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 <IBoneSceneNode.h>
26 #include "content_cao.h"
27 #include "util/numeric.h" // For IntervalLimiter
28 #include "util/serialize.h"
29 #include "util/mathconstants.h"
30 #include "client/tile.h"
31 #include "environment.h"
32 #include "collision.h"
34 #include "serialization.h" // For decompressZlib
36 #include "clientobject.h"
40 #include "content_cso.h"
43 #include "localplayer.h"
45 #include "camera.h" // CameraModes
46 #include "wieldmesh.h"
50 struct ToolCapabilities;
52 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
54 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
56 SmoothTranslator::SmoothTranslator():
66 void SmoothTranslator::init(v3f vect)
73 anim_time_counter = 0;
77 void SmoothTranslator::sharpen()
82 void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
84 aim_is_end = is_end_position;
87 if(update_interval > 0)
89 anim_time = update_interval;
91 if(anim_time < 0.001 || anim_time > 1.0)
92 anim_time = anim_time_counter;
94 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
96 anim_time_counter = 0;
100 void SmoothTranslator::translate(f32 dtime)
102 anim_time_counter = anim_time_counter + dtime;
103 anim_counter = anim_counter + dtime;
104 v3f vect_move = vect_aim - vect_old;
106 if(anim_time > 0.001)
107 moveratio = anim_time_counter / anim_time;
108 // Move a bit less than should, to avoid oscillation
109 moveratio = moveratio * 0.8;
110 float move_end = 1.5;
113 if(moveratio > move_end)
114 moveratio = move_end;
115 vect_show = vect_old + vect_move * moveratio;
118 bool SmoothTranslator::is_moving()
120 return ((anim_time_counter / anim_time) < 1.4);
127 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
128 float txs, float tys, int col, int row)
130 video::SMaterial& material = bill->getMaterial(0);
131 core::matrix4& matrix = material.getTextureMatrix(0);
132 matrix.setTextureTranslate(txs*col, tys*row);
133 matrix.setTextureScale(txs, tys);
140 class TestCAO : public ClientActiveObject
143 TestCAO(IGameDef *gamedef, ClientEnvironment *env);
146 ActiveObjectType getType() const
148 return ACTIVEOBJECT_TYPE_TEST;
151 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
153 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
154 IrrlichtDevice *irr);
155 void removeFromScene(bool permanent);
156 void updateLight(u8 light_at_pos);
157 v3s16 getLightPosition();
158 void updateNodePos();
160 void step(float dtime, ClientEnvironment *env);
162 void processMessage(const std::string &data);
164 bool getCollisionBox(aabb3f *toset) { return false; }
166 scene::IMeshSceneNode *m_node;
171 TestCAO proto_TestCAO(NULL, NULL);
173 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
174 ClientActiveObject(0, gamedef, env),
176 m_position(v3f(0,10*BS,0))
178 ClientActiveObject::registerType(getType(), create);
185 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
187 return new TestCAO(gamedef, env);
190 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
196 //video::IVideoDriver* driver = smgr->getVideoDriver();
198 scene::SMesh *mesh = new scene::SMesh();
199 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
200 video::SColor c(255,255,255,255);
201 video::S3DVertex vertices[4] =
203 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
204 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
205 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
206 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
208 u16 indices[] = {0,1,2,2,3,0};
209 buf->append(vertices, 4, indices, 6);
211 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
212 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
213 buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
214 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
215 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
216 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
218 mesh->addMeshBuffer(buf);
220 m_node = smgr->addMeshSceneNode(mesh, NULL);
225 void TestCAO::removeFromScene(bool permanent)
234 void TestCAO::updateLight(u8 light_at_pos)
238 v3s16 TestCAO::getLightPosition()
240 return floatToInt(m_position, BS);
243 void TestCAO::updateNodePos()
248 m_node->setPosition(m_position);
249 //m_node->setRotation(v3f(0, 45, 0));
252 void TestCAO::step(float dtime, ClientEnvironment *env)
256 v3f rot = m_node->getRotation();
257 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
258 rot.Y += dtime * 180;
259 m_node->setRotation(rot);
263 void TestCAO::processMessage(const std::string &data)
265 infostream<<"TestCAO: Got data: "<<data<<std::endl;
266 std::istringstream is(data, std::ios::binary);
284 class ItemCAO : public ClientActiveObject
287 ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
290 ActiveObjectType getType() const
292 return ACTIVEOBJECT_TYPE_ITEM;
295 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
297 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
298 IrrlichtDevice *irr);
299 void removeFromScene(bool permanent);
300 void updateLight(u8 light_at_pos);
301 v3s16 getLightPosition();
302 void updateNodePos();
303 void updateInfoText();
304 void updateTexture();
306 void step(float dtime, ClientEnvironment *env);
308 void processMessage(const std::string &data);
310 void initialize(const std::string &data);
312 core::aabbox3d<f32>* getSelectionBox()
313 {return &m_selection_box;}
317 std::string infoText()
320 bool getCollisionBox(aabb3f *toset) { return false; }
322 core::aabbox3d<f32> m_selection_box;
323 scene::IMeshSceneNode *m_node;
325 std::string m_itemstring;
326 std::string m_infotext;
329 #include "inventory.h"
332 ItemCAO proto_ItemCAO(NULL, NULL);
