3 Copyright (C) 2010-2011 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 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.
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.
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.
20 #include "content_cao.h"
22 #include "environment.h"
23 #include "collision.h"
25 #include <ICameraSceneNode.h>
26 #include <ITextSceneNode.h>
27 #include <IBillboardSceneNode.h>
28 #include "serialization.h" // For decompressZlib
30 #include "clientobject.h"
31 #include "content_object.h"
33 #include "utility.h" // For IntervalLimiter
36 #include "content_cso.h"
40 struct ToolCapabilities;
42 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
44 core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
50 struct SmoothTranslator
57 f32 anim_time_counter;
77 anim_time_counter = 0;
86 void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
88 aim_is_end = is_end_position;
91 if(update_interval > 0){
92 anim_time = update_interval;
94 if(anim_time < 0.001 || anim_time > 1.0)
95 anim_time = anim_time_counter;
97 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
99 anim_time_counter = 0;
103 void translate(f32 dtime)
105 anim_time_counter = anim_time_counter + dtime;
106 anim_counter = anim_counter + dtime;
107 v3f vect_move = vect_aim - vect_old;
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;
116 if(moveratio > move_end)
117 moveratio = move_end;
118 vect_show = vect_old + vect_move * moveratio;
123 return ((anim_time_counter / anim_time) < 1.4);
131 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
132 float txs, float tys, int col, int row)
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);
144 class TestCAO : public ClientActiveObject
147 TestCAO(IGameDef *gamedef, ClientEnvironment *env);
152 return ACTIVEOBJECT_TYPE_TEST;
155 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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();
164 void step(float dtime, ClientEnvironment *env);
166 void processMessage(const std::string &data);
169 scene::IMeshSceneNode *m_node;
174 TestCAO proto_TestCAO(NULL, NULL);
176 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
177 ClientActiveObject(0, gamedef, env),
179 m_position(v3f(0,10*BS,0))
181 ClientActiveObject::registerType(getType(), create);
188 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
190 return new TestCAO(gamedef, env);
193 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
199 //video::IVideoDriver* driver = smgr->getVideoDriver();
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] =
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),
211 u16 indices[] = {0,1,2,2,3,0};
212 buf->append(vertices, 4, indices, 6);
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;
221 mesh->addMeshBuffer(buf);
223 m_node = smgr->addMeshSceneNode(mesh, NULL);
228 void TestCAO::removeFromScene()
237 void TestCAO::updateLight(u8 light_at_pos)
241 v3s16 TestCAO::getLightPosition()
243 return floatToInt(m_position, BS);
246 void TestCAO::updateNodePos()
251 m_node->setPosition(m_position);
252 //m_node->setRotation(v3f(0, 45, 0));
255 void TestCAO::step(float dtime, ClientEnvironment *env)
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);
266 void TestCAO::processMessage(const std::string &data)
268 infostream<<"TestCAO: Got data: "<<data<<std::endl;
269 std::istringstream is(data, std::ios::binary);
287 class ItemCAO : public ClientActiveObject
290 ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
295 return ACTIVEOBJECT_TYPE_ITEM;
298 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
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();
309 void step(float dtime, ClientEnvironment *env);
311 void processMessage(const std::string &data);
313 void initialize(const std::string &data);
315 core::aabbox3d<f32>* getSelectionBox()
316 {return &m_selection_box;}
320 std::string infoText()
324 core::aabbox3d<f32> m_selection_box;
325 scene::IMeshSceneNode *m_node;
327 std::string m_itemstring;
