveObject *obj = NULL;
+
+ u16 attached_id = m_env->attachement_parent_ids[getId()];
+
+ if ((attached_id != 0) &&
+ (attached_id != getId())) {
+ obj = m_env->getActiveObject(attached_id);
+ }
+ return obj;
+}
+
+void GenericCAO::removeFromScene(bool permanent)
+{
+ // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+ if((m_env != NULL) && (permanent))
+ {
+ for (u16 ci : m_children) {
+ if (m_env->attachement_parent_ids[ci] == getId()) {
+ m_env->attachement_parent_ids[ci] = 0;
+ }
+ }
+ m_children.clear();
+
+ m_env->attachement_parent_ids[getId()] = 0;
+
+ LocalPlayer* player = m_env->getLocalPlayer();
+ if (this == player->parent) {
+ player->parent = NULL;
+ player->isAttached = false;
+ }
+ }
+
+ if (m_meshnode) {
+ m_meshnode->remove();
+ m_meshnode->drop();
+ m_meshnode = NULL;
+ } else if (m_animated_meshnode) {
+ m_animated_meshnode->remove();
+ m_animated_meshnode->drop();
+ m_animated_meshnode = NULL;
+ } else if (m_wield_meshnode) {
+ m_wield_meshnode->remove();
+ m_wield_meshnode->drop();
+ m_wield_meshnode = NULL;
+ } else if (m_spritenode) {
+ m_spritenode->remove();
+ m_spritenode->drop();
+ m_spritenode = NULL;
+ }
+
+ if (m_nametag) {
+ m_client->getCamera()->removeNametag(m_nametag);
+ m_nametag = NULL;
+ }
+}
+
+void GenericCAO::addToScene(ITextureSource *tsrc)
+{
+ m_smgr = RenderingEngine::get_scene_manager();
+
+ if (getSceneNode() != NULL) {
+ return;
+ }
+
+ m_visuals_expired = false;
+
+ if (!m_prop.is_visible) {
+ return;
+ }
+
+ video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
+ video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+ if (m_prop.visual == "sprite") {
+ infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
+ m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
+ NULL, v2f(1, 1), v3f(0,0,0), -1);
+ m_spritenode->grab();
+ m_spritenode->setMaterialTexture(0,
+ tsrc->getTextureForMesh("unknown_node.png"));
+ m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_spritenode->setMaterialType(material_type);
+ 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;
+ u8 li = m_last_light;
+ video::SColor c(255, li, li, li);
+
+ { // Front
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ 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),
+ };
+ if (m_is_player) {
+ // Move minimal Y position to 0 (feet position)
+ for (video::S3DVertex &vertex : vertices)
+ vertex.Pos.Y += dy;
+ }
+ 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::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),
+ };
+ if (m_is_player) {
+ // Move minimal Y position to 0 (feet position)
+ for (video::S3DVertex &vertex : vertices)
+ vertex.Pos.Y += dy;
+ }
+ 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 = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
+ m_meshnode->grab();
+ 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 = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
+ m_meshnode->grab();
+ 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));
+
+ m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->setMaterialType(material_type);
+ m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ }
+ else if(m_prop.visual == "mesh") {
+ infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
+ scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
+ if(mesh)
+ {
+ m_animated_meshnode = RenderingEngine::get_scene_manager()->
+ addAnimatedMeshSceneNode(mesh, NULL);
+ m_animated_meshnode->grab();
+ mesh->drop(); // The scene node took hold of it
+ m_animated_meshnode->animateJoints(); // Needed for some animations
+ m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
+ m_prop.visual_size.Y,
+ m_prop.visual_size.X));
+ u8 li = m_last_light;
+
+ // set vertex colors to ensure alpha is set
+ setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+ setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
+
+ m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
+ m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_animated_meshnode->setMaterialType(material_type);
+ m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+ m_prop.backface_culling);
+ }
+ else
+ errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
+ } else if (m_prop.visual == "wielditem") {
+ ItemStack item;
+ infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
+ if (m_prop.wield_item.empty()) {
+ // Old format, only textures are specified.
