3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include <ICameraSceneNode.h>
21 #include <ITextSceneNode.h>
22 #include <IBillboardSceneNode.h>
23 #include <IMeshManipulator.h>
24 #include <IAnimatedMeshSceneNode.h>
25 #include "content_cao.h"
26 #include "util/numeric.h" // For IntervalLimiter
27 #include "util/serialize.h"
28 #include "util/basic_macros.h"
29 #include "client/tile.h"
30 #include "environment.h"
31 #include "collision.h"
33 #include "serialization.h" // For decompressZlib
34 #include "clientobject.h"
38 #include "content_cso.h"
41 #include "localplayer.h"
43 #include "camera.h" // CameraModes
45 #include "wieldmesh.h"
47 #include "client/renderingengine.h"
50 struct ToolCapabilities;
52 std::unordered_map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
54 void SmoothTranslator::init(v3f vect)
61 anim_time_counter = 0;
65 void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
67 aim_is_end = is_end_position;
70 if(update_interval > 0)
72 anim_time = update_interval;
74 if(anim_time < 0.001 || anim_time > 1.0)
75 anim_time = anim_time_counter;
77 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
79 anim_time_counter = 0;
83 void SmoothTranslator::translate(f32 dtime)
85 anim_time_counter = anim_time_counter + dtime;
86 anim_counter = anim_counter + dtime;
87 v3f vect_move = vect_aim - vect_old;
90 moveratio = anim_time_counter / anim_time;
91 // Move a bit less than should, to avoid oscillation
92 moveratio = moveratio * 0.8;
96 if(moveratio > move_end)
98 vect_show = vect_old + vect_move * moveratio;
105 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
106 float txs, float tys, int col, int row)
108 video::SMaterial& material = bill->getMaterial(0);
109 core::matrix4& matrix = material.getTextureMatrix(0);
110 matrix.setTextureTranslate(txs*col, tys*row);
111 matrix.setTextureScale(txs, tys);
118 class TestCAO : public ClientActiveObject
121 TestCAO(Client *client, ClientEnvironment *env);
122 virtual ~TestCAO() = default;
124 ActiveObjectType getType() const
126 return ACTIVEOBJECT_TYPE_TEST;
129 static ClientActiveObject* create(Client *client, ClientEnvironment *env);
131 void addToScene(ITextureSource *tsrc);
132 void removeFromScene(bool permanent);
133 void updateLight(u8 light_at_pos);
134 v3s16 getLightPosition();
135 void updateNodePos();
137 void step(float dtime, ClientEnvironment *env);
139 void processMessage(const std::string &data);
141 bool getCollisionBox(aabb3f *toset) const { return false; }
143 scene::IMeshSceneNode *m_node;
148 TestCAO proto_TestCAO(NULL, NULL);
150 TestCAO::TestCAO(Client *client, ClientEnvironment *env):
151 ClientActiveObject(0, client, env),
153 m_position(v3f(0,10*BS,0))
155 ClientActiveObject::registerType(getType(), create);
158 ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
160 return new TestCAO(client, env);
163 void TestCAO::addToScene(ITextureSource *tsrc)
168 //video::IVideoDriver* driver = smgr->getVideoDriver();
170 scene::SMesh *mesh = new scene::SMesh();
171 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
172 video::SColor c(255,255,255,255);
173 video::S3DVertex vertices[4] =
175 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
176 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
177 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
178 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
180 u16 indices[] = {0,1,2,2,3,0};
181 buf->append(vertices, 4, indices, 6);
183 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
184 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
185 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
186 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
187 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
188 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
190 mesh->addMeshBuffer(buf);
192 m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
197 void TestCAO::removeFromScene(bool permanent)
206 void TestCAO::updateLight(u8 light_at_pos)
210 v3s16 TestCAO::getLightPosition()
212 return floatToInt(m_position, BS);
215 void TestCAO::updateNodePos()
220 m_node->setPosition(m_position);
221 //m_node->setRotation(v3f(0, 45, 0));
224 void TestCAO::step(float dtime, ClientEnvironment *env)
228 v3f rot = m_node->getRotation();
229 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
230 rot.Y += dtime * 180;
231 m_node->setRotation(rot);
235 void TestCAO::processMessage(const std::string &data)
237 infostream<<"TestCAO: Got data: "<<data<<std::endl;
238 std::istringstream is(data, std::ios::binary);
256 #include "genericobject.h"
258 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
259 ClientActiveObject(0, client, env)
261 if (client == NULL) {
262 ClientActiveObject::registerType(getType(), create);
268 bool GenericCAO::getCollisionBox(aabb3f *toset) const
272 //update collision box
273 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
274 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
276 toset->MinEdge += m_position;
277 toset->MaxEdge += m_position;
285 bool GenericCAO::collideWithObjects() const
287 return m_prop.collideWithObjects;
290 void GenericCAO::initialize(const std::string &data)
292 infostream<<"GenericCAO: Got init data"<<std::endl;
293 processInitData(data);
296 // Check if it's the current player
297 LocalPlayer *player = m_env->getLocalPlayer();
298 if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
299 m_is_local_player = true;
