/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola 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 "settings.h" #include #include #include #include "serialization.h" // For decompressZlib #include "gamedef.h" #include "clientobject.h" #include "content_object.h" #include "mesh.h" #include "utility.h" // For IntervalLimiter class Settings; core::map 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); } }; /* 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 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;} private: core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_node; v3f m_position; std::string m_inventorystring; std::string m_infotext; }; /* RatCAO */ class RatCAO : public ClientActiveObject { public: RatCAO(IGameDef *gamedef, ClientEnvironment *env); virtual ~RatCAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_RAT; } 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); void initialize(const std::string &data); core::aabbox3d* getSelectionBox() {return &m_selection_box;} v3f getPosition() {return pos_translator.vect_show;} //{return m_position;} private: core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_node; v3f m_position; float m_yaw; SmoothTranslator pos_translator; }; /* Oerkki1CAO */ class Oerkki1CAO : public ClientActiveObject { public: Oerkki1CAO(IGameDef *gamedef, ClientEnvironment *env); virtual ~Oerkki1CAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_OERKKI1; } 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); void initialize(const std::string &data); core::aabbox3d* getSelectionBox() {return &m_selection_box;} v3f getPosition() {return pos_translator.vect_show;} //{return m_position;} // If returns true, punch will not be sent to the server bool directReportPunch(const std::string &toolname, v3f dir); private: IntervalLimiter m_attack_interval; core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_node; v3f m_position; float m_yaw; SmoothTranslator pos_translator; float m_damage_visual_timer; bool m_damage_texture_enabled; }; /* FireflyCAO */ class FireflyCAO : public ClientActiveObject { public: FireflyCAO(IGameDef *gamedef, ClientEnvironment *env); virtual ~FireflyCAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_FIREFLY; } 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); void initialize(const std::string &data); core::aabbox3d* getSelectionBox() {return &m_selection_box;} v3f getPosition() {return m_position;} private: core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_node; v3f m_position; float m_yaw; SmoothTranslator pos_translator; }; 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); } /* MobV2CAO */ class MobV2CAO : public ClientActiveObject { public: MobV2CAO(IGameDef *gamedef, ClientEnvironment *env); virtual ~MobV2CAO(); u8 getType() const { return ACTIVEOBJECT_TYPE_MOBV2; } 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); void initialize(const std::string &data); core::aabbox3d* getSelectionBox() {return &m_selection_box;} v3f getPosition() {return pos_translator.vect_show;} //{return m_position;} bool doShowSelectionBox(){return false;} // If returns true, punch will not be sent to the server bool directReportPunch(const std::string &toolname, v3f dir); private: void setLooks(const std::string &looks); IntervalLimiter m_attack_interval; core::aabbox3d m_selection_box; scene::IBillboardSceneNode *m_node; v3f m_position; std::string m_texture_name; float m_yaw; SmoothTranslator pos_translator; bool m_walking; float m_walking_unset_timer; float m_walk_timer; int m_walk_frame; float m_damage_visual_timer; u8 m_last_light; bool m_shooting; float m_shooting_unset_timer; v2f m_sprite_size; float m_sprite_y; bool m_bright_shooting; std::string m_sprite_type; int m_simple_anim_frames; float m_simple_anim_frametime; bool m_lock_full_brightness; int m_player_hit_damage; float m_player_hit_distance; float m_player_hit_interval; float m_player_hit_timer; Settings *m_properties; }; /* TestCAO */ // 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->getTextureRaw("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() { 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 */ #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->getTextureRaw("")); 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(); // 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(); /* Update image of node */ // Create an inventory item to see what is its image std::istringstream is(m_inventorystring, std::ios_base::binary); video::ITexture *texture = NULL; try{ InventoryItem *item = NULL; item = InventoryItem::deSerialize(is, m_gamedef); infostream<<__FUNCTION_NAME<<": m_inventorystring=\"" < item="<getImage(); delete item; } } catch(SerializationError &e) { infostream<<"WARNING: "<<__FUNCTION_NAME <<": error deSerializing inventorystring \"" <getMaterial().setTexture(0, texture); } void ItemCAO::removeFromScene() { 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, BS); } void ItemCAO::updateNodePos() { if(m_node == NULL) return; m_node->setPosition(m_position); } 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"<isKnown()) m_infotext = "Unknown item: '" + m_inventorystring + "'"; } delete item; } catch(SerializationError &e) { m_infotext = "Unknown item: '" + m_inventorystring + "'"; } } /* RatCAO */ #include "inventory.h" // Prototype RatCAO proto_RatCAO(NULL, NULL); RatCAO::RatCAO(IGameDef *gamedef, ClientEnvironment *env): ClientActiveObject(0, gamedef, env), m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.), m_node(NULL), m_position(v3f(0,10*BS,0)), m_yaw(0) { ClientActiveObject::registerType(getType(), create); } RatCAO::~RatCAO() { } ClientActiveObject* RatCAO::create(IGameDef *gamedef, ClientEnvironment *env) { return new RatCAO(gamedef, env); } void RatCAO::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/2,0,0, 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_BACK_FACE_CULLING, false); //buf->getMaterial().setTexture(0, NULL); buf->getMaterial().setTexture(0, tsrc->getTextureRaw("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(); // 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(); } void RatCAO::removeFromScene() { if(m_node == NULL) return; m_node->remove(); m_node = NULL; } void RatCAO::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 RatCAO::getLightPosition() { return floatToInt(m_position+v3f(0,BS*0.5,0), BS); } void RatCAO::updateNodePos() { if(m_node == NULL) return; //m_node->setPosition(m_position); m_node->setPosition(pos_translator.vect_show); v3f rot = m_node->getRotation(); rot.Y = 180.0 - m_yaw; m_node->setRotation(rot); } void RatCAO::step(float dtime, ClientEnvironment *env) { pos_translator.translate(dtime); updateNodePos(); } void RatCAO::processMessage(const std::string &data) { //infostream<<"RatCAO: Got message"<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,0,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2+BS,0,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2+BS,BS*2,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2-BS,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, NULL); buf->getMaterial().setTexture(0, tsrc->getTextureRaw("oerkki1.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(); // 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(); } void Oerkki1CAO::removeFromScene() { if(m_node == NULL) return; m_node->remove(); m_node = NULL; } void Oerkki1CAO::updateLight(u8 light_at_pos) { if(m_node == NULL) return; if(light_at_pos <= 2) { m_node->setVisible(false); return; } m_node->setVisible(true); u8 li = decode_light(light_at_pos); video::SColor color(255,li,li,li); setMeshColor(m_node->getMesh(), color); } v3s16 Oerkki1CAO::getLightPosition() { return floatToInt(m_position+v3f(0,BS*1.5,0), BS); } void Oerkki1CAO::updateNodePos() { if(m_node == NULL) return; //m_node->setPosition(m_position); m_node->setPosition(pos_translator.vect_show); v3f rot = m_node->getRotation(); rot.Y = 180.0 - m_yaw + 90.0; m_node->setRotation(rot); } void Oerkki1CAO::step(float dtime, ClientEnvironment *env) { ITextureSource *tsrc = m_gamedef->tsrc(); pos_translator.translate(dtime); updateNodePos(); LocalPlayer *player = env->getLocalPlayer(); assert(player); v3f playerpos = player->getPosition(); v2f playerpos_2d(playerpos.X,playerpos.Z); v2f objectpos_2d(m_position.X,m_position.Z); if(fabs(m_position.Y - playerpos.Y) < 1.5*BS && objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS) { if(m_attack_interval.step(dtime, 0.5)) { env->damageLocalPlayer(2); } } if(m_damage_visual_timer > 0) { if(!m_damage_texture_enabled) { // Enable damage texture if(m_node) { /*video::IVideoDriver* driver = m_node->getSceneManager()->getVideoDriver();*/ scene::IMesh *mesh = m_node->getMesh(); if(mesh == NULL) return; u16 mc = mesh->getMeshBufferCount(); for(u16 j=0; jgetMeshBuffer(j); buf->getMaterial().setTexture(0, tsrc->getTextureRaw("oerkki1_damaged.png")); } } m_damage_texture_enabled = true; } m_damage_visual_timer -= dtime; } else { if(m_damage_texture_enabled) { // Disable damage texture if(m_node) { /*video::IVideoDriver* driver = m_node->getSceneManager()->getVideoDriver();*/ scene::IMesh *mesh = m_node->getMesh(); if(mesh == NULL) return; u16 mc = mesh->getMeshBufferCount(); for(u16 j=0; jgetMeshBuffer(j); buf->getMaterial().setTexture(0, tsrc->getTextureRaw("oerkki1.png")); } } m_damage_texture_enabled = false; } } } void Oerkki1CAO::processMessage(const std::string &data) { //infostream<<"Oerkki1CAO: Got message"<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(0,0,0, 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(0,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, NULL); buf->getMaterial().setTexture(0, tsrc->getTextureRaw("firefly.