+ infostream << "textures: " << m_prop.textures.size() << std::endl;
+ if (!m_prop.textures.empty()) {
+ infostream << "textures[0]: " << m_prop.textures[0]
+ << std::endl;
+ IItemDefManager *idef = m_client->idef();
+ item = ItemStack(m_prop.textures[0], 1, 0, idef);
+ }
+ } else {
+ infostream << "serialized form: " << m_prop.wield_item << std::endl;
+ item.deSerialize(m_prop.wield_item, m_client->idef());
+ }
+ m_wield_meshnode = new WieldMeshSceneNode(
+ RenderingEngine::get_scene_manager(), -1);
+ m_wield_meshnode->setItem(item, m_client);
+
+ m_wield_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;
+ m_wield_meshnode->setColor(video::SColor(255, li, li, li));
+ } else {
+ infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
+ <<"\" not supported"<<std::endl;
+ }
+
+ /* don't update while punch texture modifier is active */
+ if (m_reset_textures_timer < 0)
+ updateTextures(m_current_texture_modifier);
+
+ scene::ISceneNode *node = getSceneNode();
+ if (node && !m_prop.nametag.empty() && !m_is_local_player) {
+ // Add nametag
+ v3f pos;
+ pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
+ m_nametag = m_client->getCamera()->addNametag(node,
+ m_prop.nametag, m_prop.nametag_color,
+ pos);
+ }
+
+ updateNodePos();
+ updateAnimation();
+ updateBonePosition();
+ updateAttachments();
+}
+
+void GenericCAO::updateLight(u8 light_at_pos)
+{
+ // Don't update light of attached one
+ if (getParent() != NULL) {
+ return;
+ }
+
+ updateLightNoCheck(light_at_pos);
+
+ // Update light of all children
+ for (u16 i : m_children) {
+ ClientActiveObject *obj = m_env->getActiveObject(i);
+ if (obj) {
+ obj->updateLightNoCheck(light_at_pos);
+ }
+ }
+}
+
+void GenericCAO::updateLightNoCheck(u8 light_at_pos)
+{
+ if (m_glow < 0)
+ return;
+
+ u8 li = decode_light(light_at_pos + m_glow);
+ if (li != m_last_light) {
+ m_last_light = li;
+ video::SColor color(255,li,li,li);
+ if (m_meshnode) {
+ setMeshColor(m_meshnode->getMesh(), color);
+ } else if (m_animated_meshnode) {
+ setAnimatedMeshColor(m_animated_meshnode, color);
+ } else if (m_wield_meshnode) {
+ m_wield_meshnode->setColor(color);
+ } else if (m_spritenode) {
+ m_spritenode->setColor(color);
+ }
+ }
+}
+
+v3s16 GenericCAO::getLightPosition()
+{
+ if (m_is_player)
+ return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
+
+ return floatToInt(m_position, BS);
+}
+
+void GenericCAO::updateNodePos()
+{
+ if (getParent() != NULL)
+ return;
+
+ scene::ISceneNode *node = getSceneNode();
+
+ if (node) {
+ v3s16 camera_offset = m_env->getCameraOffset();
+ node->setPosition(pos_translator.val_current - intToFloat(camera_offset, BS));
+ if (node != m_spritenode) { // rotate if not a sprite
+ v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
+ node->setRotation(rot);
+ }
+ }
+}
+
+void GenericCAO::step(float dtime, ClientEnvironment *env)
+{
+ // Handel model of local player instantly to prevent lags
+ if (m_is_local_player) {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ if (m_is_visible) {
+ int old_anim = player->last_animation;
+ float old_anim_speed = player->last_animation_speed;
+ m_position = player->getPosition();
+ m_rotation.Y = wrapDegrees_0_360(player->getYaw());
+ m_velocity = v3f(0,0,0);
+ m_acceleration = v3f(0,0,0);
+ pos_translator.val_current = m_position;
+ rot_translator.val_current = m_rotation;
+ const PlayerControl &controls = player->getPlayerControl();
+
+ bool walking = false;
+ if (controls.up || controls.down || controls.left || controls.right ||
+ controls.forw_move_joystick_axis != 0.f ||
+ controls.sidew_move_joystick_axis != 0.f)
+ walking = true;
+
+ f32 new_speed = player->local_animation_speed;
+ v2s32 new_anim = v2s32(0,0);
+ bool allow_update = false;
+
+ // increase speed if using fast or flying fast
+ if((g_settings->getBool("fast_move") &&
+ m_client->checkLocalPrivilege("fast")) &&