300 m_is_visible = false;
301 player->setCAO(this);
306 void GenericCAO::processInitData(const std::string &data)
308 std::istringstream is(data, std::ios::binary);
309 int num_messages = 0;
311 u8 version = readU8(is);
313 if (version == 1) { // In PROTOCOL_VERSION 14
314 m_name = deSerializeString(is);
315 m_is_player = readU8(is);
317 m_position = readV3F1000(is);
318 m_yaw = readF1000(is);
320 num_messages = readU8(is);
322 errorstream<<"GenericCAO: Unsupported init data version"
327 for (int i = 0; i < num_messages; i++) {
328 std::string message = deSerializeLongString(is);
329 processMessage(message);
332 pos_translator.init(m_position);
336 GenericCAO::~GenericCAO()
338 removeFromScene(true);
341 bool GenericCAO::getSelectionBox(aabb3f *toset) const
343 if (!m_prop.is_visible || !m_is_visible || m_is_local_player
344 || !m_prop.pointable || getParent() != NULL) {
347 *toset = m_selection_box;
351 v3f GenericCAO::getPosition()
353 if (getParent() != NULL) {
354 scene::ISceneNode *node = getSceneNode();
356 return node->getAbsolutePosition();
360 return pos_translator.vect_show;
363 scene::ISceneNode* GenericCAO::getSceneNode()
369 if (m_animated_meshnode) {
370 return m_animated_meshnode;
373 if (m_wield_meshnode) {
374 return m_wield_meshnode;
383 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
385 return m_animated_meshnode;
388 void GenericCAO::setChildrenVisible(bool toset)
390 for (u16 cao_id : m_children) {
391 GenericCAO *obj = m_env->getGenericCAO(cao_id);
393 obj->setVisible(toset);
398 void GenericCAO::setAttachments()
403 ClientActiveObject* GenericCAO::getParent() const
405 ClientActiveObject *obj = NULL;
407 u16 attached_id = m_env->attachement_parent_ids[getId()];
409 if ((attached_id != 0) &&
410 (attached_id != getId())) {
411 obj = m_env->getActiveObject(attached_id);
416 void GenericCAO::removeFromScene(bool permanent)
418 // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
419 if((m_env != NULL) && (permanent))
421 for (u16 ci : m_children) {
422 if (m_env->attachement_parent_ids[ci] == getId()) {
423 m_env->attachement_parent_ids[ci] = 0;
427 m_env->attachement_parent_ids[getId()] = 0;
429 LocalPlayer* player = m_env->getLocalPlayer();
430 if (this == player->parent) {
431 player->parent = NULL;
432 player->isAttached = false;
437 m_meshnode->remove();
440 } else if (m_animated_meshnode) {
441 m_animated_meshnode->remove();
442 m_animated_meshnode->drop();
443 m_animated_meshnode = NULL;
444 } else if (m_wield_meshnode) {
445 m_wield_meshnode->remove();
446 m_wield_meshnode->drop();
447 m_wield_meshnode = NULL;
448 } else if (m_spritenode) {
449 m_spritenode->remove();
450 m_spritenode->drop();
455 m_client->getCamera()->removeNametag(m_nametag);
460 void GenericCAO::addToScene(ITextureSource *tsrc)
462 m_smgr = RenderingEngine::get_scene_manager();
464 if (getSceneNode() != NULL) {
468 m_visuals_expired = false;
470 if (!m_prop.is_visible) {
474 if (m_prop.visual == "sprite") {
475 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
476 m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
477 NULL, v2f(1, 1), v3f(0,0,0), -1);
478 m_spritenode->grab();
479 m_spritenode->setMaterialTexture(0,
480 tsrc->getTextureForMesh("unknown_node.png"));
481 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
482 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
483 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
484 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
485 u8 li = m_last_light;
486 m_spritenode->setColor(video::SColor(255,li,li,li));
487 m_spritenode->setSize(m_prop.visual_size*BS);
489 const float txs = 1.0 / 1;
490 const float tys = 1.0 / 1;
491 setBillboardTextureMatrix(m_spritenode,
494 } else if (m_prop.visual == "upright_sprite") {
495 scene::SMesh *mesh = new scene::SMesh();
496 double dx = BS * m_prop.visual_size.X / 2;
497 double dy = BS * m_prop.visual_size.Y / 2;
498 u8 li = m_last_light;
499 video::SColor c(255, li, li, li);
502 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
503 video::S3DVertex vertices[4] = {
504 video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
505 video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
506 video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
507 video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
509 u16 indices[] = {0,1,2,2,3,0};
510 buf->append(vertices, 4, indices, 6);
512 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
513 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
514 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
515 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
517 mesh->addMeshBuffer(buf);
521 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
522 video::S3DVertex vertices[4] = {
523 video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
524 video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
525 video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
526 video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
528 u16 indices[] = {0,1,2,2,3,0};
529 buf->append(vertices, 4, indices, 6);
531 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
532 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
533 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
534 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
536 mesh->addMeshBuffer(buf);
539 m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
542 // Set it to use the materials of the meshbuffers directly.
