diff --git a/src/content_cao.cpp b/src/content_cao.cpp index fdb700795..30384a313 100644 --- a/src/content_cao.cpp +++ b/src/content_cao.cpp @@ -53,86 +53,71 @@ struct ToolCapabilities; std::map ClientActiveObject::m_types; -/* - SmoothTranslator -*/ +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) +{} -struct SmoothTranslator +void SmoothTranslator::init(v3f vect) { - v3f vect_old; - v3f vect_show; - v3f vect_aim; - f32 anim_counter; - f32 anim_time; - f32 anim_time_counter; - bool aim_is_end; + vect_old = vect; + vect_show = vect; + vect_aim = vect; + anim_counter = 0; + anim_time = 0; + anim_time_counter = 0; + aim_is_end = true; +} - 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::sharpen() +{ + init(vect_show); +} - 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 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 sharpen() - { - init(vect_show); - } +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; +} - 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); - } -}; +bool SmoothTranslator::is_moving() +{ + return ((anim_time_counter / anim_time) < 1.4); +} /* Other stuff @@ -552,56 +537,7 @@ void ItemCAO::initialize(const std::string &data) #include "genericobject.h" -class GenericCAO : public ClientActiveObject -{ -private: - // Only set at initialization - std::string m_name; - bool m_is_player; - bool m_is_local_player; - int m_id; - // Property-ish things - ObjectProperties m_prop; - // - scene::ISceneManager *m_smgr; - IrrlichtDevice *m_irr; - core::aabbox3d m_selection_box; - scene::IMeshSceneNode *m_meshnode; - scene::IAnimatedMeshSceneNode *m_animated_meshnode; - scene::IBillboardSceneNode *m_spritenode; - scene::ITextSceneNode* m_textnode; - v3f m_position; - v3f m_velocity; - v3f m_acceleration; - float m_yaw; - s16 m_hp; - SmoothTranslator pos_translator; - // Spritesheet/animation stuff - v2f m_tx_size; - v2s16 m_tx_basepos; - bool m_initial_tx_basepos_set; - bool m_tx_select_horiz_by_yawpitch; - v2s32 m_animation_range; - int m_animation_speed; - int m_animation_blend; - std::map > m_bone_position; // stores position and rotation for each bone name - std::string m_attachment_bone; - v3f m_attachment_position; - v3f m_attachment_rotation; - bool m_attached_to_local; - int m_anim_frame; - int m_anim_num_frames; - float m_anim_framelength; - float m_anim_timer; - ItemGroupList m_armor_groups; - float m_reset_textures_timer; - bool m_visuals_expired; - float m_step_distance_counter; - u8 m_last_light; - bool m_is_visible; - -public: - GenericCAO(IGameDef *gamedef, ClientEnvironment *env): +GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env): ClientActiveObject(0, gamedef, env), // m_is_player(false), @@ -641,1294 +577,1270 @@ public: 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"<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 collideWithObjects() { - return m_prop.collideWithObjects; - } - - void initialize(const std::string &data) + else if(version == 0) // In PROTOCOL_VERSION 13 { - infostream<<"GenericCAO: Got init data"<getPlayer(m_name.c_str()); - if(player && player->isLocal()){ - m_is_local_player = true; - } - m_env->addPlayerName(m_name.c_str()); - } + m_name = deSerializeString(is); + m_is_player = readU8(is); + m_position = readV3F1000(is); + m_yaw = readF1000(is); + m_hp = readS16(is); + num_messages = readU8(is); + } + else + { + errorstream<<"GenericCAO: Unsupported init data version" + <removePlayerName(m_name.c_str()); + for(int i=0; igetPlayer(m_name.c_str()); + if(player && player->isLocal()){ + m_is_local_player = true; } + m_env->addPlayerName(m_name.c_str()); } +} - static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env) - { - return new GenericCAO(gamedef, env); +GenericCAO::~GenericCAO() +{ + if(m_is_player){ + m_env->removePlayerName(m_name.c_str()); } +} - u8 getType() const - { - return ACTIVEOBJECT_TYPE_GENERIC; - } - core::aabbox3d* getSelectionBox() - { - if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL) - return NULL; - return &m_selection_box; - } - v3f 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; - } +core::aabbox3d* GenericCAO::getSelectionBox() +{ + if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL) + return NULL; + return &m_selection_box; +} - scene::IMeshSceneNode *getMeshSceneNode() - { +v3f GenericCAO::getPosition() +{ + if(getParent() != NULL){ if(m_meshnode) - return m_meshnode; - return NULL; - } - - scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() - { + return m_meshnode->getAbsolutePosition(); if(m_animated_meshnode) - return m_animated_meshnode; - return NULL; - } - - scene::IBillboardSceneNode *getSpriteSceneNode() - { + return m_animated_meshnode->getAbsolutePosition(); if(m_spritenode) - return m_spritenode; - return NULL; + return