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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.
- */
- #include <ICameraSceneNode.h>
- #include <ITextSceneNode.h>
- #include <IBillboardSceneNode.h>
- #include <IMeshManipulator.h>
- #include <IAnimatedMeshSceneNode.h>
- #include "content_cao.h"
- #include "util/numeric.h" // For IntervalLimiter
- #include "util/serialize.h"
- #include "util/basic_macros.h"
- #include "client/sound.h"
- #include "client/tile.h"
- #include "environment.h"
- #include "collision.h"
- #include "settings.h"
- #include "serialization.h" // For decompressZlib
- #include "clientobject.h"
- #include "mesh.h"
- #include "itemdef.h"
- #include "tool.h"
- #include "content_cso.h"
- #include "sound.h"
- #include "nodedef.h"
- #include "localplayer.h"
- #include "map.h"
- #include "camera.h" // CameraModes
- #include "client.h"
- #include "wieldmesh.h"
- #include <algorithm>
- #include <cmath>
- #include "client/renderingengine.h"
- class Settings;
- struct ToolCapabilities;
- std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
- void SmoothTranslator::init(v3f vect)
- {
- vect_old = vect;
- vect_show = vect;
- vect_aim = vect;
- anim_counter = 0;
- anim_time = 0;
- anim_time_counter = 0;
- aim_is_end = true;
- }
- void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
- {
- aim_is_end = is_end_position;
- vect_old = vect_show;
- vect_aim = vect_new;
- if(update_interval > 0)
- {
- anim_time = update_interval;
- } else {
- if(anim_time < 0.001 || anim_time > 1.0)
- anim_time = anim_time_counter;
- else
- anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
- }
- anim_time_counter = 0;
- anim_counter = 0;
- }
- void SmoothTranslator::translate(f32 dtime)
- {
- anim_time_counter = anim_time_counter + dtime;
- anim_counter = anim_counter + dtime;
- v3f vect_move = vect_aim - vect_old;
- f32 moveratio = 1.0;
- if(anim_time > 0.001)
- moveratio = anim_time_counter / anim_time;
- // Move a bit less than should, to avoid oscillation
- moveratio = moveratio * 0.8;
- float move_end = 1.5;
- if(aim_is_end)
- move_end = 1.0;
- if(moveratio > move_end)
- moveratio = move_end;
- vect_show = vect_old + vect_move * moveratio;
- }
- /*
- Other stuff
- */
- static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
- float txs, float tys, int col, int row)
- {
- video::SMaterial& material = bill->getMaterial(0);
- core::matrix4& matrix = material.getTextureMatrix(0);
- matrix.setTextureTranslate(txs*col, tys*row);
- matrix.setTextureScale(txs, tys);
- }
- /*
- TestCAO
- */
- class TestCAO : public ClientActiveObject
- {
- public:
- TestCAO(Client *client, ClientEnvironment *env);
- virtual ~TestCAO() = default;
- ActiveObjectType getType() const
- {
- return ACTIVEOBJECT_TYPE_TEST;
- }
- static ClientActiveObject* create(Client *client, ClientEnvironment *env);
- void addToScene(ITextureSource *tsrc);
- void removeFromScene(bool permanent);
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
- void step(float dtime, ClientEnvironment *env);
- void processMessage(const std::string &data);
- bool getCollisionBox(aabb3f *toset) const { return false; }
- private:
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- };
- // Prototype
- TestCAO proto_TestCAO(NULL, NULL);
- TestCAO::TestCAO(Client *client, ClientEnvironment *env):
- ClientActiveObject(0, client, env),
- m_node(NULL),
- m_position(v3f(0,10*BS,0))
- {
- ClientActiveObject::registerType(getType(), create);
- }
- ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
- {
- return new TestCAO(client, env);
- }
- void TestCAO::addToScene(ITextureSource *tsrc)
- {
- if(m_node != NULL)
- return;
- //video::IVideoDriver* driver = smgr->getVideoDriver();
- scene::SMesh *mesh = new scene::SMesh();
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- updateNodePos();
- }
- void TestCAO::removeFromScene(bool permanent)
- {
- if (!m_node)
- return;
- m_node->remove();
- m_node = NULL;
- }
- void TestCAO::updateLight(u8 light_at_pos)
- {
- }
- v3s16 TestCAO::getLightPosition()
- {
- return floatToInt(m_position, BS);
- }
- void TestCAO::updateNodePos()
- {
- if (!m_node)
- return;
- m_node->setPosition(m_position);
- //m_node->setRotation(v3f(0, 45, 0));
- }
- void TestCAO::step(float dtime, ClientEnvironment *env)
- {
- if(m_node)
- {