543 // This is needed for changing the texture in the future
544 m_meshnode->setReadOnlyMaterials(true);
546 else if(m_prop.visual == "cube") {
547 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
548 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
549 m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
553 m_meshnode->setScale(v3f(m_prop.visual_size.X,
554 m_prop.visual_size.Y,
555 m_prop.visual_size.X));
556 u8 li = m_last_light;
557 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
559 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
560 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
561 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
562 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
564 else if(m_prop.visual == "mesh") {
565 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
566 scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
569 m_animated_meshnode = RenderingEngine::get_scene_manager()->
570 addAnimatedMeshSceneNode(mesh, NULL);
571 m_animated_meshnode->grab();
572 mesh->drop(); // The scene node took hold of it
573 m_animated_meshnode->animateJoints(); // Needed for some animations
574 m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
575 m_prop.visual_size.Y,
576 m_prop.visual_size.X));
577 u8 li = m_last_light;
579 // set vertex colors to ensure alpha is set
580 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
582 setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
584 bool backface_culling = m_prop.backface_culling;
586 backface_culling = false;
588 m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
589 m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
590 m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
591 m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
592 m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
595 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
596 } else if (m_prop.visual == "wielditem") {
598 infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
599 if (m_prop.wield_item.empty()) {
600 // Old format, only textures are specified.
601 infostream << "textures: " << m_prop.textures.size() << std::endl;
602 if (!m_prop.textures.empty()) {
603 infostream << "textures[0]: " << m_prop.textures[0]
605 IItemDefManager *idef = m_client->idef();
606 item = ItemStack(m_prop.textures[0], 1, 0, idef);
609 infostream << "serialized form: " << m_prop.wield_item << std::endl;
610 item.deSerialize(m_prop.wield_item, m_client->idef());
612 m_wield_meshnode = new WieldMeshSceneNode(
613 RenderingEngine::get_scene_manager(), -1);
614 m_wield_meshnode->setItem(item, m_client);
616 m_wield_meshnode->setScale(
617 v3f(m_prop.visual_size.X / 2, m_prop.visual_size.Y / 2,
618 m_prop.visual_size.X / 2));
619 u8 li = m_last_light;
620 m_wield_meshnode->setColor(video::SColor(255, li, li, li));
622 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
623 <<"\" not supported"<<std::endl;
626 /* don't update while punch texture modifier is active */
627 if (m_reset_textures_timer < 0)
628 updateTextures(m_current_texture_modifier);
630 scene::ISceneNode *node = getSceneNode();
631 if (node && !m_prop.nametag.empty() && !m_is_local_player) {
634 pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
635 m_nametag = m_client->getCamera()->addNametag(node,
636 m_prop.nametag, m_prop.nametag_color,
642 updateBonePosition();
646 void GenericCAO::updateLight(u8 light_at_pos)
648 // Don't update light of attached one
649 if (getParent() != NULL) {
653 updateLightNoCheck(light_at_pos);
655 // Update light of all children
656 for (u16 i : m_children) {
657 ClientActiveObject *obj = m_env->getActiveObject(i);
659 obj->updateLightNoCheck(light_at_pos);
664 void GenericCAO::updateLightNoCheck(u8 light_at_pos)
669 u8 li = decode_light(light_at_pos + m_glow);
670 if (li != m_last_light) {
672 video::SColor color(255,li,li,li);
674 setMeshColor(m_meshnode->getMesh(), color);
675 } else if (m_animated_meshnode) {
676 setAnimatedMeshColor(m_animated_meshnode, color);
677 } else if (m_wield_meshnode) {
678 m_wield_meshnode->setColor(color);
679 } else if (m_spritenode) {
680 m_spritenode->setColor(color);
685 v3s16 GenericCAO::getLightPosition()
688 return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
690 return floatToInt(m_position, BS);
693 void GenericCAO::updateNodePos()
695 if (getParent() != NULL)
698 scene::ISceneNode *node = getSceneNode();
701 v3s16 camera_offset = m_env->getCameraOffset();
702 node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
703 if (node != m_spritenode) { // rotate if not a sprite
704 v3f rot = node->getRotation();
706 node->setRotation(rot);
711 void GenericCAO::step(float dtime, ClientEnvironment *env)
713 // Handel model of local player instantly to prevent lags
714 if (m_is_local_player) {
715 LocalPlayer *player = m_env->getLocalPlayer();
