// Prototype
PlayerCAO proto_PlayerCAO(NULL, NULL);
+/*
+ GenericCAO
+*/
+
+#include "genericobject.h"
+
+class GenericCAO : public ClientActiveObject
+{
+private:
+ // Property-ish things
+ s16 m_hp_max;
+ bool m_physical;
+ float m_weight;
+ core::aabbox3d<f32> m_collisionbox;
+ std::string m_visual;
+ v2f m_visual_size;
+ core::array<std::string> m_textures;
+ v2s16 m_spritediv;
+ //
+ scene::ISceneManager *m_smgr;
+ core::aabbox3d<f32> m_selection_box;
+ scene::IMeshSceneNode *m_meshnode;
+ scene::IBillboardSceneNode *m_spritenode;
+ v3f m_position;
+ v3f m_velocity;
+ v3f m_acceleration;
+ float m_yaw;
+ s16 m_hp;
+ SmoothTranslator pos_translator;
+ // Spritesheet/animation stuff
+ v2f m_tx_size;
+ v2s16 m_tx_basepos;
+ bool m_tx_select_horiz_by_yawpitch;
+ int m_anim_frame;
+ int m_anim_num_frames;
+ float m_anim_framelength;
+ float m_anim_timer;
+ ItemGroupList m_armor_groups;
+ float m_reset_textures_timer;
+
+public:
+ GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ //
+ m_hp_max(1),
+ m_physical(false),
+ m_weight(5),
+ m_collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
+ m_visual("sprite"),
+ m_visual_size(1,1),
+ m_spritediv(1,1),
+ //
+ m_smgr(NULL),
+ m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
+ m_meshnode(NULL),
+ m_spritenode(NULL),
+ m_position(v3f(0,10*BS,0)),
+ m_velocity(v3f(0,0,0)),
+ m_acceleration(v3f(0,0,0)),
+ m_yaw(0),
+ m_hp(1),
+ m_tx_size(1,1),
+ m_tx_basepos(0,0),
+ m_tx_select_horiz_by_yawpitch(false),
+ m_anim_frame(0),
+ m_anim_num_frames(1),
+ m_anim_framelength(0.2),
+ m_anim_timer(0),
+ m_reset_textures_timer(-1)
+ {
+ m_textures.push_back("unknown_object.png");
+ if(gamedef == NULL)
+ ClientActiveObject::registerType(getType(), create);
+ }
+
+ void initialize(const std::string &data)
+ {
+ infostream<<"GenericCAO: Got init data"<<std::endl;
+
+ std::istringstream is(data, std::ios::binary);
+ // version
+ u8 version = readU8(is);
+ // check version
+ if(version != 1)
+ return;
+ // pos
+ m_position = readV3F1000(is);
+ // yaw
+ m_yaw = readF1000(is);
+ // hp
+ m_hp = readS16(is);
+
+ pos_translator.init(m_position);
+
+ updateNodePos();
+ }
+
+ ~GenericCAO()
+ {
+ }
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new GenericCAO(gamedef, env);
+ }
+
+ u8 getType() const
+ {
+ return ACTIVEOBJECT_TYPE_GENERIC;
+ }
+ core::aabbox3d<f32>* getSelectionBox()
+ {
+ return &m_selection_box;
+ }
+ v3f getPosition()
+ {
+ return pos_translator.vect_show;
+ }
+
+ void removeFromScene()
+ {
+ if(m_meshnode){
+ m_meshnode->remove();
+ m_meshnode = NULL;
+ }
+ if(m_spritenode){
+ m_spritenode->remove();
+ m_spritenode = NULL;
+ }
+ }
+
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
+ {
+ m_smgr = smgr;
+
+ if(m_meshnode != NULL || m_spritenode != NULL)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ if(m_visual == "sprite"){
+ infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
+ m_spritenode = smgr->addBillboardSceneNode(
+ NULL, v2f(1, 1), v3f(0,0,0), -1);
+ m_spritenode->setMaterialTexture(0,
+ tsrc->getTextureRaw("unknown_block.png"));
+ m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
+ m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ m_spritenode->setColor(video::SColor(255,0,0,0));
+ m_spritenode->setVisible(false); /* Set visible when brightness is known */
+ m_spritenode->setSize(m_visual_size*BS);
+ {
+ const float txs = 1.0 / 1;
+ const float tys = 1.0 / 1;
+ setBillboardTextureMatrix(m_spritenode,
+ txs, tys, 0, 0);
+ }
+ } else if(m_visual == "cube"){
+ infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
+ scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
+ m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+
+ m_meshnode->setScale(v3f(1));
+ // Will be shown when we know the brightness
+ m_meshnode->setVisible(false);
+ } else {
+ infostream<<"GenericCAO::addToScene(): \""<<m_visual
+ <<"\" not supported"<<std::endl;
+ }