- v3f rot = m_node->getRotation();
- //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
- rot.Y += dtime * 180;
- m_node->setRotation(rot);
- }
- }
- void TestCAO::processMessage(const std::string &data)
- {
- infostream<<"TestCAO: Got data: "<<data<<std::endl;
- std::istringstream is(data, std::ios::binary);
- u16 cmd;
- is>>cmd;
- if(cmd == 0)
- {
- v3f newpos;
- is>>newpos.X;
- is>>newpos.Y;
- is>>newpos.Z;
- m_position = newpos;
- updateNodePos();
- }
- }
- /*
- GenericCAO
- */
- #include "genericobject.h"
- GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
- ClientActiveObject(0, client, env)
- {
- if (client == NULL) {
- ClientActiveObject::registerType(getType(), create);
- } else {
- m_client = client;
- }
- }
- bool GenericCAO::getCollisionBox(aabb3f *toset) const
- {
- 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() const
- {
- return m_prop.collideWithObjects;
- }
- void GenericCAO::initialize(const std::string &data)
- {
- infostream<<"GenericCAO: Got init data"<<std::endl;
- processInitData(data);
- if (m_is_player) {
- // Check if it's the current player
- LocalPlayer *player = m_env->getLocalPlayer();
- if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
- m_is_local_player = true;
- m_is_visible = false;
- player->setCAO(this);
- }
- }
- }
- void GenericCAO::processInitData(const std::string &data)
- {
- std::istringstream is(data, std::ios::binary);
- int num_messages = 0;
- // version
- u8 version = readU8(is);
- // check version
- if (version == 1) { // In PROTOCOL_VERSION 14
- m_name = deSerializeString(is);
- m_is_player = readU8(is);
- m_id = readU16(is);
- m_position = readV3F1000(is);
- m_yaw = readF1000(is);
- m_hp = readS16(is);
- num_messages = readU8(is);
- } else {
- errorstream<<"GenericCAO: Unsupported init data version"
- <<std::endl;
- return;
- }
- for (int i = 0; i < num_messages; i++) {
- std::string message = deSerializeLongString(is);
- processMessage(message);
- }
- pos_translator.init(m_position);
- updateNodePos();
- }
- GenericCAO::~GenericCAO()
- {
- removeFromScene(true);
- }
- bool GenericCAO::getSelectionBox(aabb3f *toset) const
- {
- if (!m_prop.is_visible || !m_is_visible || m_is_local_player
- || !m_prop.pointable) {
- return false;
- }
- *toset = m_selection_box;
- return true;
- }
- v3f GenericCAO::getPosition()
- {
- if (getParent() != NULL) {
- scene::ISceneNode *node = getSceneNode();
- if (node)
- return node->getAbsolutePosition();
- return m_position;
- }
- return pos_translator.vect_show;
- }
- const bool GenericCAO::isImmortal()
- {
- return itemgroup_get(getGroups(), "immortal");
- }
- scene::ISceneNode* GenericCAO::getSceneNode()
- {
- if (m_meshnode) {
- return m_meshnode;
- }
- if (m_animated_meshnode) {
- return m_animated_meshnode;
- }
- if (m_wield_meshnode) {
- return m_wield_meshnode;
- }
- if (m_spritenode) {
- return m_spritenode;
- }
- return NULL;
- }
- scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
- {
- return m_animated_meshnode;
- }
- void GenericCAO::setChildrenVisible(bool toset)
- {
- for (u16 cao_id : m_children) {
- GenericCAO *obj = m_env->getGenericCAO(cao_id);
- if (obj) {
- obj->setVisible(toset);
- }
- }
- }
- void GenericCAO::setAttachments()
- {
- updateAttachments();
- }
- ClientActiveObject* GenericCAO::getParent() const
- {
- ClientActiveObject *obj = NULL;
- u16 attached_id = m_env->attachement_parent_ids[getId()];
- if ((attached_id != 0) &&
- (attached_id != getId())) {
- obj = m_env->getActiveObject(attached_id);
- }
- return obj;
- }
- void GenericCAO::removeFromScene(bool permanent)
- {
- // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
- if((m_env != NULL) && (permanent))
- {
- for (u16 ci : m_children) {
- if (m_env->attachement_parent_ids[ci] == getId()) {
- m_env->attachement_parent_ids[ci] = 0;
- }
- }
- m_children.clear();
- m_env->attachement_parent_ids[getId()] = 0;
- LocalPlayer* player = m_env->getLocalPlayer();
- if (this == player->parent) {
- player->parent = NULL;
- player->isAttached = false;
- }
- }
- if (m_meshnode) {
- m_meshnode->remove();
- m_meshnode->drop();
- m_meshnode = NULL;
- } else if (m_animated_meshnode) {
- m_animated_meshnode->remove();
- m_animated_meshnode->drop();
- m_animated_meshnode = NULL;
- } else if (m_wield_meshnode) {
- m_wield_meshnode->remove();
- m_wield_meshnode->drop();
