Use GenericCAO in place of LuaEntityCAO and PlayerCAO
[oweals/minetest.git] / src / content_cao.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
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 General Public License for more details.
14
15 You should have received a copy of the GNU 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.
18 */
19
20 #include "content_cao.h"
21 #include "tile.h"
22 #include "environment.h"
23 #include "collision.h"
24 #include "settings.h"
25 #include <ICameraSceneNode.h>
26 #include <ITextSceneNode.h>
27 #include <IBillboardSceneNode.h>
28 #include "serialization.h" // For decompressZlib
29 #include "gamedef.h"
30 #include "clientobject.h"
31 #include "content_object.h"
32 #include "mesh.h"
33 #include "utility.h" // For IntervalLimiter
34 #include "itemdef.h"
35 #include "tool.h"
36 #include "content_cso.h"
37 #include "sound.h"
38 #include "nodedef.h"
39 class Settings;
40 struct ToolCapabilities;
41
42 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
43
44 core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
45
46 /*
47         SmoothTranslator
48 */
49
50 struct SmoothTranslator
51 {
52         v3f vect_old;
53         v3f vect_show;
54         v3f vect_aim;
55         f32 anim_counter;
56         f32 anim_time;
57         f32 anim_time_counter;
58         bool aim_is_end;
59
60         SmoothTranslator():
61                 vect_old(0,0,0),
62                 vect_show(0,0,0),
63                 vect_aim(0,0,0),
64                 anim_counter(0),
65                 anim_time(0),
66                 anim_time_counter(0),
67                 aim_is_end(true)
68         {}
69
70         void init(v3f vect)
71         {
72                 vect_old = vect;
73                 vect_show = vect;
74                 vect_aim = vect;
75                 anim_counter = 0;
76                 anim_time = 0;
77                 anim_time_counter = 0;
78                 aim_is_end = true;
79         }
80
81         void sharpen()
82         {
83                 init(vect_show);
84         }
85
86         void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
87         {
88                 aim_is_end = is_end_position;
89                 vect_old = vect_show;
90                 vect_aim = vect_new;
91                 if(update_interval > 0){
92                         anim_time = update_interval;
93                 } else {
94                         if(anim_time < 0.001 || anim_time > 1.0)
95                                 anim_time = anim_time_counter;
96                         else
97                                 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
98                 }
99                 anim_time_counter = 0;
100                 anim_counter = 0;
101         }
102
103         void translate(f32 dtime)
104         {
105                 anim_time_counter = anim_time_counter + dtime;
106                 anim_counter = anim_counter + dtime;
107                 v3f vect_move = vect_aim - vect_old;
108                 f32 moveratio = 1.0;
109                 if(anim_time > 0.001)
110                         moveratio = anim_time_counter / anim_time;
111                 // Move a bit less than should, to avoid oscillation
112                 moveratio = moveratio * 0.8;
113                 float move_end = 1.5;
114                 if(aim_is_end)
115                         move_end = 1.0;
116                 if(moveratio > move_end)
117                         moveratio = move_end;
118                 vect_show = vect_old + vect_move * moveratio;
119         }
120
121         bool is_moving()
122         {
123                 return ((anim_time_counter / anim_time) < 1.4);
124         }
125 };
126
127 /*
128         Other stuff
129 */
130
131 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
132                 float txs, float tys, int col, int row)
133 {
134         video::SMaterial& material = bill->getMaterial(0);
135         core::matrix4& matrix = material.getTextureMatrix(0);
136         matrix.setTextureTranslate(txs*col, tys*row);
137         matrix.setTextureScale(txs, tys);
138 }
139
140 /*
141         TestCAO
142 */
143
144 class TestCAO : public ClientActiveObject
145 {
146 public:
147         TestCAO(IGameDef *gamedef, ClientEnvironment *env);
148         virtual ~TestCAO();
149         
150         u8 getType() const
151         {
152                 return ACTIVEOBJECT_TYPE_TEST;
153         }
154         
155         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
156
157         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
158                         IrrlichtDevice *irr);
159         void removeFromScene();
160         void updateLight(u8 light_at_pos);
161         v3s16 getLightPosition();
162         void updateNodePos();
163
164         void step(float dtime, ClientEnvironment *env);
165
166         void processMessage(const std::string &data);
167
168 private:
169         scene::IMeshSceneNode *m_node;
170         v3f m_position;
171 };
172
173 // Prototype
174 TestCAO proto_TestCAO(NULL, NULL);
175
176 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
177         ClientActiveObject(0, gamedef, env),
178         m_node(NULL),
179         m_position(v3f(0,10*BS,0))
180 {
181         ClientActiveObject::registerType(getType(), create);
182 }
183
184 TestCAO::~TestCAO()
185 {
186 }
187
188 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
189 {
190         return new TestCAO(gamedef, env);
