${common_SRCS}
content_mapblock.cpp
content_cao.cpp
+ content_cao_player.cpp
+ content_cao_item.cpp
+ content_cao_lua.cpp
+ content_cao_rat.cpp
+ content_cao_oerkki1.cpp
+ content_cao_firefly.cpp
+ content_cao_mobv2.cpp
+ content_cao_test.cpp
mesh.cpp
mapblock_mesh.cpp
farmesh.cpp
ClientEnvironment *env)
{
// Find factory function
- core::map<u16, Factory>::Node *n;
- n = m_types.find(type);
+ core::map<u8, Factory>::Node *n;
+ n = ClientActiveObject::getTypes().find(type);
if(n == NULL)
{
// If factory is not found, just return.
return object;
}
-void ClientActiveObject::registerType(u16 type, Factory f)
+void ClientActiveObject::registerType(u8 type, Factory f)
{
- core::map<u16, Factory>::Node *n;
- n = m_types.find(type);
+ core::map<u8, Factory>::Node *n;
+ n = ClientActiveObject::getTypes().find(type);
if(n)
return;
- m_types.insert(type, f);
+ ClientActiveObject::getTypes().insert(type, f);
}
/*
Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2012 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 General Public License as published by
protected:
// Used for creating objects based on type
typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
- static void registerType(u16 type, Factory f);
+ static void registerType(u8 type, Factory f);
+
IGameDef *m_gamedef;
ClientEnvironment *m_env;
private:
- // Used for creating objects based on type
- static core::map<u16, Factory> m_types;
+ static core::map<u8, Factory>& getTypes()
+ {
+ static core::map<u8, Factory> types;
+ return types;
+ }
};
struct DistanceSortedActiveObject
/*
Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2012 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 General Public License as published by
*/
#include "content_cao.h"
-#include "tile.h"
-#include "environment.h"
-#include "settings.h"
-#include <ICameraSceneNode.h>
-#include <ITextSceneNode.h>
-#include <IBillboardSceneNode.h>
-#include "serialization.h" // For decompressZlib
-#include "gamedef.h"
-#include "clientobject.h"
-#include "content_object.h"
-#include "mesh.h"
-#include "utility.h" // For IntervalLimiter
-class Settings;
-
-core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
-
-/*
- SmoothTranslator
-*/
-
-struct SmoothTranslator
-{
- v3f vect_old;
- v3f vect_show;
- v3f vect_aim;
- f32 anim_counter;
- f32 anim_time;
- f32 anim_time_counter;
- bool aim_is_end;
-
- SmoothTranslator():
- vect_old(0,0,0),
- vect_show(0,0,0),
- vect_aim(0,0,0),
- anim_counter(0),
- anim_time(0),
- anim_time_counter(0),
- aim_is_end(true)
- {}
-
- void init(v3f vect)
- {
- vect_old = vect;
- vect_show = vect;
- vect_aim = vect;
- anim_counter = 0;
- anim_time = 0;
- anim_time_counter = 0;
- aim_is_end = true;
- }
-
- void sharpen()
- {
- init(vect_show);
- }
-
- void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
- {
- aim_is_end = is_end_position;
- vect_old = vect_show;
- vect_aim = vect_new;
- if(update_interval > 0){
- anim_time = update_interval;
- } else {
- if(anim_time < 0.001 || anim_time > 1.0)
- anim_time = anim_time_counter;
- else
- anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
- }
- anim_time_counter = 0;
- anim_counter = 0;
- }
-
- void translate(f32 dtime)
- {
- anim_time_counter = anim_time_counter + dtime;
- anim_counter = anim_counter + dtime;
- v3f vect_move = vect_aim - vect_old;
- f32 moveratio = 1.0;
- if(anim_time > 0.001)
- moveratio = anim_time_counter / anim_time;
- // Move a bit less than should, to avoid oscillation
- moveratio = moveratio * 0.8;
- float move_end = 1.5;
- if(aim_is_end)
- move_end = 1.0;
- if(moveratio > move_end)
- moveratio = move_end;
- vect_show = vect_old + vect_move * moveratio;
- }
-
- bool is_moving()
- {
- return ((anim_time_counter / anim_time) < 1.4);
- }
-};
-
-
-/*
- TestCAO
-*/
-
-class TestCAO : public ClientActiveObject
-{
-public:
- TestCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~TestCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_TEST;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
-private:
- scene::IMeshSceneNode *m_node;
- v3f m_position;
-};
-
-/*
- ItemCAO
-*/
-
-class ItemCAO : public ClientActiveObject
-{
-public:
- ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~ItemCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_ITEM;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- void initialize(const std::string &data);
-
- core::aabbox3d<f32>* getSelectionBox()
- {return &m_selection_box;}
- v3f getPosition()
- {return m_position;}
-
- std::string infoText()
- {return m_infotext;}
-
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- std::string m_inventorystring;
- std::string m_infotext;
-};
-
-/*
- RatCAO
-*/
-
-class RatCAO : public ClientActiveObject
-{
-public:
- RatCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~RatCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_RAT;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- void initialize(const std::string &data);
-
- core::aabbox3d<f32>* getSelectionBox()
- {return &m_selection_box;}
- v3f getPosition()
- {return pos_translator.vect_show;}
- //{return m_position;}
-
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- float m_yaw;
- SmoothTranslator pos_translator;
-};
-
-/*
- Oerkki1CAO
-*/
-
-class Oerkki1CAO : public ClientActiveObject
-{
-public:
- Oerkki1CAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~Oerkki1CAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_OERKKI1;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- void initialize(const std::string &data);
-
- core::aabbox3d<f32>* getSelectionBox()
- {return &m_selection_box;}
- v3f getPosition()
- {return pos_translator.vect_show;}
- //{return m_position;}
-
- // If returns true, punch will not be sent to the server
- bool directReportPunch(const std::string &toolname, v3f dir);
-
-private:
- IntervalLimiter m_attack_interval;
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- float m_yaw;
- SmoothTranslator pos_translator;
- float m_damage_visual_timer;
- bool m_damage_texture_enabled;
-};
-/*
- FireflyCAO
-*/
-
-class FireflyCAO : public ClientActiveObject
-{
-public:
- FireflyCAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~FireflyCAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_FIREFLY;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- void initialize(const std::string &data);
-
- core::aabbox3d<f32>* getSelectionBox()
- {return &m_selection_box;}
- v3f getPosition()
- {return m_position;}
-
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- v3f m_position;
- float m_yaw;
- SmoothTranslator pos_translator;
-};
+class Settings;
-static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
+void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
float txs, float tys, int col, int row)
{
video::SMaterial& material = bill->getMaterial(0);
matrix.setTextureScale(txs, tys);
}
-/*
- MobV2CAO
-*/
-
-class MobV2CAO : public ClientActiveObject
-{
-public:
- MobV2CAO(IGameDef *gamedef, ClientEnvironment *env);