m_spritenode->getAbsolutePosition(); + return m_position; } + return pos_translator.vect_show; +} - bool isPlayer() - { - return m_is_player; - } +scene::IMeshSceneNode* GenericCAO::getMeshSceneNode() +{ + if(m_meshnode) + return m_meshnode; + return NULL; +} - bool isLocalPlayer() - { - return m_is_local_player; - } +scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode() +{ + if(m_animated_meshnode) + return m_animated_meshnode; + return NULL; +} - void setAttachments() - { - updateAttachments(); - } +scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode() +{ + if(m_spritenode) + return m_spritenode; + return NULL; +} - ClientActiveObject *getParent() +void GenericCAO::setAttachments() +{ + updateAttachments(); +} + +ClientActiveObject* GenericCAO::getParent() +{ + ClientActiveObject *obj = NULL; + for(std::vector >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++) { - ClientActiveObject *obj = NULL; - for(std::vector >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++) - { - if(cii->X == getId()){ // This ID is our child - if(cii->Y > 0){ // A parent ID exists for our child - if(cii->X != cii->Y){ // The parent and child ID are not the same - obj = m_env->getActiveObject(cii->Y); - } + if(cii->X == getId()){ // This ID is our child + if(cii->Y > 0){ // A parent ID exists for our child + if(cii->X != cii->Y){ // The parent and child ID are not the same + obj = m_env->getActiveObject(cii->Y); } + } + break; + } + } + if(obj) + return obj; + return NULL; +} + +void GenericCAO::removeFromScene(bool permanent) +{ + if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals) + { + // Detach this object's children + for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + { + if(ii->Y == getId()) // Is a child of our object + { + ii->Y = 0; + ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child + if(obj) + obj->setAttachments(); + } + } + // Delete this object from the attachments list + for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + { + if(ii->X == getId()) // Is our object + { + m_env->attachment_list.erase(ii); break; } } - if(obj) - return obj; - return NULL; } - void removeFromScene(bool permanent) - { - if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals) + if(m_meshnode){ + m_meshnode->remove(); + m_meshnode = NULL; + } + if(m_animated_meshnode){ + m_animated_meshnode->remove(); + m_animated_meshnode = NULL; + } + if(m_spritenode){ + m_spritenode->remove(); + m_spritenode = 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->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); { - // Detach this object's children - for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) - { - if(ii->Y == getId()) // Is a child of our object - { - ii->Y = 0; - ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child - if(obj) - obj->setAttachments(); - } - } - // Delete this object from the attachments list - for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) - { - if(ii->X == getId()) // Is our object - { - m_env->attachment_list.erase(ii); - break; - } - } - } - - if(m_meshnode){ - m_meshnode->remove(); - m_meshnode = NULL; - } - if(m_animated_meshnode){ - m_animated_meshnode->remove(); - m_animated_meshnode = NULL; - } - if(m_spritenode){ - m_spritenode->remove(); - m_spritenode = NULL; + const float txs = 1.0 / 1; + const float tys = 1.0 / 1; + setBillboardTextureMatrix(m_spritenode, + txs, tys, 0, 0); } } - - void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, - IrrlichtDevice *irr) + else if(m_prop.visual == "upright_sprite") { - m_smgr = smgr; - m_irr = irr; - - if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL) - return; + 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); + 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); + mesh->drop(); - m_visuals_expired = false; + 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)); - 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->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") + 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) { - 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); - 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); - mesh->drop(); - - m_meshnode->setScale(v3f(m_prop.visual_size.X, + m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL); + 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); + 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)); - - 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); - 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)); + } else { + infostream<<"GenericCAO::addToScene(): \""<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); + scene::ISceneNode *node = NULL; + if(m_spritenode) + node = m_spritenode; + else if(m_animated_meshnode) + node = m_animated_meshnode; + else