328 std::string m_infotext;
331 #include "inventory.h"
334 ItemCAO proto_ItemCAO(NULL, NULL);
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.),
340 m_position(v3f(0,10*BS,0))
344 ClientActiveObject::registerType(getType(), create);
352 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
354 return new ItemCAO(gamedef, env);
357 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
363 //video::IVideoDriver* driver = smgr->getVideoDriver();
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] =
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),
379 u16 indices[] = {0,1,2,2,3,0};
380 buf->append(vertices, 4, indices, 6);
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;
390 mesh->addMeshBuffer(buf);
392 m_node = smgr->addMeshSceneNode(mesh, NULL);
403 void ItemCAO::removeFromScene()
412 void ItemCAO::updateLight(u8 light_at_pos)
417 u8 li = decode_light(light_at_pos);
418 video::SColor color(255,li,li,li);
419 setMeshColor(m_node->getMesh(), color);
422 v3s16 ItemCAO::getLightPosition()
424 return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
427 void ItemCAO::updateNodePos()
432 m_node->setPosition(m_position);
435 void ItemCAO::updateInfoText()
438 IItemDefManager *idef = m_gamedef->idef();
440 item.deSerialize(m_itemstring, idef);
441 if(item.isKnown(idef))
442 m_infotext = item.getDefinition(idef).description;
444 m_infotext = "Unknown item: '" + m_itemstring + "'";
446 m_infotext += " (" + itos(item.count) + ")";
448 catch(SerializationError &e)
450 m_infotext = "Unknown item: '" + m_itemstring + "'";
454 void ItemCAO::updateTexture()
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;
463 IItemDefManager *idef = m_gamedef->idef();
465 item.deSerialize(is, idef);
466 texture = item.getDefinition(idef).inventory_texture;
468 catch(SerializationError &e)
470 infostream<<"WARNING: "<<__FUNCTION_NAME
471 <<": error deSerializing itemstring \""
472 <<m_itemstring<<std::endl;
475 // Set meshbuffer texture
476 m_node->getMaterial(0).setTexture(0, texture);
480 void ItemCAO::step(float dtime, ClientEnvironment *env)
484 /*v3f rot = m_node->getRotation();
485 rot.Y += dtime * 120;
486 m_node->setRotation(rot);*/
487 LocalPlayer *player = env->getLocalPlayer();
489 v3f rot = m_node->getRotation();
490 rot.Y = 180.0 - (player->getYaw());
491 m_node->setRotation(rot);
495 void ItemCAO::processMessage(const std::string &data)
497 //infostream<<"ItemCAO: Got message"<<std::endl;
498 std::istringstream is(data, std::ios::binary);
504 m_position = readV3F1000(is);
510 m_itemstring = deSerializeString(is);
516 void ItemCAO::initialize(const std::string &data)
518 infostream<<"ItemCAO: Got init data"<<std::endl;
521 std::istringstream is(data, std::ios::binary);
523 u8 version = readU8(is);
528 m_position = readV3F1000(is);
530 m_itemstring = deSerializeString(is);
541 #include "genericobject.h"
543 class GenericCAO : public ClientActiveObject
546 // Only set at initialization
549 bool m_is_local_player; // determined locally
550 // Property-ish things
551 ObjectProperties m_prop;
553 scene::ISceneManager *m_smgr;
554 IrrlichtDevice *m_irr;
555 core::aabbox3d<f32> m_selection_box;
556 scene::IMeshSceneNode *m_meshnode;
557 scene::IBillboardSceneNode *m_spritenode;
558 scene::ITextSceneNode* m_textnode;
564 SmoothTranslator pos_translator;
565 // Spritesheet/animation stuff
568 bool m_initial_tx_basepos_set;
569 bool m_tx_select_horiz_by_yawpitch;
571 int m_anim_num_frames;
572 float m_anim_framelength;
574 ItemGroupList m_armor_groups;
575 float m_reset_textures_timer;
576 bool m_visuals_expired;
577 float m_step_distance_counter;
581 GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
582 ClientActiveObject(0, gamedef, env),
585 m_is_local_player(false),
589 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
593 m_position(v3f(0,10*BS,0)),
594 m_velocity(v3f(0,0,0)),
595 m_acceleration(v3f(0,0,0)),
600 m_initial_tx_basepos_set(false),
601 m_tx_select_horiz_by_yawpitch(false),
603 m_anim_num_frames(1),