- virtual ~MobV2CAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_MOBV2;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr);
- void removeFromScene();
- void updateLight(u8 light_at_pos);
- v3s16 getLightPosition();
- void updateNodePos();
-
- void step(float dtime, ClientEnvironment *env);
-
- void processMessage(const std::string &data);
-
- void initialize(const std::string &data);
-
- core::aabbox3d<f32>* getSelectionBox()
- {return &m_selection_box;}
- v3f getPosition()
- {return pos_translator.vect_show;}
- //{return m_position;}
- bool doShowSelectionBox(){return false;}
-
- // If returns true, punch will not be sent to the server
- bool directReportPunch(const std::string &toolname, v3f dir);
-
-private:
- void setLooks(const std::string &looks);
-
- IntervalLimiter m_attack_interval;
- core::aabbox3d<f32> m_selection_box;
- scene::IBillboardSceneNode *m_node;
- v3f m_position;
- std::string m_texture_name;
- float m_yaw;
- SmoothTranslator pos_translator;
- bool m_walking;
- float m_walking_unset_timer;
- float m_walk_timer;
- int m_walk_frame;
- float m_damage_visual_timer;
- u8 m_last_light;
- bool m_shooting;
- float m_shooting_unset_timer;
- v2f m_sprite_size;
- float m_sprite_y;
- bool m_bright_shooting;
- std::string m_sprite_type;
- int m_simple_anim_frames;
- float m_simple_anim_frametime;
- bool m_lock_full_brightness;
- int m_player_hit_damage;
- float m_player_hit_distance;
- float m_player_hit_interval;
- float m_player_hit_timer;
-
- Settings *m_properties;
-};
-
-/*
- TestCAO
-*/
-
-// Prototype
-TestCAO proto_TestCAO(NULL, NULL);
-
-TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_node(NULL),
- m_position(v3f(0,10*BS,0))
-{
- ClientActiveObject::registerType(getType(), create);
-}
-
-TestCAO::~TestCAO()
-{
-}
-
-ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new TestCAO(gamedef, env);
-}
-
-void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- if(m_node != NULL)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
-
- scene::SMesh *mesh = new scene::SMesh();
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- updateNodePos();
-}
-
-void TestCAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void TestCAO::updateLight(u8 light_at_pos)
-{
-}
-
-v3s16 TestCAO::getLightPosition()
-{
- return floatToInt(m_position, BS);
-}
-
-void TestCAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- m_node->setPosition(m_position);
- //m_node->setRotation(v3f(0, 45, 0));
-}
-
-void TestCAO::step(float dtime, ClientEnvironment *env)
-{
- if(m_node)
- {
- v3f rot = m_node->getRotation();
- //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
- rot.Y += dtime * 180;
- m_node->setRotation(rot);
- }
-}
-
-void TestCAO::processMessage(const std::string &data)
-{
- infostream<<"TestCAO: Got data: "<<data<<std::endl;
- std::istringstream is(data, std::ios::binary);
- u16 cmd;
- is>>cmd;
- if(cmd == 0)
- {
- v3f newpos;
- is>>newpos.X;
- is>>newpos.Y;
- is>>newpos.Z;
- m_position = newpos;
- updateNodePos();
- }
-}
-
-/*
- ItemCAO
-*/
-
-#include "inventory.h"
-
-// Prototype
-ItemCAO proto_ItemCAO(NULL, NULL);
-
-ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0))
-{
- if(!gamedef && !env)
- {
- ClientActiveObject::registerType(getType(), create);
- }
-}
-
-ItemCAO::~ItemCAO()
-{
-}
-
-ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new ItemCAO(gamedef, env);
-}
-
-void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- if(m_node != NULL)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
-
- scene::SMesh *mesh = new scene::SMesh();
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
- video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
- video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- // Initialize with a generated placeholder texture
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_node->setReadOnlyMaterials(true);
- updateNodePos();
-
- /*
- Update image of node
- */
-
- // Create an inventory item to see what is its image
- std::istringstream is(m_inventorystring, std::ios_base::binary);
- video::ITexture *texture = NULL;
- try{
- InventoryItem *item = NULL;
- item = InventoryItem::deSerialize(is, m_gamedef);
- infostream<<__FUNCTION_NAME<<": m_inventorystring=\""
- <<m_inventorystring<<"\" -> item="<<item
- <<std::endl;
- if(item)
- {
- texture = item->getImage();
- delete item;
- }
- }
- catch(SerializationError &e)
- {
- infostream<<"WARNING: "<<__FUNCTION_NAME
- <<": error deSerializing inventorystring \""
- <<m_inventorystring<<"\""<<std::endl;
- }
-
- // Set meshbuffer texture
- buf->getMaterial().setTexture(0, texture);
-}
-
-void ItemCAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void ItemCAO::updateLight(u8 light_at_pos)
-{
- if(m_node == NULL)
- return;
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 ItemCAO::getLightPosition()
-{
- return floatToInt(m_position, BS);
-}
-
-void ItemCAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- m_node->setPosition(m_position);
-}
-
-void ItemCAO::step(float dtime, ClientEnvironment *env)
-{
- if(m_node)
- {
- /*v3f rot = m_node->getRotation();
- rot.Y += dtime * 120;
- m_node->setRotation(rot);*/
- LocalPlayer *player = env->getLocalPlayer();
- assert(player);
- v3f rot = m_node->getRotation();
- rot.Y = 180.0 - (player->getYaw());
- m_node->setRotation(rot);
- }
-}
-
-void ItemCAO::processMessage(const std::string &data)
-{
- //infostream<<"ItemCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- updateNodePos();
- }
-}
-
-void ItemCAO::initialize(const std::string &data)
-{
- infostream<<"ItemCAO: Got init data"<<std::endl;
-
- {
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // pos
- m_position = readV3F1000(is);
- // inventorystring
- m_inventorystring = deSerializeString(is);
- }
-
- updateNodePos();
-
- /*
- Set infotext to item name if item cannot be deserialized
- */
- try{
- InventoryItem *item = NULL;
- item = InventoryItem::deSerialize(m_inventorystring, m_gamedef);
- if(item){
- if(!item->isKnown())
- m_infotext = "Unknown item: '" + m_inventorystring + "'";
- }
- delete item;
- }
- catch(SerializationError &e)
- {
- m_infotext = "Unknown item: '" + m_inventorystring + "'";
- }
-}
-
-/*
- RatCAO
-*/
-
-#include "inventory.h"
-
-// Prototype
-RatCAO proto_RatCAO(NULL, NULL);
-
-RatCAO::RatCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0)
-{
- ClientActiveObject::registerType(getType(), create);
-}
-
-RatCAO::~RatCAO()
-{
-}
-
-ClientActiveObject* RatCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new RatCAO(gamedef, env);
-}
-
-void RatCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- if(m_node != NULL)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
-
- scene::SMesh *mesh = new scene::SMesh();
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- //buf->getMaterial().setTexture(0, NULL);
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_node->setReadOnlyMaterials(true);
- updateNodePos();
-}
-
-void RatCAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void RatCAO::updateLight(u8 light_at_pos)