191 }
192
193 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
194                         IrrlichtDevice *irr)
195 {
196         if(m_node != NULL)
197                 return;
198         
199         //video::IVideoDriver* driver = smgr->getVideoDriver();
200         
201         scene::SMesh *mesh = new scene::SMesh();
202         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
203         video::SColor c(255,255,255,255);
204         video::S3DVertex vertices[4] =
205         {
206                 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
207                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
208                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
209                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
210         };
211         u16 indices[] = {0,1,2,2,3,0};
212         buf->append(vertices, 4, indices, 6);
213         // Set material
214         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
215         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
216         buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
217         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
218         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
219         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
220         // Add to mesh
221         mesh->addMeshBuffer(buf);
222         buf->drop();
223         m_node = smgr->addMeshSceneNode(mesh, NULL);
224         mesh->drop();
225         updateNodePos();
226 }
227
228 void TestCAO::removeFromScene()
229 {
230         if(m_node == NULL)
231                 return;
232
233         m_node->remove();
234         m_node = NULL;
235 }
236
237 void TestCAO::updateLight(u8 light_at_pos)
238 {
239 }
240
241 v3s16 TestCAO::getLightPosition()
242 {
243         return floatToInt(m_position, BS);
244 }
245
246 void TestCAO::updateNodePos()
247 {
248         if(m_node == NULL)
249                 return;
250
251         m_node->setPosition(m_position);
252         //m_node->setRotation(v3f(0, 45, 0));
253 }
254
255 void TestCAO::step(float dtime, ClientEnvironment *env)
256 {
257         if(m_node)
258         {
259                 v3f rot = m_node->getRotation();
260                 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
261                 rot.Y += dtime * 180;
262                 m_node->setRotation(rot);
263         }
264 }
265
266 void TestCAO::processMessage(const std::string &data)
267 {
268         infostream<<"TestCAO: Got data: "<<data<<std::endl;
269         std::istringstream is(data, std::ios::binary);
270         u16 cmd;
271         is>>cmd;
272         if(cmd == 0)
273         {
274                 v3f newpos;
275                 is>>newpos.X;
276                 is>>newpos.Y;
277                 is>>newpos.Z;
278                 m_position = newpos;
279                 updateNodePos();
280         }
281 }
282
283 /*
284         ItemCAO
285 */
286
287 class ItemCAO : public ClientActiveObject
288 {
289 public:
290         ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
291         virtual ~ItemCAO();
292         
293         u8 getType() const
294         {
295                 return ACTIVEOBJECT_TYPE_ITEM;
296         }
297         
298         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
299
300         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
301                         IrrlichtDevice *irr);
302         void removeFromScene();
303         void updateLight(u8 light_at_pos);
304         v3s16 getLightPosition();
305         void updateNodePos();
306         void updateInfoText();
307         void updateTexture();
308
309         void step(float dtime, ClientEnvironment *env);
310
311         void processMessage(const std::string &data);
312
313         void initialize(const std::string &data);
314         
315         core::aabbox3d<f32>* getSelectionBox()
316                 {return &m_selection_box;}
317         v3f getPosition()
318                 {return m_position;}
319         
320         std::string infoText()
321                 {return m_infotext;}
322
323 private:
324         core::aabbox3d<f32> m_selection_box;
325         scene::IMeshSceneNode *m_node;
326         v3f m_position;
327         std::string m_itemstring;
328         std::string m_infotext;
329 };
330
331 #include "inventory.h"
332
333 // Prototype
334 ItemCAO proto_ItemCAO(NULL, NULL);
335
336 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
337         ClientActiveObject(0, gamedef, env),
338         m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
339         m_node(NULL),
340         m_position(v3f(0,10*BS,0))
341 {
342         if(!gamedef && !env)
343         {
344                 ClientActiveObject::registerType(getType(), create);
345         }
346 }
347
348 ItemCAO::~ItemCAO()
349 {
350 }
351
352 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
353 {
354         return new ItemCAO(gamedef, env);
355 }
356
357 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
358                         IrrlichtDevice *irr)
359 {
360         if(m_node != NULL)
361                 return;
362         
363         //video::IVideoDriver* driver = smgr->getVideoDriver();
364         
365         scene::SMesh *mesh = new scene::SMesh();
366         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
367         video::SColor c(255,255,255,255);
368         video::S3DVertex vertices[4] =
369         {