717 int old_anim = player->last_animation;
718 float old_anim_speed = player->last_animation_speed;
719 m_position = player->getPosition();
720 m_velocity = v3f(0,0,0);
721 m_acceleration = v3f(0,0,0);
722 pos_translator.vect_show = m_position;
723 m_yaw = player->getYaw();
724 const PlayerControl &controls = player->getPlayerControl();
726 bool walking = false;
727 if (controls.up || controls.down || controls.left || controls.right ||
728 controls.forw_move_joystick_axis != 0.f ||
729 controls.sidew_move_joystick_axis != 0.f)
732 f32 new_speed = player->local_animation_speed;
733 v2s32 new_anim = v2s32(0,0);
734 bool allow_update = false;
736 // increase speed if using fast or flying fast
737 if((g_settings->getBool("fast_move") &&
738 m_client->checkLocalPrivilege("fast")) &&
740 (!player->touching_ground &&
741 g_settings->getBool("free_move") &&
742 m_client->checkLocalPrivilege("fly"))))
744 // slowdown speed if sneeking
745 if (controls.sneak && walking)
748 if (walking && (controls.LMB || controls.RMB)) {
749 new_anim = player->local_animations[3];
750 player->last_animation = WD_ANIM;
752 new_anim = player->local_animations[1];
753 player->last_animation = WALK_ANIM;
754 } else if(controls.LMB || controls.RMB) {
755 new_anim = player->local_animations[2];
756 player->last_animation = DIG_ANIM;
759 // Apply animations if input detected and not attached
760 // or set idle animation
761 if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
763 m_animation_range = new_anim;
764 m_animation_speed = new_speed;
765 player->last_animation_speed = m_animation_speed;
767 player->last_animation = NO_ANIM;
769 if (old_anim != NO_ANIM) {
770 m_animation_range = player->local_animations[0];
775 // Update local player animations
776 if ((player->last_animation != old_anim ||
777 m_animation_speed != old_anim_speed) &&
778 player->last_animation != NO_ANIM && allow_update)
784 if (m_visuals_expired && m_smgr) {
785 m_visuals_expired = false;
787 // Attachments, part 1: All attached objects must be unparented first,
788 // or Irrlicht causes a segmentation fault
789 for (auto ci = m_children.begin(); ci != m_children.end();) {
790 if (m_env->attachement_parent_ids[*ci] != getId()) {
791 ci = m_children.erase(ci);
794 ClientActiveObject *obj = m_env->getActiveObject(*ci);
796 scene::ISceneNode *child_node = obj->getSceneNode();
798 child_node->setParent(m_smgr->getRootSceneNode());
803 removeFromScene(false);
804 addToScene(m_client->tsrc());
806 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
807 for (u16 cao_id : m_children) {
808 // Get the object of the child
809 ClientActiveObject *obj = m_env->getActiveObject(cao_id);
811 obj->setAttachments();
815 // Make sure m_is_visible is always applied
816 scene::ISceneNode *node = getSceneNode();
818 node->setVisible(m_is_visible);
820 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
822 // Set these for later
823 m_position = getPosition();
824 m_velocity = v3f(0,0,0);
825 m_acceleration = v3f(0,0,0);
826 pos_translator.vect_show = m_position;
828 if(m_is_local_player) // Update local player attachment position
830 LocalPlayer *player = m_env->getLocalPlayer();
831 player->overridePosition = getParent()->getPosition();
832 m_env->getLocalPlayer()->parent = getParent();
835 v3f lastpos = pos_translator.vect_show;
839 aabb3f box = m_prop.collisionbox;
842 collisionMoveResult moveresult;
843 f32 pos_max_d = BS*0.125; // Distance per iteration
844 v3f p_pos = m_position;
845 v3f p_velocity = m_velocity;
846 moveresult = collisionMoveSimple(env,env->getGameDef(),
847 pos_max_d, box, m_prop.stepheight, dtime,
848 &p_pos, &p_velocity, m_acceleration,
849 this, m_prop.collideWithObjects);
852 m_velocity = p_velocity;
854 bool is_end_position = moveresult.collides;
855 pos_translator.update(m_position, is_end_position, dtime);
856 pos_translator.translate(dtime);
859 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
860 m_velocity += dtime * m_acceleration;
861 pos_translator.update(m_position, pos_translator.aim_is_end,
862 pos_translator.anim_time);
863 pos_translator.translate(dtime);
867 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
868 m_step_distance_counter += moved;
869 if (m_step_distance_counter > 1.5f * BS) {
870 m_step_distance_counter = 0.0f;
871 if (!m_is_local_player && m_prop.makes_footstep_sound) {
872 INodeDefManager *ndef = m_client->ndef();
873 v3s16 p = floatToInt(getPosition() +
874 v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
875 MapNode n = m_env->getMap().getNodeNoEx(p);
876 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
877 // Reduce footstep gain, as non-local-player footsteps are
880 m_client->sound()->playSoundAt(spec, false, getPosition());
885 m_anim_timer += dtime;
886 if(m_anim_timer >= m_anim_framelength)