-{
- if(m_node == NULL)
- return;
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 RatCAO::getLightPosition()
-{
- return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
-}
-
-void RatCAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- //m_node->setPosition(m_position);
- m_node->setPosition(pos_translator.vect_show);
-
- v3f rot = m_node->getRotation();
- rot.Y = 180.0 - m_yaw;
- m_node->setRotation(rot);
-}
-
-void RatCAO::step(float dtime, ClientEnvironment *env)
-{
- pos_translator.translate(dtime);
- updateNodePos();
-}
-
-void RatCAO::processMessage(const std::string &data)
-{
- //infostream<<"RatCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- pos_translator.update(m_position);
- // yaw
- m_yaw = readF1000(is);
- updateNodePos();
- }
-}
-
-void RatCAO::initialize(const std::string &data)
-{
- //infostream<<"RatCAO: Got init data"<<std::endl;
-
- {
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // pos
- m_position = readV3F1000(is);
- pos_translator.init(m_position);
- }
-
- updateNodePos();
-}
-
-/*
- Oerkki1CAO
-*/
-
-#include "inventory.h"
-
-// Prototype
-Oerkki1CAO proto_Oerkki1CAO(NULL, NULL);
-
-Oerkki1CAO::Oerkki1CAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0),
- m_damage_visual_timer(0),
- m_damage_texture_enabled(false)
-{
- ClientActiveObject::registerType(getType(), create);
-}
-
-Oerkki1CAO::~Oerkki1CAO()
-{
-}
-
-ClientActiveObject* Oerkki1CAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new Oerkki1CAO(gamedef, env);
-}
-
-void Oerkki1CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- if(m_node != NULL)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
-
- scene::SMesh *mesh = new scene::SMesh();
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2-BS,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2+BS,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2+BS,BS*2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2-BS,BS*2,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- //buf->getMaterial().setTexture(0, NULL);
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw("oerkki1.png"));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_node->setReadOnlyMaterials(true);
- updateNodePos();
-}
-
-void Oerkki1CAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void Oerkki1CAO::updateLight(u8 light_at_pos)
-{
- if(m_node == NULL)
- return;
-
- if(light_at_pos <= 2)
- {
- m_node->setVisible(false);
- return;
- }
-
- m_node->setVisible(true);
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 Oerkki1CAO::getLightPosition()
-{
- return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
-}
-
-void Oerkki1CAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- //m_node->setPosition(m_position);
- m_node->setPosition(pos_translator.vect_show);
-
- v3f rot = m_node->getRotation();
- rot.Y = 180.0 - m_yaw + 90.0;
- m_node->setRotation(rot);
-}
-
-void Oerkki1CAO::step(float dtime, ClientEnvironment *env)
-{
- ITextureSource *tsrc = m_gamedef->tsrc();
-
- pos_translator.translate(dtime);
- updateNodePos();
-
- LocalPlayer *player = env->getLocalPlayer();
- assert(player);
-
- v3f playerpos = player->getPosition();
- v2f playerpos_2d(playerpos.X,playerpos.Z);
- v2f objectpos_2d(m_position.X,m_position.Z);
-
- if(fabs(m_position.Y - playerpos.Y) < 1.5*BS &&
- objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS)
- {
- if(m_attack_interval.step(dtime, 0.5))
- {
- env->damageLocalPlayer(2);
- }
- }
-
- if(m_damage_visual_timer > 0)
- {
- if(!m_damage_texture_enabled)
- {
- // Enable damage texture
- if(m_node)
- {
- /*video::IVideoDriver* driver =
- m_node->getSceneManager()->getVideoDriver();*/
-
- scene::IMesh *mesh = m_node->getMesh();
- if(mesh == NULL)
- return;
-
- u16 mc = mesh->getMeshBufferCount();
- for(u16 j=0; j<mc; j++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw("oerkki1_damaged.png"));
- }
- }
- m_damage_texture_enabled = true;
- }
- m_damage_visual_timer -= dtime;
- }
- else
- {
- if(m_damage_texture_enabled)
- {
- // Disable damage texture
- if(m_node)
- {
- /*video::IVideoDriver* driver =
- m_node->getSceneManager()->getVideoDriver();*/
-
- scene::IMesh *mesh = m_node->getMesh();
- if(mesh == NULL)
- return;
-
- u16 mc = mesh->getMeshBufferCount();
- for(u16 j=0; j<mc; j++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw("oerkki1.png"));
- }
- }
- m_damage_texture_enabled = false;
- }
- }
-}
-
-void Oerkki1CAO::processMessage(const std::string &data)
-{
- //infostream<<"Oerkki1CAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- pos_translator.update(m_position);
- // yaw
- m_yaw = readF1000(is);
- updateNodePos();
- }
- else if(cmd == 1)
- {
- //u16 damage = readU8(is);
- m_damage_visual_timer = 1.0;
- }
-}
-
-void Oerkki1CAO::initialize(const std::string &data)
-{
- //infostream<<"Oerkki1CAO: Got init data"<<std::endl;
-
- {
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // pos
- m_position = readV3F1000(is);
- pos_translator.init(m_position);
- }
-
- updateNodePos();
-}
-
-bool Oerkki1CAO::directReportPunch(const std::string &toolname, v3f dir)
-{
- m_damage_visual_timer = 1.0;
-
- m_position += dir * BS;
- pos_translator.sharpen();
- pos_translator.update(m_position);
- updateNodePos();
-
- return false;
-}
-
-/*
- FireflyCAO
-*/
-
-// Prototype
-FireflyCAO proto_FireflyCAO(NULL, NULL);
-
-FireflyCAO::FireflyCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
- m_node(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0)
-{
- ClientActiveObject::registerType(getType(), create);
-}
-
-FireflyCAO::~FireflyCAO()
-{
-}
-
-ClientActiveObject* FireflyCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new FireflyCAO(gamedef, env);
-}
-
-void FireflyCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- if(m_node != NULL)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
-
- scene::SMesh *mesh = new scene::SMesh();
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(0,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
- video::S3DVertex(0,BS/2,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- //buf->getMaterial().setTexture(0, NULL);
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw("firefly.png"));
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- m_node = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_node->setReadOnlyMaterials(true);
- updateNodePos();
-}
-
-void FireflyCAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void FireflyCAO::updateLight(u8 light_at_pos)
-{
- if(m_node == NULL)
- return;
-
- u8 li = 255;
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 FireflyCAO::getLightPosition()
-{
- return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
-}
-
-void FireflyCAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- //m_node->setPosition(m_position);
- m_node->setPosition(pos_translator.vect_show);
-
- v3f rot = m_node->getRotation();
- rot.Y = 180.0 - m_yaw;
- m_node->setRotation(rot);
-}
-