334 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
335 ClientActiveObject(0, gamedef, env),
336 m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
338 m_position(v3f(0,10*BS,0))
342 ClientActiveObject::registerType(getType(), create);
350 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
352 return new ItemCAO(gamedef, env);
355 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
361 //video::IVideoDriver* driver = smgr->getVideoDriver();
363 scene::SMesh *mesh = new scene::SMesh();
364 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
365 video::SColor c(255,255,255,255);
366 video::S3DVertex vertices[4] =
368 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
369 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
370 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
371 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
372 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
373 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
374 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
375 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
377 u16 indices[] = {0,1,2,2,3,0};
378 buf->append(vertices, 4, indices, 6);
380 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
381 buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
382 // Initialize with a generated placeholder texture
383 buf->getMaterial().setTexture(0, tsrc->getTexture(""));
384 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
385 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
386 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
388 mesh->addMeshBuffer(buf);
390 m_node = smgr->addMeshSceneNode(mesh, NULL);
401 void ItemCAO::removeFromScene(bool permanent)
410 void ItemCAO::updateLight(u8 light_at_pos)
415 u8 li = decode_light(light_at_pos);
416 video::SColor color(255,li,li,li);
417 setMeshColor(m_node->getMesh(), color);
420 v3s16 ItemCAO::getLightPosition()
422 return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
425 void ItemCAO::updateNodePos()
430 m_node->setPosition(m_position);
433 void ItemCAO::updateInfoText()
436 IItemDefManager *idef = m_gamedef->idef();
438 item.deSerialize(m_itemstring, idef);
439 if(item.isKnown(idef))
440 m_infotext = item.getDefinition(idef).description;
442 m_infotext = "Unknown item: '" + m_itemstring + "'";
444 m_infotext += " (" + itos(item.count) + ")";
446 catch(SerializationError &e)
448 m_infotext = "Unknown item: '" + m_itemstring + "'";
452 void ItemCAO::updateTexture()
457 // Create an inventory item to see what is its image
458 std::istringstream is(m_itemstring, std::ios_base::binary);
459 video::ITexture *texture = NULL;
461 IItemDefManager *idef = m_gamedef->idef();
463 item.deSerialize(is, idef);
464 texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
466 catch(SerializationError &e)
468 warningstream<<FUNCTION_NAME
469 <<": error deSerializing itemstring \""
470 <<m_itemstring<<std::endl;
473 // Set meshbuffer texture
474 m_node->getMaterial(0).setTexture(0, texture);
478 void ItemCAO::step(float dtime, ClientEnvironment *env)
482 /*v3f rot = m_node->getRotation();
483 rot.Y += dtime * 120;
484 m_node->setRotation(rot);*/
485 LocalPlayer *player = env->getLocalPlayer();
487 v3f rot = m_node->getRotation();
488 rot.Y = 180.0 - (player->getYaw());
489 m_node->setRotation(rot);
493 void ItemCAO::processMessage(const std::string &data)
495 //infostream<<"ItemCAO: Got message"<<std::endl;
496 std::istringstream is(data, std::ios::binary);
502 m_position = readV3F1000(is);
508 m_itemstring = deSerializeString(is);
514 void ItemCAO::initialize(const std::string &data)
516 infostream<<"ItemCAO: Got init data"<<std::endl;
519 std::istringstream is(data, std::ios::binary);
521 u8 version = readU8(is);
526 m_position = readV3F1000(is);
528 m_itemstring = deSerializeString(is);
539 #include "genericobject.h"
541 GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
542 ClientActiveObject(0, gamedef, env),
545 m_is_local_player(false),
549 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
551 m_animated_meshnode(NULL),
552 m_wield_meshnode(NULL),
554 m_nametag_color(video::SColor(255, 255, 255, 255)),
556 m_position(v3f(0,10*BS,0)),
557 m_velocity(v3f(0,0,0)),
558 m_acceleration(v3f(0,0,0)),
563 m_initial_tx_basepos_set(false),
564 m_tx_select_horiz_by_yawpitch(false),
565 m_animation_range(v2s32(0,0)),
566 m_animation_speed(15),
567 m_animation_blend(0),
568 m_animation_loop(true),
569 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
570 m_attachment_bone(""),
571 m_attachment_position(v3f(0,0,0)),
572 m_attachment_rotation(v3f(0,0,0)),
573 m_attached_to_local(false),
575 m_anim_num_frames(1),
576 m_anim_framelength(0.2),
578 m_reset_textures_timer(-1),
579 m_visuals_expired(false),
580 m_step_distance_counter(0),
585 ClientActiveObject::registerType(getType(), create);
588 bool GenericCAO::getCollisionBox(aabb3f *toset)
592 //update collision box
593 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
594 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
596 toset->MinEdge += m_position;
597 toset->MaxEdge += m_position;
605 bool GenericCAO::collideWithObjects()
607 return m_prop.collideWithObjects;
610 void GenericCAO::initialize(const std::string &data)
612 infostream<<"GenericCAO: Got init data"<<std::endl;
613 std::istringstream is(data, std::ios::binary);
614 int num_messages = 0;
616 u8 version = readU8(is);
618 if(version == 1) // In PROTOCOL_VERSION 14
620 m_name = deSerializeString(is);
621 m_is_player = readU8(is);
623 m_position = readV3F1000(is);
624 m_yaw = readF1000(is);
626 num_messages = readU8(is);
628 else if(version == 0) // In PROTOCOL_VERSION 13