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(); // 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(); } void FireflyCAO::removeFromScene() { if(m_node == NULL) return; m_node->remove(); m_node = NULL; } void FireflyCAO::updateLight(u8 light_at_pos) { if(m_node == NULL) return; u8 li = 255; video::SColor color(255,li,li,li); setMeshColor(m_node->getMesh(), color); } v3s16 FireflyCAO::getLightPosition() { return floatToInt(m_position+v3f(0,BS*0.5,0), BS); } void FireflyCAO::updateNodePos() { if(m_node == NULL) return; //m_node->setPosition(m_position); m_node->setPosition(pos_translator.vect_show); v3f rot = m_node->getRotation(); rot.Y = 180.0 - m_yaw; m_node->setRotation(rot); } void FireflyCAO::step(float dtime, ClientEnvironment *env) { pos_translator.translate(dtime); updateNodePos(); } void FireflyCAO::processMessage(const std::string &data) { //infostream<<"FireflyCAO: Got message"<addBillboardSceneNode( NULL, v2f(1, 1), v3f(0,0,0), -1); bill->setMaterialTexture(0, tsrc->getTextureRaw(texture_string)); bill->setMaterialFlag(video::EMF_LIGHTING, false); bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); bill->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); bill->setMaterialFlag(video::EMF_FOG_ENABLE, true); bill->setColor(video::SColor(255,0,0,0)); bill->setVisible(false); /* Set visible when brightness is known */ bill->setSize(m_sprite_size); if(m_sprite_type == "humanoid_1"){ const float txp = 1./192; const float txs = txp*32; const float typ = 1./240; const float tys = typ*48; setBillboardTextureMatrix(bill, txs, tys, 0, 0); } else if(m_sprite_type == "simple"){ const float txs = 1.0; const float tys = 1.0 / m_simple_anim_frames; setBillboardTextureMatrix(bill, txs, tys, 0, 0); } else { infostream<<"MobV2CAO: Unknown sprite type \""<remove(); m_node = NULL; } void MobV2CAO::updateLight(u8 light_at_pos) { if(m_lock_full_brightness) light_at_pos = 15; m_last_light = light_at_pos; if(m_node == NULL) return; if(m_damage_visual_timer > 0) return; if(m_shooting && m_bright_shooting) return; /*if(light_at_pos <= 2){ m_node->setVisible(false); return; }*/ m_node->setVisible(true); u8 li = decode_light(light_at_pos); video::SColor color(255,li,li,li); m_node->setColor(color); } v3s16 MobV2CAO::getLightPosition() { return floatToInt(m_position+v3f(0,0,0), BS); } void MobV2CAO::updateNodePos() { if(m_node == NULL) return; m_node->setPosition(pos_translator.vect_show + v3f(0,m_sprite_y,0)); } void MobV2CAO::step(float dtime, ClientEnvironment *env) { scene::IBillboardSceneNode *bill = m_node; if(!bill) return; pos_translator.translate(dtime); if(m_sprite_type == "humanoid_1"){ scene::ICameraSceneNode* camera = m_node->getSceneManager()->getActiveCamera(); if(!camera) return; v3f cam_to_mob = m_node->getAbsolutePosition() - camera->getAbsolutePosition(); cam_to_mob.normalize(); int col = 0; if(cam_to_mob.Y > 0.75) col = 5; else if(cam_to_mob.Y < -0.75) col = 4; else{ float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.X) / PI * 180.; float dir = mob_dir - m_yaw; dir = wrapDegrees_180(dir); //infostream<<"id="<= m_simple_anim_frametime){ m_walk_frame = (m_walk_frame + 1) % m_simple_anim_frames; m_walk_timer = 0; } int col = 0; int row = m_walk_frame; const float txs = 1.0; const float tys = 1.0 / m_simple_anim_frames; setBillboardTextureMatrix(bill, txs, tys, col, row); } else { infostream<<"MobV2CAO::step(): Unknown sprite type \"" <getLocalPlayer(); assert(player); v3f playerpos = player->getPosition(); v2f playerpos_2d(playerpos.X,playerpos.Z); v2f objectpos_2d(m_position.X,m_position.Z); if(fabs(m_position.Y - playerpos.Y) < m_player_hit_distance*BS && objectpos_2d.getDistanceFrom(playerpos_2d) < m_player_hit_distance*BS) { env->damageLocalPlayer(m_player_hit_damage); m_player_hit_timer = m_player_hit_interval; } } /* Run timers */ m_player_hit_timer -= dtime; if(m_damage_visual_timer >= 0){ m_damage_visual_timer -= dtime; if(m_damage_visual_timer <= 0){ infostream<<"id="<= 1.0){ m_walking = false; } m_shooting_unset_timer -= dtime; if(m_shooting_unset_timer <= 0.0){ if(m_bright_shooting){ u8 li = decode_light(m_last_light); video::SColor color(255,li,li,li); bill->setColor(color); m_bright_shooting = false; } m_shooting = false; } } void MobV2CAO::processMessage(const std::string &data) { //infostream<<"MobV2CAO: Got message"<= 100) li = 30; else li = 255;*/ /*video::SColor color(255,255,0,0); m_node->setColor(color); m_damage_visual_timer = 0.2;*/ } // Trigger shooting else if(cmd == 2) { // length m_shooting_unset_timer = readF1000(is); // bright? m_bright_shooting = readU8(is); if(m_bright_shooting){ u8 li = 255; video::SColor color(255,li,li,li); m_node->setColor(color); } m_shooting = true; } } void MobV2CAO::initialize(const std::string &data) { //infostream<<"MobV2CAO: Got init data"<parseConfigLines(tmp_is, "MobArgsEnd"); infostream<<"MobV2CAO::initialize(): got properties:"<writeLines(infostream); m_properties->setDefault("looks", "dummy_default"); m_properties->setDefault("yaw", "0"); m_properties->setDefault("pos", "(0,0,0)"); m_properties->setDefault("player_hit_damage", "0"); m_properties->setDefault("player_hit_distance", "1.5"); m_properties->setDefault("player_hit_interval", "1.5"); setLooks(m_properties->get("looks")); m_yaw = m_properties->getFloat("yaw"); m_position = m_properties->getV3F("pos"); m_player_hit_damage = m_properties->getS32("player_hit_damage"); m_player_hit_distance = m_properties->getFloat("player_hit_distance"); m_player_hit_interval = m_properties->getFloat("player_hit_interval"); pos_translator.init(m_position); } updateNodePos(); } bool MobV2CAO::directReportPunch(const std::string &toolname, v3f dir) { video::SColor color(255,255,0,0); m_node->setColor(color); m_damage_visual_timer = 0.05; m_position += dir * BS; pos_translator.sharpen(); pos_translator.update(m_position); updateNodePos(); return false; } void MobV2CAO::setLooks(const std::string &looks) { v2f selection_size = v2f(0.4, 0.4) * BS; float selection_y = 0 * BS; if(looks == "dungeon_master"){ m_texture_name = "dungeon_master.png"; m_sprite_type = "humanoid_1"; m_sprite_size = v2f(2, 3) * BS; m_sprite_y = 0.85 * BS; selection_size = v2f(0.4, 2.6) * BS; selection_y = -0.4 * BS; } else if(looks == "fireball"){ m_texture_name = "fireball.png"; m_sprite_type = "simple"; m_sprite_size = v2f(1, 1) * BS; m_simple_anim_frames = 3; m_simple_anim_frametime = 0.1; m_lock_full_brightness = true; } else{ m_texture_name = "stone.png"; m_sprite_type = "simple"; m_sprite_size = v2f(1, 1) * BS; m_simple_anim_frames = 3; m_simple_anim_frametime = 0.333; selection_size = v2f(0.4, 0.4) * BS; selection_y = 0 * BS; } m_selection_box = core::aabbox3d( -selection_size.X, selection_y, -selection_size.X, selection_size.X, selection_y+selection_size.Y, selection_size.X); } /* LuaEntityCAO */ #include "luaentity_common.h" class LuaEntityCAO : public ClientActiveObject { private: core::aabbox3d m_selection_box; scene::IMeshSceneNode *m_meshnode; scene::IBillboardSceneNode *m_spritenode; v3f m_position; v3f m_velocity; v3f m_acceleration; float m_yaw; 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; 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_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"<deSerialize(prop_is); infostream<<"m_prop: "<dump()<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* 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"<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"<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(): \""<visual <<"\" not supported"<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 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="<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"<physical) pos_translator.update(m_position, is_end_position, update_interval); } else { pos_translator.init(m_position); } updateNodePos(); } else if(cmd == 1) // set texture modification { std::string mod = deSerializeString(is); updateTextures(mod); } else if(cmd == 2) // 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(); } } }; // Prototype LuaEntityCAO proto_LuaEntityCAO(NULL, NULL); /* PlayerCAO */ class PlayerCAO : public ClientActiveObject { private: core::aabbox3d 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; 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) { if(gamedef == NULL) ClientActiveObject::registerType(getType(), create); } void initialize(const std::string &data) { infostream<<"PlayerCAO: Got init data"<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* getSelectionBox() { if(m_is_local_player) 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(""); 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; m_node->setVisible(true); u8 li = decode_light(light_at_pos); video::SColor color(255,li,li,li); setMeshColor(m_node->getMesh(), color); } v3s16 getLightPosition() { return floatToInt(m_position+v3f(0,BS*1.5,0), BS); } 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); 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"<damageLocalPlayer(damage, false); m_damage_visual_timer = 0.5; updateTextures("^[brighten"); } } 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);