- m_wield_meshnode = NULL;
- } else if (m_spritenode) {
- m_spritenode->remove();
- m_spritenode->drop();
- m_spritenode = NULL;
- }
- if (m_nametag) {
- m_client->getCamera()->removeNametag(m_nametag);
- m_nametag = NULL;
- }
- }
- void GenericCAO::addToScene(ITextureSource *tsrc)
- {
- m_smgr = RenderingEngine::get_scene_manager();
- if (getSceneNode() != NULL) {
- return;
- }
- m_visuals_expired = false;
- if (!m_prop.is_visible) {
- return;
- }
- video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
- video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- if (m_prop.visual == "sprite") {
- infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
- m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
- NULL, v2f(1, 1), v3f(0,0,0), -1);
- m_spritenode->grab();
- m_spritenode->setMaterialTexture(0,
- tsrc->getTextureForMesh("unknown_node.png"));
- m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
- m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_spritenode->setMaterialType(material_type);
- m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- u8 li = m_last_light;
- m_spritenode->setColor(video::SColor(255,li,li,li));
- m_spritenode->setSize(m_prop.visual_size*BS);
- {
- const float txs = 1.0 / 1;
- const float tys = 1.0 / 1;
- setBillboardTextureMatrix(m_spritenode,
- txs, tys, 0, 0);
- }
- } else if (m_prop.visual == "upright_sprite") {
- scene::SMesh *mesh = new scene::SMesh();
- double dx = BS * m_prop.visual_size.X / 2;
- double dy = BS * m_prop.visual_size.Y / 2;
- u8 li = m_last_light;
- video::SColor c(255, li, li, li);
- { // Front
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- 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),
- };
- if (m_is_player) {
- // Move minimal Y position to 0 (feet position)
- for (video::S3DVertex &vertex : vertices)
- vertex.Pos.Y += dy;
- }
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- { // Back
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::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),
- };
- if (m_is_player) {
- // Move minimal Y position to 0 (feet position)
- for (video::S3DVertex &vertex : vertices)
- vertex.Pos.Y += dy;
- }
- 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 = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
- m_meshnode->grab();
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_meshnode->setReadOnlyMaterials(true);
- }
- else if(m_prop.visual == "cube") {
- infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
- scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
- m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
- m_meshnode->grab();
- mesh->drop();
- m_meshnode->setScale(v3f(m_prop.visual_size.X,
- m_prop.visual_size.Y,
- m_prop.visual_size.X));
- u8 li = m_last_light;
- setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
- m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
- m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_meshnode->setMaterialType(material_type);
- m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- }
- else if(m_prop.visual == "mesh") {
- infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
- scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
- if(mesh)
- {
- m_animated_meshnode = RenderingEngine::get_scene_manager()->
- addAnimatedMeshSceneNode(mesh, NULL);
- m_animated_meshnode->grab();
- mesh->drop(); // The scene node took hold of it
- m_animated_meshnode->animateJoints(); // Needed for some animations
- m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
- m_prop.visual_size.Y,
- m_prop.visual_size.X));
- u8 li = m_last_light;
- // set vertex colors to ensure alpha is set
- setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
- setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
- m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
- m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_animated_meshnode->setMaterialType(material_type);
- m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
- m_prop.backface_culling);
- }
- else
- errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
- } else if (m_prop.visual == "wielditem") {
- ItemStack item;
- infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
- if (m_prop.wield_item.empty()) {
- // Old format, only textures are specified.