+ (controls.aux1 ||
+ (!player->touching_ground &&
+ g_settings->getBool("free_move") &&
+ m_client->checkLocalPrivilege("fly"))))
+ new_speed *= 1.5;
+ // slowdown speed if sneeking
+ if (controls.sneak && walking)
+ new_speed /= 2;
+
+ if (walking && (controls.LMB || controls.RMB)) {
+ new_anim = player->local_animations[3];
+ player->last_animation = WD_ANIM;
+ } else if(walking) {
+ new_anim = player->local_animations[1];
+ player->last_animation = WALK_ANIM;
+ } else if(controls.LMB || controls.RMB) {
+ new_anim = player->local_animations[2];
+ player->last_animation = DIG_ANIM;
+ }
+
+ // Apply animations if input detected and not attached
+ // or set idle animation
+ if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
+ allow_update = true;
+ m_animation_range = new_anim;
+ m_animation_speed = new_speed;
+ player->last_animation_speed = m_animation_speed;
+ } else {
+ player->last_animation = NO_ANIM;
+
+ if (old_anim != NO_ANIM) {
+ m_animation_range = player->local_animations[0];
+ updateAnimation();
+ }
+ }
+
+ // Update local player animations
+ if ((player->last_animation != old_anim ||
+ m_animation_speed != old_anim_speed) &&
+ player->last_animation != NO_ANIM && allow_update)
+ updateAnimation();
+
+ }
+ }
+
+ if (m_visuals_expired && m_smgr) {
+ m_visuals_expired = false;
+
+ // Attachments, part 1: All attached objects must be unparented first,
+ // or Irrlicht causes a segmentation fault
+ for (auto ci = m_children.begin(); ci != m_children.end();) {
+ if (m_env->attachement_parent_ids[*ci] != getId()) {
+ ci = m_children.erase(ci);
+ continue;
+ }
+ ClientActiveObject *obj = m_env->getActiveObject(*ci);
+ if (obj) {
+ scene::ISceneNode *child_node = obj->getSceneNode();
+ if (child_node)
+ child_node->setParent(m_smgr->getRootSceneNode());
+ }
+ ++ci;
+ }
+
+ removeFromScene(false);
+ addToScene(m_client->tsrc());
+
+ // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
+ for (u16 cao_id : m_children) {
+ // Get the object of the child
+ ClientActiveObject *obj = m_env->getActiveObject(cao_id);
+ if (obj)
+ obj->setAttachments();
+ }
+ }
+
+ // Make sure m_is_visible is always applied
+ scene::ISceneNode *node = getSceneNode();
+ if (node)
+ node->setVisible(m_is_visible);
+
+ if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
+ {
+ // Set these for later
+ m_position = getPosition();
+ m_velocity = v3f(0,0,0);
+ m_acceleration = v3f(0,0,0);
+ pos_translator.val_current = m_position;
+
+ if(m_is_local_player) // Update local player attachment position
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->overridePosition = getParent()->getPosition();
+ m_env->getLocalPlayer()->parent = getParent();
+ }
+ } else {
+ rot_translator.translate(dtime);
+ v3f lastpos = pos_translator.val_current;
+
+ if(m_prop.physical)
+ {
+ aabb3f box = m_prop.collisionbox;
+ box.MinEdge *= BS;
+ box.MaxEdge *= BS;
+ collisionMoveResult moveresult;
+ f32 pos_max_d = BS*0.125; // Distance per iteration
+ v3f p_pos = m_position;
+ v3f p_velocity = m_velocity;
+ moveresult = collisionMoveSimple(env,env->getGameDef(),
+ pos_max_d, box, m_prop.stepheight, dtime,
+ &p_pos, &p_velocity, m_acceleration,
+ this, m_prop.collideWithObjects);
+ // 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();
+ } 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.val_current);
+ m_step_distance_counter += moved;
+ if (m_step_distance_counter > 1.5f * BS) {
+ m_step_distance_counter = 0.0f;
+ if (!m_is_local_player && m_prop.makes_footstep_sound) {
+ const NodeDefManager *ndef = m_client->ndef();
+ v3s16 p = floatToInt(getPosition() +
+ v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
+ MapNode n = m_env->getMap().getNodeNoEx(p);
+ SimpleSoundSpec spec = ndef->get(n).sound_footstep;
+ // Reduce footstep gain, as non-local-player footsteps are
+ // somehow louder.