+ updateTextures("");
+ updateNodePos();
+ }
+
+ void updateVisuals()
+ {
+ removeFromScene();
+ // We haven't got any IrrlichtDevices but it isn't actually needed
+ addToScene(m_smgr, m_gamedef->tsrc(), NULL);
+ }
+
+ void updateLight(u8 light_at_pos)
+ {
+ bool is_visible = (m_hp != 0);
+ u8 li = decode_light(light_at_pos);
+ video::SColor color(255,li,li,li);
+ if(m_meshnode){
+ setMeshColor(m_meshnode->getMesh(), color);
+ m_meshnode->setVisible(is_visible);
+ }
+ if(m_spritenode){
+ m_spritenode->setColor(color);
+ m_spritenode->setVisible(is_visible);
+ }
+ }
+
+ v3s16 getLightPosition()
+ {
+ return floatToInt(m_position, BS);
+ }
+
+ void updateNodePos()
+ {
+ if(m_meshnode){
+ m_meshnode->setPosition(pos_translator.vect_show);
+ }
+ if(m_spritenode){
+ m_spritenode->setPosition(pos_translator.vect_show);
+ }
+ }
+
+ void step(float dtime, ClientEnvironment *env)
+ {
+ if(m_physical){
+ core::aabbox3d<f32> box = m_collisionbox;
+ box.MinEdge *= BS;
+ box.MaxEdge *= BS;
+ collisionMoveResult moveresult;
+ f32 pos_max_d = BS*0.25; // Distance per iteration
+ v3f p_pos = m_position;
+ v3f p_velocity = m_velocity;
+ IGameDef *gamedef = env->getGameDef();
+ moveresult = collisionMovePrecise(&env->getMap(), gamedef,
+ pos_max_d, box, dtime, p_pos, p_velocity);
+ // Apply results
+ m_position = p_pos;
+ m_velocity = p_velocity;
+
+ bool is_end_position = moveresult.collides;
+ pos_translator.update(m_position, is_end_position, dtime);
+ pos_translator.translate(dtime);
+ updateNodePos();
+
+ m_velocity += dtime * m_acceleration;
+ } else {
+ m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
+ m_velocity += dtime * m_acceleration;
+ pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+ pos_translator.translate(dtime);
+ updateNodePos();
+ }
+
+ m_anim_timer += dtime;
+ if(m_anim_timer >= m_anim_framelength){
+ m_anim_timer -= m_anim_framelength;
+ m_anim_frame++;
+ if(m_anim_frame >= m_anim_num_frames)
+ m_anim_frame = 0;
+ }
+
+ updateTexturePos();
+
+ if(m_reset_textures_timer >= 0){
+ m_reset_textures_timer -= dtime;
+ if(m_reset_textures_timer <= 0){
+ m_reset_textures_timer = -1;
+ updateTextures("");
+ }
+ }
+ }
+
+ void updateTexturePos()
+ {
+ if(m_spritenode){
+ scene::ICameraSceneNode* camera =
+ m_spritenode->getSceneManager()->getActiveCamera();
+ if(!camera)
+ return;
+ v3f cam_to_entity = m_spritenode->getAbsolutePosition()
+ - camera->getAbsolutePosition();
+ cam_to_entity.normalize();
+
+ int row = m_tx_basepos.Y;
+ int col = m_tx_basepos.X;
+
+ if(m_tx_select_horiz_by_yawpitch)
+ {
+ if(cam_to_entity.Y > 0.75)
+ col += 5;
+ else if(cam_to_entity.Y < -0.75)
+ col += 4;
+ else{
+ float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / PI * 180.;
+ float dir = mob_dir - m_yaw;
+ dir = wrapDegrees_180(dir);
+ //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
+ if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
+ col += 2;
+ else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
+ col += 3;
+ else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
+ col += 0;
+ else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
+ col += 1;
+ else
+ col += 4;
+ }
+ }
+
+ // Animation goes downwards
+ row += m_anim_frame;
+
+ float txs = m_tx_size.X;
+ float tys = m_tx_size.Y;
+ setBillboardTextureMatrix(m_spritenode,
+ txs, tys, col, row);
+ }
+ }
+
+ void updateTextures(const std::string &mod)
+ {
+ ITextureSource *tsrc = m_gamedef->tsrc();
+
+ if(m_spritenode){
+ std::string texturestring = "unknown_block.png";
+ if(m_textures.size() >= 1)
+ texturestring = m_textures[0];
+ texturestring += mod;
+ m_spritenode->setMaterialTexture(0,
+ tsrc->getTextureRaw(texturestring));
+ }
+ if(m_meshnode){
+ for (u32 i = 0; i < 6; ++i)
+ {
+ std::string texturestring = "unknown_block.png";
+ if(m_textures.size() > i)
+ texturestring = m_textures[i];
+ texturestring += mod;
+ AtlasPointer ap = tsrc->getTexture(texturestring);
+