-void FireflyCAO::step(float dtime, ClientEnvironment *env)
-{
- pos_translator.translate(dtime);
- updateNodePos();
-}
-
-void FireflyCAO::processMessage(const std::string &data)
-{
- //infostream<<"FireflyCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- pos_translator.update(m_position);
- // yaw
- m_yaw = readF1000(is);
- updateNodePos();
- }
-}
-
-void FireflyCAO::initialize(const std::string &data)
-{
- //infostream<<"FireflyCAO: Got init data"<<std::endl;
-
- {
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // pos
- m_position = readV3F1000(is);
- pos_translator.init(m_position);
- }
-
- updateNodePos();
-}
-
-/*
- MobV2CAO
-*/
-
-// Prototype
-MobV2CAO proto_MobV2CAO(NULL, NULL);
-
-MobV2CAO::MobV2CAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-0.4*BS,-0.4*BS,-0.4*BS, 0.4*BS,0.8*BS,0.4*BS),
- m_node(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0),
- m_walking(false),
- m_walking_unset_timer(0),
- m_walk_timer(0),
- m_walk_frame(0),
- m_damage_visual_timer(0),
- m_last_light(0),
- m_shooting(0),
- m_shooting_unset_timer(0),
- m_sprite_size(BS,BS),
- m_sprite_y(0),
- m_bright_shooting(false),
- m_lock_full_brightness(false),
- m_player_hit_timer(0)
-{
- ClientActiveObject::registerType(getType(), create);
-
- m_properties = new Settings;
-}
-
-MobV2CAO::~MobV2CAO()
-{
- delete m_properties;
-}
-
-ClientActiveObject* MobV2CAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
- return new MobV2CAO(gamedef, env);
-}
-
-void MobV2CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
-{
- if(m_node != NULL)
- return;
-
- /*infostream<<"MobV2CAO::addToScene using texture_name="<<
- m_texture_name<<std::endl;*/
- std::string texture_string = m_texture_name +
- "^[makealpha:128,0,0^[makealpha:128,128,0";
-
- scene::IBillboardSceneNode *bill = smgr->addBillboardSceneNode(
- NULL, v2f(1, 1), v3f(0,0,0), -1);
- bill->setMaterialTexture(0, tsrc->getTextureRaw(texture_string));
- bill->setMaterialFlag(video::EMF_LIGHTING, false);
- bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- bill->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
- bill->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- bill->setColor(video::SColor(255,0,0,0));
- bill->setVisible(false); /* Set visible when brightness is known */
- bill->setSize(m_sprite_size);
- if(m_sprite_type == "humanoid_1"){
- const float txp = 1./192;
- const float txs = txp*32;
- const float typ = 1./240;
- const float tys = typ*48;
- setBillboardTextureMatrix(bill, txs, tys, 0, 0);
- } else if(m_sprite_type == "simple"){
- const float txs = 1.0;
- const float tys = 1.0 / m_simple_anim_frames;
- setBillboardTextureMatrix(bill, txs, tys, 0, 0);
- } else {
- infostream<<"MobV2CAO: Unknown sprite type \""<<m_sprite_type<<"\""
- <<std::endl;
- }
-
- m_node = bill;
-
- updateNodePos();
-}
-
-void MobV2CAO::removeFromScene()
-{
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
-}
-
-void MobV2CAO::updateLight(u8 light_at_pos)
-{
- if(m_lock_full_brightness)
- light_at_pos = 15;
-
- m_last_light = light_at_pos;
-
- if(m_node == NULL)
- return;
-
- if(m_damage_visual_timer > 0)
- return;
-
- if(m_shooting && m_bright_shooting)
- return;
-
- /*if(light_at_pos <= 2){
- m_node->setVisible(false);
- return;
- }*/
-
- m_node->setVisible(true);
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- m_node->setColor(color);
-}
-
-v3s16 MobV2CAO::getLightPosition()
-{
- return floatToInt(m_position+v3f(0,0,0), BS);
-}
-
-void MobV2CAO::updateNodePos()
-{
- if(m_node == NULL)
- return;
-
- m_node->setPosition(pos_translator.vect_show + v3f(0,m_sprite_y,0));
-}
-
-void MobV2CAO::step(float dtime, ClientEnvironment *env)
-{
- scene::IBillboardSceneNode *bill = m_node;
- if(!bill)
- return;
-
- pos_translator.translate(dtime);
-
- if(m_sprite_type == "humanoid_1"){
- scene::ICameraSceneNode* camera = m_node->getSceneManager()->getActiveCamera();
- if(!camera)
- return;
- v3f cam_to_mob = m_node->getAbsolutePosition() - camera->getAbsolutePosition();
- cam_to_mob.normalize();
- int col = 0;
- if(cam_to_mob.Y > 0.75)
- col = 5;
- else if(cam_to_mob.Y < -0.75)
- col = 4;
- else{
- float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.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;
- }
-
- int row = 0;
- if(m_shooting){
- row = 3;
- } else if(m_walking){
- m_walk_timer += dtime;
- if(m_walk_timer >= 0.5){
- m_walk_frame = (m_walk_frame + 1) % 2;
- m_walk_timer = 0;
- }
- if(m_walk_frame == 0)
- row = 1;
- else
- row = 2;
- }
-
- const float txp = 1./192;
- const float txs = txp*32;
- const float typ = 1./240;
- const float tys = typ*48;
- setBillboardTextureMatrix(bill, txs, tys, col, row);
- } else if(m_sprite_type == "simple"){
- m_walk_timer += dtime;
- if(m_walk_timer >= m_simple_anim_frametime){
- m_walk_frame = (m_walk_frame + 1) % m_simple_anim_frames;
- m_walk_timer = 0;
- }
- int col = 0;
- int row = m_walk_frame;
- const float txs = 1.0;
- const float tys = 1.0 / m_simple_anim_frames;
- setBillboardTextureMatrix(bill, txs, tys, col, row);
- } else {
- infostream<<"MobV2CAO::step(): Unknown sprite type \""
- <<m_sprite_type<<"\""<<std::endl;
- }
-
- updateNodePos();
-
- /* Damage local player */
- if(m_player_hit_damage && m_player_hit_timer <= 0.0){
- LocalPlayer *player = env->getLocalPlayer();
- assert(player);
-
- v3f playerpos = player->getPosition();
- v2f playerpos_2d(playerpos.X,playerpos.Z);
- v2f objectpos_2d(m_position.X,m_position.Z);
-
- if(fabs(m_position.Y - playerpos.Y) < m_player_hit_distance*BS &&
- objectpos_2d.getDistanceFrom(playerpos_2d) < m_player_hit_distance*BS)
- {
- env->damageLocalPlayer(m_player_hit_damage);
- m_player_hit_timer = m_player_hit_interval;
- }
- }
-
- /* Run timers */
-
- m_player_hit_timer -= dtime;
-
- if(m_damage_visual_timer >= 0){
- m_damage_visual_timer -= dtime;
- if(m_damage_visual_timer <= 0){
- infostream<<"id="<<m_id<<" damage visual ended"<<std::endl;
- }
- }
-
- m_walking_unset_timer += dtime;
- if(m_walking_unset_timer >= 1.0){
- m_walking = false;
- }
-
- m_shooting_unset_timer -= dtime;
- if(m_shooting_unset_timer <= 0.0){
- if(m_bright_shooting){
- u8 li = decode_light(m_last_light);
- video::SColor color(255,li,li,li);
- bill->setColor(color);
- m_bright_shooting = false;
- }
- m_shooting = false;
- }
-
-}
-
-void MobV2CAO::processMessage(const std::string &data)
-{
- //infostream<<"MobV2CAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
-
- // Move
- if(cmd == 0)
- {
- // pos
- m_position = readV3F1000(is);
- pos_translator.update(m_position);
- // yaw
- m_yaw = readF1000(is);
-
- m_walking = true;
- m_walking_unset_timer = 0;
-
- updateNodePos();
- }
- // Damage
- else if(cmd == 1)
- {
- //u16 damage = readU16(is);
-
- /*u8 li = decode_light(m_last_light);
- if(li >= 100)
- li = 30;
- else
- li = 255;*/
-
- /*video::SColor color(255,255,0,0);
- m_node->setColor(color);
-
- m_damage_visual_timer = 0.2;*/
- }
- // Trigger shooting
- else if(cmd == 2)
- {
- // length
- m_shooting_unset_timer = readF1000(is);
- // bright?