370                 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
371                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
372                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
373                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
374                 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
375                 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
376                 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
377                 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
378         };
379         u16 indices[] = {0,1,2,2,3,0};
380         buf->append(vertices, 4, indices, 6);
381         // Set material
382         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
383         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
384         // Initialize with a generated placeholder texture
385         buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
386         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
387         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
388         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
389         // Add to mesh
390         mesh->addMeshBuffer(buf);
391         buf->drop();
392         m_node = smgr->addMeshSceneNode(mesh, NULL);
393         mesh->drop();
394         updateNodePos();
395
396         /*
397                 Update image of node
398         */
399
400         updateTexture();
401 }
402
403 void ItemCAO::removeFromScene()
404 {
405         if(m_node == NULL)
406                 return;
407
408         m_node->remove();
409         m_node = NULL;
410 }
411
412 void ItemCAO::updateLight(u8 light_at_pos)
413 {
414         if(m_node == NULL)
415                 return;
416
417         u8 li = decode_light(light_at_pos);
418         video::SColor color(255,li,li,li);
419         setMeshColor(m_node->getMesh(), color);
420 }
421
422 v3s16 ItemCAO::getLightPosition()
423 {
424         return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
425 }
426
427 void ItemCAO::updateNodePos()
428 {
429         if(m_node == NULL)
430                 return;
431
432         m_node->setPosition(m_position);
433 }
434
435 void ItemCAO::updateInfoText()
436 {
437         try{
438                 IItemDefManager *idef = m_gamedef->idef();
439                 ItemStack item;
440                 item.deSerialize(m_itemstring, idef);
441                 if(item.isKnown(idef))
442                         m_infotext = item.getDefinition(idef).description;
443                 else
444                         m_infotext = "Unknown item: '" + m_itemstring + "'";
445                 if(item.count >= 2)
446                         m_infotext += " (" + itos(item.count) + ")";
447         }
448         catch(SerializationError &e)
449         {
450                 m_infotext = "Unknown item: '" + m_itemstring + "'";
451         }
452 }
453
454 void ItemCAO::updateTexture()
455 {
456         if(m_node == NULL)
457                 return;
458
459         // Create an inventory item to see what is its image
460         std::istringstream is(m_itemstring, std::ios_base::binary);
461         video::ITexture *texture = NULL;
462         try{
463                 IItemDefManager *idef = m_gamedef->idef();
464                 ItemStack item;
465                 item.deSerialize(is, idef);
466                 texture = item.getDefinition(idef).inventory_texture;
467         }
468         catch(SerializationError &e)
469         {
470                 infostream<<"WARNING: "<<__FUNCTION_NAME
471                                 <<": error deSerializing itemstring \""
472                                 <<m_itemstring<<std::endl;
473         }
474         
475         // Set meshbuffer texture
476         m_node->getMaterial(0).setTexture(0, texture);
477 }
478
479
480 void ItemCAO::step(float dtime, ClientEnvironment *env)
481 {
482         if(m_node)
483         {
484                 /*v3f rot = m_node->getRotation();
485                 rot.Y += dtime * 120;
486                 m_node->setRotation(rot);*/
487                 LocalPlayer *player = env->getLocalPlayer();
488                 assert(player);
489                 v3f rot = m_node->getRotation();
490                 rot.Y = 180.0 - (player->getYaw());
491                 m_node->setRotation(rot);
492         }
493 }
494
495 void ItemCAO::processMessage(const std::string &data)
496 {
497         //infostream<<"ItemCAO: Got message"<<std::endl;
498         std::istringstream is(data, std::ios::binary);
499         // command
500         u8 cmd = readU8(is);
501         if(cmd == 0)
502         {
503                 // pos
504                 m_position = readV3F1000(is);
505                 updateNodePos();
506         }
507         if(cmd == 1)
508         {
509                 // itemstring
510                 m_itemstring = deSerializeString(is);
511                 updateInfoText();
512                 updateTexture();
513         }
514 }
515
516 void ItemCAO::initialize(const std::string &data)
517 {
518         infostream<<"ItemCAO: Got init data"<<std::endl;
519         
520         {
521                 std::istringstream is(data, std::ios::binary);
522                 // version
523                 u8 version = readU8(is);
524                 // check version
525                 if(version != 0)
526                         return;
527                 // pos
528                 m_position = readV3F1000(is);