630 m_name = deSerializeString(is);
631 m_is_player = readU8(is);
632 m_position = readV3F1000(is);
633 m_yaw = readF1000(is);
635 num_messages = readU8(is);
639 errorstream<<"GenericCAO: Unsupported init data version"
644 for(int i=0; i<num_messages; i++)
646 std::string message = deSerializeLongString(is);
647 processMessage(message);
650 pos_translator.init(m_position);
655 Player *player = m_env->getPlayer(m_name.c_str());
656 if(player && player->isLocal())
658 m_is_local_player = true;
659 m_is_visible = false;
660 LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
662 assert( localplayer != NULL );
663 localplayer->setCAO(this);
665 m_env->addPlayerName(m_name.c_str());
669 GenericCAO::~GenericCAO()
673 m_env->removePlayerName(m_name.c_str());
675 removeFromScene(true);
678 core::aabbox3d<f32>* GenericCAO::getSelectionBox()
680 if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
682 return &m_selection_box;
685 v3f GenericCAO::getPosition()
687 if (getParent() != NULL) {
688 scene::ISceneNode *node = getSceneNode();
690 return node->getAbsolutePosition();
694 return pos_translator.vect_show;
697 scene::ISceneNode* GenericCAO::getSceneNode()
701 if (m_animated_meshnode)
702 return m_animated_meshnode;
703 if (m_wield_meshnode)
704 return m_wield_meshnode;
710 scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
715 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
717 return m_animated_meshnode;
720 WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
722 return m_wield_meshnode;
725 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
730 void GenericCAO::setChildrenVisible(bool toset)
732 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
733 GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
735 obj->setVisible(toset);
740 void GenericCAO::setAttachments()
745 ClientActiveObject* GenericCAO::getParent()
747 ClientActiveObject *obj = NULL;
749 u16 attached_id = m_env->attachement_parent_ids[getId()];
751 if ((attached_id != 0) &&
752 (attached_id != getId())) {
753 obj = m_env->getActiveObject(attached_id);
758 void GenericCAO::removeFromScene(bool permanent)
760 // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
761 if((m_env != NULL) && (permanent))
763 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
764 u16 ci = m_children[i];
765 if (m_env->attachement_parent_ids[ci] == getId()) {
766 m_env->attachement_parent_ids[ci] = 0;
770 m_env->attachement_parent_ids[getId()] = 0;
772 LocalPlayer* player = m_env->getLocalPlayer();
773 if (this == player->parent) {
774 player->parent = NULL;
775 player->isAttached = false;
781 m_meshnode->remove();
785 if(m_animated_meshnode)
787 m_animated_meshnode->remove();
788 m_animated_meshnode->drop();
789 m_animated_meshnode = NULL;
793 m_wield_meshnode->remove();
794 m_wield_meshnode->drop();
795 m_wield_meshnode = NULL;
799 m_spritenode->remove();
800 m_spritenode->drop();
805 m_textnode->remove();
811 void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
817 if (getSceneNode() != NULL)
820 m_visuals_expired = false;
822 if(!m_prop.is_visible)
825 //video::IVideoDriver* driver = smgr->getVideoDriver();
827 if(m_prop.visual == "sprite")
829 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
830 m_spritenode = smgr->addBillboardSceneNode(
831 NULL, v2f(1, 1), v3f(0,0,0), -1);
832 m_spritenode->grab();
833 m_spritenode->setMaterialTexture(0,
834 tsrc->getTextureForMesh("unknown_node.png"));
835 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
836 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
837 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
838 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
839 u8 li = m_last_light;
840 m_spritenode->setColor(video::SColor(255,li,li,li));
841 m_spritenode->setSize(m_prop.visual_size*BS);
843 const float txs = 1.0 / 1;
844 const float tys = 1.0 / 1;
845 setBillboardTextureMatrix(m_spritenode,
849 else if(m_prop.visual == "upright_sprite") {
850 scene::SMesh *mesh = new scene::SMesh();
851 double dx = BS*m_prop.visual_size.X/2;
852 double dy = BS*m_prop.visual_size.Y/2;
854 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
855 u8 li = m_last_light;
856 video::SColor c(255,li,li,li);
857 video::S3DVertex vertices[4] =
859 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
860 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
861 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
862 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
864 u16 indices[] = {0,1,2,2,3,0};
865 buf->append(vertices, 4, indices, 6);
867 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
868 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
869 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
870 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
872 mesh->addMeshBuffer(buf);
876 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
877 u8 li = m_last_light;
878 video::SColor c(255,li,li,li);
879 video::S3DVertex vertices[4] =
881 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
882 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
883 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
884 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
886 u16 indices[] = {0,1,2,2,3,0};
887 buf->append(vertices, 4, indices, 6);
889 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
890 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
891 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
892 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
894 mesh->addMeshBuffer(buf);
897 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
900 // Set it to use the materials of the meshbuffers directly.