+ spec.gain *= 0.6f;
+ m_client->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(m_previous_texture_modifier);
+ }
+ }
+ if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
+ m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
+ rot_translator.val_current = m_rotation;
+ updateNodePos();
+ }
+
+ if (!getParent() && m_prop.automatic_face_movement_dir &&
+ (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+
+ float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+ + m_prop.automatic_face_movement_dir_offset;
+ float max_rotation_delta =
+ dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
+
+ wrappedApproachShortest(m_rotation.Y, target_yaw, max_rotation_delta, 360.f);
+ rot_translator.val_current = m_rotation;
+
+ updateNodePos();
+ }
+}
+
+void GenericCAO::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) / M_PI * 180.;
+ float dir = mob_dir - m_rotation.Y;
+ dir = wrapDegrees_180(dir);
+ if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
+ col += 2;
+ else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
+ col += 3;
+ else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
+ col += 0;
+ else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
+ 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 GenericCAO::updateTextures(std::string mod)
+{
+ ITextureSource *tsrc = m_client->tsrc();
+
+ bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
+ bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
+ bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+
+ m_previous_texture_modifier = m_current_texture_modifier;
+ m_current_texture_modifier = mod;
+ m_glow = m_prop.glow;
+
+ video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
+ video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+ if (m_spritenode) {
+ if (m_prop.visual == "sprite") {
+ std::string texturestring = "unknown_node.png";
+ if (!m_prop.textures.empty())
+ texturestring = m_prop.textures[0];
+ texturestring += mod;
+ m_spritenode->getMaterial(0).MaterialType = material_type;
+ m_spritenode->setMaterialTexture(0,
+ tsrc->getTextureForMesh(texturestring));
+
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ if (!m_prop.colors.empty()) {
+ m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
+ m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
+ m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
+ }
+
+ m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ }
+
+ if (m_animated_meshnode) {
+ if (m_prop.visual == "mesh") {
+ for (u32 i = 0; i < m_prop.textures.size() &&
+ i < m_animated_meshnode->getMaterialCount(); ++i) {
+ std::string texturestring = m_prop.textures[i];
+ if (texturestring.empty())
+ continue; // Empty texture string means don't modify that material
+ texturestring += mod;
+ video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
+ if (!texture) {
+ errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
+ continue;
+ }
+
+ // Set material flags and texture
+ video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+ material.MaterialType = material_type;
+ material.TextureLayer[0].Texture = texture;
+ material.setFlag(video::EMF_LIGHTING, true);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
+
+ // don't filter low-res textures, makes them look blurry
+ // player models have a res of 64
+ const core::dimension2d<u32> &size = texture->getOriginalSize();
+ const u32 res = std::min(size.Height, size.Width);
+ use_trilinear_filter &= res > 64;
+ use_bilinear_filter &= res > 64;
+
+ m_animated_meshnode->getMaterial(i)
+ .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_animated_meshnode->getMaterial(i)
+ .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_animated_meshnode->getMaterial(i)
+ .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ for (u32 i = 0; i < m_prop.colors.size() &&
+ i < m_animated_meshnode->getMaterialCount(); ++i)
+ {
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+ m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+ m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+ }
+ }
+ }
+ if(m_meshnode)
+ {
+ if(m_prop.visual == "cube")
+ {
+ for (u32 i = 0; i < 6; ++i)
+ {
+ std::string texturestring = "unknown_node.png";
+ if(m_prop.textures.size() > i)
+ texturestring = m_prop.textures[i];
+ texturestring += mod;
+
+
+ // Set material flags and texture
+ video::SMaterial& material = m_meshnode->getMaterial(i);
+ material.MaterialType = material_type;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setTexture(0,
+ tsrc->getTextureForMesh(texturestring));
+ material.getTextureMatrix(0).makeIdentity();
+
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ if(m_prop.colors.size() > i)
+ {
+ m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+ m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+ m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+ }
+
+ m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ } else if (m_prop.visual == "upright_sprite") {
+ scene::IMesh *mesh = m_meshnode->getMesh();
+ {
+ std::string tname = "unknown_object.png";
+ if (!m_prop.textures.empty())
+ tname = m_prop.textures[0];
+ tname += mod;
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+ buf->getMaterial().setTexture(0,
+ tsrc->getTextureForMesh(tname));
+
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ if(!m_prop.colors.empty()) {
+ buf->getMaterial().AmbientColor = m_prop.colors[0];
+ buf->getMaterial().DiffuseColor = m_prop.colors[0];
+ buf->getMaterial().SpecularColor = m_prop.colors[0];
+ }
+
+ buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ {
+ std::string tname = "unknown_object.png";
+ if (m_prop.textures.size() >= 2)
+ tname = m_prop.textures[1];
+ else if (!m_prop.textures.empty())
+ tname = m_prop.textures[0];
+ tname += mod;
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
+ buf->getMaterial().setTexture(0,
+ tsrc->getTextureForMesh(tname));
+
+ // This allows setting per-material colors. However, until a real lighting
+ // system is added, the code below will have no effect. Once MineTest
+ // has directional lighting, it should work automatically.