888 m_anim_timer -= m_anim_framelength;
890 if(m_anim_frame >= m_anim_num_frames)
896 if(m_reset_textures_timer >= 0)
898 m_reset_textures_timer -= dtime;
899 if(m_reset_textures_timer <= 0) {
900 m_reset_textures_timer = -1;
901 updateTextures(m_previous_texture_modifier);
904 if(!getParent() && fabs(m_prop.automatic_rotate) > 0.001)
906 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
910 if (!getParent() && m_prop.automatic_face_movement_dir &&
911 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
913 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
914 + m_prop.automatic_face_movement_dir_offset;
915 float max_rotation_delta =
916 dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
917 float delta = wrapDegrees_0_360(target_yaw - m_yaw);
919 if (delta > max_rotation_delta && 360 - delta > max_rotation_delta) {
920 m_yaw += (delta < 180) ? max_rotation_delta : -max_rotation_delta;
921 m_yaw = wrapDegrees_0_360(m_yaw);
929 void GenericCAO::updateTexturePos()
933 scene::ICameraSceneNode* camera =
934 m_spritenode->getSceneManager()->getActiveCamera();
937 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
938 - camera->getAbsolutePosition();
939 cam_to_entity.normalize();
941 int row = m_tx_basepos.Y;
942 int col = m_tx_basepos.X;
944 if(m_tx_select_horiz_by_yawpitch)
946 if(cam_to_entity.Y > 0.75)
948 else if(cam_to_entity.Y < -0.75)
952 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
953 float dir = mob_dir - m_yaw;
954 dir = wrapDegrees_180(dir);
955 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
956 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
958 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
960 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
962 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
969 // Animation goes downwards
972 float txs = m_tx_size.X;
973 float tys = m_tx_size.Y;
974 setBillboardTextureMatrix(m_spritenode,
979 void GenericCAO::updateTextures(std::string mod)
981 ITextureSource *tsrc = m_client->tsrc();
983 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
984 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
985 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
987 m_previous_texture_modifier = m_current_texture_modifier;
988 m_current_texture_modifier = mod;
989 m_glow = m_prop.glow;
992 if (m_prop.visual == "sprite") {
993 std::string texturestring = "unknown_node.png";
994 if (!m_prop.textures.empty())
995 texturestring = m_prop.textures[0];
996 texturestring += mod;
997 m_spritenode->setMaterialTexture(0,
998 tsrc->getTextureForMesh(texturestring));
1000 // This allows setting per-material colors. However, until a real lighting
1001 // system is added, the code below will have no effect. Once MineTest
1002 // has directional lighting, it should work automatically.
1003 if (!m_prop.colors.empty()) {
1004 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1005 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1006 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1009 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1010 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1011 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1015 if (m_animated_meshnode) {
1016 if (m_prop.visual == "mesh") {
1017 for (u32 i = 0; i < m_prop.textures.size() &&
1018 i < m_animated_meshnode->getMaterialCount(); ++i) {
1019 std::string texturestring = m_prop.textures[i];
1020 if (texturestring.empty())
1021 continue; // Empty texture string means don't modify that material
1022 texturestring += mod;
1023 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1025 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1029 // Set material flags and texture
1030 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1031 material.TextureLayer[0].Texture = texture;
1032 material.setFlag(video::EMF_LIGHTING, true);
1033 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1035 // don't filter low-res textures, makes them look blurry
1036 // player models have a res of 64
1037 const core::dimension2d<u32> &size = texture->getOriginalSize();
1038 const u32 res = std::min(size.Height, size.Width);
1039 use_trilinear_filter &= res > 64;
1040 use_bilinear_filter &= res > 64;
1042 m_animated_meshnode->getMaterial(i)
1043 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1044 m_animated_meshnode->getMaterial(i)
1045 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1046 m_animated_meshnode->getMaterial(i)
1047 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1049 for (u32 i = 0; i < m_prop.colors.size() &&
1050 i < m_animated_meshnode->getMaterialCount(); ++i)
1052 // This allows setting per-material colors. However, until a real lighting
1053 // system is added, the code below will have no effect. Once MineTest
1054 // has directional lighting, it should work automatically.