529                 // itemstring
530                 m_itemstring = deSerializeString(is);
531         }
532         
533         updateNodePos();
534         updateInfoText();
535 }
536
537 /*
538         GenericCAO
539 */
540
541 #include "genericobject.h"
542
543 class GenericCAO : public ClientActiveObject
544 {
545 private:
546         // Only set at initialization
547         std::string m_name;
548         bool m_is_player;
549         bool m_is_local_player; // determined locally
550         // Property-ish things
551         s16 m_hp_max;
552         bool m_physical;
553         float m_weight;
554         core::aabbox3d<f32> m_collisionbox;
555         std::string m_visual;
556         v2f m_visual_size;
557         core::array<std::string> m_textures;
558         v2s16 m_spritediv;
559         bool m_is_visible;
560         bool m_makes_footstep_sound;
561         //
562         scene::ISceneManager *m_smgr;
563         IrrlichtDevice *m_irr;
564         core::aabbox3d<f32> m_selection_box;
565         scene::IMeshSceneNode *m_meshnode;
566         scene::IBillboardSceneNode *m_spritenode;
567         scene::ITextSceneNode* m_textnode;
568         v3f m_position;
569         v3f m_velocity;
570         v3f m_acceleration;
571         float m_yaw;
572         s16 m_hp;
573         SmoothTranslator pos_translator;
574         // Spritesheet/animation stuff
575         v2f m_tx_size;
576         v2s16 m_tx_basepos;
577         bool m_tx_select_horiz_by_yawpitch;
578         int m_anim_frame;
579         int m_anim_num_frames;
580         float m_anim_framelength;
581         float m_anim_timer;
582         ItemGroupList m_armor_groups;
583         float m_reset_textures_timer;
584         bool m_visuals_expired;
585         float m_step_distance_counter;
586
587 public:
588         GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
589                 ClientActiveObject(0, gamedef, env),
590                 //
591                 m_is_player(false),
592                 m_is_local_player(false),
593                 //
594                 m_hp_max(1),
595                 m_physical(false),
596                 m_weight(5),
597                 m_collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
598                 m_visual("sprite"),
599                 m_visual_size(1,1),
600                 m_spritediv(1,1),
601                 m_is_visible(true),
602                 m_makes_footstep_sound(false),
603                 //
604                 m_smgr(NULL),
605                 m_irr(NULL),
606                 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
607                 m_meshnode(NULL),
608                 m_spritenode(NULL),
609                 m_textnode(NULL),
610                 m_position(v3f(0,10*BS,0)),
611                 m_velocity(v3f(0,0,0)),
612                 m_acceleration(v3f(0,0,0)),
613                 m_yaw(0),
614                 m_hp(1),
615                 m_tx_size(1,1),
616                 m_tx_basepos(0,0),
617                 m_tx_select_horiz_by_yawpitch(false),
618                 m_anim_frame(0),
619                 m_anim_num_frames(1),
620                 m_anim_framelength(0.2),
621                 m_anim_timer(0),
622                 m_reset_textures_timer(-1),
623                 m_visuals_expired(false),
624                 m_step_distance_counter(0)
625         {
626                 m_textures.push_back("unknown_object.png");
627                 if(gamedef == NULL)
628                         ClientActiveObject::registerType(getType(), create);
629         }
630
631         void initialize(const std::string &data)
632         {
633                 infostream<<"GenericCAO: Got init data"<<std::endl;
634                 std::istringstream is(data, std::ios::binary);
635                 // version
636                 u8 version = readU8(is);
637                 // check version
638                 if(version != 0){
639                         errorstream<<"GenericCAO: Unsupported init data version"
640                                         <<std::endl;
641                         return;
642                 }
643                 m_name = deSerializeString(is);
644                 m_is_player = readU8(is);
645                 m_position = readV3F1000(is);
646                 m_yaw = readF1000(is);
647                 m_hp = readS16(is);
648                 
649                 int num_messages = readU8(is);
650                 for(int i=0; i<num_messages; i++){
651                         std::string message = deSerializeLongString(is);
652                         processMessage(message);
653                 }
654
655                 pos_translator.init(m_position);
656                 updateNodePos();
657                 
658                 if(m_is_player){
659                         Player *player = m_env->getPlayer(m_name.c_str());
660                         if(player && player->isLocal()){
661                                 m_is_local_player = true;
662                         }
663                 }
664         }
665
666         ~GenericCAO()
667         {
668         }
669
670         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
671         {
672                 return new GenericCAO(gamedef, env);
673         }
674
675         u8 getType() const
676         {
677                 return ACTIVEOBJECT_TYPE_GENERIC;
678         }
679         core::aabbox3d<f32>* getSelectionBox()
680         {