901 // This is needed for changing the texture in the future
902 m_meshnode->setReadOnlyMaterials(true);
904 else if(m_prop.visual == "cube") {
905 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
906 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
907 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
911 m_meshnode->setScale(v3f(m_prop.visual_size.X,
912 m_prop.visual_size.Y,
913 m_prop.visual_size.X));
914 u8 li = m_last_light;
915 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
917 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
918 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
919 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
920 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
922 else if(m_prop.visual == "mesh") {
923 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
924 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
927 m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
928 m_animated_meshnode->grab();
929 mesh->drop(); // The scene node took hold of it
930 m_animated_meshnode->animateJoints(); // Needed for some animations
931 m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
932 m_prop.visual_size.Y,
933 m_prop.visual_size.X));
934 u8 li = m_last_light;
935 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
937 m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
938 m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
939 m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
940 m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
943 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
945 else if(m_prop.visual == "wielditem") {
946 infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
947 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
948 if(m_prop.textures.size() >= 1){
949 infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
950 IItemDefManager *idef = m_gamedef->idef();
951 ItemStack item(m_prop.textures[0], 1, 0, "", idef);
953 m_wield_meshnode = new WieldMeshSceneNode(
954 smgr->getRootSceneNode(), smgr, -1);
955 m_wield_meshnode->setItem(item, m_gamedef);
957 m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
958 m_prop.visual_size.Y/2,
959 m_prop.visual_size.X/2));
960 u8 li = m_last_light;
961 m_wield_meshnode->setColor(video::SColor(255,li,li,li));
964 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
965 <<"\" not supported"<<std::endl;
969 scene::ISceneNode *node = getSceneNode();
970 if (node && m_is_player && !m_is_local_player) {
971 // Add a text node for showing the name
972 gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
973 std::wstring wname = utf8_to_wide(m_name);
974 m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
975 wname.c_str(), m_nametag_color, node);
977 m_textnode->setPosition(v3f(0, BS*1.1, 0));
979 // Enforce hiding nametag,
980 // because if freetype is enabled, a grey
981 // shadow can remain.
982 m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
987 updateBonePosition();
991 void GenericCAO::updateLight(u8 light_at_pos)
993 // Don't update light of attached one
994 if (getParent() != NULL) {
998 updateLightNoCheck(light_at_pos);
1000 // Update light of all children
1001 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
1002 ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
1004 obj->updateLightNoCheck(light_at_pos);
1009 void GenericCAO::updateLightNoCheck(u8 light_at_pos)
1011 u8 li = decode_light(light_at_pos);
1012 if (li != m_last_light) {
1014 video::SColor color(255,li,li,li);
1016 setMeshColor(m_meshnode->getMesh(), color);
1017 } else if (m_animated_meshnode) {
1018 setMeshColor(m_animated_meshnode->getMesh(), color);
1019 } else if (m_wield_meshnode) {
1020 m_wield_meshnode->setColor(color);
1021 } else if (m_spritenode) {
1022 m_spritenode->setColor(color);
1027 v3s16 GenericCAO::getLightPosition()
1029 return floatToInt(m_position, BS);
1032 void GenericCAO::updateNodePos()
1034 if (getParent() != NULL)
1037 scene::ISceneNode *node = getSceneNode();
1040 v3s16 camera_offset = m_env->getCameraOffset();
1041 node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
1042 if (node != m_spritenode) { // rotate if not a sprite
1043 v3f rot = node->getRotation();
1045 node->setRotation(rot);
1050 void GenericCAO::step(float dtime, ClientEnvironment *env)
1052 // Handel model of local player instantly to prevent lags
1053 if(m_is_local_player)
1055 LocalPlayer *player = m_env->getLocalPlayer();
1059 int old_anim = player->last_animation;
1060 float old_anim_speed = player->last_animation_speed;
1061 m_position = player->getPosition() + v3f(0,BS,0);
1062 m_velocity = v3f(0,0,0);
1063 m_acceleration = v3f(0,0,0);
1064 pos_translator.vect_show = m_position;
1065 m_yaw = player->getYaw();
1066 PlayerControl controls = player->getPlayerControl();
1068 bool walking = false;
1069 if(controls.up || controls.down || controls.left || controls.right)
1072 f32 new_speed = player->local_animation_speed;
1073 v2s32 new_anim = v2s32(0,0);
1074 bool allow_update = false;
1076 // increase speed if using fast or flying fast
1077 if((g_settings->getBool("fast_move") &&
1078 m_gamedef->checkLocalPrivilege("fast")) &&
1080 (!player->touching_ground &&
1081 g_settings->getBool("free_move") &&
1082 m_gamedef->checkLocalPrivilege("fly"))))
1084 // slowdown speed if sneeking
1085 if(controls.sneak && walking)
1088 if(walking && (controls.LMB || controls.RMB))
1090 new_anim = player->local_animations[3];
1091 player->last_animation = WD_ANIM;
1092 } else if(walking) {
1093 new_anim = player->local_animations[1];
1094 player->last_animation = WALK_ANIM;
1095 } else if(controls.LMB || controls.RMB) {
1096 new_anim = player->local_animations[2];
1097 player->last_animation = DIG_ANIM;
1100 // Apply animations if input detected and not attached
1101 // or set idle animation
1102 if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
