Add GenericCAO and player armor groups, but don't use them yet

master
Perttu Ahola 2012-03-29 16:10:11 +03:00
parent a9ddbb4beb
commit 443f45eca1
7 changed files with 532 additions and 25 deletions

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@ -153,6 +153,7 @@ configure_file(
)
set(common_SRCS
genericobject.cpp
voxelalgorithms.cpp
sound.cpp
quicktune.cpp

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@ -1349,4 +1349,492 @@ public:
// Prototype
PlayerCAO proto_PlayerCAO(NULL, NULL);
/*
GenericCAO
*/
#include "genericobject.h"
class GenericCAO : public ClientActiveObject
{
private:
// Property-ish things
s16 m_hp_max;
bool m_physical;
float m_weight;
core::aabbox3d<f32> m_collisionbox;
std::string m_visual;
v2f m_visual_size;
core::array<std::string> m_textures;
v2s16 m_spritediv;
//
scene::ISceneManager *m_smgr;
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
scene::IBillboardSceneNode *m_spritenode;
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_tx_select_horiz_by_yawpitch;
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;
public:
GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
//
m_hp_max(1),
m_physical(false),
m_weight(5),
m_collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
m_visual("sprite"),
m_visual_size(1,1),
m_spritediv(1,1),
//
m_smgr(NULL),
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_hp(1),
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),
m_reset_textures_timer(-1)
{
m_textures.push_back("unknown_object.png");
if(gamedef == NULL)
ClientActiveObject::registerType(getType(), create);
}
void initialize(const std::string &data)
{
infostream<<"GenericCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
// version
u8 version = readU8(is);
// check version
if(version != 1)
return;
// pos
m_position = readV3F1000(is);
// yaw
m_yaw = readF1000(is);
// hp
m_hp = readS16(is);
pos_translator.init(m_position);
updateNodePos();
}
~GenericCAO()
{
}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
{
return new GenericCAO(gamedef, env);
}
u8 getType() const
{
return ACTIVEOBJECT_TYPE_GENERIC;
}
core::aabbox3d<f32>* getSelectionBox()
{
return &m_selection_box;
}
v3f getPosition()
{
return pos_translator.vect_show;
}
void removeFromScene()
{
if(m_meshnode){
m_meshnode->remove();
m_meshnode = NULL;
}
if(m_spritenode){
m_spritenode->remove();
m_spritenode = NULL;
}
}
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
m_smgr = smgr;
if(m_meshnode != NULL || m_spritenode != NULL)
return;
//video::IVideoDriver* driver = smgr->getVideoDriver();
if(m_visual == "sprite"){
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = smgr->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_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_visual == "cube"){
infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(1));
// Will be shown when we know the brightness
m_meshnode->setVisible(false);
} else {
infostream<<"GenericCAO::addToScene(): \""<<m_visual
<<"\" not supported"<<std::endl;
}
updateTextures("");
updateNodePos();
}
void updateVisuals()
{
removeFromScene();
// We haven't got any IrrlichtDevices but it isn't actually needed
addToScene(m_smgr, m_gamedef->tsrc(), NULL);
}
void updateLight(u8 light_at_pos)
{
bool is_visible = (m_hp != 0);
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(is_visible);
}
if(m_spritenode){
m_spritenode->setColor(color);
m_spritenode->setVisible(is_visible);
}
}
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_physical){
core::aabbox3d<f32> box = m_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();
if(m_reset_textures_timer >= 0){
m_reset_textures_timer -= dtime;
if(m_reset_textures_timer <= 0){
m_reset_textures_timer = -1;
updateTextures("");
}
}
}
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="<<m_id<<" dir="<<dir<<std::endl;
if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