1055 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1056 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1057 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1063 if(m_prop.visual == "cube")
1065 for (u32 i = 0; i < 6; ++i)
1067 std::string texturestring = "unknown_node.png";
1068 if(m_prop.textures.size() > i)
1069 texturestring = m_prop.textures[i];
1070 texturestring += mod;
1073 // Set material flags and texture
1074 video::SMaterial& material = m_meshnode->getMaterial(i);
1075 material.setFlag(video::EMF_LIGHTING, false);
1076 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1077 material.setTexture(0,
1078 tsrc->getTextureForMesh(texturestring));
1079 material.getTextureMatrix(0).makeIdentity();
1081 // This allows setting per-material colors. However, until a real lighting
1082 // system is added, the code below will have no effect. Once MineTest
1083 // has directional lighting, it should work automatically.
1084 if(m_prop.colors.size() > i)
1086 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1087 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1088 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1091 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1092 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1093 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1095 } else if (m_prop.visual == "upright_sprite") {
1096 scene::IMesh *mesh = m_meshnode->getMesh();
1098 std::string tname = "unknown_object.png";
1099 if (!m_prop.textures.empty())
1100 tname = m_prop.textures[0];
1102 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1103 buf->getMaterial().setTexture(0,
1104 tsrc->getTextureForMesh(tname));
1106 // This allows setting per-material colors. However, until a real lighting
1107 // system is added, the code below will have no effect. Once MineTest
1108 // has directional lighting, it should work automatically.
1109 if(!m_prop.colors.empty()) {
1110 buf->getMaterial().AmbientColor = m_prop.colors[0];
1111 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1112 buf->getMaterial().SpecularColor = m_prop.colors[0];
1115 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1116 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1117 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1120 std::string tname = "unknown_object.png";
1121 if (m_prop.textures.size() >= 2)
1122 tname = m_prop.textures[1];
1123 else if (!m_prop.textures.empty())
1124 tname = m_prop.textures[0];
1126 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1127 buf->getMaterial().setTexture(0,
1128 tsrc->getTextureForMesh(tname));
1130 // This allows setting per-material colors. However, until a real lighting
1131 // system is added, the code below will have no effect. Once MineTest
1132 // has directional lighting, it should work automatically.
1133 if (m_prop.colors.size() >= 2) {
1134 buf->getMaterial().AmbientColor = m_prop.colors[1];
1135 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1136 buf->getMaterial().SpecularColor = m_prop.colors[1];
1137 setMeshColor(mesh, m_prop.colors[1]);
1138 } else if (!m_prop.colors.empty()) {
1139 buf->getMaterial().AmbientColor = m_prop.colors[0];
1140 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1141 buf->getMaterial().SpecularColor = m_prop.colors[0];
1142 setMeshColor(mesh, m_prop.colors[0]);
1145 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1146 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1147 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1153 void GenericCAO::updateAnimation()
1155 if (!m_animated_meshnode)
1158 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1159 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1160 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1161 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1162 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1163 m_animated_meshnode->setTransitionTime(m_animation_blend);
1164 // Requires Irrlicht 1.8 or greater
1165 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
1166 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1167 m_animated_meshnode->setLoopMode(m_animation_loop);
1171 void GenericCAO::updateAnimationSpeed()
1173 if (!m_animated_meshnode)
1176 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1179 void GenericCAO::updateBonePosition()
1181 if (m_bone_position.empty() || !m_animated_meshnode)
1184 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1185 for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
1186 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1187 std::string bone_name = (*ii).first;
1188 v3f bone_pos = (*ii).second.X;
1189 v3f bone_rot = (*ii).second.Y;
1190 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1193 bone->setPosition(bone_pos);
1194 bone->setRotation(bone_rot);
1199 void GenericCAO::updateAttachments()
1202 if (!getParent()) { // Detach or don't attach
1203 scene::ISceneNode *node = getSceneNode();
1205 v3f old_position = node->getAbsolutePosition();