1104 allow_update = true;
1105 m_animation_range = new_anim;
1106 m_animation_speed = new_speed;
1107 player->last_animation_speed = m_animation_speed;
1109 player->last_animation = NO_ANIM;
1111 if (old_anim != NO_ANIM)
1113 m_animation_range = player->local_animations[0];
1118 // Update local player animations
1119 if ((player->last_animation != old_anim ||
1120 m_animation_speed != old_anim_speed) &&
1121 player->last_animation != NO_ANIM && allow_update)
1127 if(m_visuals_expired && m_smgr && m_irr){
1128 m_visuals_expired = false;
1130 // Attachments, part 1: All attached objects must be unparented first,
1131 // or Irrlicht causes a segmentation fault
1132 for(std::vector<u16>::iterator ci = m_children.begin();
1133 ci != m_children.end();)
1135 if (m_env->attachement_parent_ids[*ci] != getId()) {
1136 ci = m_children.erase(ci);
1139 ClientActiveObject *obj = m_env->getActiveObject(*ci);
1141 scene::ISceneNode *child_node = obj->getSceneNode();
1143 child_node->setParent(m_smgr->getRootSceneNode());
1148 removeFromScene(false);
1149 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1151 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1152 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
1153 // Get the object of the child
1154 ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
1156 obj->setAttachments();
1160 // Make sure m_is_visible is always applied
1161 scene::ISceneNode *node = getSceneNode();
1163 node->setVisible(m_is_visible);
1165 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1167 // Set these for later
1168 m_position = getPosition();
1169 m_velocity = v3f(0,0,0);
1170 m_acceleration = v3f(0,0,0);
1171 pos_translator.vect_show = m_position;
1173 if(m_is_local_player) // Update local player attachment position
1175 LocalPlayer *player = m_env->getLocalPlayer();
1176 player->overridePosition = getParent()->getPosition();
1177 m_env->getLocalPlayer()->parent = getParent();
1180 v3f lastpos = pos_translator.vect_show;
1184 core::aabbox3d<f32> box = m_prop.collisionbox;
1187 collisionMoveResult moveresult;
1188 f32 pos_max_d = BS*0.125; // Distance per iteration
1189 v3f p_pos = m_position;
1190 v3f p_velocity = m_velocity;
1191 v3f p_acceleration = m_acceleration;
1192 moveresult = collisionMoveSimple(env,env->getGameDef(),
1193 pos_max_d, box, m_prop.stepheight, dtime,
1194 p_pos, p_velocity, p_acceleration,
1195 this, m_prop.collideWithObjects);
1198 m_velocity = p_velocity;
1199 m_acceleration = p_acceleration;
1201 bool is_end_position = moveresult.collides;
1202 pos_translator.update(m_position, is_end_position, dtime);
1203 pos_translator.translate(dtime);
1206 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1207 m_velocity += dtime * m_acceleration;
1208 pos_translator.update(m_position, pos_translator.aim_is_end,
1209 pos_translator.anim_time);
1210 pos_translator.translate(dtime);
1214 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1215 m_step_distance_counter += moved;
1216 if(m_step_distance_counter > 1.5*BS)
1218 m_step_distance_counter = 0;
1219 if(!m_is_local_player && m_prop.makes_footstep_sound)
1221 INodeDefManager *ndef = m_gamedef->ndef();
1222 v3s16 p = floatToInt(getPosition() + v3f(0,
1223 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1224 MapNode n = m_env->getMap().getNodeNoEx(p);
1225 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1226 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1231 m_anim_timer += dtime;
1232 if(m_anim_timer >= m_anim_framelength)
1234 m_anim_timer -= m_anim_framelength;
1236 if(m_anim_frame >= m_anim_num_frames)
1242 if(m_reset_textures_timer >= 0)
1244 m_reset_textures_timer -= dtime;
1245 if(m_reset_textures_timer <= 0){
1246 m_reset_textures_timer = -1;
1250 if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
1252 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1256 if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1257 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
1259 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
1260 + m_prop.automatic_face_movement_dir_offset;
1265 void GenericCAO::updateTexturePos()
1269 scene::ICameraSceneNode* camera =
1270 m_spritenode->getSceneManager()->getActiveCamera();
1273 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1274 - camera->getAbsolutePosition();
1275 cam_to_entity.normalize();
1277 int row = m_tx_basepos.Y;
1278 int col = m_tx_basepos.X;
1280 if(m_tx_select_horiz_by_yawpitch)
1282 if(cam_to_entity.Y > 0.75)
1284 else if(cam_to_entity.Y < -0.75)
1288 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1289 float dir = mob_dir - m_yaw;
1290 dir = wrapDegrees_180(dir);
1291 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1292 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1294 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1296 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1298 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1305 // Animation goes downwards
1306 row += m_anim_frame;
1308 float txs = m_tx_size.X;
1309 float tys = m_tx_size.Y;
1310 setBillboardTextureMatrix(m_spritenode,
1311 txs, tys, col, row);
1315 void GenericCAO::updateTextures(const std::string &mod)
1317 ITextureSource *tsrc = m_gamedef->tsrc();
1319 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1320 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1321 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1325 if(m_prop.visual == "sprite")
1327 std::string texturestring = "unknown_node.png";
1328 if(m_prop.textures.size() >= 1)
1329 texturestring = m_prop.textures[0];
1330 texturestring += mod;
1331 m_spritenode->setMaterialTexture(0,
1332 tsrc->getTextureForMesh(texturestring));
1334 // This allows setting per-material colors. However, until a real lighting
1335 // system is added, the code below will have no effect. Once MineTest
1336 // has directional lighting, it should work automatically.