681                 if(!m_is_visible || m_is_local_player)
682                         return NULL;
683                 return &m_selection_box;
684         }
685         v3f getPosition()
686         {
687                 return pos_translator.vect_show;
688         }
689
690         void removeFromScene()
691         {
692                 if(m_meshnode){
693                         m_meshnode->remove();
694                         m_meshnode = NULL;
695                 }
696                 if(m_spritenode){
697                         m_spritenode->remove();
698                         m_spritenode = NULL;
699                 }
700         }
701
702         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
703                         IrrlichtDevice *irr)
704         {
705                 m_smgr = smgr;
706                 m_irr = irr;
707
708                 if(m_meshnode != NULL || m_spritenode != NULL)
709                         return;
710                 
711                 m_visuals_expired = false;
712
713                 if(!m_is_visible || m_is_local_player)
714                         return;
715         
716                 //video::IVideoDriver* driver = smgr->getVideoDriver();
717
718                 if(m_visual == "sprite"){
719                         infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
720                         m_spritenode = smgr->addBillboardSceneNode(
721                                         NULL, v2f(1, 1), v3f(0,0,0), -1);
722                         m_spritenode->setMaterialTexture(0,
723                                         tsrc->getTextureRaw("unknown_block.png"));
724                         m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
725                         m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
726                         m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
727                         m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
728                         m_spritenode->setColor(video::SColor(255,0,0,0));
729                         m_spritenode->setVisible(false); /* Set visible when brightness is known */
730                         m_spritenode->setSize(m_visual_size*BS);
731                         {
732                                 const float txs = 1.0 / 1;
733                                 const float tys = 1.0 / 1;
734                                 setBillboardTextureMatrix(m_spritenode,
735                                                 txs, tys, 0, 0);
736                         }
737                 }
738                 else if(m_visual == "upright_sprite")
739                 {
740                         scene::SMesh *mesh = new scene::SMesh();
741                         double dx = BS*m_visual_size.X/2;
742                         double dy = BS*m_visual_size.Y/2;
743                         { // Front
744                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
745                         video::SColor c(255,255,255,255);
746                         video::S3DVertex vertices[4] =
747                         {
748                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
749                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
750                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
751                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
752                         };
753                         u16 indices[] = {0,1,2,2,3,0};
754                         buf->append(vertices, 4, indices, 6);
755                         // Set material
756                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
757                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
758                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
759                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
760                         // Add to mesh
761                         mesh->addMeshBuffer(buf);
762                         buf->drop();
763                         }
764                         { // Back
765                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
766                         video::SColor c(255,255,255,255);
767                         video::S3DVertex vertices[4] =
768                         {
769                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
770                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
771                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
772                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
773                         };
774                         u16 indices[] = {0,1,2,2,3,0};
775                         buf->append(vertices, 4, indices, 6);
776                         // Set material
777                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
778                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
779                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
780                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
781                         // Add to mesh
782                         mesh->addMeshBuffer(buf);
783                         buf->drop();
784                         }
785                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
786                         mesh->drop();
787                         // Set it to use the materials of the meshbuffers directly.