- m_bright_shooting = readU8(is);
- if(m_bright_shooting){
- u8 li = 255;
- video::SColor color(255,li,li,li);
- m_node->setColor(color);
- }
-
- m_shooting = true;
- }
-}
-
-void MobV2CAO::initialize(const std::string &data)
-{
- //infostream<<"MobV2CAO: Got init data"<<std::endl;
-
- {
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0){
- infostream<<__FUNCTION_NAME<<": Invalid version"<<std::endl;
- return;
- }
-
- std::ostringstream tmp_os(std::ios::binary);
- decompressZlib(is, tmp_os);
- std::istringstream tmp_is(tmp_os.str(), std::ios::binary);
- m_properties->parseConfigLines(tmp_is, "MobArgsEnd");
-
- infostream<<"MobV2CAO::initialize(): got properties:"<<std::endl;
- m_properties->writeLines(infostream);
-
- m_properties->setDefault("looks", "dummy_default");
- m_properties->setDefault("yaw", "0");
- m_properties->setDefault("pos", "(0,0,0)");
- m_properties->setDefault("player_hit_damage", "0");
- m_properties->setDefault("player_hit_distance", "1.5");
- m_properties->setDefault("player_hit_interval", "1.5");
-
- setLooks(m_properties->get("looks"));
- m_yaw = m_properties->getFloat("yaw");
- m_position = m_properties->getV3F("pos");
- m_player_hit_damage = m_properties->getS32("player_hit_damage");
- m_player_hit_distance = m_properties->getFloat("player_hit_distance");
- m_player_hit_interval = m_properties->getFloat("player_hit_interval");
-
- pos_translator.init(m_position);
- }
-
- updateNodePos();
-}
-
-bool MobV2CAO::directReportPunch(const std::string &toolname, v3f dir)
-{
- video::SColor color(255,255,0,0);
- m_node->setColor(color);
-
- m_damage_visual_timer = 0.05;
-
- m_position += dir * BS;
- pos_translator.sharpen();
- pos_translator.update(m_position);
- updateNodePos();
-
- return false;
-}
-
-void MobV2CAO::setLooks(const std::string &looks)
-{
- v2f selection_size = v2f(0.4, 0.4) * BS;
- float selection_y = 0 * BS;
-
- if(looks == "dungeon_master"){
- m_texture_name = "dungeon_master.png";
- m_sprite_type = "humanoid_1";
- m_sprite_size = v2f(2, 3) * BS;
- m_sprite_y = 0.85 * BS;
- selection_size = v2f(0.4, 2.6) * BS;
- selection_y = -0.4 * BS;
- }
- else if(looks == "fireball"){
- m_texture_name = "fireball.png";
- m_sprite_type = "simple";
- m_sprite_size = v2f(1, 1) * BS;
- m_simple_anim_frames = 3;
- m_simple_anim_frametime = 0.1;
- m_lock_full_brightness = true;
- }
- else{
- m_texture_name = "stone.png";
- m_sprite_type = "simple";
- m_sprite_size = v2f(1, 1) * BS;
- m_simple_anim_frames = 3;
- m_simple_anim_frametime = 0.333;
- selection_size = v2f(0.4, 0.4) * BS;
- selection_y = 0 * BS;
- }
-
- m_selection_box = core::aabbox3d<f32>(
- -selection_size.X, selection_y, -selection_size.X,
- selection_size.X, selection_y+selection_size.Y,
- selection_size.X);
-}
-
-/*
- LuaEntityCAO
-*/
-
-#include "luaentity_common.h"
-
-class LuaEntityCAO : public ClientActiveObject
-{
-private:
- 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;
- struct LuaEntityProperties *m_prop;
- 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;
-
-public:
- LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- 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_prop(new LuaEntityProperties),
- 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)
- {
- if(gamedef == NULL)
- ClientActiveObject::registerType(getType(), create);
- }
-
- void initialize(const std::string &data)
- {
- infostream<<"LuaEntityCAO: Got init data"<<std::endl;
-
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // pos
- m_position = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
- // properties
- std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
- m_prop->deSerialize(prop_is);
-
- infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
-
- m_selection_box = m_prop->collisionbox;
- m_selection_box.MinEdge *= BS;
- m_selection_box.MaxEdge *= BS;
-
- pos_translator.init(m_position);
-
- m_tx_size.X = 1.0 / m_prop->spritediv.X;
- m_tx_size.Y = 1.0 / m_prop->spritediv.Y;
- m_tx_basepos.X = m_tx_size.X * m_prop->initial_sprite_basepos.X;
- m_tx_basepos.Y = m_tx_size.Y * m_prop->initial_sprite_basepos.Y;
-
- updateNodePos();
- }
-
- ~LuaEntityCAO()
- {
- delete m_prop;
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
- {
- return new LuaEntityCAO(gamedef, env);
- }
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_LUAENTITY;
- }
- core::aabbox3d<f32>* getSelectionBox()
- {
- return &m_selection_box;
- }
- v3f getPosition()
- {
- return pos_translator.vect_show;
- }
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
- {
- if(m_meshnode != NULL || m_spritenode != NULL)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
-
- if(m_prop->visual == "sprite"){
- infostream<<"LuaEntityCAO::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_prop->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_prop->visual == "cube"){
- infostream<<"LuaEntityCAO::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 if (m_prop->visual == "plant") {
- infostream<<"LuaEntityCAO::addToScene(): plant"<<std::endl;
- scene::IMesh *mesh = createPlantMesh(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 if (m_prop->visual == "cube_disorted") {
- infostream<<"LuaEntityCAO::addToScene(): irregular_cube"<<std::endl;
- scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS), m_prop->collisionbox);
- 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<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
- <<"\" not supported"<<std::endl;
- }
- updateTextures("");
- updateNodePos();
- }
-
- void removeFromScene()
- {
- if(m_meshnode){
- m_meshnode->remove();
- m_meshnode = NULL;
- }
- if(m_spritenode){
- m_spritenode->remove();
- m_spritenode = NULL;
- }
- }
-
- void updateLight(u8 light_at_pos)
- {
- 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(true);
- }
- if(m_spritenode){
- m_spritenode->setColor(color);
- m_spritenode->setVisible(true);
- }
- }
-
- 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_prop->physical){
- core::aabbox3d<f32> box = m_prop->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();
- }
-
- 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_prop->textures.size() >= 1)
- texturestring = m_prop->textures[0];
- texturestring += mod;
- m_spritenode->setMaterialTexture(0,
- tsrc->getTextureRaw(texturestring));
- }
- if(m_meshnode){
- if (m_prop->visual == "plant") {
- for (u32 i = 0; i < 4; ++i) {
- std::string texturestring = "unknown_block.png";
- if(m_prop->textures.size() > 0)
- texturestring = m_prop->textures[0];
- 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);
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- }
- }
- else {
- for (u32 i = 0; i < 6; ++i) {
- std::string texturestring = "unknown_block.png";
- if(m_prop->textures.size() > i)
- texturestring = m_prop->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);
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- }
- }
- }
- }
-
- void processMessage(const std::string &data)
- {
- //infostream<<"LuaEntityCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0) // update position
- {
- // do_interpolate
- bool do_interpolate = readU8(is);
- // pos
- m_position = readV3F1000(is);
- // velocity
- m_velocity = readV3F1000(is);
- // acceleration
- m_acceleration = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
- // is_end_position (for interpolation)
- bool is_end_position = readU8(is);
- // update_interval
- float update_interval = readF1000(is);
-
- if(do_interpolate){
- if(!m_prop->physical)
- pos_translator.update(m_position, is_end_position, update_interval);
- } else {
- pos_translator.init(m_position);
- }
- updateNodePos();
- }
- else if(cmd == 1) // set texture modification
- {
- std::string mod = deSerializeString(is);
- updateTextures(mod);
- }
- else if(cmd == 2) // 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();
- }
- }
-};
-
-// Prototype
-LuaEntityCAO proto_LuaEntityCAO(NULL, NULL);
-
-/*
- PlayerCAO
-*/
-
-class PlayerCAO : public ClientActiveObject
-{
-private:
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_node;
- scene::ITextSceneNode* m_text;
- std::string m_name;
- v3f m_position;
- float m_yaw;
- SmoothTranslator pos_translator;
- bool m_is_local_player;
- LocalPlayer *m_local_player;
- float m_damage_visual_timer;
-
-public:
- PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.),
- m_node(NULL),
- m_text(NULL),
- m_position(v3f(0,10*BS,0)),
- m_yaw(0),
- m_is_local_player(false),
- m_local_player(NULL),
- m_damage_visual_timer(0)
- {
- if(gamedef == NULL)
- ClientActiveObject::registerType(getType(), create);
- }
-
- void initialize(const std::string &data)
- {
- infostream<<"PlayerCAO: Got init data"<<std::endl;
-
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 0)
- return;
- // name
- m_name = deSerializeString(is);
- // pos
- m_position = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
-
- pos_translator.init(m_position);
-
- Player *player = m_env->getPlayer(m_name.c_str());
- if(player && player->isLocal()){
- m_is_local_player = true;
- m_local_player = (LocalPlayer*)player;
- }
- }
-
- ~PlayerCAO()
- {
- if(m_node)
- m_node->remove();
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
- {
- return new PlayerCAO(gamedef, env);
- }
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_PLAYER;
- }
- core::aabbox3d<f32>* getSelectionBox()
- {
- if(m_is_local_player)
- return NULL;
- return &m_selection_box;