1337 if(m_prop.colors.size() >= 1)
1339 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1340 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1341 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1344 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1345 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1346 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1349 if(m_animated_meshnode)
1351 if(m_prop.visual == "mesh")
1353 for (u32 i = 0; i < m_prop.textures.size() &&
1354 i < m_animated_meshnode->getMaterialCount(); ++i)
1356 std::string texturestring = m_prop.textures[i];
1357 if(texturestring == "")
1358 continue; // Empty texture string means don't modify that material
1359 texturestring += mod;
1360 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1363 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1367 // Set material flags and texture
1368 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1369 material.TextureLayer[0].Texture = texture;
1370 material.setFlag(video::EMF_LIGHTING, false);
1371 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1373 m_animated_meshnode->getMaterial(i)
1374 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1375 m_animated_meshnode->getMaterial(i)
1376 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1377 m_animated_meshnode->getMaterial(i)
1378 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1380 for (u32 i = 0; i < m_prop.colors.size() &&
1381 i < m_animated_meshnode->getMaterialCount(); ++i)
1383 // This allows setting per-material colors. However, until a real lighting
1384 // system is added, the code below will have no effect. Once MineTest
1385 // has directional lighting, it should work automatically.
1386 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1387 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1388 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1394 if(m_prop.visual == "cube")
1396 for (u32 i = 0; i < 6; ++i)
1398 std::string texturestring = "unknown_node.png";
1399 if(m_prop.textures.size() > i)
1400 texturestring = m_prop.textures[i];
1401 texturestring += mod;
1404 // Set material flags and texture
1405 video::SMaterial& material = m_meshnode->getMaterial(i);
1406 material.setFlag(video::EMF_LIGHTING, false);
1407 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1408 material.setTexture(0,
1409 tsrc->getTextureForMesh(texturestring));
1410 material.getTextureMatrix(0).makeIdentity();
1412 // This allows setting per-material colors. However, until a real lighting
1413 // system is added, the code below will have no effect. Once MineTest
1414 // has directional lighting, it should work automatically.
1415 if(m_prop.colors.size() > i)
1417 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1418 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1419 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1422 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1423 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1424 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1427 else if(m_prop.visual == "upright_sprite")
1429 scene::IMesh *mesh = m_meshnode->getMesh();
1431 std::string tname = "unknown_object.png";
1432 if(m_prop.textures.size() >= 1)
1433 tname = m_prop.textures[0];
1435 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1436 buf->getMaterial().setTexture(0,
1437 tsrc->getTextureForMesh(tname));
1439 // This allows setting per-material colors. However, until a real lighting
1440 // system is added, the code below will have no effect. Once MineTest
1441 // has directional lighting, it should work automatically.
1442 if(m_prop.colors.size() >= 1)
1444 buf->getMaterial().AmbientColor = m_prop.colors[0];
1445 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1446 buf->getMaterial().SpecularColor = m_prop.colors[0];
1449 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1450 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1451 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1454 std::string tname = "unknown_object.png";
1455 if(m_prop.textures.size() >= 2)
1456 tname = m_prop.textures[1];
1457 else if(m_prop.textures.size() >= 1)
1458 tname = m_prop.textures[0];
1460 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1461 buf->getMaterial().setTexture(0,
1462 tsrc->getTextureForMesh(tname));
1464 // This allows setting per-material colors. However, until a real lighting
1465 // system is added, the code below will have no effect. Once MineTest
1466 // has directional lighting, it should work automatically.