1206 v3f old_rotation = node->getRotation();
1207 node->setParent(m_smgr->getRootSceneNode());
1208 node->setPosition(old_position);
1209 node->setRotation(old_rotation);
1210 node->updateAbsolutePosition();
1212 if (m_is_local_player) {
1213 LocalPlayer *player = m_env->getLocalPlayer();
1214 player->isAttached = false;
1219 scene::ISceneNode *my_node = getSceneNode();
1221 scene::ISceneNode *parent_node = getParent()->getSceneNode();
1222 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1223 getParent()->getAnimatedMeshSceneNode();
1224 if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
1225 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1228 if (my_node && parent_node) {
1229 my_node->setParent(parent_node);
1230 my_node->setPosition(m_attachment_position);
1231 my_node->setRotation(m_attachment_rotation);
1232 my_node->updateAbsolutePosition();
1234 if (m_is_local_player) {
1235 LocalPlayer *player = m_env->getLocalPlayer();
1236 player->isAttached = true;
1241 void GenericCAO::processMessage(const std::string &data)
1243 //infostream<<"GenericCAO: Got message"<<std::endl;
1244 std::istringstream is(data, std::ios::binary);
1246 u8 cmd = readU8(is);
1247 if (cmd == GENERIC_CMD_SET_PROPERTIES) {
1248 m_prop = gob_read_set_properties(is);
1250 m_selection_box = m_prop.selectionbox;
1251 m_selection_box.MinEdge *= BS;
1252 m_selection_box.MaxEdge *= BS;
1254 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1255 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1257 if(!m_initial_tx_basepos_set){
1258 m_initial_tx_basepos_set = true;
1259 m_tx_basepos = m_prop.initial_sprite_basepos;
1261 if (m_is_local_player) {
1262 LocalPlayer *player = m_env->getLocalPlayer();
1263 player->makes_footstep_sound = m_prop.makes_footstep_sound;
1264 aabb3f collision_box = m_prop.collisionbox;
1265 collision_box.MinEdge *= BS;
1266 collision_box.MaxEdge *= BS;
1267 player->setCollisionbox(collision_box);
1268 player->setEyeHeight(m_prop.eye_height);
1269 player->setZoomFOV(m_prop.zoom_fov);
1272 if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
1273 m_prop.nametag = m_name;
1276 } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
1277 // Not sent by the server if this object is an attachment.
1278 // We might however get here if the server notices the object being detached before the client.
1279 m_position = readV3F1000(is);
1280 m_velocity = readV3F1000(is);
1281 m_acceleration = readV3F1000(is);
1282 if(fabs(m_prop.automatic_rotate) < 0.001)
1283 m_yaw = readF1000(is);
1286 bool do_interpolate = readU8(is);
1287 bool is_end_position = readU8(is);
1288 float update_interval = readF1000(is);
1290 // Place us a bit higher if we're physical, to not sink into
1291 // the ground due to sucky collision detection...
1293 m_position += v3f(0,0.002,0);
1295 if(getParent() != NULL) // Just in case
1300 if(!m_prop.physical)
1301 pos_translator.update(m_position, is_end_position, update_interval);
1303 pos_translator.init(m_position);
1306 } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1307 std::string mod = deSerializeString(is);
1309 // immediatly reset a engine issued texture modifier if a mod sends a different one
1310 if (m_reset_textures_timer > 0) {
1311 m_reset_textures_timer = -1;
1312 updateTextures(m_previous_texture_modifier);
1314 updateTextures(mod);
1315 } else if (cmd == GENERIC_CMD_SET_SPRITE) {
1316 v2s16 p = readV2S16(is);
1317 int num_frames = readU16(is);
1318 float framelength = readF1000(is);
1319 bool select_horiz_by_yawpitch = readU8(is);
1322 m_anim_num_frames = num_frames;
1323 m_anim_framelength = framelength;
1324 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1327 } else if (cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1328 float override_speed = readF1000(is);
1329 float override_jump = readF1000(is);
1330 float override_gravity = readF1000(is);
1331 // these are sent inverted so we get true when the server sends nothing
1332 bool sneak = !readU8(is);
1333 bool sneak_glitch = !readU8(is);
1334 bool new_move = !readU8(is);
1337 if(m_is_local_player)
1339 LocalPlayer *player = m_env->getLocalPlayer();
1340 player->physics_override_speed = override_speed;
1341 player->physics_override_jump = override_jump;
1342 player->physics_override_gravity = override_gravity;
1343 player->physics_override_sneak = sneak;
1344 player->physics_override_sneak_glitch = sneak_glitch;
1345 player->physics_override_new_move = new_move;
1347 } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
1348 // TODO: change frames send as v2s32 value
1349 v2f range = readV2F1000(is);
1350 if (!m_is_local_player) {
1351 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1352 m_animation_speed = readF1000(is);
1353 m_animation_blend = readF1000(is);
1354 // these are sent inverted so we get true when the server sends nothing
1355 m_animation_loop = !readU8(is);
1358 LocalPlayer *player = m_env->getLocalPlayer();
1359 if(player->last_animation == NO_ANIM)