col += 2;
else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
col += 3;
else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
col += 0;
else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
col += 1;
else
col += 4;
}
}
// Animation goes downwards
row += m_anim_frame;
float txs = m_tx_size.X;
float tys = m_tx_size.Y;
setBillboardTextureMatrix(m_spritenode,
txs, tys, col, row);
}
}
void updateTextures(const std::string &mod)
{
ITextureSource *tsrc = m_gamedef->tsrc();
if(m_spritenode){
std::string texturestring = "unknown_block.png";
if(m_textures.size() >= 1)
texturestring = m_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_textures.size() > i)
texturestring = m_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<<"GenericCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
if(cmd == GENERIC_CMD_SET_PROPERTIES)
{
m_hp_max = readS16(is);
m_physical = readU8(is);
m_weight = readF1000(is);
m_collisionbox.MinEdge = readV3F1000(is);
m_collisionbox.MaxEdge = readV3F1000(is);
m_visual = deSerializeString(is);
m_visual_size = readV2F1000(is);
m_textures.clear();
u32 texture_count = readU16(is);
for(u32 i=0; i<texture_count; i++){
m_textures.push_back(deSerializeString(is));
}
m_spritediv = readV2S16(is);
m_selection_box = m_collisionbox;
m_selection_box.MinEdge *= BS;
m_selection_box.MaxEdge *= BS;
m_tx_size.X = 1.0 / m_spritediv.X;
m_tx_size.Y = 1.0 / m_spritediv.Y;
updateVisuals();
}
else if(cmd == GENERIC_CMD_UPDATE_POSITION)
{
m_position = readV3F1000(is);
m_velocity = readV3F1000(is);
m_acceleration = readV3F1000(is);
m_yaw = readF1000(is);
bool do_interpolate = readU8(is);
bool is_end_position = readU8(is);
float update_interval = readF1000(is);
if(do_interpolate){
if(!m_physical)
pos_translator.update(m_position, is_end_position, update_interval);
} else {
pos_translator.init(m_position);
}
updateNodePos();
}
else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
{
std::string mod = deSerializeString(is);
updateTextures(mod);
}
else if(cmd == GENERIC_CMD_SET_SPRITE)
{
v2s16 p = readV2S16(is);
int num_frames = readU16(is);
float framelength = readF1000(is);
bool select_horiz_by_yawpitch = readU8(is);
m_tx_basepos = p;
m_anim_num_frames = num_frames;
m_anim_framelength = framelength;
m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
updateTexturePos();
}
else if(cmd == GENERIC_CMD_PUNCHED)
{
/*s16 damage =*/ readS16(is);
s16 result_hp = readS16(is);
m_hp = result_hp;
// TODO: Execute defined fast response
}
else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
{
m_armor_groups.clear();
int armor_groups_size = readU16(is);
for(int i=0; i<armor_groups_size; i++){
std::string name = deSerializeString(is);
int rating = readS16(is);
m_armor_groups[name] = rating;
}
}
}
bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
float time_from_last_punch=1000000)
{
assert(punchitem);
const ToolCapabilities *toolcap =
&punchitem->getToolCapabilities(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_visual_size * BS);
m_env->addSimpleObject(simple);
}
// TODO: Execute defined fast response
// Flashing shall suffice as there is no definition
updateTextures("^[brighten");
m_reset_textures_timer = 0.1;
}
return false;
}
std::string debugInfoText()
{
std::ostringstream os(std::ios::binary);
os<<"GenericCAO hp="<<m_hp<<"\n";
os<<"armor={";
for(ItemGroupList::const_iterator i = m_armor_groups.begin();
i != m_armor_groups.end(); i++){
os<<i->first<<"="<<i->second<<", ";
}
os<<"}";
return os.str();
}
};
// Prototype
GenericCAO proto_GenericCAO(NULL, NULL);

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@ -32,5 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// Special type, not stored as a static object
#define ACTIVEOBJECT_TYPE_PLAYER 100
// Special type, only exists as CAO
#define ACTIVEOBJECT_TYPE_GENERIC 101
#endif