788                         // This is needed for changing the texture in the future
789                         m_meshnode->setReadOnlyMaterials(true);
790                 }
791                 else if(m_visual == "cube"){
792                         infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
793                         scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
794                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
795                         mesh->drop();
796                         
797                         m_meshnode->setScale(v3f(1));
798                         // Will be shown when we know the brightness
799                         m_meshnode->setVisible(false);
800                 } else {
801                         infostream<<"GenericCAO::addToScene(): \""<<m_visual
802                                         <<"\" not supported"<<std::endl;
803                 }
804                 updateTextures("");
805                 
806                 scene::ISceneNode *node = NULL;
807                 if(m_spritenode)
808                         node = m_spritenode;
809                 else if(m_meshnode)
810                         node = m_meshnode;
811                 if(node && m_is_player && !m_is_local_player){
812                         // Add a text node for showing the name
813                         gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
814                         std::wstring wname = narrow_to_wide(m_name);
815                         m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
816                                         wname.c_str(), video::SColor(255,255,255,255), node);
817                         m_textnode->setPosition(v3f(0, BS*1.1, 0));
818                 }
819                 
820                 updateNodePos();
821         }
822
823         void expireVisuals()
824         {
825                 m_visuals_expired = true;
826         }
827                 
828         void updateLight(u8 light_at_pos)
829         {
830                 bool is_visible = (m_hp != 0);
831                 u8 li = decode_light(light_at_pos);
832                 video::SColor color(255,li,li,li);
833                 if(m_meshnode){
834                         setMeshColor(m_meshnode->getMesh(), color);
835                         m_meshnode->setVisible(is_visible);
836                 }
837                 if(m_spritenode){
838                         m_spritenode->setColor(color);
839                         m_spritenode->setVisible(is_visible);
840                 }
841         }
842
843         v3s16 getLightPosition()
844         {
845                 return floatToInt(m_position, BS);
846         }
847
848         void updateNodePos()
849         {
850                 if(m_meshnode){
851                         m_meshnode->setPosition(pos_translator.vect_show);
852                         v3f rot = m_meshnode->getRotation();
853                         rot.Y = -m_yaw;
854                         m_meshnode->setRotation(rot);
855                 }
856                 if(m_spritenode){
857                         m_spritenode->setPosition(pos_translator.vect_show);
858                 }
859         }
860
861         void step(float dtime, ClientEnvironment *env)
862         {
863                 v3f lastpos = pos_translator.vect_show;
864
865                 if(m_visuals_expired && m_smgr && m_irr){
866                         m_visuals_expired = false;
867                         removeFromScene();
868                         addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
869                 }
870
871                 if(m_physical){
872                         core::aabbox3d<f32> box = m_collisionbox;
873                         box.MinEdge *= BS;
874                         box.MaxEdge *= BS;
875                         collisionMoveResult moveresult;
876                         f32 pos_max_d = BS*0.25; // Distance per iteration
877                         v3f p_pos = m_position;
878                         v3f p_velocity = m_velocity;
879                         IGameDef *gamedef = env->getGameDef();
880                         moveresult = collisionMovePrecise(&env->getMap(), gamedef,
881                                         pos_max_d, box, dtime, p_pos, p_velocity);
882                         // Apply results
883                         m_position = p_pos;
884                         m_velocity = p_velocity;
885                         
886                         bool is_end_position = moveresult.collides;
887                         pos_translator.update(m_position, is_end_position, dtime);
888                         pos_translator.translate(dtime);
889                         updateNodePos();
890
891                         m_velocity += dtime * m_acceleration;
892                 } else {
893                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
894                         m_velocity += dtime * m_acceleration;
895                         pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
896                         pos_translator.translate(dtime);
897                         updateNodePos();
898                 }
899
900                 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
901                 m_step_distance_counter += moved;
902                 if(m_step_distance_counter > 1.5*BS){
903                         m_step_distance_counter = 0;
904                         if(!m_is_local_player && m_makes_footstep_sound){
905                                 INodeDefManager *ndef = m_gamedef->ndef();
906                                 v3s16 p = floatToInt(getPosition()+v3f(0,-0.5*BS, 0), BS);
907                                 MapNode n = m_env->getMap().getNodeNoEx(p);
908                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
909                                 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
910                         }
911                 }
912
913                 m_anim_timer += dtime;
914                 if(m_anim_timer >= m_anim_framelength){
915                         m_anim_timer -= m_anim_framelength;
916                         m_anim_frame++;
917                         if(m_anim_frame >= m_anim_num_frames)
918                                 m_anim_frame = 0;
919                 }
920
921                 updateTexturePos();
922
923                 if(m_reset_textures_timer >= 0){
924                         m_reset_textures_timer -= dtime;
925                         if(m_reset_textures_timer <= 0){
926                                 m_reset_textures_timer = -1;
927                                 updateTextures("");
928                         }
929                 }
930         }
931
932         void updateTexturePos()
933         {
934                 if(m_spritenode){