if(m_meshnode) + node = m_meshnode; + if(node && m_is_player && !m_is_local_player){ + // Add a text node for showing the name + gui::IGUIEnvironment* gui = irr->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->setPosition(v3f(0, BS*1.1, 0)); + } - m_meshnode = smgr->addMeshSceneNode(mesh, NULL); - 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(): \""<getMesh(), color); + if(m_animated_meshnode) + setMeshColor(m_animated_meshnode->getMesh(), color); if(m_spritenode) - node = m_spritenode; - else if(m_animated_meshnode) - node = m_animated_meshnode; - else if(m_meshnode) - node = m_meshnode; - if(node && m_is_player && !m_is_local_player){ - // Add a text node for showing the name - gui::IGUIEnvironment* gui = irr->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->setPosition(v3f(0, BS*1.1, 0)); - } - - updateNodePos(); - updateAnimation(); - updateBonePosition(); - updateAttachments(); + m_spritenode->setColor(color); } +} - void expireVisuals() - { - m_visuals_expired = true; - } - - void 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); +} - v3s16 getLightPosition() - { - return floatToInt(m_position, BS); - } +void GenericCAO::updateNodePos() +{ + if(getParent() != NULL) + return; - void 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)); - } + 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 step(float dtime, ClientEnvironment *env) - { - // Handel model of local player instantly to prevent lags - if(m_is_local_player) { - LocalPlayer *player = m_env->getLocalPlayer(); +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 (player->camera_mode > CAMERA_MODE_FIRST) { - int old_anim = player->last_animation; - float old_anim_speed = player->last_animation_speed; - m_is_visible = true; - 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(); + if (player->camera_mode > CAMERA_MODE_FIRST) { + int old_anim = player->last_animation; + float old_anim_speed = player->last_animation_speed; + m_is_visible = true; + 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; + 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; + 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") && + // 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; + 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(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 { - m_is_visible = false; - } - } + player->last_animation = NO_ANIM; - 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 ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) - { - if(ii->Y == getId()) // This is a child of our parent - { - ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child - 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()); - } + if (old_anim != NO_ANIM) { + m_animation_range = player->local_animations[0]; + updateAnimation(); } } - removeFromScene(false); - addToScene(m_smgr, m_gamedef->tsrc(), m_irr); + // Update local player animations + if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) && + player->last_animation != NO_ANIM && allow_update) + updateAnimation(); - // Attachments, part 2: Now that the parent has been refreshed, put its attachments back - for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) - { - if(ii->Y == getId()) // This is a child of our parent - { - ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child - 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; - moveresult = collisionMoveSimple(env,env->getGameDef(), - pos_max_d, box, m_prop.stepheight, dtime, - p_pos, p_velocity, p_acceleration, - this, m_prop.collideWithObjects); - // Apply results - m_position = p_pos; - m_velocity = p_velocity; - m_acceleration = p_acceleration; - - 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.vect_show); - m_step_distance_counter += moved; - if(m_step_distance_counter > 1.5*BS){ - m_step_distance_counter = 0; - if(!m_is_local_player && m_prop.makes_footstep_sound){ - INodeDefManager *ndef = m_gamedef->ndef(); - v3s16 p = floatToInt(getPosition() + v3f(0, - (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS); - MapNode n = m_env->getMap().getNodeNoEx(p); - SimpleSoundSpec spec = ndef->get(n).sound_footstep; - m_gamedef->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(""); - } - } - if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){ - m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI; - updateNodePos(); - } - - if (getParent() == NULL && m_prop.automatic_face_movement_dir && - (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){ - m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset; - updateNodePos(); + } else { + m_is_visible = false; } } - 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(); + if(m_visuals_expired && m_smgr && m_irr){ + m_visuals_expired = false; - int row = m_tx_basepos.Y; - int