- }
- v3f getPosition()
- {
- return pos_translator.vect_show;
- }
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
- {
- if(m_node != NULL)
- return;
- if(m_is_local_player)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
- gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
-
- scene::SMesh *mesh = new scene::SMesh();
- { // Front
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- { // Back
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
- video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
- video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
- video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
- };
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
- // Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- m_node = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_node->setReadOnlyMaterials(true);
- updateNodePos();
-
- // Add a text node for showing the name
- std::wstring wname = narrow_to_wide(m_name);
- m_text = smgr->addTextSceneNode(gui->getBuiltInFont(),
- wname.c_str(), video::SColor(255,255,255,255), m_node);
- m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
-
- updateTextures("");
- updateNodePos();
- }
-
- void removeFromScene()
- {
- if(m_node == NULL)
- return;
-
- m_node->remove();
- m_node = NULL;
- }
-
- void updateLight(u8 light_at_pos)
- {
- if(m_node == NULL)
- return;
-
- m_node->setVisible(true);
-
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- setMeshColor(m_node->getMesh(), color);
- }
-
- v3s16 getLightPosition()
- {
- return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
- }
-
- void updateNodePos()
- {
- if(m_node == NULL)
- return;
-
- m_node->setPosition(pos_translator.vect_show);
-
- v3f rot = m_node->getRotation();
- rot.Y = -m_yaw;
- m_node->setRotation(rot);
- }
-
- void step(float dtime, ClientEnvironment *env)
- {
- pos_translator.translate(dtime);
- updateNodePos();
-
- if(m_damage_visual_timer > 0){
- m_damage_visual_timer -= dtime;
- if(m_damage_visual_timer <= 0){
- updateTextures("");
- }
- }
- }
-
- void processMessage(const std::string &data)
- {
- //infostream<<"PlayerCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == 0) // update position
- {
- // pos
- m_position = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
-
- pos_translator.update(m_position, false);
-
- updateNodePos();
- }
- else if(cmd == 1) // punched
- {
- // damage
- s16 damage = readS16(is);
-
- if(m_is_local_player)
- m_env->damageLocalPlayer(damage, false);
-
- m_damage_visual_timer = 0.5;
- updateTextures("^[brighten");
- }
- }
-
- void updateTextures(const std::string &mod)
- {
- if(!m_node)
- return;
- ITextureSource *tsrc = m_gamedef->tsrc();
- scene::IMesh *mesh = m_node->getMesh();
- if(mesh){
- {
- std::string tname = "player.png";
- tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw(tname));
- }
- {
- std::string tname = "player_back.png";
- tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
- buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw(tname));
- }
- }
- }
-};
-
-// Prototype
-PlayerCAO proto_PlayerCAO(NULL, NULL);
-
-
/*
Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2012 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 General Public License as published by
#ifndef CONTENT_CAO_HEADER
#define CONTENT_CAO_HEADER
+#include "tile.h"
+#include "environment.h"
+#include "settings.h"
+#include <ICameraSceneNode.h>
+#include <ITextSceneNode.h>
+#include <IBillboardSceneNode.h>
+#include "serialization.h" // For decompressZlib
+#include "gamedef.h"
+#include "clientobject.h"
+#include "content_object.h"
+#include "mesh.h"
+#include "utility.h" // For IntervalLimiter
+
+class Settings;
+
+/*
+ SmoothTranslator
+*/
+
+struct SmoothTranslator
+{
+ v3f vect_old;
+ v3f vect_show;
+ v3f vect_aim;
+ f32 anim_counter;
+ f32 anim_time;
+ f32 anim_time_counter;
+ bool aim_is_end;
+
+ SmoothTranslator():
+ vect_old(0,0,0),
+ vect_show(0,0,0),
+ vect_aim(0,0,0),
+ anim_counter(0),
+ anim_time(0),
+ anim_time_counter(0),
+ aim_is_end(true)
+ {}
+
+ void init(v3f vect)
+ {
+ vect_old = vect;
+ vect_show = vect;
+ vect_aim = vect;
+ anim_counter = 0;
+ anim_time = 0;
+ anim_time_counter = 0;
+ aim_is_end = true;
+ }
+
+ void sharpen()
+ {
+ init(vect_show);
+ }
+
+ void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
+ {
+ aim_is_end = is_end_position;
+ vect_old = vect_show;
+ vect_aim = vect_new;
+ if(update_interval > 0){
+ anim_time = update_interval;
+ } else {
+ if(anim_time < 0.001 || anim_time > 1.0)
+ anim_time = anim_time_counter;
+ else
+ anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
+ }
+ anim_time_counter = 0;
+ anim_counter = 0;
+ }
+
+ void translate(f32 dtime)
+ {
+ anim_time_counter = anim_time_counter + dtime;
+ anim_counter = anim_counter + dtime;
+ v3f vect_move = vect_aim - vect_old;
+ f32 moveratio = 1.0;
+ if(anim_time > 0.001)
+ moveratio = anim_time_counter / anim_time;
+ // Move a bit less than should, to avoid oscillation
+ moveratio = moveratio * 0.8;
+ float move_end = 1.5;
+ if(aim_is_end)
+ move_end = 1.0;
+ if(moveratio > move_end)
+ moveratio = move_end;
+ vect_show = vect_old + vect_move * moveratio;
+ }
+
+ bool is_moving()
+ {
+ return ((anim_time_counter / anim_time) < 1.4);
+ }
+};
+
+void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
+ float txs, float tys, int col, int row);
+
#endif
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include "content_cao.h"
+
+/*
+ FireflyCAO
+*/
+class FireflyCAO : public ClientActiveObject
+{
+public:
+ FireflyCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0)),
+ m_yaw(0)
+ {
+ registerType(getType(), create);
+ };
+
+ ~FireflyCAO()
+ {
+ }
+
+ inline u8 getType() const { return ACTIVEOBJECT_TYPE_FIREFLY; }
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new FireflyCAO(gamedef, env);
+ }
+
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
+ {
+ if(m_node != NULL)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+ scene::SMesh *mesh = new scene::SMesh();
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(0,0,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(0,BS/2,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ //buf->getMaterial().setTexture(0, NULL);
+ buf->getMaterial().setTexture(0, tsrc->getTextureRaw("firefly.png"));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ // Set it to use the materials of the meshbuffers directly.
+ // This is needed for changing the texture in the future
+ m_node->setReadOnlyMaterials(true);
+ updateNodePos();
+ }
+
+ void removeFromScene()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+ }
+
+ void updateLight(u8 light_at_pos)
+ {
+ if(m_node == NULL)
+ return;
+
+ u8 li = 255;
+ video::SColor color(255,li,li,li);
+ setMeshColor(m_node->getMesh(), color);
+ }
+
+ v3s16 getLightPosition()
+ {
+ return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
+ }
+
+ void updateNodePos()
+ {
+ if(m_node == NULL)
+ return;
+
+ //m_node->setPosition(m_position);
+ m_node->setPosition(pos_translator.vect_show);
+
+ v3f rot = m_node->getRotation();
+ rot.Y = 180.0 - m_yaw;
+ m_node->setRotation(rot);
+ }
+
+ void step(float dtime, ClientEnvironment *env)
+ {
+ pos_translator.translate(dtime);
+ updateNodePos();
+ }
+
+ void processMessage(const std::string &data)
+ {
+ //infostream<<"FireflyCAO: Got message"<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+ if(cmd == 0)
+ {
+ // pos
+ m_position = readV3F1000(is);
+ pos_translator.update(m_position);
+ // yaw
+ m_yaw = readF1000(is);
+ updateNodePos();
+ }
+ }
+
+ void initialize(const std::string &data)
+ {
+ //infostream<<"FireflyCAO: Got init data"<<std::endl;
+
+ {
+ std::istringstream is(data, std::ios::binary);
+ // version
+ u8 version = readU8(is);
+ // check version
+ if(version != 0)
+ return;
+ // pos
+ m_position = readV3F1000(is);
+ pos_translator.init(m_position);
+ }
+
+ updateNodePos();
+ }
+
+ core::aabbox3d<f32>* getSelectionBox()
+ {return &m_selection_box;}
+
+ v3f getPosition()
+ {return m_position;}
+
+private:
+ core::aabbox3d<f32> m_selection_box;
+ scene::IMeshSceneNode *m_node;
+ v3f m_position;
+ float m_yaw;
+ SmoothTranslator pos_translator;
+};
+
+// Prototype
+FireflyCAO proto_FireflyCAO(NULL, NULL);
+
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "content_cao.h"
+#include "inventory.h"
+/*
+ ItemCAO
+*/
+
+class ItemCAO : public ClientActiveObject
+{
+public:
+ ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0))
+ {
+ if(!gamedef && !env)
+ {
+ ClientActiveObject::registerType(getType(), create);
+ }
+ }
+
+ ~ItemCAO()
+ {
+ }
+
+ inline u8 getType() const
+ { return ACTIVEOBJECT_TYPE_ITEM; }
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new ItemCAO(gamedef, env);
+ }
+
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
+ {
+ if(m_node != NULL)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ scene::SMesh *mesh = new scene::SMesh();
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
+ video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
+ video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
+ video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
+ video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ // Initialize with a generated placeholder texture
+ buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ // Set it to use the materials of the meshbuffers directly.