+ if (m_prop.colors.size() >= 2) {
+ buf->getMaterial().AmbientColor = m_prop.colors[1];
+ buf->getMaterial().DiffuseColor = m_prop.colors[1];
+ buf->getMaterial().SpecularColor = m_prop.colors[1];
+ setMeshColor(mesh, m_prop.colors[1]);
+ } else if (!m_prop.colors.empty()) {
+ buf->getMaterial().AmbientColor = m_prop.colors[0];
+ buf->getMaterial().DiffuseColor = m_prop.colors[0];
+ buf->getMaterial().SpecularColor = m_prop.colors[0];
+ setMeshColor(mesh, m_prop.colors[0]);
+ }
+
+ buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ }
+ }
+ }
+}
+
+void GenericCAO::updateAnimation()
+{
+ if (!m_animated_meshnode)
+ return;
+
+ if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
+ m_animated_meshnode->getEndFrame() != m_animation_range.Y)
+ m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
+ if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+ m_animated_meshnode->setTransitionTime(m_animation_blend);
+// Requires Irrlicht 1.8 or greater
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
+ if (m_animated_meshnode->getLoopMode() != m_animation_loop)
+ m_animated_meshnode->setLoopMode(m_animation_loop);
+#endif
+}
+
+void GenericCAO::updateAnimationSpeed()
+{
+ if (!m_animated_meshnode)
+ return;
+
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+}
+
+void GenericCAO::updateBonePosition()
+{
+ if (m_bone_position.empty() || !m_animated_meshnode)
+ return;
+
+ m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
+ for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
+ ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+ std::string bone_name = (*ii).first;
+ v3f bone_pos = (*ii).second.X;
+ v3f bone_rot = (*ii).second.Y;
+ irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+ if(bone)
+ {
+ bone->setPosition(bone_pos);
+ bone->setRotation(bone_rot);
+ }
+ }
+}
+
+void GenericCAO::updateAttachments()
+{
+
+ if (!getParent()) { // Detach or don't attach
+ scene::ISceneNode *node = getSceneNode();
+ if (node) {
+ v3f old_position = node->getAbsolutePosition();
+ v3f old_rotation = node->getRotation();
+ node->setParent(m_smgr->getRootSceneNode());
+ node->setPosition(old_position);
+ node->setRotation(old_rotation);
+ node->updateAbsolutePosition();
+ }
+ if (m_is_local_player) {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->isAttached = false;
+ }
+ }
+ else // Attach
+ {
+ scene::ISceneNode *my_node = getSceneNode();
+
+ scene::ISceneNode *parent_node = getParent()->getSceneNode();
+ scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
+ getParent()->getAnimatedMeshSceneNode();
+ if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
+ parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
+ }
+
+ if (my_node && parent_node) {
+ my_node->setParent(parent_node);
+ my_node->setPosition(m_attachment_position);
+ my_node->setRotation(m_attachment_rotation);
+ my_node->updateAbsolutePosition();
+ }
+ if (m_is_local_player) {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->isAttached = true;
+ }
+ }
+}
+
+void GenericCAO::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.selectionbox;
+ 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;
+ }
+ if (m_is_local_player) {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->makes_footstep_sound = m_prop.makes_footstep_sound;
+ aabb3f collision_box = m_prop.collisionbox;
+ collision_box.MinEdge *= BS;
+ collision_box.MaxEdge *= BS;
+ player->setCollisionbox(collision_box);
+ player->setEyeHeight(m_prop.eye_height);
+ player->setZoomFOV(m_prop.zoom_fov);
+ }
+
+ if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
+ m_prop.nametag = m_name;
+
+ expireVisuals();
+ } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
+ // Not sent by the server if this object is an attachment.