- infostream << "textures: " << m_prop.textures.size() << std::endl;
- if (!m_prop.textures.empty()) {
- infostream << "textures[0]: " << m_prop.textures[0]
- << std::endl;
- IItemDefManager *idef = m_client->idef();
- item = ItemStack(m_prop.textures[0], 1, 0, idef);
- }
- } else {
- infostream << "serialized form: " << m_prop.wield_item << std::endl;
- item.deSerialize(m_prop.wield_item, m_client->idef());
- }
- m_wield_meshnode = new WieldMeshSceneNode(
- RenderingEngine::get_scene_manager(), -1);
- m_wield_meshnode->setItem(item, m_client);
- m_wield_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;
- m_wield_meshnode->setColor(video::SColor(255, li, li, li));
- } else {
- infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
- <<"\" not supported"<<std::endl;
- }
- /* don't update while punch texture modifier is active */
- if (m_reset_textures_timer < 0)
- updateTextures(m_current_texture_modifier);
- scene::ISceneNode *node = getSceneNode();
- if (node && !m_prop.nametag.empty() && !m_is_local_player) {
- // Add nametag
- v3f pos;
- pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
- m_nametag = m_client->getCamera()->addNametag(node,
- m_prop.nametag, m_prop.nametag_color,
- pos);
- }
- updateNodePos();
- updateAnimation();
- updateBonePosition();
- updateAttachments();
- }
- void GenericCAO::updateLight(u8 light_at_pos)
- {
- // Don't update light of attached one
- if (getParent() != NULL) {
- return;
- }
- updateLightNoCheck(light_at_pos);
- // Update light of all children
- for (u16 i : m_children) {
- ClientActiveObject *obj = m_env->getActiveObject(i);
- if (obj) {
- obj->updateLightNoCheck(light_at_pos);
- }
- }
- }
- void GenericCAO::updateLightNoCheck(u8 light_at_pos)
- {
- if (m_glow < 0)
- return;
- u8 li = decode_light(light_at_pos + m_glow);
- if (li != m_last_light) {
- m_last_light = li;
- video::SColor color(255,li,li,li);
- if (m_meshnode) {
- setMeshColor(m_meshnode->getMesh(), color);
- } else if (m_animated_meshnode) {
- setAnimatedMeshColor(m_animated_meshnode, color);
- } else if (m_wield_meshnode) {
- m_wield_meshnode->setColor(color);
- } else if (m_spritenode) {
- m_spritenode->setColor(color);
- }
- }
- }
- v3s16 GenericCAO::getLightPosition()
- {
- if (m_is_player)
- return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
- return floatToInt(m_position, BS);
- }
- void GenericCAO::updateNodePos()
- {
- if (getParent() != NULL)
- return;
- scene::ISceneNode *node = getSceneNode();
- if (node) {
- v3s16 camera_offset = m_env->getCameraOffset();
- node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
- if (node != m_spritenode) { // rotate if not a sprite
- v3f rot = node->getRotation();
- rot.Y = -m_yaw;
- node->setRotation(rot);
- }
- }
- }
- void GenericCAO::step(float dtime, ClientEnvironment *env)
- {
- // Handel model of local player instantly to prevent lags
- if (m_is_local_player) {
- LocalPlayer *player = m_env->getLocalPlayer();
- if (m_is_visible) {
- int old_anim = player->last_animation;
- float old_anim_speed = player->last_animation_speed;
- m_position = player->getPosition();
- m_velocity = v3f(0,0,0);
- m_acceleration = v3f(0,0,0);
- pos_translator.vect_show = m_position;
- m_yaw = player->getYaw();
- const PlayerControl &controls = player->getPlayerControl();
- bool walking = false;
- if (controls.up || controls.down || controls.left || controls.right ||
- controls.forw_move_joystick_axis != 0.f ||
- controls.sidew_move_joystick_axis != 0.f)
- walking = true;
- f32 new_speed = player->local_animation_speed;
- v2s32 new_anim = v2s32(0,0);
- bool allow_update = false;
- // increase speed if using fast or flying fast
- if((g_settings->getBool("fast_move") &&
- m_client->checkLocalPrivilege("fast")) &&
- (controls.aux1 ||
- (!player->touching_ground &&
- g_settings->getBool("free_move") &&
- m_client->checkLocalPrivilege("fly"))))
- new_speed *= 1.5;
- // slowdown speed if sneeking
- if (controls.sneak && walking)
- new_speed /= 2;
- if (walking && (controls.LMB || controls.RMB)) {
- new_anim = player->local_animations[3];
- player->last_animation = WD_ANIM;
- } else if(walking) {
- new_anim = player->local_animations[1];
- player->last_animation = WALK_ANIM;
- } else if(controls.LMB || controls.RMB) {
- new_anim = player->local_animations[2];
- player->last_animation = DIG_ANIM;
- }
- // Apply animations if input detected and not attached
- // or set idle animation
- if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
- allow_update = true;
- m_animation_range = new_anim;
- m_animation_speed = new_speed;
- player->last_animation_speed = m_animation_speed;
- } else {
- player->last_animation = NO_ANIM;
- if (old_anim != NO_ANIM) {
