/*
Minetest
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#ifndef CONTENT_CAO_HEADER
#define CONTENT_CAO_HEADER
-#endif
+#include <map>
+#include "irrlichttypes_extrabloated.h"
+#include "clientobject.h"
+#include "object_properties.h"
+#include "itemgroup.h"
+#include "constants.h"
+
+class Camera;
+class Client;
+struct Nametag;
+
+/*
+ SmoothTranslator
+*/
+
+struct SmoothTranslator
+{
+ v3f vect_old;
+ v3f vect_show;
+ v3f vect_aim;
+ f32 anim_counter = 0;
+ f32 anim_time;
+ f32 anim_time_counter = 0;
+ bool aim_is_end = true;
+
+ SmoothTranslator() {};
+
+ void init(v3f vect);
+
+ void update(v3f vect_new, bool is_end_position=false, float update_interval=-1);
+
+ void translate(f32 dtime);
+};
+
+class GenericCAO : public ClientActiveObject
+{
+private:
+ // Only set at initialization
+ std::string m_name = "";
+ bool m_is_player = false;
+ bool m_is_local_player = false;
+ // Property-ish things
+ ObjectProperties m_prop;
+ //
+ scene::ISceneManager *m_smgr = nullptr;
+ Client *m_client = nullptr;
+ aabb3f m_selection_box = aabb3f(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.);
+ scene::IMeshSceneNode *m_meshnode = nullptr;
+ scene::IAnimatedMeshSceneNode *m_animated_meshnode = nullptr;
+ WieldMeshSceneNode *m_wield_meshnode = nullptr;
+ scene::IBillboardSceneNode *m_spritenode = nullptr;
+ Nametag *m_nametag = nullptr;
+ v3f m_position = v3f(0.0f, 10.0f * BS, 0);
+ v3f m_velocity;
+ v3f m_acceleration;
+ float m_yaw = 0.0f;
+ s16 m_hp = 1;
+ SmoothTranslator pos_translator;
+ // Spritesheet/animation stuff
+ v2f m_tx_size = v2f(1,1);
+ v2s16 m_tx_basepos;
+ bool m_initial_tx_basepos_set = false;
+ bool m_tx_select_horiz_by_yawpitch = false;
+ v2s32 m_animation_range;
+ int m_animation_speed = 15;
+ int m_animation_blend = 0;
+ bool m_animation_loop = true;
+ // stores position and rotation for each bone name
+ std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
+ std::string m_attachment_bone = "";
+ v3f m_attachment_position;
+ v3f m_attachment_rotation;
+ bool m_attached_to_local = false;
+ int m_anim_frame = 0;
+ int m_anim_num_frames = 1;
+ float m_anim_framelength = 0.2f;
+ float m_anim_timer = 0.0f;
+ ItemGroupList m_armor_groups;
+ float m_reset_textures_timer = -1.0f;
+ // stores texture modifier before punch update
+ std::string m_previous_texture_modifier = "";
+ // last applied texture modifier
+ std::string m_current_texture_modifier = "";
+ bool m_visuals_expired = false;
+ float m_step_distance_counter = 0.0f;
+ u8 m_last_light = 255;
+ bool m_is_visible = false;
+
+ std::vector<u16> m_children;
+
+public:
+ GenericCAO(Client *client, ClientEnvironment *env);
+
+ ~GenericCAO();
+
+ static ClientActiveObject* create(Client *client, ClientEnvironment *env)
+ {
+ return new GenericCAO(client, env);
+ }
+
+ inline ActiveObjectType getType() const
+ {
+ return ACTIVEOBJECT_TYPE_GENERIC;
+ }
+
+ void initialize(const std::string &data);
+
+ void processInitData(const std::string &data);
+
+ ClientActiveObject *getParent() const;
+
+ bool getCollisionBox(aabb3f *toset) const;
+
+ bool collideWithObjects() const;
+
+ virtual bool getSelectionBox(aabb3f *toset) const;
+
+ v3f getPosition();
+ inline float getYaw() const
+ {
+ return m_yaw;
+ }
+
+ scene::ISceneNode *getSceneNode();
+
+ scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
+ inline f32 getStepHeight() const
+ {
+ return m_prop.stepheight;
+ }
+
+ inline bool isLocalPlayer() const
+ {
+ return m_is_local_player;
+ }
+
+ inline bool isVisible() const
+ {
+ return m_is_visible;
+ }
+
+ inline void setVisible(bool toset)
+ {
+ m_is_visible = toset;
+ }
+
+ void setChildrenVisible(bool toset);
+
+ void setAttachments();
+
+ void removeFromScene(bool permanent);
+
+ void addToScene(ITextureSource *tsrc);
+
+ inline void expireVisuals()
+ {
+ m_visuals_expired = true;
+ }
+
+ void updateLight(u8 light_at_pos);
+
+ void updateLightNoCheck(u8 light_at_pos);
+
+ v3s16 getLightPosition();
+
+ void updateNodePos();
+
+ void step(float dtime, ClientEnvironment *env);
+
+ void updateTexturePos();
+
+ // std::string copy is mandatory as mod can be a class member and there is a swap
+ // on those class members
+ void updateTextures(std::string mod);
+
+ void updateAnimation();
+
+ void updateBonePosition();
+
+ void updateAttachments();
+
+ void processMessage(const std::string &data);
+
+ bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+ float time_from_last_punch=1000000);
+
+ std::string debugInfoText();
+
+ std::string infoText()
+ {
+ return m_prop.infotext;
+ }
+};
+
+
+#endif