+ // We might however get here if the server notices the object being detached before the client.
+ m_position = readV3F1000(is);
+ m_velocity = readV3F1000(is);
+ m_acceleration = readV3F1000(is);
+
+ if (std::fabs(m_prop.automatic_rotate) < 0.001f)
+ m_rotation = readV3F1000(is);
+ else
+ readV3F1000(is);
+
+ m_rotation = wrapDegrees_0_360_v3f(m_rotation);
+ 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(getParent() != NULL) // Just in case
+ return;
+
+ if(do_interpolate)
+ {
+ if(!m_prop.physical)
+ pos_translator.update(m_position, is_end_position, update_interval);
+ } else {
+ pos_translator.init(m_position);
+ }
+ rot_translator.update(m_rotation, false, update_interval);
+ updateNodePos();
+ } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
+ std::string mod = deSerializeString(is);
+
+ // immediatly reset a engine issued texture modifier if a mod sends a different one
+ if (m_reset_textures_timer > 0) {
+ m_reset_textures_timer = -1;
+ updateTextures(m_previous_texture_modifier);
+ }
+ 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_SET_PHYSICS_OVERRIDE) {
+ float override_speed = readF1000(is);
+ float override_jump = readF1000(is);
+ float override_gravity = readF1000(is);
+ // these are sent inverted so we get true when the server sends nothing
+ bool sneak = !readU8(is);
+ bool sneak_glitch = !readU8(is);
+ bool new_move = !readU8(is);
+
+
+ if(m_is_local_player)
+ {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ player->physics_override_speed = override_speed;
+ player->physics_override_jump = override_jump;
+ player->physics_override_gravity = override_gravity;
+ player->physics_override_sneak = sneak;
+ player->physics_override_sneak_glitch = sneak_glitch;
+ player->physics_override_new_move = new_move;
+ }
+ } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
+ // TODO: change frames send as v2s32 value
+ v2f range = readV2F1000(is);
+ if (!m_is_local_player) {
+ m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+ m_animation_speed = readF1000(is);
+ m_animation_blend = readF1000(is);
+ // these are sent inverted so we get true when the server sends nothing
+ m_animation_loop = !readU8(is);
+ updateAnimation();
+ } else {
+ LocalPlayer *player = m_env->getLocalPlayer();
+ if(player->last_animation == NO_ANIM)
+ {
+ m_animation_range = v2s32((s32)range.X, (s32)range.Y);
+ m_animation_speed = readF1000(is);
+ m_animation_blend = readF1000(is);
+ // these are sent inverted so we get true when the server sends nothing
+ m_animation_loop = !readU8(is);
+ }
+ // update animation only if local animations present
+ // and received animation is unknown (except idle animation)
+ bool is_known = false;
+ for (int i = 1;i<4;i++)
+ {
+ if(m_animation_range.Y == player->local_animations[i].Y)
+ is_known = true;
+ }
+ if(!is_known ||
+ (player->local_animations[1].Y + player->local_animations[2].Y < 1))
+ {
+ updateAnimation();
+ }
+ }
+ } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
+ m_animation_speed = readF1000(is);
+ updateAnimationSpeed();
+ } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
+ std::string bone = deSerializeString(is);
+ v3f position = readV3F1000(is);
+ v3f rotation = readV3F1000(is);
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+
+ updateBonePosition();
+ } else if (cmd == GENERIC_CMD_ATTACH_TO) {
+ u16 parent_id = readS16(is);
+ u16 &old_parent_id = m_env->attachement_parent_ids[getId()];
+ if (parent_id != old_parent_id) {
+ if (GenericCAO *old_parent = m_env->getGenericCAO(old_parent_id)) {
+ old_parent->m_children.erase(std::remove(