604 m_anim_framelength(0.2),
606 m_reset_textures_timer(-1),
607 m_visuals_expired(false),
608 m_step_distance_counter(0),
612 ClientActiveObject::registerType(getType(), create);
615 void initialize(const std::string &data)
617 infostream<<"GenericCAO: Got init data"<<std::endl;
618 std::istringstream is(data, std::ios::binary);
620 u8 version = readU8(is);
623 errorstream<<"GenericCAO: Unsupported init data version"
627 m_name = deSerializeString(is);
628 m_is_player = readU8(is);
629 m_position = readV3F1000(is);
630 m_yaw = readF1000(is);
633 int num_messages = readU8(is);
634 for(int i=0; i<num_messages; i++){
635 std::string message = deSerializeLongString(is);
636 processMessage(message);
639 pos_translator.init(m_position);
643 Player *player = m_env->getPlayer(m_name.c_str());
644 if(player && player->isLocal()){
645 m_is_local_player = true;
654 static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
656 return new GenericCAO(gamedef, env);
661 return ACTIVEOBJECT_TYPE_GENERIC;
663 core::aabbox3d<f32>* getSelectionBox()
665 if(!m_prop.is_visible || m_is_local_player)
667 return &m_selection_box;
671 return pos_translator.vect_show;
674 void removeFromScene()
677 m_meshnode->remove();
681 m_spritenode->remove();
686 void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
692 if(m_meshnode != NULL || m_spritenode != NULL)
695 m_visuals_expired = false;
697 if(!m_prop.is_visible || m_is_local_player)
700 //video::IVideoDriver* driver = smgr->getVideoDriver();
702 if(m_prop.visual == "sprite"){
703 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
704 m_spritenode = smgr->addBillboardSceneNode(
705 NULL, v2f(1, 1), v3f(0,0,0), -1);
706 m_spritenode->setMaterialTexture(0,
707 tsrc->getTextureRaw("unknown_block.png"));
708 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
709 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
710 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
711 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
712 u8 li = m_last_light;
713 m_spritenode->setColor(video::SColor(255,li,li,li));
714 m_spritenode->setSize(m_prop.visual_size*BS);
716 const float txs = 1.0 / 1;
717 const float tys = 1.0 / 1;
718 setBillboardTextureMatrix(m_spritenode,
722 else if(m_prop.visual == "upright_sprite")
724 scene::SMesh *mesh = new scene::SMesh();
725 double dx = BS*m_prop.visual_size.X/2;
726 double dy = BS*m_prop.visual_size.Y/2;
728 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
729 u8 li = m_last_light;
730 video::SColor c(255,li,li,li);
731 video::S3DVertex vertices[4] =
733 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
734 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
735 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
736 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
738 u16 indices[] = {0,1,2,2,3,0};
739 buf->append(vertices, 4, indices, 6);
741 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
742 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
743 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
744 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
746 mesh->addMeshBuffer(buf);
750 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
751 u8 li = m_last_light;
752 video::SColor c(255,li,li,li);
753 video::S3DVertex vertices[4] =
755 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
756 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
757 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
758 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
760 u16 indices[] = {0,1,2,2,3,0};
761 buf->append(vertices, 4, indices, 6);
763 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
764 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
765 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
766 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
768 mesh->addMeshBuffer(buf);
771 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
773 // Set it to use the materials of the meshbuffers directly.
