/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 #include #include #include #include #include #include "content_cao.h" #include "util/numeric.h" // For IntervalLimiter #include "util/serialize.h" #include "util/mathconstants.h" #include "tile.h" #include "environment.h" #include "collision.h" #include "settings.h" #include "serialization.h" // For decompressZlib #include "gamedef.h" #include "clientobject.h" #include "content_object.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 "main.h" // g_settings #include "camera.h" // CameraModes #include "log.h" class Settings; struct ToolCapabilities; #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" std::map ClientActiveObject::m_types; SmoothTranslator::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 SmoothTranslator::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 SmoothTranslator::sharpen() { init(vect_show); } void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval) { 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 SmoothTranslator::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 SmoothTranslator::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(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) { return false; } private: scene::IMeshSceneNode *m_node; v3f m_position; }; // Prototype TestCAO proto_TestCAO(NULL, NULL); TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env): ClientActiveObject(0, gamedef, env), m_node(NULL), m_position(v3f(0,10*BS,0)) { ClientActiveObject::registerType(getType(), create); } TestCAO::~TestCAO() { } ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env) { return new TestCAO(gamedef, env); } void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr) { if(m_node != NULL) return; //video::IVideoDriver* driver = smgr->getVideoDriver(); scene::SMesh *mesh = new scene::SMesh(); scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0), }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png")); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); m_node = smgr->addMeshSceneNode(mesh, NULL); mesh->drop(); updateNodePos(); } void TestCAO::removeFromScene(bool permanent) { if(m_node == NULL) return; m_node->remove(); m_node = NULL; } void TestCAO::updateLight(u8 light_at_pos) { } v3s16 TestCAO::getLightPosition() { return floatToInt(m_position, BS); } void TestCAO::updateNodePos() { if(m_node == NULL) return; m_node->setPosition(m_position); //m_node->setRotation(v3f(0, 45, 0)); } void TestCAO::step(float dtime, ClientEnvironment *env) { if(m_node) { v3f rot = m_node->getRotation(); //infostream<<"dtime="<>cmd; if(cmd == 0) { v3f newpos; is>>newpos.X; is>>newpos.Y; is>>newpos.Z; m_position = newpos; updateNodePos(); } } /* ItemCAO */ class ItemCAO : public ClientActiveObject { public: ItemCAO(IGameDef *gamedef, ClientEnvironment *env); virtual ~ItemCAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_ITEM; } static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env); void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr); void removeFromScene(bool permanent); 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* getSelectionBox() {return &m_selection_box;} v3f getPosition() {return m_position;} std::string infoText() {return m_infotext;} bool getCollisionBox(aabb3f *toset) { return false; } private: core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_node; v3f m_position; std::string m_itemstring; std::string m_infotext; }; #include "inventory.h" // Prototype ItemCAO proto_ItemCAO(NULL, NULL); ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env): ClientActiveObject(0, gamedef, env), m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.), m_node(NULL), m_position(v3f(0,10*BS,0)) { if(!gamedef && !env) { ClientActiveObject::registerType(getType(), create); } } ItemCAO::~ItemCAO() { } ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env) { return new ItemCAO(gamedef, env); } void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr) { if(m_node != NULL) return; //video::IVideoDriver* driver = smgr->getVideoDriver(); scene::SMesh *mesh = new scene::SMesh(); scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); video::S3DVertex vertices[4] = { /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/ video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1), video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1), video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0), video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0), }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); // Initialize with a generated placeholder texture buf->getMaterial().setTexture(0, tsrc->getTexture("")); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); m_node = smgr->addMeshSceneNode(mesh, NULL); mesh->drop(); updateNodePos(); /* Update image of node */ updateTexture(); } void ItemCAO::removeFromScene(bool permanent) { if(m_node == NULL) return; m_node->remove(); m_node = NULL; } void ItemCAO::updateLight(u8 light_at_pos) { if(m_node == NULL) return; u8 li = decode_light(light_at_pos); video::SColor color(255,li,li,li); setMeshColor(m_node->getMesh(), color); } v3s16 ItemCAO::getLightPosition() { return floatToInt(m_position + v3f(0,0.5*BS,0), BS); } void ItemCAO::updateNodePos() { if(m_node == NULL) return; m_node->setPosition(m_position); } void ItemCAO::updateInfoText() { try{ IItemDefManager *idef = m_gamedef->idef(); ItemStack item; item.deSerialize(m_itemstring, idef); if(item.isKnown(idef)) m_infotext = item.getDefinition(idef).description; else m_infotext = "Unknown item: '" + m_itemstring + "'"; if(item.count >= 2) m_infotext += " (" + itos(item.count) + ")"; } catch(SerializationError &e) { m_infotext = "Unknown item: '" + m_itemstring + "'"; } } void ItemCAO::updateTexture() { if(m_node == NULL) return; // Create an inventory item to see what is its image std::istringstream is(m_itemstring, std::ios_base::binary); video::ITexture *texture = NULL; try{ IItemDefManager *idef = m_gamedef->idef(); ItemStack item; item.deSerialize(is, idef); texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef); } catch(SerializationError &e) { infostream<<"WARNING: "<<__FUNCTION_NAME <<": error deSerializing itemstring \"" <getMaterial(0).setTexture(0, texture); } void ItemCAO::step(float dtime, ClientEnvironment *env) { if(m_node) { /*v3f rot = m_node->getRotation(); rot.Y += dtime * 120; m_node->setRotation(rot);*/ LocalPlayer *player = env->getLocalPlayer(); assert(player); v3f rot = m_node->getRotation(); rot.Y = 180.0 - (player->getYaw()); m_node->setRotation(rot); } } void ItemCAO::processMessage(const std::string &data) { //infostream<<"ItemCAO: Got message"< >()), m_attachment_bone(""), m_attachment_position(v3f(0,0,0)), m_attachment_rotation(v3f(0,0,0)), m_attached_to_local(false), m_anim_frame(0), m_anim_num_frames(1), m_anim_framelength(0.2), m_anim_timer(0), m_reset_textures_timer(-1), m_visuals_expired(false), m_step_distance_counter(0), m_last_light(255), m_is_visible(false) { if(gamedef == NULL) ClientActiveObject::registerType(getType(), create); } bool GenericCAO::getCollisionBox(aabb3f *toset) { 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() { return m_prop.collideWithObjects; } void GenericCAO::initialize(const std::string &data) { infostream<<"GenericCAO: Got init data"<getPlayer(m_name.c_str()); if(player && player->isLocal()) { m_is_local_player = true; m_is_visible = false; LocalPlayer* localplayer = dynamic_cast(player); assert( localplayer != NULL ); localplayer->setCAO(this); } m_env->addPlayerName(m_name.c_str()); } } GenericCAO::~GenericCAO() { if(m_is_player) { m_env->removePlayerName(m_name.c_str()); } removeFromScene(true); } core::aabbox3d* GenericCAO::getSelectionBox() { if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL) return NULL; return &m_selection_box; } v3f GenericCAO::getPosition() { if(getParent() != NULL) { if(m_meshnode) return m_meshnode->getAbsolutePosition(); if(m_animated_meshnode) return m_animated_meshnode->getAbsolutePosition(); if(m_spritenode) return m_spritenode->getAbsolutePosition(); return m_position; } return pos_translator.vect_show; } scene::IMeshSceneNode* GenericCAO::getMeshSceneNode() { if(m_meshnode) return m_meshnode; return NULL; } scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode() { if(m_animated_meshnode) return m_animated_meshnode; return NULL; } scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode() { if(m_spritenode) return m_spritenode; return NULL; } void GenericCAO::setAttachments() { updateAttachments(); } ClientActiveObject* GenericCAO::getParent() { ClientActiveObject *obj = NULL; u16 attached_id = m_env->m_attachements[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(std::vector::iterator ci = m_children.begin(); ci != m_children.end(); ci++) { if (m_env->m_attachements[*ci] == getId()) { m_env->m_attachements[*ci] = 0; } } m_env->m_attachements[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; } if(m_animated_meshnode) { m_animated_meshnode->remove(); m_animated_meshnode->drop(); m_animated_meshnode = NULL; } if(m_spritenode) { m_spritenode->remove(); m_spritenode->drop(); m_spritenode = NULL; } if (m_textnode) { m_textnode->remove(); m_textnode->drop(); m_textnode = NULL; } } void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr) { m_smgr = smgr; m_irr = irr; if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL) return; m_visuals_expired = false; if(!m_prop.is_visible) return; //video::IVideoDriver* driver = smgr->getVideoDriver(); if(m_prop.visual == "sprite") { infostream<<"GenericCAO::addToScene(): single_sprite"<addBillboardSceneNode( NULL, v2f(1, 1), v3f(0,0,0), -1); m_spritenode->grab(); m_spritenode->setMaterialTexture(0, tsrc->getTexture("unknown_node.png")); m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false); m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true); u8 