+ m_children.begin(), m_children.end(),
+ getId()), m_children.end());
+ }
+ if (GenericCAO *new_parent = m_env->getGenericCAO(parent_id))
+ new_parent->m_children.push_back(getId());
+
+ old_parent_id = parent_id;
+ }
+
+ m_attachment_bone = deSerializeString(is);
+ m_attachment_position = readV3F1000(is);
+ m_attachment_rotation = readV3F1000(is);
+
+ // localplayer itself can't be attached to localplayer
+ if (!m_is_local_player) {
+ m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+ // Objects attached to the local player should be hidden by default
+ m_is_visible = !m_attached_to_local;
+ }
+
+ updateAttachments();
+ } else if (cmd == GENERIC_CMD_PUNCHED) {
+ /*s16 damage =*/ readS16(is);
+ s16 result_hp = readS16(is);
+
+ // Use this instead of the send damage to not interfere with prediction
+ s16 damage = m_hp - result_hp;
+
+ m_hp = result_hp;
+
+ if (damage > 0)
+ {
+ if (m_hp <= 0)
+ {
+ // TODO: Execute defined fast response
+ // As there is no definition, make a smoke puff
+ ClientSimpleObject *simple = createSmokePuff(
+ m_smgr, m_env, m_position,
+ m_prop.visual_size * BS);
+ m_env->addSimpleObject(simple);
+ } else if (m_reset_textures_timer < 0) {
+ // TODO: Execute defined fast response
+ // Flashing shall suffice as there is no definition
+ m_reset_textures_timer = 0.05;
+ if(damage >= 2)
+ m_reset_textures_timer += 0.05 * damage;
+ updateTextures(m_current_texture_modifier + "^[brighten");
+ }
+ }
+ } else if (cmd == GENERIC_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;
+ }
+ } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
+ // Deprecated, for backwards compatibility only.
+ readU8(is); // version
+ m_prop.nametag_color = readARGB8(is);
+ if (m_nametag != NULL) {
+ m_nametag->nametag_color = m_prop.nametag_color;
+ v3f pos;
+ pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
+ m_nametag->nametag_pos = pos;
+ }
+ } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
+ u16 child_id = readU16(is);
+ u8 type = readU8(is);
+
+ if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) {
+ childobj->processInitData(deSerializeLongString(is));
+ } else {
+ m_env->addActiveObject(child_id, type, deSerializeLongString(is));
+ }
+ } else {
+ warningstream << FUNCTION_NAME
+ << ": unknown command or outdated client \""
+ << +cmd << "\"" << std::endl;
+ }
+}
+
+/* \pre punchitem != NULL
+ */
+bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
+ float time_from_last_punch)
+{
+ assert(punchitem); // pre-condition
+ const ToolCapabilities *toolcap =
+ &punchitem->getToolCapabilities(m_client->idef());
+ PunchDamageResult result = getPunchDamage(
+ m_armor_groups,
+ toolcap,
+ punchitem,
+ time_from_last_punch);
+
+ if(result.did_punch && result.damage != 0)
+ {
+ if(result.damage < m_hp)
+ {
+ m_hp -= result.damage;
+ } else {
+ m_hp = 0;
+ // TODO: Execute defined fast response
+ // As there is no definition, make a smoke puff
+ ClientSimpleObject *simple = createSmokePuff(
+ m_smgr, m_env, m_position,
+ m_prop.visual_size * BS);
+ m_env->addSimpleObject(simple);
+ }
+ // TODO: Execute defined fast response
+ // Flashing shall suffice as there is no definition
+ if (m_reset_textures_timer < 0) {
+ m_reset_textures_timer = 0.05;
+ if (result.damage >= 2)
+ m_reset_textures_timer += 0.05 * result.damage;
+ updateTextures(m_current_texture_modifier + "^[brighten");
+ }
+ }
+
+ return false;
+}
+
+std::string GenericCAO::debugInfoText()
+{
+ std::ostringstream os(std::ios::binary);
+ os<<"GenericCAO hp="<<m_hp<<"\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
+GenericCAO proto_GenericCAO(NULL, NULL);