1361 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1362 m_animation_speed = readF1000(is);
1363 m_animation_blend = readF1000(is);
1364 // these are sent inverted so we get true when the server sends nothing
1365 m_animation_loop = !readU8(is);
1367 // update animation only if local animations present
1368 // and received animation is unknown (except idle animation)
1369 bool is_known = false;
1370 for (int i = 1;i<4;i++)
1372 if(m_animation_range.Y == player->local_animations[i].Y)
1376 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1381 } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
1382 m_animation_speed = readF1000(is);
1383 updateAnimationSpeed();
1384 } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
1385 std::string bone = deSerializeString(is);
1386 v3f position = readV3F1000(is);
1387 v3f rotation = readV3F1000(is);
1388 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1390 updateBonePosition();
1391 } else if (cmd == GENERIC_CMD_ATTACH_TO) {
1392 u16 parentID = readS16(is);
1393 u16 oldparent = m_env->attachement_parent_ids[getId()];
1395 m_children.erase(std::remove(m_children.begin(), m_children.end(),
1396 getId()), m_children.end());
1398 m_env->attachement_parent_ids[getId()] = parentID;
1399 GenericCAO *parentobj = m_env->getGenericCAO(parentID);
1402 parentobj->m_children.push_back(getId());
1405 m_attachment_bone = deSerializeString(is);
1406 m_attachment_position = readV3F1000(is);
1407 m_attachment_rotation = readV3F1000(is);
1409 // localplayer itself can't be attached to localplayer
1410 if (!m_is_local_player) {
1411 m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1412 // Objects attached to the local player should be hidden by default
1413 m_is_visible = !m_attached_to_local;
1416 updateAttachments();
1417 } else if (cmd == GENERIC_CMD_PUNCHED) {
1418 /*s16 damage =*/ readS16(is);
1419 s16 result_hp = readS16(is);
1421 // Use this instead of the send damage to not interfere with prediction
1422 s16 damage = m_hp - result_hp;
1430 // TODO: Execute defined fast response
1431 // As there is no definition, make a smoke puff
1432 ClientSimpleObject *simple = createSmokePuff(
1433 m_smgr, m_env, m_position,
1434 m_prop.visual_size * BS);
1435 m_env->addSimpleObject(simple);
1436 } else if (m_reset_textures_timer < 0) {
1437 // TODO: Execute defined fast response
1438 // Flashing shall suffice as there is no definition
1439 m_reset_textures_timer = 0.05;
1441 m_reset_textures_timer += 0.05 * damage;
1442 updateTextures(m_current_texture_modifier + "^[brighten");
1445 } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1446 m_armor_groups.clear();
1447 int armor_groups_size = readU16(is);
1448 for(int i=0; i<armor_groups_size; i++)
1450 std::string name = deSerializeString(is);
1451 int rating = readS16(is);
1452 m_armor_groups[name] = rating;
1454 } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
1455 // Deprecated, for backwards compatibility only.
1456 readU8(is); // version
1457 m_prop.nametag_color = readARGB8(is);
1458 if (m_nametag != NULL) {
1459 m_nametag->nametag_color = m_prop.nametag_color;
1461 pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
1462 m_nametag->nametag_pos = pos;
1464 } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
1465 u16 child_id = readU16(is);
1466 u8 type = readU8(is);
1468 if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) {
1469 childobj->processInitData(deSerializeLongString(is));
1471 m_env->addActiveObject(child_id, type, deSerializeLongString(is));
1474 warningstream << FUNCTION_NAME
1475 << ": unknown command or outdated client \""
1476 << +cmd << "\"" << std::endl;
1480 /* \pre punchitem != NULL
1482 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1483 float time_from_last_punch)
1485 assert(punchitem); // pre-condition
1486 const ToolCapabilities *toolcap =
1487 &punchitem->getToolCapabilities(m_client->idef());
1488 PunchDamageResult result = getPunchDamage(
1492 time_from_last_punch);
1494 if(result.did_punch && result.damage != 0)
1496 if(result.damage < m_hp)
1498 m_hp -= result.damage;
1501 // TODO: Execute defined fast response
1502 // As there is no definition, make a smoke puff
1503 ClientSimpleObject *simple = createSmokePuff(
1504 m_smgr, m_env, m_position,
1505 m_prop.visual_size * BS);
1506 m_env->addSimpleObject(simple);
1508 // TODO: Execute defined fast response
1509 // Flashing shall suffice as there is no definition
1510 if (m_reset_textures_timer < 0) {
1511 m_reset_textures_timer = 0.05;
1512 if (result.damage >= 2)
1513 m_reset_textures_timer += 0.05 * result.damage;
1514 updateTextures(m_current_texture_modifier + "^[brighten");
1521 std::string GenericCAO::debugInfoText()
1523 std::ostringstream os(std::ios::binary);
1524 os<<"GenericCAO hp="<<m_hp<<"\n";
1526 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1527 i != m_armor_groups.end(); ++i)
1529 os<<i->first<<"="<<i->second<<", ";
1536 GenericCAO proto_GenericCAO(NULL, NULL);