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@ -605,17 +605,6 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
scriptapi_luaentity_rightclick(L, m_id, clicker);
}
void LuaEntitySAO::setHP(s16 hp)
{
if(hp < 0) hp = 0;
m_hp = hp;
}
s16 LuaEntitySAO::getHP() const
{
return m_hp;
}
void LuaEntitySAO::setPos(v3f pos)
{
m_base_position = pos;
@ -645,6 +634,23 @@ std::string LuaEntitySAO::getDescription()
return os.str();
}
void LuaEntitySAO::setHP(s16 hp)
{
if(hp < 0) hp = 0;
m_hp = hp;
}
s16 LuaEntitySAO::getHP() const
{
return m_hp;
}
void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
void LuaEntitySAO::setVelocity(v3f velocity)
{
m_velocity = velocity;
@ -708,12 +714,6 @@ std::string LuaEntitySAO::getName()
return m_init_name;
}
void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
m_last_sent_move_precision = m_base_position.getDistanceFrom(
@ -766,6 +766,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_):
m_time_from_last_punch(0),
m_wield_index(0),
m_position_not_sent(false),
m_armor_groups_sent(false),
m_teleported(false),
m_inventory_not_sent(false),
m_hp_not_sent(false),
@ -775,6 +776,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_):
assert(m_peer_id != 0);
setBasePosition(m_player->getPosition());
m_inventory = &m_player->inventory;
m_armor_groups["choppy"] = 2;
m_armor_groups["fleshy"] = 3;
}
PlayerSAO::~PlayerSAO()
@ -960,12 +963,8 @@ int PlayerSAO::punch(v3f dir,
return 0;
}
// "Material" groups of the player
ItemGroupList groups;
groups["choppy"] = 2;
groups["fleshy"] = 3;
HitParams hitparams = getHitParams(groups, toolcap, time_from_last_punch);
HitParams hitparams = getHitParams(m_armor_groups, toolcap,
time_from_last_punch);
actionstream<<"Player "<<m_player->getName()<<" punched by "
<<puncher->getDescription()<<", damage "<<hitparams.hp
@ -1031,6 +1030,12 @@ void PlayerSAO::setHP(s16 hp)
}
}
void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
Inventory* PlayerSAO::getInventory()
{
return m_inventory;

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@ -59,6 +59,7 @@ public:
std::string getDescription();
void setHP(s16 hp);
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
/* LuaEntitySAO-specific */
void setVelocity(v3f velocity);
v3f getVelocity();
@ -70,7 +71,6 @@ public:
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
void setArmorGroups(const ItemGroupList &armor_groups);
private:
void sendPosition(bool do_interpolate, bool is_movement_end);
@ -132,6 +132,7 @@ public:
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
void setArmorGroups(const ItemGroupList &armor_groups);
/*
Inventory interface
@ -181,6 +182,8 @@ private:
float m_time_from_last_punch;
int m_wield_index;
bool m_position_not_sent;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
public:
// Some flags used by Server

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@ -1515,7 +1515,7 @@ void Server::AsyncRunStep()
infostream<<"WARNING: "<<__FUNCTION_NAME
<<": NULL object"<<std::endl;
else
type = obj->getType();
type = obj->getSendType();
// Add to data buffer for sending
writeU16((u8*)buf, id);

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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "activeobject.h"
#include "utility.h"
#include "inventorymanager.h"
#include "itemgroup.h"
/*
@ -56,6 +57,9 @@ public:
ServerActiveObject(ServerEnvironment *env, v3f pos);
virtual ~ServerActiveObject();
virtual u8 getSendType() const
{ return getType(); }
// Called after id has been set and has been inserted in environment
virtual void addedToEnvironment(){};
// Called before removing from environment
@ -146,6 +150,9 @@ public:
virtual s16 getHP() const
{ return 0; }
virtual void setArmorGroups(const ItemGroupList &armor_groups)
{}
// Inventory and wielded item
virtual Inventory* getInventory()
{ return NULL; }