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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #ifndef CONTENT_CAO_HEADER
- #define CONTENT_CAO_HEADER
- #include <map>
- #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<f32> 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<std::string, core::vector2d<v3f> > 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;
- std::vector<u16> m_children;
- 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<f32>* 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
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