col = m_tx_basepos.X; - - if(m_tx_select_horiz_by_yawpitch) + // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault + for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + { + if(ii->Y == getId()) // This is a child of our parent { - if(cam_to_entity.Y > 0.75) - col += 5; - else if(cam_to_entity.Y < -0.75) + ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child + 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()); + } + } + } + + 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 ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + { + if(ii->Y == getId()) // This is a child of our parent + { + ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child + 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; + moveresult = collisionMoveSimple(env,env->getGameDef(), + pos_max_d, box, m_prop.stepheight, dtime, + p_pos, p_velocity, p_acceleration, + this, m_prop.collideWithObjects); + // Apply results + m_position = p_pos; + m_velocity = p_velocity; + m_acceleration = p_acceleration; + + 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.vect_show); + m_step_distance_counter += moved; + if(m_step_distance_counter > 1.5*BS){ + m_step_distance_counter = 0; + if(!m_is_local_player && m_prop.makes_footstep_sound){ + INodeDefManager *ndef = m_gamedef->ndef(); + v3s16 p = floatToInt(getPosition() + v3f(0, + (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS); + MapNode n = m_env->getMap().getNodeNoEx(p); + SimpleSoundSpec spec = ndef->get(n).sound_footstep; + m_gamedef->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(""); + } + } + if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){ + m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI; + updateNodePos(); + } + + if (getParent() == NULL && m_prop.automatic_face_movement_dir && + (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){ + m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset; + 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_yaw; + dir = wrapDegrees_180(dir); + //infostream<<"id="<getBool("bilinear_filter"); + bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter"); + + if(m_spritenode) + { + if(m_prop.visual == "sprite") + { + std::string texturestring = "unknown_node.png"; + if(m_prop.textures.size() >= 1) + texturestring = m_prop.textures[0]; + texturestring += mod; + m_spritenode->setMaterialTexture(0, + tsrc->getTexture(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.size() >= 1) + { + 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); } } - - void updateTextures(const std::string &mod) + if(m_animated_meshnode) { - ITextureSource *tsrc = m_gamedef->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"); - - if(m_spritenode) + if(m_prop.visual == "mesh") { - if(m_prop.visual == "sprite") + for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i) + { + std::string texturestring = m_prop.textures[i]; + if(texturestring == "") + continue; // Empty texture string means don't modify that material + texturestring += mod; + video::ITexture* texture = tsrc->getTexture(texturestring); + if(!texture) + { + errorstream<<"GenericCAO::updateTextures(): Could not load texture "<getMaterial(i); + material.TextureLayer[0].Texture = texture; + material.setFlag(video::EMF_LIGHTING, false); + material.setFlag(video::EMF_BILINEAR_FILTER, false); + + 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() >= 1) - texturestring = m_prop.textures[0]; + if(m_prop.textures.size() > i) + texturestring = m_prop.textures[i]; texturestring += mod; - m_spritenode->setMaterialTexture(0, + + + // 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, tsrc->getTexture(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.size() >= 1) + tname = m_prop.textures[0]; + tname += mod; + scene::IMeshBuffer *buf = mesh->getMeshBuffer(0); + buf->getMaterial().setTexture(0, + tsrc->getTexture(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() >= 1) { - 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]; + buf->getMaterial().AmbientColor = m_prop.colors[0]; + buf->getMaterial().DiffuseColor = m_prop.colors[0]; + buf->getMaterial().