935                         scene::ICameraSceneNode* camera =
936                                         m_spritenode->getSceneManager()->getActiveCamera();
937                         if(!camera)
938                                 return;
939                         v3f cam_to_entity = m_spritenode->getAbsolutePosition()
940                                         - camera->getAbsolutePosition();
941                         cam_to_entity.normalize();
942
943                         int row = m_tx_basepos.Y;
944                         int col = m_tx_basepos.X;
945                         
946                         if(m_tx_select_horiz_by_yawpitch)
947                         {
948                                 if(cam_to_entity.Y > 0.75)
949                                         col += 5;
950                                 else if(cam_to_entity.Y < -0.75)
951                                         col += 4;
952                                 else{
953                                         float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / PI * 180.;
954                                         float dir = mob_dir - m_yaw;
955                                         dir = wrapDegrees_180(dir);
956                                         //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
957                                         if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
958                                                 col += 2;
959                                         else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
960                                                 col += 3;
961                                         else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
962                                                 col += 0;
963                                         else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
964                                                 col += 1;
965                                         else
966                                                 col += 4;
967                                 }
968                         }
969                         
970                         // Animation goes downwards
971                         row += m_anim_frame;
972
973                         float txs = m_tx_size.X;
974                         float tys = m_tx_size.Y;
975                         setBillboardTextureMatrix(m_spritenode,
976                                         txs, tys, col, row);
977                 }
978         }
979
980         void updateTextures(const std::string &mod)
981         {
982                 ITextureSource *tsrc = m_gamedef->tsrc();
983
984                 if(m_spritenode)
985                 {
986                         if(m_visual == "sprite")
987                         {
988                                 std::string texturestring = "unknown_block.png";
989                                 if(m_textures.size() >= 1)
990                                         texturestring = m_textures[0];
991                                 texturestring += mod;
992                                 m_spritenode->setMaterialTexture(0,
993                                                 tsrc->getTextureRaw(texturestring));
994                         }
995                 }
996                 if(m_meshnode)
997                 {
998                         if(m_visual == "cube")
999                         {
1000                                 for (u32 i = 0; i < 6; ++i)
1001                                 {
1002                                         std::string texturestring = "unknown_block.png";
1003                                         if(m_textures.size() > i)
1004                                                 texturestring = m_textures[i];
1005                                         texturestring += mod;
1006                                         AtlasPointer ap = tsrc->getTexture(texturestring);
1007
1008                                         // Get the tile texture and atlas transformation
1009                                         video::ITexture* atlas = ap.atlas;
1010                                         v2f pos = ap.pos;
1011                                         v2f size = ap.size;
1012
1013                                         // Set material flags and texture
1014                                         video::SMaterial& material = m_meshnode->getMaterial(i);
1015                                         material.setFlag(video::EMF_LIGHTING, false);
1016                                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
1017                                         material.setTexture(0, atlas);
1018                                         material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
1019                                         material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
1020                                 }
1021                         }
1022                         else if(m_visual == "upright_sprite")
1023                         {
1024                                 scene::IMesh *mesh = m_meshnode->getMesh();
1025                                 {
1026                                         std::string tname = "unknown_object.png";
1027                                         if(m_textures.size() >= 1)
1028                                                 tname = m_textures[0];
1029                                         tname += mod;
1030                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1031                                         buf->getMaterial().setTexture(0,
1032                                                         tsrc->getTextureRaw(tname));
1033                                 }
1034                                 {
1035                                         std::string tname = "unknown_object.png";
1036                                         if(m_textures.size() >= 2)
1037                                                 tname = m_textures[1];
1038                                         else if(m_textures.size() >= 1)
1039                                                 tname = m_textures[0];
1040                                         tname += mod;
1041                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1042                                         buf->getMaterial().setTexture(0,
1043                                                         tsrc->getTextureRaw(tname));
1044                                 }
1045                         }
1046                 }
1047         }
1048
1049         void processMessage(const std::string &data)
1050         {
1051                 //infostream<<"GenericCAO: Got message"<<std::endl;
1052                 std::istringstream is(data, std::ios::binary);
1053                 // command