+ // Get the tile texture and atlas transformation
+ video::ITexture* atlas = ap.atlas;
+ v2f pos = ap.pos;
+ v2f size = ap.size;
+
+ // Set material flags and texture
+ video::SMaterial& material = m_meshnode->getMaterial(i);
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setTexture(0, atlas);
+ material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
+ material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+ }
+ }
+ }
+
+ void processMessage(const std::string &data)
+ {
+ //infostream<<"GenericCAO: Got message"<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+ if(cmd == GENERIC_CMD_SET_PROPERTIES)
+ {
+ m_hp_max = readS16(is);
+ m_physical = readU8(is);
+ m_weight = readF1000(is);
+ m_collisionbox.MinEdge = readV3F1000(is);
+ m_collisionbox.MaxEdge = readV3F1000(is);
+ m_visual = deSerializeString(is);
+ m_visual_size = readV2F1000(is);
+ m_textures.clear();
+ u32 texture_count = readU16(is);
+ for(u32 i=0; i<texture_count; i++){
+ m_textures.push_back(deSerializeString(is));
+ }
+ m_spritediv = readV2S16(is);
+
+ m_selection_box = m_collisionbox;
+ m_selection_box.MinEdge *= BS;
+ m_selection_box.MaxEdge *= BS;
+
+ m_tx_size.X = 1.0 / m_spritediv.X;
+ m_tx_size.Y = 1.0 / m_spritediv.Y;
+
+ updateVisuals();
+ }
+ else if(cmd == GENERIC_CMD_UPDATE_POSITION)
+ {
+ m_position = readV3F1000(is);
+ m_velocity = readV3F1000(is);
+ m_acceleration = readV3F1000(is);
+ m_yaw = readF1000(is);
+ bool do_interpolate = readU8(is);
+ bool is_end_position = readU8(is);
+ float update_interval = readF1000(is);
+
+ if(do_interpolate){
+ if(!m_physical)
+ pos_translator.update(m_position, is_end_position, update_interval);
+ } else {
+ pos_translator.init(m_position);
+ }
+ updateNodePos();
+ }
+ else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
+ {
+ std::string mod = deSerializeString(is);
+ updateTextures(mod);
+ }
+ else if(cmd == GENERIC_CMD_SET_SPRITE)
+ {
+ v2s16 p = readV2S16(is);
+ int num_frames = readU16(is);
+ float framelength = readF1000(is);
+ bool select_horiz_by_yawpitch = readU8(is);
+
+ m_tx_basepos = p;
+ m_anim_num_frames = num_frames;
+ m_anim_framelength = framelength;
+ m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
+
+ updateTexturePos();
+ }
+ else if(cmd == GENERIC_CMD_PUNCHED)
+ {
+ /*s16 damage =*/ readS16(is);
+ s16 result_hp = readS16(is);
+
+ m_hp = result_hp;
+ // TODO: Execute defined fast response
+ }
+ else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
+ {
+ m_armor_groups.clear();
+ int armor_groups_size = readU16(is);
+ for(int i=0; i<armor_groups_size; i++){
+ std::string name = deSerializeString(is);
+ int rating = readS16(is);
+ m_armor_groups[name] = rating;
+ }
+ }
+ }
+
+ bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+ float time_from_last_punch=1000000)
+ {
+ assert(punchitem);
+ const ToolCapabilities *toolcap =
+ &punchitem->getToolCapabilities(m_gamedef->idef());
+ PunchDamageResult result = getPunchDamage(
+ m_armor_groups,
+ toolcap,
+ punchitem,
+ time_from_last_punch);
+
+ if(result.did_punch && result.damage != 0)
+ {
+ if(result.damage < m_hp){
+ m_hp -= result.damage;
+ } else {
+ m_hp = 0;
+ // TODO: Execute defined fast response
+ // As there is no definition, make a smoke puff
+ ClientSimpleObject *simple = createSmokePuff(
+ m_smgr, m_env, m_position,
+ m_visual_size * BS);
+ m_env->addSimpleObject(simple);
+ }
+ // TODO: Execute defined fast response
+ // Flashing shall suffice as there is no definition
+ updateTextures("^[brighten");
+ m_reset_textures_timer = 0.1;
+ }
+
+ return false;
+ }
+
+ std::string debugInfoText()
+ {
+ std::ostringstream os(std::ios::binary);
+ os<<"GenericCAO hp="<<m_hp<<"\n";
+ os<<"armor={";
+ for(ItemGroupList::const_iterator i = m_armor_groups.begin();
+ i != m_armor_groups.end(); i++){
+ os<<i->first<<"="<<i->second<<", ";
+ }
+ os<<"}";
+ return os.str();
+ }
+};
+
+// Prototype
+GenericCAO proto_GenericCAO(NULL, NULL);
+