774 // This is needed for changing the texture in the future
775 m_meshnode->setReadOnlyMaterials(true);
777 else if(m_prop.visual == "cube"){
778 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
779 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
780 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
783 m_meshnode->setScale(v3f(1));
784 u8 li = m_last_light;
785 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
787 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
788 <<"\" not supported"<<std::endl;
792 scene::ISceneNode *node = NULL;
797 if(node && m_is_player && !m_is_local_player){
798 // Add a text node for showing the name
799 gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
800 std::wstring wname = narrow_to_wide(m_name);
801 m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
802 wname.c_str(), video::SColor(255,255,255,255), node);
803 m_textnode->setPosition(v3f(0, BS*1.1, 0));
811 m_visuals_expired = true;
814 void updateLight(u8 light_at_pos)
816 bool is_visible = (m_hp != 0);
817 u8 li = decode_light(light_at_pos);
819 video::SColor color(255,li,li,li);
821 setMeshColor(m_meshnode->getMesh(), color);
822 m_meshnode->setVisible(is_visible);
825 m_spritenode->setColor(color);
826 m_spritenode->setVisible(is_visible);
830 v3s16 getLightPosition()
832 return floatToInt(m_position, BS);
838 m_meshnode->setPosition(pos_translator.vect_show);
839 v3f rot = m_meshnode->getRotation();
841 m_meshnode->setRotation(rot);
844 m_spritenode->setPosition(pos_translator.vect_show);
848 void step(float dtime, ClientEnvironment *env)
850 v3f lastpos = pos_translator.vect_show;
852 if(m_visuals_expired && m_smgr && m_irr){
853 m_visuals_expired = false;
855 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
859 core::aabbox3d<f32> box = m_prop.collisionbox;
862 collisionMoveResult moveresult;
863 f32 pos_max_d = BS*0.25; // Distance per iteration
864 v3f p_pos = m_position;
865 v3f p_velocity = m_velocity;
866 IGameDef *gamedef = env->getGameDef();
867 moveresult = collisionMovePrecise(&env->getMap(), gamedef,
868 pos_max_d, box, dtime, p_pos, p_velocity);
871 m_velocity = p_velocity;
873 bool is_end_position = moveresult.collides;
874 pos_translator.update(m_position, is_end_position, dtime);
875 pos_translator.translate(dtime);
878 m_velocity += dtime * m_acceleration;
880 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
881 m_velocity += dtime * m_acceleration;
882 pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
883 pos_translator.translate(dtime);
887 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
888 m_step_distance_counter += moved;
889 if(m_step_distance_counter > 1.5*BS){
890 m_step_distance_counter = 0;
891 if(!m_is_local_player && m_prop.makes_footstep_sound){
892 INodeDefManager *ndef = m_gamedef->ndef();
893 v3s16 p = floatToInt(getPosition() + v3f(0,
894 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
895 MapNode n = m_env->getMap().getNodeNoEx(p);
896 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
897 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
901 m_anim_timer += dtime;
902 if(m_anim_timer >= m_anim_framelength){
903 m_anim_timer -= m_anim_framelength;
905 if(m_anim_frame >= m_anim_num_frames)
911 if(m_reset_textures_timer >= 0){
912 m_reset_textures_timer -= dtime;
913 if(m_reset_textures_timer <= 0){
914 m_reset_textures_timer = -1;
920 void updateTexturePos()
923 scene::ICameraSceneNode* camera =
924 m_spritenode->getSceneManager()->getActiveCamera();
927 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
928 - camera->getAbsolutePosition();
929 cam_to_entity.normalize();
931 int row = m_tx_basepos.Y;
932 int col = m_tx_basepos.X;
934 if(m_tx_select_horiz_by_yawpitch)
936 if(cam_to_entity.Y > 0.75)
938 else if(cam_to_entity.Y < -0.75)
941 float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / PI * 180.;
942 float dir = mob_dir - m_yaw;
943 dir = wrapDegrees_180(dir);
944 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
945 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
947 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
949 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
951 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
958 // Animation goes downwards
961 float txs = m_tx_size.X;
962 float tys = m_tx_size.Y;
963 setBillboardTextureMatrix(m_spritenode,
968 void updateTextures(const std::string &mod)
970 ITextureSource *tsrc = m_gamedef->tsrc();
974 if(m_prop.visual == "sprite")
976 std::string texturestring = "unknown_block.png";
977 if(m_prop.textures.size() >= 1)
978 texturestring = m_prop.textures[0];
979 texturestring += mod;