1054                 u8 cmd = readU8(is);
1055                 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1056                 {
1057                         m_hp_max = readS16(is);
1058                         m_physical = readU8(is);
1059                         m_weight = readF1000(is);
1060                         m_collisionbox.MinEdge = readV3F1000(is);
1061                         m_collisionbox.MaxEdge = readV3F1000(is);
1062                         m_visual = deSerializeString(is);
1063                         m_visual_size = readV2F1000(is);
1064                         m_textures.clear();
1065                         u32 texture_count = readU16(is);
1066                         for(u32 i=0; i<texture_count; i++){
1067                                 m_textures.push_back(deSerializeString(is));
1068                         }
1069                         m_spritediv = readV2S16(is);
1070                         m_is_visible = readU8(is);
1071                         m_makes_footstep_sound = readU8(is);
1072
1073                         m_selection_box = m_collisionbox;
1074                         m_selection_box.MinEdge *= BS;
1075                         m_selection_box.MaxEdge *= BS;
1076                                 
1077                         m_tx_size.X = 1.0 / m_spritediv.X;
1078                         m_tx_size.Y = 1.0 / m_spritediv.Y;
1079                         
1080                         expireVisuals();
1081                 }
1082                 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1083                 {
1084                         m_position = readV3F1000(is);
1085                         m_velocity = readV3F1000(is);
1086                         m_acceleration = readV3F1000(is);
1087                         m_yaw = readF1000(is);
1088                         bool do_interpolate = readU8(is);
1089                         bool is_end_position = readU8(is);
1090                         float update_interval = readF1000(is);
1091                         
1092                         if(do_interpolate){
1093                                 if(!m_physical)
1094                                         pos_translator.update(m_position, is_end_position, update_interval);
1095                         } else {
1096                                 pos_translator.init(m_position);
1097                         }
1098                         updateNodePos();
1099                 }
1100                 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
1101                 {
1102                         std::string mod = deSerializeString(is);
1103                         updateTextures(mod);
1104                 }
1105                 else if(cmd == GENERIC_CMD_SET_SPRITE)
1106                 {
1107                         v2s16 p = readV2S16(is);
1108                         int num_frames = readU16(is);
1109                         float framelength = readF1000(is);
1110                         bool select_horiz_by_yawpitch = readU8(is);
1111                         
1112                         m_tx_basepos = p;
1113                         m_anim_num_frames = num_frames;
1114                         m_anim_framelength = framelength;
1115                         m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1116
1117                         updateTexturePos();
1118                 }
1119                 else if(cmd == GENERIC_CMD_PUNCHED)
1120                 {
1121                         /*s16 damage =*/ readS16(is);
1122                         s16 result_hp = readS16(is);
1123                         
1124                         m_hp = result_hp;
1125                 }
1126                 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
1127                 {
1128                         m_armor_groups.clear();
1129                         int armor_groups_size = readU16(is);
1130                         for(int i=0; i<armor_groups_size; i++){
1131                                 std::string name = deSerializeString(is);
1132                                 int rating = readS16(is);
1133                                 m_armor_groups[name] = rating;
1134                         }
1135                 }
1136         }
1137         
1138         bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
1139                         float time_from_last_punch=1000000)
1140         {
1141                 assert(punchitem);
1142                 const ToolCapabilities *toolcap =
1143                                 &punchitem->getToolCapabilities(m_gamedef->idef());
1144                 PunchDamageResult result = getPunchDamage(
1145                                 m_armor_groups,
1146                                 toolcap,
1147                                 punchitem,
1148                                 time_from_last_punch);
1149
1150                 dstream<<"Directly did_punch="<<result.did_punch<<" result.damage="<<result.damage<<std::endl;
1151                 
1152                 if(result.did_punch && result.damage != 0)
1153                 {
1154                         if(result.damage < m_hp){
1155                                 m_hp -= result.damage;
1156                         } else {
1157                                 m_hp = 0;
1158                                 // TODO: Execute defined fast response
1159                                 // As there is no definition, make a smoke puff
1160                                 ClientSimpleObject *simple = createSmokePuff(
1161                                                 m_smgr, m_env, m_position,
1162                                                 m_visual_size * BS);
1163                                 m_env->addSimpleObject(simple);
1164                         }
1165                         // TODO: Execute defined fast response
1166                         // Flashing shall suffice as there is no definition
1167                         m_reset_textures_timer = 0.05;
1168                         if(result.damage >= 2)
1169                                 m_reset_textures_timer += 0.05 * result.damage;
1170                         updateTextures("^[brighten");
1171                 }
1172                 
1173                 return false;
1174         }
1175         
1176         std::string debugInfoText()
1177         {
1178                 std::ostringstream os(std::ios::binary);
1179                 os<<"GenericCAO hp="<<m_hp<<"\n";
1180                 os<<"armor={";
1181                 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1182                                 i != m_armor_groups.end(); i++){
1183                         os<<i->first<<"="<<i->second<<", ";
1184                 }
1185                 os<<"}";
1186                 return os.str();
1187         }
1188 };
1189
1190 // Prototype
1191 GenericCAO proto_GenericCAO(NULL, NULL);
1192
1193