- m_animation_range = player->local_animations[0];
- updateAnimation();
- }
- }
- // Update local player animations
- if ((player->last_animation != old_anim ||
- m_animation_speed != old_anim_speed) &&
- player->last_animation != NO_ANIM && allow_update)
- updateAnimation();
- }
- }
- if (m_visuals_expired && m_smgr) {
- m_visuals_expired = false;
- // Attachments, part 1: All attached objects must be unparented first,
- // or Irrlicht causes a segmentation fault
- for (auto ci = m_children.begin(); ci != m_children.end();) {
- if (m_env->attachement_parent_ids[*ci] != getId()) {
- ci = m_children.erase(ci);
- continue;
- }
- ClientActiveObject *obj = m_env->getActiveObject(*ci);
- if (obj) {
- scene::ISceneNode *child_node = obj->getSceneNode();
- if (child_node)
- child_node->setParent(m_smgr->getRootSceneNode());
- }
- ++ci;
- }
- removeFromScene(false);
- addToScene(m_client->tsrc());
- // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
- for (u16 cao_id : m_children) {
- // Get the object of the child
- ClientActiveObject *obj = m_env->getActiveObject(cao_id);
- if (obj)
- obj->setAttachments();
- }
- }
- // Make sure m_is_visible is always applied
- scene::ISceneNode *node = getSceneNode();
- if (node)
- node->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)
- {
- aabb3f 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;
- moveresult = collisionMoveSimple(env,env->getGameDef(),
- pos_max_d, box, m_prop.stepheight, dtime,
- &p_pos, &p_velocity, m_acceleration,
- this, m_prop.collideWithObjects);
- // 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();
- } 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 > 1.5f * BS) {
- m_step_distance_counter = 0.0f;
- if (!m_is_local_player && m_prop.makes_footstep_sound) {
- const NodeDefManager *ndef = m_client->ndef();
- v3s16 p = floatToInt(getPosition() +
- v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
- MapNode n = m_env->getMap().getNodeNoEx(p);
- SimpleSoundSpec spec = ndef->get(n).sound_footstep;
- // Reduce footstep gain, as non-local-player footsteps are
- // somehow louder.
- spec.gain *= 0.6f;
- m_client->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(m_previous_texture_modifier);
- }
- }
- if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
- m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
- updateNodePos();
- }
- if (!getParent() && m_prop.automatic_face_movement_dir &&
- (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
- float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
- + m_prop.automatic_face_movement_dir_offset;
- float max_rotation_delta =
- dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
- float delta = wrapDegrees_0_360(target_yaw - m_yaw);
- if (delta > max_rotation_delta && 360 - delta > max_rotation_delta) {
- m_yaw += (delta < 180) ? max_rotation_delta : -max_rotation_delta;
- m_yaw = wrapDegrees_0_360(m_yaw);
- } else {
- m_yaw = target_yaw;
- }
- 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);
- if (std::fabs(wrapDegrees_180(dir - 0)) <= 45.1f)
- col += 2;
- else if(std::fabs(wrapDegrees_180(dir - 90)) <= 45.1f)
- col += 3;
- else if(std::fabs(wrapDegrees_180(dir - 180)) <= 45.1f)
- col += 0;
- else if(std::fabs(wrapDegrees_180(dir + 90)) <= 45.1f)
- 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 GenericCAO::updateTextures(const std::string &mod)
- {
- ITextureSource *tsrc = m_client->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");
- m_previous_texture_modifier = m_current_texture_modifier;
- m_current_texture_modifier = mod;
- m_glow = m_prop.glow;
- video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
- video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- if (m_spritenode) {
- if (m_prop.visual == "sprite") {
- std::string texturestring = "unknown_node.png";
- if (!m_prop.textures.empty())
- texturestring = m_prop.textures[0];
- texturestring += mod;
- m_spritenode->getMaterial(0).MaterialType = material_type;
- m_spritenode->setMaterialTexture(0,
- tsrc->getTextureForMesh(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.empty()) {
- 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);
- }
- }
- 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.empty())
- continue; // Empty texture string means don't modify that material
- texturestring += mod;
- video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
- if (!texture) {
- errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
- continue;
- }
- // Set material flags and texture
- video::SMaterial& material = m_animated_meshnode->getMaterial(i);
- material.MaterialType = material_type;
- material.TextureLayer[0].Texture = texture;