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); + 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.size() >= 1) + tname = m_prop.textures[0]; + tname += mod; + scene::IMeshBuffer *buf = mesh->getMeshBuffer(1); + buf->getMaterial().setTexture(0, + tsrc->getTexture(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]; + } + else if(m_prop.colors.size() >= 1) + { + 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); + } + } + } +} + +void GenericCAO::updateAnimation() +{ + if(m_animated_meshnode == NULL) + return; + m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y); + m_animated_meshnode->setAnimationSpeed(m_animation_speed); + m_animated_meshnode->setTransitionTime(m_animation_blend); +} + +void GenericCAO::updateBonePosition() +{ + if(!m_bone_position.size() || m_animated_meshnode == NULL) + return; + + m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render + for(std::map >::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() +{ + m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer(); + m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden + + if(getParent() == NULL || m_attached_to_local) // Detach or don't attach + { + if(m_meshnode) + { + v3f old_position = m_meshnode->getAbsolutePosition(); + v3f old_rotation = m_meshnode->getRotation(); + m_meshnode->setParent(m_smgr->getRootSceneNode()); + m_meshnode->setPosition(old_position); + m_meshnode->setRotation(old_rotation); + m_meshnode->updateAbsolutePosition(); } 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 == "") - continue; // Empty texture string means don't modify that material - texturestring += mod; - video::ITexture* texture = tsrc->getTexture(texturestring); - if(!texture) - { - errorstream<<"GenericCAO::updateTextures(): Could not load texture "<getMaterial(i); - material.TextureLayer[0].Texture = texture; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - - 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]; - } - } + v3f old_position = m_animated_meshnode->getAbsolutePosition(); + v3f old_rotation = m_animated_meshnode->getRotation(); + m_animated_meshnode->setParent(m_smgr->getRootSceneNode()); + m_animated_meshnode->setPosition(old_position); + m_animated_meshnode->setRotation(old_rotation); + m_animated_meshnode->updateAbsolutePosition(); } - if(m_meshnode) + if(m_spritenode) { - 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.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setTexture(0, - tsrc->getTexture(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.size() >= 1) - tname = m_prop.textures[0]; - tname += mod; - scene::IMeshBuffer *buf = mesh->getMeshBuffer(0); - buf->getMaterial().setTexture(0, - tsrc->getTexture(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() >= 1) - { - 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.size() >= 1) - tname = m_prop.textures[0]; - tname += mod; - scene::IMeshBuffer *buf = mesh->getMeshBuffer(1); - buf->getMaterial().setTexture(0, - tsrc->getTexture(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]; - } - else if(m_prop.colors.size() >= 1) - { - 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); - } - } + v3f old_position = m_spritenode->getAbsolutePosition(); + v3f old_rotation = m_spritenode->getRotation(); + m_spritenode->setParent(m_smgr->getRootSceneNode()); + m_spritenode->setPosition(old_position); + m_spritenode->setRotation(old_rotation); + m_spritenode->updateAbsolutePosition(); } - } - - void updateAnimation() - { - if(m_animated_meshnode == NULL) - return; - m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y); - m_animated_meshnode->setAnimationSpeed(m_animation_speed); - m_animated_meshnode->setTransitionTime(m_animation_blend); - } - - void updateBonePosition() - { - if(!m_bone_position.size() || m_animated_meshnode == NULL) - return; - - m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render - for(std::map >::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 updateAttachments() - { - m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer(); - m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden - - if(getParent() == NULL || m_attached_to_local) // Detach or don't attach + if(m_is_local_player) { - if(m_meshnode) - { - v3f old_position = m_meshnode->getAbsolutePosition(); - v3f old_rotation = m_meshnode->getRotation(); - m_meshnode->setParent(m_smgr->getRootSceneNode()); - m_meshnode->setPosition(old_position); - m_meshnode->setRotation(old_rotation); + LocalPlayer *player = m_env->getLocalPlayer(); + player->isAttached = false; + } + } + else // Attach + { + scene::IMeshSceneNode *parent_mesh = NULL; + if(getParent()->getMeshSceneNode()) + parent_mesh = getParent()->getMeshSceneNode(); + scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL; + if(getParent()->getAnimatedMeshSceneNode()) + parent_animated_mesh = getParent()->getAnimatedMeshSceneNode(); + scene::IBillboardSceneNode *parent_sprite = NULL; + if(getParent()->getSpriteSceneNode()) + parent_sprite = getParent()->getSpriteSceneNode(); + + scene::IBoneSceneNode *parent_bone = NULL; + if(parent_animated_mesh && m_attachment_bone != "") + parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str()); + + // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode + // TODO: Perhaps use polymorphism here to save code duplication + if(m_meshnode){ + if(parent_bone){ + m_meshnode->setParent(parent_bone); + m_meshnode->setPosition(m_attachment_position); + m_meshnode->setRotation(m_attachment_rotation); m_meshnode->updateAbsolutePosition(); } - if(m_animated_meshnode) + else { - v3f old_position = m_animated_meshnode->getAbsolutePosition(); - v3f old_rotation = m_animated_meshnode->getRotation(); - m_animated_meshnode->setParent(m_smgr->getRootSceneNode()); - m_animated_meshnode->setPosition(old_position); - m_animated_meshnode->setRotation(old_rotation); - m_animated_meshnode->updateAbsolutePosition(); - } - if(m_spritenode) - { - v3f old_position = m_spritenode->getAbsolutePosition(); - v3f old_rotation = m_spritenode->getRotation(); - m_spritenode->setParent(m_smgr->getRootSceneNode()); - m_spritenode->setPosition(old_position); - m_spritenode->setRotation(old_rotation); - m_spritenode->updateAbsolutePosition(); - } - if(m_is_local_player) - { - LocalPlayer *player = m_env->getLocalPlayer(); - player->isAttached = false; - } - } - else // Attach - { - scene::IMeshSceneNode *parent_mesh = NULL; - if(getParent()->getMeshSceneNode()) - parent_mesh = getParent()->getMeshSceneNode(); - scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL; - if(getParent()->getAnimatedMeshSceneNode()) - parent_animated_mesh = getParent()->getAnimatedMeshSceneNode(); - scene::IBillboardSceneNode *parent_sprite = NULL; - if(getParent()->getSpriteSceneNode()) - parent_sprite = getParent()->getSpriteSceneNode(); - - scene::IBoneSceneNode *parent_bone = NULL; - if(parent_animated_mesh && m_attachment_bone != "") - parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str()); - - // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode - // TODO: Perhaps use polymorphism here to save code duplication - if(m_meshnode){ - if(parent_bone){ - m_meshnode->setParent(parent_bone); + if(parent_mesh){ + m_meshnode->setParent(parent_mesh); m_meshnode->setPosition(m_attachment_position); m_meshnode->setRotation(m_attachment_rotation); m_meshnode->updateAbsolutePosition(); } - else - { - if(parent_mesh){ - m_meshnode->setParent(parent_mesh); - m_meshnode->setPosition(m_attachment_position); - m_meshnode->setRotation(m_attachment_rotation); - m_meshnode->updateAbsolutePosition(); - } - else if(parent_animated_mesh){ - m_meshnode->setParent(parent_animated_mesh); - m_meshnode->setPosition(m_attachment_position); - m_meshnode->setRotation(m_attachment_rotation); - m_meshnode->updateAbsolutePosition(); - } - else if(parent_sprite){ - m_meshnode->setParent(parent_sprite); - m_meshnode->setPosition(m_attachment_position); - m_meshnode->setRotation(m_attachment_rotation); - m_meshnode->updateAbsolutePosition(); - } + else if(parent_animated_mesh){ + m_meshnode->setParent(parent_animated_mesh); + m_meshnode->setPosition(m_attachment_position); + m_meshnode->setRotation(m_attachment_rotation); + m_meshnode->updateAbsolutePosition(); + } + else if(parent_sprite){ + m_meshnode->setParent(parent_sprite); + m_meshnode->setPosition(m_attachment_position); + m_meshnode->setRotation(m_attachment_rotation); + m_meshnode->updateAbsolutePosition(); } } - if(m_animated_meshnode){ - if(parent_bone){ - m_animated_meshnode->setParent(parent_bone); + } + if(m_animated_meshnode){ + if(parent_bone){ + m_animated_meshnode->setParent(parent_bone); + m_animated_meshnode->setPosition(m_attachment_position); + m_animated_meshnode->setRotation(m_attachment_rotation); + m_animated_meshnode->updateAbsolutePosition(); + } + else + { + if(parent_mesh){ + m_animated_meshnode->setParent(parent_mesh); m_animated_meshnode->setPosition(m_attachment_position); m_animated_meshnode->setRotation(m_attachment_rotation); m_animated_meshnode->updateAbsolutePosition(); } - else - { - if(parent_mesh){ - m_animated_meshnode->setParent(parent_mesh); - m_animated_meshnode->setPosition(m_attachment_position); - m_animated_meshnode->setRotation(m_attachment_rotation); - m_animated_meshnode->updateAbsolutePosition(); - } - else if(parent_animated_mesh){ - m_animated_meshnode->setParent(parent_animated_mesh); - m_animated_meshnode->setPosition(m_attachment_position); - m_animated_meshnode->setRotation(m_attachment_rotation); - m_animated_meshnode->updateAbsolutePosition(); - } - else if(parent_sprite){ - m_animated_meshnode->setParent(parent_sprite); - m_animated_meshnode->setPosition(m_attachment_position); - m_animated_meshnode->setRotation(m_attachment_rotation); - m_animated_meshnode->updateAbsolutePosition(); - } + else if(parent_animated_mesh){ + m_animated_meshnode->setParent(parent_animated_mesh); + m_animated_meshnode->setPosition(m_attachment_position); + m_animated_meshnode->setRotation(m_attachment_rotation); + m_animated_meshnode->updateAbsolutePosition(); + } + else if(parent_sprite){ + m_animated_meshnode->setParent(parent_sprite); + m_animated_meshnode->setPosition(m_attachment_position); + m_animated_meshnode->setRotation(m_attachment_rotation); + m_animated_meshnode->updateAbsolutePosition(); } } - if(m_spritenode){ - if(parent_bone){ - m_spritenode->setParent(parent_bone); + } + if(m_spritenode){ + if(parent_bone){ + m_spritenode->setParent(parent_bone); + m_spritenode->setPosition(m_attachment_position); + m_spritenode->setRotation(m_attachment_rotation); + m_spritenode->updateAbsolutePosition(); + } + else + { + if(parent_mesh){ + m_spritenode->setParent(parent_mesh); m_spritenode->setPosition(m_attachment_position); m_spritenode->setRotation(m_attachment_rotation); m_spritenode->updateAbsolutePosition(); } - else - { - if(parent_mesh){ - m_spritenode->setParent(parent_mesh); - m_spritenode->setPosition(m_attachment_position); - m_spritenode->setRotation(m_attachment_rotation); - m_spritenode->updateAbsolutePosition(); - } - else if(parent_animated_mesh){ - m_spritenode->setParent(parent_animated_mesh); - m_spritenode->setPosition(m_attachment_position); - m_spritenode->setRotation(m_attachment_rotation); - m_spritenode->updateAbsolutePosition(); - } - else if(parent_sprite){ - m_spritenode->setParent(parent_sprite); - m_spritenode->setPosition(m_attachment_position); - m_spritenode->setRotation(m_attachment_rotation); - m_spritenode->updateAbsolutePosition(); - } + else if(parent_animated_mesh){ + m_spritenode->setParent(parent_animated_mesh); + m_spritenode->setPosition(m_attachment_position); + m_spritenode->setRotation(m_attachment_rotation); + m_spritenode->updateAbsolutePosition(); + } + else if(parent_sprite){ + m_spritenode->setParent(parent_sprite); + m_spritenode->setPosition(m_attachment_position); + m_spritenode->setRotation(m_attachment_rotation); + m_spritenode->updateAbsolutePosition(); } } - if(m_is_local_player) - { - LocalPlayer *player = m_env->getLocalPlayer(); - player->isAttached = true; - } + } + if(m_is_local_player) + { + LocalPlayer *player = m_env->getLocalPlayer(); + player->isAttached = true; } } +} - void processMessage(const std::string &data) +void GenericCAO::processMessage(const std::string &data) +{ + //infostream<<"GenericCAO: Got message"<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; - } - } - else if(cmd == GENERIC_CMD_SET_ANIMATION) + 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); + + + if(m_is_local_player) { - // 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); + 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; + } + } + 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); + 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); - 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); - } - // 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_BONE_POSITION) - { - std::string bone = deSerializeString(is); - v3f position = readV3F1000(is); - v3f rotation = readV3F1000(is); - m_bone_position[bone] = core::vector2d(position, rotation); - - updateBonePosition(); - } - else if(cmd == GENERIC_CMD_SET_ATTACHMENT) - { - // If an entry already exists for this object, delete it first to avoid duplicates - for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) + // 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)) { - if(ii->X == getId()) // This is the ID of our object - { - m_env->attachment_list.erase(ii); - break; - } - } - m_env->attachment_list.push_back(core::vector2d(getId(), readS16(is))); - m_attachment_bone = deSerializeString(is); - m_attachment_position = readV3F1000(is); - m_attachment_rotation = readV3F1000(is); - - 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 { - // 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("^[brighten"); - } - } - } - else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) - { - m_armor_groups.clear(); - int armor_groups_size = readU16(is); - for(int i=0; igetToolCapabilities(m_gamedef->idef()); - PunchDamageResult result = getPunchDamage( - m_armor_groups, - toolcap, - punchitem, - time_from_last_punch); + std::string bone = deSerializeString(is); + v3f position = readV3F1000(is); + v3f rotation = readV3F1000(is); + m_bone_position[bone] = core::vector2d(position, rotation); - if(result.did_punch && result.damage != 0) + updateBonePosition(); + } + else if(cmd == GENERIC_CMD_SET_ATTACHMENT) + { + // If an entry already exists for this object, delete it first to avoid duplicates + for(std::vector >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++) { - if(result.damage < m_hp){ - m_hp -= result.damage; - } else { - m_hp = 0; + if(ii->X == getId()) // This is the ID of our object + { + m_env->attachment_list.erase(ii); + break; + } + } + m_env->attachment_list.push_back(core::vector2d(getId(), readS16(is))); + m_attachment_bone = deSerializeString(is); + m_attachment_position = readV3F1000(is); + m_attachment_rotation = readV3F1000(is); + + 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 { + // 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("^[brighten"); } - // TODO: Execute defined fast response - // Flashing shall suffice as there is no definition - m_reset_textures_timer = 0.05; - if(result.damage >= 2) - m_reset_textures_timer += 0.05 * result.damage; - updateTextures("^[brighten"); } - - return false; } - - std::string debugInfoText() + else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) { - std::ostringstream os(std::ios::binary); - os<<"GenericCAO hp="<first<<"="<second<<", "; + m_armor_groups.clear(); + int armor_groups_size = readU16(is); + for(int i=0; igetToolCapabilities(m_gamedef->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 + m_reset_textures_timer = 0.05; + if(result.damage >= 2) + m_reset_textures_timer += 0.05 * result.damage; + updateTextures("^[brighten"); + } + + return false; +} + +std::string GenericCAO::debugInfoText() +{ + std::ostringstream os(std::ios::binary); + os<<"GenericCAO hp="<first<<"="<second<<", "; + } + os<<"}"; + return os.str(); +} // Prototype GenericCAO proto_GenericCAO(NULL, NULL); - - diff --git a/src/content_cao.h b/src/content_cao.h index 441c74922..1e55babf2 100644 --- a/src/content_cao.h +++ b/src/content_cao.h @@ -20,5 +20,179 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef CONTENT_CAO_HEADER #define CONTENT_CAO_HEADER +#include +#include "irrlichttypes_extrabloated.h" +#include "content_object.h" +#include "clientobject.h" +#include "object_properties.h" +#include "itemgroup.h" + +/* + 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(); + + void init(v3f vect); + + void sharpen(); + + void update(v3f vect_new, bool is_end_position=false, float update_interval=-1); + + void translate(f32 dtime); + + bool is_moving(); +}; + +class GenericCAO : public ClientActiveObject +{ +private: + // Only set at initialization + std::string m_name; + bool m_is_player; + bool m_is_local_player; + int m_id; + // Property-ish things + ObjectProperties m_prop; + // + scene::ISceneManager *m_smgr; + IrrlichtDevice *m_irr; + core::aabbox3d m_selection_box; + scene::IMeshSceneNode *m_meshnode; + scene::IAnimatedMeshSceneNode *m_animated_meshnode; + scene::IBillboardSceneNode *m_spritenode; + scene::ITextSceneNode* m_textnode; + v3f m_position; + v3f m_velocity; + v3f m_acceleration; + float m_yaw; + s16 m_hp; + SmoothTranslator pos_translator; + // Spritesheet/animation stuff + v2f m_tx_size; + v2s16 m_tx_basepos; + bool m_initial_tx_basepos_set; + bool m_tx_select_horiz_by_yawpitch; + v2s32 m_animation_range; + int m_animation_speed; + int m_animation_blend; + std::map > m_bone_position; // stores position and rotation for each bone name + std::string m_attachment_bone; + v3f m_attachment_position; + v3f m_attachment_rotation; + bool m_attached_to_local; + int m_anim_frame; + int m_anim_num_frames; + float m_anim_framelength; + float m_anim_timer; + ItemGroupList m_armor_groups; + float m_reset_textures_timer; + bool m_visuals_expired; + float m_step_distance_counter; + u8 m_last_light; + bool m_is_visible; + +public: + GenericCAO(IGameDef *gamedef, ClientEnvironment *env); + + ~GenericCAO(); + + static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env) + { + return new GenericCAO(gamedef, env); + } + + inline u8 getType() const + { + return ACTIVEOBJECT_TYPE_GENERIC; + } + + void initialize(const std::string &data); + + ClientActiveObject *getParent(); + + bool getCollisionBox(aabb3f *toset); + + bool collideWithObjects(); + + core::aabbox3d* getSelectionBox(); + + v3f getPosition(); + + scene::IMeshSceneNode *getMeshSceneNode(); + + scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(); + + scene::IBillboardSceneNode *getSpriteSceneNode(); + + inline bool isPlayer() const + { + return m_is_player; + } + + inline bool isLocalPlayer() const + { + return m_is_local_player; + } + + inline bool isVisible() const + { + return m_is_visible; + } + + inline void setVisible(bool toset) + { + m_is_visible = toset; + } + + void setAttachments(); + + void removeFromScene(bool permanent); + + void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, + IrrlichtDevice *irr); + + inline void expireVisuals() + { + m_visuals_expired = true; + } + + void updateLight(u8 light_at_pos); + + v3s16 getLightPosition(); + + void updateNodePos(); + + void step(float dtime, ClientEnvironment *env); + + void updateTexturePos(); + + void updateTextures(const std::string &mod); + + void updateAnimation(); + + void updateBonePosition(); + + void updateAttachments(); + + void processMessage(const std::string &data); + + bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL, + float time_from_last_punch=1000000); + + std::string debugInfoText(); +}; + + #endif