980 m_spritenode->setMaterialTexture(0,
981 tsrc->getTextureRaw(texturestring));
986 if(m_prop.visual == "cube")
988 for (u32 i = 0; i < 6; ++i)
990 std::string texturestring = "unknown_block.png";
991 if(m_prop.textures.size() > i)
992 texturestring = m_prop.textures[i];
993 texturestring += mod;
994 AtlasPointer ap = tsrc->getTexture(texturestring);
996 // Get the tile texture and atlas transformation
997 video::ITexture* atlas = ap.atlas;
1001 // Set material flags and texture
1002 video::SMaterial& material = m_meshnode->getMaterial(i);
1003 material.setFlag(video::EMF_LIGHTING, false);
1004 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1005 material.setTexture(0, atlas);
1006 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
1007 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
1010 else if(m_prop.visual == "upright_sprite")
1012 scene::IMesh *mesh = m_meshnode->getMesh();
1014 std::string tname = "unknown_object.png";
1015 if(m_prop.textures.size() >= 1)
1016 tname = m_prop.textures[0];
1018 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1019 buf->getMaterial().setTexture(0,
1020 tsrc->getTextureRaw(tname));
1023 std::string tname = "unknown_object.png";
1024 if(m_prop.textures.size() >= 2)
1025 tname = m_prop.textures[1];
1026 else if(m_prop.textures.size() >= 1)
1027 tname = m_prop.textures[0];
1029 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1030 buf->getMaterial().setTexture(0,
1031 tsrc->getTextureRaw(tname));
1037 void processMessage(const std::string &data)
1039 //infostream<<"GenericCAO: Got message"<<std::endl;
1040 std::istringstream is(data, std::ios::binary);
1042 u8 cmd = readU8(is);
1043 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1045 m_prop = gob_read_set_properties(is);
1047 m_selection_box = m_prop.collisionbox;
1048 m_selection_box.MinEdge *= BS;
1049 m_selection_box.MaxEdge *= BS;
1051 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1052 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1054 if(!m_initial_tx_basepos_set){
1055 m_initial_tx_basepos_set = true;
1056 m_tx_basepos = m_prop.initial_sprite_basepos;
1061 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1063 m_position = readV3F1000(is);
1064 m_velocity = readV3F1000(is);
1065 m_acceleration = readV3F1000(is);
1066 m_yaw = readF1000(is);
1067 bool do_interpolate = readU8(is);
1068 bool is_end_position = readU8(is);
1069 float update_interval = readF1000(is);
1072 if(!m_prop.physical)
1073 pos_translator.update(m_position, is_end_position, update_interval);
1075 pos_translator.init(m_position);
1079 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
1081 std::string mod = deSerializeString(is);
1082 updateTextures(mod);
1084 else if(cmd == GENERIC_CMD_SET_SPRITE)
1086 v2s16 p = readV2S16(is);
1087 int num_frames = readU16(is);
1088 float framelength = readF1000(is);
1089 bool select_horiz_by_yawpitch = readU8(is);
1092 m_anim_num_frames = num_frames;
1093 m_anim_framelength = framelength;
1094 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1098 else if(cmd == GENERIC_CMD_PUNCHED)
1100 /*s16 damage =*/ readS16(is);
1101 s16 result_hp = readS16(is);
1105 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
1107 m_armor_groups.clear();
1108 int armor_groups_size = readU16(is);
1109 for(int i=0; i<armor_groups_size; i++){
1110 std::string name = deSerializeString(is);
1111 int rating = readS16(is);
1112 m_armor_groups[name] = rating;
1117 bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
1118 float time_from_last_punch=1000000)
1121 const ToolCapabilities *toolcap =
1122 &punchitem->getToolCapabilities(m_gamedef->idef());
1123 PunchDamageResult result = getPunchDamage(
1127 time_from_last_punch);
1129 if(result.did_punch && result.damage != 0)
1131 if(result.damage < m_hp){
1132 m_hp -= result.damage;
1135 // TODO: Execute defined fast response
1136 // As there is no definition, make a smoke puff
1137 ClientSimpleObject *simple = createSmokePuff(
1138 m_smgr, m_env, m_position,
1139 m_prop.visual_size * BS);
1140 m_env->addSimpleObject(simple);
1142 // TODO: Execute defined fast response
1143 // Flashing shall suffice as there is no definition
1144 m_reset_textures_timer = 0.05;
1145 if(result.damage >= 2)
1146 m_reset_textures_timer += 0.05 * result.damage;
1147 updateTextures("^[brighten");
1153 std::string debugInfoText()
1155 std::ostringstream os(std::ios::binary);
1156 os<<"GenericCAO hp="<<m_hp<<"\n";
1158 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1159 i != m_armor_groups.end(); i++){
1160 os<<i->first<<"="<<i->second<<", ";
1168 GenericCAO proto_GenericCAO(NULL, NULL);