- material.setFlag(video::EMF_LIGHTING, true);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
- // don't filter low-res textures, makes them look blurry
- // player models have a res of 64
- const core::dimension2d<u32> &size = texture->getOriginalSize();
- const u32 res = std::min(size.Height, size.Width);
- use_trilinear_filter &= res > 64;
- use_bilinear_filter &= res > 64;
- 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() > i)
- texturestring = m_prop.textures[i];
- texturestring += mod;
- // Set material flags and texture
- video::SMaterial& material = m_meshnode->getMaterial(i);
- material.MaterialType = material_type;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setTexture(0,
- tsrc->getTextureForMesh(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.empty())
- tname = m_prop.textures[0];
- tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureForMesh(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.empty()) {
- 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.empty())
- tname = m_prop.textures[0];
- tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureForMesh(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];
- setMeshColor(mesh, m_prop.colors[1]);
- } else if (!m_prop.colors.empty()) {
- buf->getMaterial().AmbientColor = m_prop.colors[0];
- buf->getMaterial().DiffuseColor = m_prop.colors[0];
- buf->getMaterial().SpecularColor = m_prop.colors[0];
- setMeshColor(mesh, 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)
- return;
- if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
- m_animated_meshnode->getEndFrame() != m_animation_range.Y)
- m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
- if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
- m_animated_meshnode->setAnimationSpeed(m_animation_speed);
- m_animated_meshnode->setTransitionTime(m_animation_blend);
- // Requires Irrlicht 1.8 or greater
- #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
- if (m_animated_meshnode->getLoopMode() != m_animation_loop)
- m_animated_meshnode->setLoopMode(m_animation_loop);
- #endif
- }
- void GenericCAO::updateAnimationSpeed()
- {
- if (!m_animated_meshnode)
- return;
- m_animated_meshnode->setAnimationSpeed(m_animation_speed);
- }
- void GenericCAO::updateBonePosition()
- {
- if (m_bone_position.empty() || !m_animated_meshnode)
- return;
- m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
- for(std::unordered_map<std::string, core::vector2d<v3f>>::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()
- {
- if (!getParent()) { // Detach or don't attach
- scene::ISceneNode *node = getSceneNode();
- if (node) {
- v3f old_position = node->getAbsolutePosition();
- v3f old_rotation = node->getRotation();
- node->setParent(m_smgr->getRootSceneNode());
- node->setPosition(old_position);
- node->setRotation(old_rotation);
- node->updateAbsolutePosition();
- }
- if (m_is_local_player) {
- LocalPlayer *player = m_env->getLocalPlayer();
- player->isAttached = false;
- }
- }
- else // Attach
- {
- scene::ISceneNode *my_node = getSceneNode();
- scene::ISceneNode *parent_node = getParent()->getSceneNode();
- scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
- getParent()->getAnimatedMeshSceneNode();
- if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
- parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
- }
- if (my_node && parent_node) {
- my_node->setParent(parent_node);
- my_node->setPosition(m_attachment_position);
- my_node->setRotation(m_attachment_rotation);
- my_node->updateAbsolutePosition();
- }
- if (m_is_local_player) {
- LocalPlayer *player = m_env->getLocalPlayer();
- player->isAttached = true;
- }
- }
- }
- void GenericCAO::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_prop = gob_read_set_properties(is);
- m_selection_box = m_prop.selectionbox;
- m_selection_box.MinEdge *= BS;
- m_selection_box.MaxEdge *= BS;
- m_tx_size.X = 1.0 / m_prop.spritediv.X;
- m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
- if(!m_initial_tx_basepos_set){
- m_initial_tx_basepos_set = true;
- m_tx_basepos = m_prop.initial_sprite_basepos;
- }
- if (m_is_local_player) {
- LocalPlayer *player = m_env->getLocalPlayer();
- player->makes_footstep_sound = m_prop.makes_footstep_sound;
- aabb3f collision_box = m_prop.collisionbox;
- collision_box.MinEdge *= BS;
- collision_box.MaxEdge *= BS;
- player->setCollisionbox(collision_box);
- player->setEyeHeight(m_prop.eye_height);
- player->setZoomFOV(m_prop.zoom_fov);
- }
- if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
- m_prop.nametag = m_name;
- expireVisuals();
- } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
- // Not sent by the server if this object is an attachment.