1467 if(m_prop.colors.size() >= 2)
1469 buf->getMaterial().AmbientColor = m_prop.colors[1];
1470 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1471 buf->getMaterial().SpecularColor = m_prop.colors[1];
1473 else if(m_prop.colors.size() >= 1)
1475 buf->getMaterial().AmbientColor = m_prop.colors[0];
1476 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1477 buf->getMaterial().SpecularColor = m_prop.colors[0];
1480 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1481 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1482 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1488 void GenericCAO::updateAnimation()
1490 if(m_animated_meshnode == NULL)
1493 if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1494 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1495 m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1496 if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1497 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1498 m_animated_meshnode->setTransitionTime(m_animation_blend);
1499 // Requires Irrlicht 1.8 or greater
1500 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
1501 if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1502 m_animated_meshnode->setLoopMode(m_animation_loop);
1506 void GenericCAO::updateBonePosition()
1508 if(m_bone_position.empty() || m_animated_meshnode == NULL)
1511 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1512 for(std::map<std::string,
1513 core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
1514 ii != m_bone_position.end(); ++ii)
1516 std::string bone_name = (*ii).first;
1517 v3f bone_pos = (*ii).second.X;
1518 v3f bone_rot = (*ii).second.Y;
1519 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1522 bone->setPosition(bone_pos);
1523 bone->setRotation(bone_rot);
1528 void GenericCAO::updateAttachments()
1531 if (getParent() == NULL) { // Detach or don't attach
1532 scene::ISceneNode *node = getSceneNode();
1534 v3f old_position = node->getAbsolutePosition();
1535 v3f old_rotation = node->getRotation();
1536 node->setParent(m_smgr->getRootSceneNode());
1537 node->setPosition(old_position);
1538 node->setRotation(old_rotation);
1539 node->updateAbsolutePosition();
1541 if (m_is_local_player) {
1542 LocalPlayer *player = m_env->getLocalPlayer();
1543 player->isAttached = false;
1548 scene::ISceneNode *my_node = getSceneNode();
1550 scene::ISceneNode *parent_node = getParent()->getSceneNode();
1551 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1552 getParent()->getAnimatedMeshSceneNode();
1553 if (parent_animated_mesh_node && m_attachment_bone != "") {
1554 parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1557 if (my_node && parent_node) {
1558 my_node->setParent(parent_node);
1559 my_node->setPosition(m_attachment_position);
1560 my_node->setRotation(m_attachment_rotation);
1561 my_node->updateAbsolutePosition();
1563 if (m_is_local_player) {
1564 LocalPlayer *player = m_env->getLocalPlayer();
1565 player->isAttached = true;
1570 void GenericCAO::processMessage(const std::string &data)
1572 //infostream<<"GenericCAO: Got message"<<std::endl;
1573 std::istringstream is(data, std::ios::binary);
1575 u8 cmd = readU8(is);
1576 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1578 m_prop = gob_read_set_properties(is);
1580 m_selection_box = m_prop.collisionbox;
1581 m_selection_box.MinEdge *= BS;
1582 m_selection_box.MaxEdge *= BS;
1584 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1585 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1587 if(!m_initial_tx_basepos_set){
1588 m_initial_tx_basepos_set = true;
1589 m_tx_basepos = m_prop.initial_sprite_basepos;
1594 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1596 // Not sent by the server if this object is an attachment.
1597 // We might however get here if the server notices the object being detached before the client.
1598 m_position = readV3F1000(is);
1599 m_velocity = readV3F1000(is);
1600 m_acceleration = readV3F1000(is);
1601 if(fabs(m_prop.automatic_rotate) < 0.001)
1602 m_yaw = readF1000(is);
1605 bool do_interpolate = readU8(is);
1606 bool is_end_position = readU8(is);
1607 float update_interval = readF1000(is);
1609 // Place us a bit higher if we're physical, to not sink into
1610 // the ground due to sucky collision detection...