li = m_last_light; m_spritenode->setColor(video::SColor(255,li,li,li)); m_spritenode->setSize(m_prop.visual_size*BS); { const float txs = 1.0 / 1; const float tys = 1.0 / 1; setBillboardTextureMatrix(m_spritenode, txs, tys, 0, 0); } } else if(m_prop.visual == "upright_sprite") { scene::SMesh *mesh = new scene::SMesh(); double dx = BS*m_prop.visual_size.X/2; double dy = BS*m_prop.visual_size.Y/2; { // Front scene::IMeshBuffer *buf = new scene::SMeshBuffer(); u8 li = m_last_light; video::SColor c(255,li,li,li); video::S3DVertex vertices[4] = { video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1), video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1), video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0), video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0), }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); } { // Back scene::IMeshBuffer *buf = new scene::SMeshBuffer(); u8 li = m_last_light; video::SColor c(255,li,li,li); video::S3DVertex vertices[4] = { video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1), video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1), video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0), video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0), }; u16 indices[] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); // Set material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // Add to mesh mesh->addMeshBuffer(buf); buf->drop(); } m_meshnode = smgr->addMeshSceneNode(mesh, NULL); 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"<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(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); } else if(m_prop.visual == "mesh") { infostream<<"GenericCAO::addToScene(): mesh"<getMesh(m_prop.mesh); if(mesh) { m_animated_meshnode = smgr->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; setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li)); m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false); m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); } else errorstream<<"GenericCAO::addToScene(): Could not load mesh "<= 1){ infostream<<"textures[0]: "<idef(); ItemStack item(m_prop.textures[0], 1, 0, "", idef); scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef); // Copy mesh to be able to set unique vertex colors scene::IMeshManipulator *manip = irr->getVideoDriver()->getMeshManipulator(); scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh); m_meshnode = smgr->addMeshSceneNode(mesh, NULL); m_meshnode->grab(); mesh->drop(); m_meshnode->setScale(v3f(m_prop.visual_size.X/2, m_prop.visual_size.Y/2, m_prop.visual_size.X/2)); u8 li = m_last_light; setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li)); } } else { infostream<<"GenericCAO::addToScene(): \""<getGUIEnvironment(); std::wstring wname = narrow_to_wide(m_name); m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(), wname.c_str(), video::SColor(255,255,255,255), node); m_textnode->grab(); m_textnode->setPosition(v3f(0, BS*1.1, 0)); } updateNodePos(); updateAnimation(); updateBonePosition(); updateAttachments(); } void GenericCAO::updateLight(u8 light_at_pos) { u8 li = decode_light(light_at_pos); if(li != m_last_light) { m_last_light = li; video::SColor color(255,li,li,li); if(m_meshnode) setMeshColor(m_meshnode->getMesh(), color); if(m_animated_meshnode) setMeshColor(m_animated_meshnode->getMesh(), color); if(m_spritenode) m_spritenode->setColor(color); } } v3s16 GenericCAO::getLightPosition() { return floatToInt(m_position, BS); } void GenericCAO::updateNodePos() { if(getParent() != NULL) return; v3s16 camera_offset = m_env->getCameraOffset(); if(m_meshnode) { m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS)); v3f rot = m_meshnode->getRotation(); rot.Y = -m_yaw; m_meshnode->setRotation(rot); } if(m_animated_meshnode) { m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS)); v3f rot = m_animated_meshnode->getRotation(); rot.Y = -m_yaw; m_animated_meshnode->setRotation(rot); } if(m_spritenode) { m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS)); } } 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() + v3f(0,BS,0); m_velocity = v3f(0,0,0); m_acceleration = v3f(0,0,0); pos_translator.vect_show = m_position; m_yaw = player->getYaw(); PlayerControl controls = player->getPlayerControl(); bool walking = false; if(controls.up || controls.down || controls.left || controls.right) 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_gamedef->checkLocalPrivilege("fast")) && (controls.aux1 || (!player->touching_ground && g_settings->getBool("free_move") && m_gamedef->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_irr){ m_visuals_expired = false; // Attachments, part 1: All attached objects must be unparented first, // or Irrlicht causes a segmentation fault for(std::vector::iterator ci = m_children.begin(); ci != m_children.end();) { if (m_env->m_attachements[*ci] != getId()) { ci = m_children.erase(ci); continue; } ClientActiveObject *obj = m_env->getActiveObject(*ci); if(obj) { scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode(); scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode(); scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode(); if(m_child_meshnode) m_child_meshnode->setParent(m_smgr->getRootSceneNode()); if(m_child_animated_meshnode) m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode()); if(m_child_spritenode) m_child_spritenode->setParent(m_smgr->getRootSceneNode()); } ++ci; } removeFromScene(false); addToScene(m_smgr, m_gamedef->tsrc(), m_irr); // Attachments, part 2: Now that the parent has been refreshed, put its attachments back for(std::vector::iterator ci = m_children.begin(); ci != m_children.end(); ci++) { // Get the object of the child ClientActiveObject *obj = m_env->getActiveObject(*ci); if(obj) obj->setAttachments(); } } // Make sure m_is_visible is always applied if(m_meshnode) m_meshnode->setVisible(m_is_visible); if(m_animated_meshnode) m_animated_meshnode->setVisible(m_is_visible); if(m_spritenode) m_spritenode->setVisible(m_is_visible); if(m_textnode) m_textnode->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.vect_show = 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 { v3f lastpos = pos_translator.vect_show; if(m_prop.physical) { core::aabbox3d 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; v3f p_acceleration = m_acceleration; /* 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 "inventorymanager.h" #include "log.h" #include "environment.h" #include "scripting_game.h" #include "serverobject.h" #include "main.h" // for g_settings #include "settings.h" #include "craftdef.h" #include "rollback_interface.h" #include "strfnd.h" #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" #define PLAYER_TO_SA(p) p->getEnv()->getScriptIface() /* InventoryLocation */ std::string InventoryLocation::dump() const { std::ostringstream os(std::ios::binary); serialize(os); return os.str(); } void InventoryLocation::serialize(std::ostream &os) const { switch(type){ case InventoryLocation::UNDEFINED: os<<"undefined"; break; case InventoryLocation::CURRENT_PLAYER: os<<"current_player"; break; case InventoryLocation::PLAYER: os<<"player:"<<name; break; case InventoryLocation::NODEMETA: os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z; break; case InventoryLocation::DETACHED: os<<"detached:"<<name; break; default: assert(0); } } void InventoryLocation::deSerialize(std::istream &is) { std::string tname; std::getline(is, tname, ':'); if(tname == "undefined") { type = InventoryLocation::UNDEFINED; } else if(tname == "current_player") { type = InventoryLocation::CURRENT_PLAYER; } else if(tname == "player") { type = InventoryLocation::PLAYER; std::getline(is, name, '\n'); } else if(tname == "nodemeta") { type = InventoryLocation::NODEMETA; std::string pos; std::getline(is, pos, '\n'); Strfnd fn(pos); p.X = stoi(fn.next(",")); p.Y = stoi(fn.next(",")); p.Z = stoi(fn.next(",")); } else if(tname == "detached") { type = InventoryLocation::DETACHED; std::getline(is, name, '\n'); } else { infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl; throw SerializationError("Unknown InventoryLocation type"); } } void InventoryLocation::deSerialize(std::string s) { std::istringstream is(s, std::ios::binary); deSerialize(is); } /* InventoryAction */ InventoryAction * InventoryAction::deSerialize(std::istream &is) { std::string type; std::getline(is, type, ' '); InventoryAction *a = NULL; if(type == "Move") { a = new IMoveAction(is); } else if(type == "Drop") { a = new IDropAction(is); } else if(type == "Craft") { a = new ICraftAction(is); } return a; } /* IMoveAction */ IMoveAction::IMoveAction(std::istream &is) { std::string ts; std::getline(is, ts, ' '); count = stoi(ts); std::getline(is, ts, ' '); from_inv.deSerialize(ts); std::getline(is, from_list, ' '); std::getline(is, ts, ' '); from_i = stoi(ts); std::getline(is, ts, ' '); to_inv.deSerialize(ts); std::getline(is, to_list, ' '); std::getline(is, ts, ' '); to_i = stoi(ts); } void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef) { Inventory *inv_from = mgr->getInventory(from_inv); Inventory *inv_to = mgr->getInventory(to_inv); if(!inv_from){ infostream<<"IMoveAction::apply(): FAIL: source inventory not found: " <<"from_inv=\""<<from_inv.dump()<<"\"" <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl; return; } if(!inv_to){ infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: " <<"from_inv=\""<<from_inv.dump()<<"\"" <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl; return; } InventoryList *list_from = inv_from->getList(from_list); InventoryList *list_to = inv_to->getList(to_list); /* If a list doesn't exist or the source item doesn't exist */ if(!list_from){ infostream<<"IMoveAction::apply(): FAIL: source list not found: " <<"from_inv=\""<<from_inv.dump()<<