+ // This is needed for changing the texture in the future
+ m_node->setReadOnlyMaterials(true);
+ updateNodePos();
+
+ /*
+ Update image of node
+ */
+
+ // Create an inventory item to see what is its image
+ std::istringstream is(m_inventorystring, std::ios_base::binary);
+ video::ITexture *texture = NULL;
+ try{
+ InventoryItem *item = NULL;
+ item = InventoryItem::deSerialize(is, m_gamedef);
+ infostream<<__FUNCTION_NAME<<": m_inventorystring=\""
+ <<m_inventorystring<<"\" -> item="<<item
+ <<std::endl;
+ if(item)
+ {
+ texture = item->getImage();
+ delete item;
+ }
+ }
+ catch(SerializationError &e)
+ {
+ infostream<<"WARNING: "<<__FUNCTION_NAME
+ <<": error deSerializing inventorystring \""
+ <<m_inventorystring<<"\""<<std::endl;
+ }
+
+ // Set meshbuffer texture
+ buf->getMaterial().setTexture(0, texture);
+ }
+
+ void removeFromScene()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+ }
+
+ void updateLight(u8 light_at_pos)
+ {
+ if(m_node == NULL)
+ return;
+
+ u8 li = decode_light(light_at_pos);
+ video::SColor color(255,li,li,li);
+ setMeshColor(m_node->getMesh(), color);
+ }
+
+ v3s16 getLightPosition()
+ {
+ return floatToInt(m_position, BS);
+ }
+
+ void updateNodePos()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->setPosition(m_position);
+ }
+
+ void step(float dtime, ClientEnvironment *env)
+ {
+ if(m_node)
+ {
+ /*v3f rot = m_node->getRotation();
+ rot.Y += dtime * 120;
+ m_node->setRotation(rot);*/
+ LocalPlayer *player = env->getLocalPlayer();
+ assert(player);
+ v3f rot = m_node->getRotation();
+ rot.Y = 180.0 - (player->getYaw());
+ m_node->setRotation(rot);
+ }
+ }
+
+ void processMessage(const std::string &data)
+ {
+ //infostream<<"ItemCAO: Got message"<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+ if(cmd == 0)
+ {
+ // pos
+ m_position = readV3F1000(is);
+ updateNodePos();
+ }
+ }
+
+ void initialize(const std::string &data)
+ {
+ infostream<<"ItemCAO: Got init data"<<std::endl;
+
+ {
+ std::istringstream is(data, std::ios::binary);
+ // version
+ u8 version = readU8(is);
+ // check version
+ if(version != 0)
+ return;
+ // pos
+ m_position = readV3F1000(is);
+ // inventorystring
+ m_inventorystring = deSerializeString(is);
+ }
+
+ updateNodePos();
+
+ /*
+ Set infotext to item name if item cannot be deserialized
+ */
+ try{
+ InventoryItem *item = NULL;
+ item = InventoryItem::deSerialize(m_inventorystring, m_gamedef);
+ if(item){
+ if(!item->isKnown())
+ m_infotext = "Unknown item: '" + m_inventorystring + "'";
+ }
+ delete item;
+ }
+ catch(SerializationError &e)
+ {
+ m_infotext = "Unknown item: '" + m_inventorystring + "'";
+ }
+ }
+ core::aabbox3d<f32>* getSelectionBox()
+ {return &m_selection_box;}
+ v3f getPosition()
+ {return m_position;}
+
+ std::string infoText()
+ {return m_infotext;}
+
+private:
+ core::aabbox3d<f32> m_selection_box;
+ scene::IMeshSceneNode *m_node;
+ v3f m_position;
+ std::string m_inventorystring;
+ std::string m_infotext;
+};
+
+// Prototype
+ItemCAO proto_ItemCAO(NULL, NULL);
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include <list>
+#include "content_cao.h"
+#include "luaentity_common.h"
+
+class LuaEntityCAO : public ClientActiveObject
+{
+private:
+ 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;
+ struct LuaEntityProperties *m_prop;
+ 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;
+public:
+
+ inline u8 getType() const { return ACTIVEOBJECT_TYPE_LUAENTITY; }
+
+ inline core::aabbox3d<f32>* getSelectionBox()
+ { return &m_selection_box; }
+
+ inline v3f getPosition()
+ { return pos_translator.vect_show; }
+
+ LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ 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_prop(new LuaEntityProperties),
+ 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)
+ {
+ if(gamedef == NULL)
+ ClientActiveObject::registerType(LuaEntityCAO::getType(), LuaEntityCAO::create);
+
+ }
+
+ void initialize(const std::string &data)
+ {
+ infostream<<"LuaEntityCAO: Got init data"<<std::endl;
+
+ std::istringstream is(data, std::ios::binary);
+ // version
+ u8 version = readU8(is);
+ // check version
+ if(version != 0)
+ return;
+ // pos
+ m_position = readV3F1000(is);
+ // yaw
+ m_yaw = readF1000(is);
+ // properties
+ std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
+ m_prop->deSerialize(prop_is);
+
+ infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
+
+ m_selection_box = m_prop->collisionbox;
+ m_selection_box.MinEdge *= BS;
+ m_selection_box.MaxEdge *= BS;
+
+ pos_translator.init(m_position);
+
+ m_tx_size.X = 1.0 / m_prop->spritediv.X;
+ m_tx_size.Y = 1.0 / m_prop->spritediv.Y;
+ m_tx_basepos.X = m_tx_size.X * m_prop->initial_sprite_basepos.X;
+ m_tx_basepos.Y = m_tx_size.Y * m_prop->initial_sprite_basepos.Y;
+
+ updateNodePos();
+ }
+
+ ~LuaEntityCAO()
+ {
+ delete m_prop;
+ }
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new LuaEntityCAO(gamedef, env);
+ }
+
+
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
+ {
+ if(m_meshnode != NULL || m_spritenode != NULL)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ if(m_prop->visual == "sprite"){
+ infostream<<"LuaEntityCAO::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_prop->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_prop->visual == "cube"){
+ infostream<<"LuaEntityCAO::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 if (m_prop->visual == "plant") {
+ infostream<<"LuaEntityCAO::addToScene(): plant"<<std::endl;
+ scene::IMesh *mesh = createPlantMesh(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 if (m_prop->visual == "cube_disorted") {
+ infostream<<"LuaEntityCAO::addToScene(): irregular_cube"<<std::endl;
+ scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS), m_prop->collisionbox);
+ 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<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
+ <<"\" not supported"<<std::endl;
+ }
+ updateTextures("");
+ updateNodePos();
+ }
+
+ void removeFromScene()
+ {
+ if(m_meshnode){
+ m_meshnode->remove();
+ m_meshnode = NULL;
+ }
+ if(m_spritenode){
+ m_spritenode->remove();
+ m_spritenode = NULL;
+ }
+ }
+
+ void updateLight(u8 light_at_pos)
+ {
+ 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(true);
+ }
+ if(m_spritenode){
+ m_spritenode->setColor(color);
+ m_spritenode->setVisible(true);
+ }
+ }
+
+ 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_prop->physical){