- // We might however get here if the server notices the object being detached before the client.
- m_position = readV3F1000(is);
- m_velocity = readV3F1000(is);
- m_acceleration = readV3F1000(is);
- if (std::fabs(m_prop.automatic_rotate) < 0.001f)
- m_yaw = readF1000(is);
- else
- readF1000(is);
- bool do_interpolate = readU8(is);
- bool is_end_position = readU8(is);
- float update_interval = readF1000(is);
- // Place us a bit higher if we're physical, to not sink into
- // the ground due to sucky collision detection...
- if(m_prop.physical)
- m_position += v3f(0,0.002,0);
- if(getParent() != NULL) // Just in case
- return;
- if(do_interpolate)
- {
- if(!m_prop.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);
- // immediatly reset a engine issued texture modifier if a mod sends a different one
- if (m_reset_textures_timer > 0) {
- m_reset_textures_timer = -1;
- updateTextures(m_previous_texture_modifier);
- }
- 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_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);
- bool new_move = !readU8(is);
- if(m_is_local_player)
- {
- 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;
- player->physics_override_new_move = new_move;
- }
- } 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);
- // these are sent inverted so we get true when the server sends nothing
- m_animation_loop = !readU8(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);
- // these are sent inverted so we get true when the server sends nothing
- m_animation_loop = !readU8(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_ANIMATION_SPEED) {
- m_animation_speed = readF1000(is);
- updateAnimationSpeed();
- } 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<v3f>(position, rotation);
- updateBonePosition();
- } else if (cmd == GENERIC_CMD_ATTACH_TO) {
- u16 parent_id = readS16(is);
- u16 &old_parent_id = m_env->attachement_parent_ids[getId()];
- if (parent_id != old_parent_id) {
- if (GenericCAO *old_parent = m_env->getGenericCAO(old_parent_id)) {
- old_parent->m_children.erase(std::remove(
- m_children.begin(), m_children.end(),
- getId()), m_children.end());
- }
- if (GenericCAO *new_parent = m_env->getGenericCAO(parent_id))
- new_parent->m_children.push_back(getId());
- old_parent_id = parent_id;
- }
- m_attachment_bone = deSerializeString(is);
- m_attachment_position = readV3F1000(is);
- m_attachment_rotation = readV3F1000(is);
- // localplayer itself can't be attached to localplayer
- if (!m_is_local_player) {
- m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
- // Objects attached to the local player should be hidden by default
- m_is_visible = !m_attached_to_local;
- }
- 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 if (m_reset_textures_timer < 0) {
- // 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(m_current_texture_modifier + "^[brighten");
- }
- }
- } 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;
- }
- } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
- // Deprecated, for backwards compatibility only.
- readU8(is); // version
- m_prop.nametag_color = readARGB8(is);
- if (m_nametag != NULL) {
- m_nametag->nametag_color = m_prop.nametag_color;
- v3f pos;
- pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
- m_nametag->nametag_pos = pos;
- }
- } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
- u16 child_id = readU16(is);
- u8 type = readU8(is);
- if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) {
- childobj->processInitData(deSerializeLongString(is));
- } else {
- m_env->addActiveObject(child_id, type, deSerializeLongString(is));
- }
- } else {
- warningstream << FUNCTION_NAME
- << ": unknown command or outdated client \""
- << +cmd << "\"" << std::endl;
- }
- }
- /* \pre punchitem != NULL
- */
- bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
- float time_from_last_punch)
- {
- assert(punchitem); // pre-condition
- const ToolCapabilities *toolcap =
- &punchitem->getToolCapabilities(m_client->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
- if (m_reset_textures_timer < 0) {
- m_reset_textures_timer = 0.05;
- if (result.damage >= 2)
- m_reset_textures_timer += 0.05 * result.damage;
- updateTextures(m_current_texture_modifier + "^[brighten");
- }
- }
- return false;
- }
- std::string GenericCAO::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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