1612 m_position += v3f(0,0.002,0);
1614 if(getParent() != NULL) // Just in case
1619 if(!m_prop.physical)
1620 pos_translator.update(m_position, is_end_position, update_interval);
1622 pos_translator.init(m_position);
1626 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1627 std::string mod = deSerializeString(is);
1628 updateTextures(mod);
1630 else if(cmd == GENERIC_CMD_SET_SPRITE) {
1631 v2s16 p = readV2S16(is);
1632 int num_frames = readU16(is);
1633 float framelength = readF1000(is);
1634 bool select_horiz_by_yawpitch = readU8(is);
1637 m_anim_num_frames = num_frames;
1638 m_anim_framelength = framelength;
1639 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1643 else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1644 float override_speed = readF1000(is);
1645 float override_jump = readF1000(is);
1646 float override_gravity = readF1000(is);
1647 // these are sent inverted so we get true when the server sends nothing
1648 bool sneak = !readU8(is);
1649 bool sneak_glitch = !readU8(is);
1652 if(m_is_local_player)
1654 LocalPlayer *player = m_env->getLocalPlayer();
1655 player->physics_override_speed = override_speed;
1656 player->physics_override_jump = override_jump;
1657 player->physics_override_gravity = override_gravity;
1658 player->physics_override_sneak = sneak;
1659 player->physics_override_sneak_glitch = sneak_glitch;
1662 else if(cmd == GENERIC_CMD_SET_ANIMATION) {
1663 // TODO: change frames send as v2s32 value
1664 v2f range = readV2F1000(is);
1665 if (!m_is_local_player) {
1666 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1667 m_animation_speed = readF1000(is);
1668 m_animation_blend = readF1000(is);
1669 // these are sent inverted so we get true when the server sends nothing
1670 m_animation_loop = !readU8(is);
1673 LocalPlayer *player = m_env->getLocalPlayer();
1674 if(player->last_animation == NO_ANIM)
1676 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1677 m_animation_speed = readF1000(is);
1678 m_animation_blend = readF1000(is);
1679 // these are sent inverted so we get true when the server sends nothing
1680 m_animation_loop = !readU8(is);
1682 // update animation only if local animations present
1683 // and received animation is unknown (except idle animation)
1684 bool is_known = false;
1685 for (int i = 1;i<4;i++)
1687 if(m_animation_range.Y == player->local_animations[i].Y)
1691 (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1697 else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
1698 std::string bone = deSerializeString(is);
1699 v3f position = readV3F1000(is);
1700 v3f rotation = readV3F1000(is);
1701 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1703 updateBonePosition();
1704 } else if (cmd == GENERIC_CMD_ATTACH_TO) {
1705 u16 parentID = readS16(is);
1706 u16 oldparent = m_env->attachement_parent_ids[getId()];
1708 m_children.erase(std::remove(m_children.begin(), m_children.end(),
1709 getId()), m_children.end());
1711 m_env->attachement_parent_ids[getId()] = parentID;
1712 GenericCAO *parentobj = m_env->getGenericCAO(parentID);
1715 parentobj->m_children.push_back(getId());
1718 m_attachment_bone = deSerializeString(is);
1719 m_attachment_position = readV3F1000(is);
1720 m_attachment_rotation = readV3F1000(is);
1722 // localplayer itself can't be attached to localplayer
1723 if (!m_is_local_player) {
1724 m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1725 // Objects attached to the local player should be hidden by default
1726 m_is_visible = !m_attached_to_local;
1729 updateAttachments();
1731 else if(cmd == GENERIC_CMD_PUNCHED) {
1732 /*s16 damage =*/ readS16(is);
1733 s16 result_hp = readS16(is);
1735 // Use this instead of the send damage to not interfere with prediction
1736 s16 damage = m_hp - result_hp;
1744 // TODO: Execute defined fast response
1745 // As there is no definition, make a smoke puff
1746 ClientSimpleObject *simple = createSmokePuff(
1747 m_smgr, m_env, m_position,
1748 m_prop.visual_size * BS);
1749 m_env->addSimpleObject(simple);
1751 // TODO: Execute defined fast response
1752 // Flashing shall suffice as there is no definition
1753 m_reset_textures_timer = 0.05;
1755 m_reset_textures_timer += 0.05 * damage;
1756 updateTextures("^[brighten");
1760 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1761 m_armor_groups.clear();
1762 int armor_groups_size = readU16(is);
1763 for(int i=0; i<armor_groups_size; i++)
1765 std::string name = deSerializeString(is);
1766 int rating = readS16(is);
1767 m_armor_groups[name] = rating;
1769 } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
1770 readU8(is); // version
1771 m_nametag_color = readARGB8(is);
1772 if (m_textnode != NULL) {
1773 m_textnode->setTextColor(m_nametag_color);
1775 // Enforce hiding nametag,
1776 // because if freetype is enabled, a grey
1777 // shadow can remain.
1778 m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
1783 /* \pre punchitem != NULL
1785 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1786 float time_from_last_punch)
1788 assert(punchitem); // pre-condition
1789 const ToolCapabilities *toolcap =
1790 &punchitem->getToolCapabilities(m_gamedef->idef());
1791 PunchDamageResult result = getPunchDamage(
1795 time_from_last_punch);
1797 if(result.did_punch && result.damage != 0)
1799 if(result.damage < m_hp)
1801 m_hp -= result.damage;
1804 // TODO: Execute defined fast response
1805 // As there is no definition, make a smoke puff
1806 ClientSimpleObject *simple = createSmokePuff(
1807 m_smgr, m_env, m_position,
1808 m_prop.visual_size * BS);
1809 m_env->addSimpleObject(simple);
1811 // TODO: Execute defined fast response
1812 // Flashing shall suffice as there is no definition
1813 m_reset_textures_timer = 0.05;
1814 if(result.damage >= 2)
1815 m_reset_textures_timer += 0.05 * result.damage;
1816 updateTextures("^[brighten");
1822 std::string GenericCAO::debugInfoText()
1824 std::ostringstream os(std::ios::binary);
1825 os<<"GenericCAO hp="<<m_hp<<"\n";
1827 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1828 i != m_armor_groups.end(); ++i)
1830 os<<i->first<<"="<<i->second<<", ";
1837 GenericCAO proto_GenericCAO(NULL, NULL);