+ core::aabbox3d<f32> box = m_prop->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();
+ }
+
+ 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_prop->textures.size() >= 1)
+ texturestring = m_prop->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_prop->textures.size() > i)
+ texturestring = m_prop->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)
+ {
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+ if(cmd == 0) // update position
+ {
+ // do_interpolate
+ bool do_interpolate = readU8(is);
+ // pos
+ m_position = readV3F1000(is);
+ // velocity
+ m_velocity = readV3F1000(is);
+ // acceleration
+ m_acceleration = readV3F1000(is);
+ // yaw
+ m_yaw = readF1000(is);
+ // is_end_position (for interpolation)
+ bool is_end_position = readU8(is);
+ // update_interval
+ float update_interval = readF1000(is);
+
+ if(do_interpolate){
+ if(!m_prop->physical)
+ pos_translator.update(m_position, is_end_position, update_interval);
+ } else {
+ pos_translator.init(m_position);
+ }
+ updateNodePos();
+ }
+ else if(cmd == 1) // set texture modification
+ {
+ std::string mod = deSerializeString(is);
+ updateTextures(mod);
+ }
+ else if(cmd == 2) // 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();
+ }
+ }
+};
+
+// Prototype
+LuaEntityCAO proto_LuaEntityCAO(NULL, NULL);
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "content_cao.h"
+
+/*
+ MobV2CAO
+*/
+
+class MobV2CAO : public ClientActiveObject
+{
+public:
+
+ MobV2CAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ m_selection_box(-0.4*BS,-0.4*BS,-0.4*BS, 0.4*BS,0.8*BS,0.4*BS),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0)),
+ m_yaw(0),
+ m_walking(false),
+ m_walking_unset_timer(0),
+ m_walk_timer(0),
+ m_walk_frame(0),
+ m_damage_visual_timer(0),
+ m_last_light(0),
+ m_shooting(0),
+ m_shooting_unset_timer(0),
+ m_sprite_size(BS,BS),
+ m_sprite_y(0),
+ m_bright_shooting(false),
+ m_lock_full_brightness(false),
+ m_player_hit_timer(0)
+ {
+ ClientActiveObject::registerType(getType(), create);
+
+ m_properties = new Settings;
+ }
+
+ ~MobV2CAO()
+ {
+ delete m_properties;
+ }
+
+ inline u8 getType() const { return ACTIVEOBJECT_TYPE_MOBV2; }
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new MobV2CAO(gamedef, env);
+ }
+
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
+ {
+ if(m_node != NULL)
+ return;
+
+ /*infostream<<"MobV2CAO::addToScene using texture_name="<<
+ m_texture_name<<std::endl;*/
+ std::string texture_string = m_texture_name +
+ "^[makealpha:128,0,0^[makealpha:128,128,0";
+
+ scene::IBillboardSceneNode *bill = smgr->addBillboardSceneNode(
+ NULL, v2f(1, 1), v3f(0,0,0), -1);
+ bill->setMaterialTexture(0, tsrc->getTextureRaw(texture_string));
+ bill->setMaterialFlag(video::EMF_LIGHTING, false);
+ bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ bill->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ bill->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ bill->setColor(video::SColor(255,0,0,0));
+ bill->setVisible(false); /* Set visible when brightness is known */
+ bill->setSize(m_sprite_size);
+ if(m_sprite_type == "humanoid_1"){
+ const float txp = 1./192;
+ const float txs = txp*32;
+ const float typ = 1./240;
+ const float tys = typ*48;
+ setBillboardTextureMatrix(bill, txs, tys, 0, 0);
+ } else if(m_sprite_type == "simple"){
+ const float txs = 1.0;
+ const float tys = 1.0 / m_simple_anim_frames;
+ setBillboardTextureMatrix(bill, txs, tys, 0, 0);
+ } else {
+ infostream<<"MobV2CAO: Unknown sprite type \""<<m_sprite_type<<"\""
+ <<std::endl;
+ }
+
+ m_node = bill;
+
+ updateNodePos();
+ }
+
+ void removeFromScene()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+ }
+
+ void updateLight(u8 light_at_pos)
+ {
+ if(m_lock_full_brightness)
+ light_at_pos = 15;
+
+ m_last_light = light_at_pos;
+
+ if(m_node == NULL)
+ return;
+
+ if(m_damage_visual_timer > 0)
+ return;
+
+ if(m_shooting && m_bright_shooting)
+ return;
+
+ /*if(light_at_pos <= 2){
+ m_node->setVisible(false);
+ return;
+ }*/
+
+ m_node->setVisible(true);
+
+ u8 li = decode_light(light_at_pos);
+ video::SColor color(255,li,li,li);
+ m_node->setColor(color);
+ }
+
+ v3s16 getLightPosition()
+ {
+ return floatToInt(m_position+v3f(0,0,0), BS);
+ }
+
+ void updateNodePos()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->setPosition(pos_translator.vect_show + v3f(0,m_sprite_y,0));
+ }
+
+ void step(float dtime, ClientEnvironment *env)
+ {
+ scene::IBillboardSceneNode *bill = m_node;
+ if(!bill)
+ return;
+
+ pos_translator.translate(dtime);
+
+ if(m_sprite_type == "humanoid_1"){
+ scene::ICameraSceneNode* camera = m_node->getSceneManager()->getActiveCamera();
+ if(!camera)
+ return;
+ v3f cam_to_mob = m_node->getAbsolutePosition() - camera->getAbsolutePosition();
+ cam_to_mob.normalize();
+ int col = 0;
+ if(cam_to_mob.Y > 0.75)
+ col = 5;
+ else if(cam_to_mob.Y < -0.75)
+ col = 4;
+ else{
+ float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.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;
+ }
+
+ int row = 0;
+ if(m_shooting){
+ row = 3;
+ } else if(m_walking){
+ m_walk_timer += dtime;
+ if(m_walk_timer >= 0.5){
+ m_walk_frame = (m_walk_frame + 1) % 2;
+ m_walk_timer = 0;
+ }
+ if(m_walk_frame == 0)
+ row = 1;
+ else
+ row = 2;
+ }
+
+ const float txp = 1./192;
+ const float txs = txp*32;
+ const float typ = 1./240;
+ const float tys = typ*48;
+ setBillboardTextureMatrix(bill, txs, tys, col, row);
+ } else if(m_sprite_type == "simple"){
+ m_walk_timer += dtime;
+ if(m_walk_timer >= m_simple_anim_frametime){
+ m_walk_frame = (m_walk_frame + 1) % m_simple_anim_frames;
+ m_walk_timer = 0;
+ }
+ int col = 0;
+ int row = m_walk_frame;
+ const float txs = 1.0;
+ const float tys = 1.0 / m_simple_anim_frames;
+ setBillboardTextureMatrix(bill, txs, tys, col, row);
+ } else {
+ infostream<<"MobV2CAO::step(): Unknown sprite type \""
+ <<m_sprite_type<<"\""<<std::endl;
+ }
+
+ updateNodePos();
+
+ /* Damage local player */
+ if(m_player_hit_damage && m_player_hit_timer <= 0.0){
+ LocalPlayer *player = env->getLocalPlayer();
+ assert(player);
+
+ v3f playerpos = player->getPosition();
+ v2f playerpos_2d(playerpos.X,playerpos.Z);
+ v2f objectpos_2d(m_position.X,m_position.Z);
+
+ if(fabs(m_position.Y - playerpos.Y) < m_player_hit_distance*BS &&
+ objectpos_2d.getDistanceFrom(playerpos_2d) < m_player_hit_distance*BS)
+ {
+ env->damageLocalPlayer(m_player_hit_damage);
+ m_player_hit_timer = m_player_hit_interval;
+ }
+ }
+
+ /* Run timers */
+
+ m_player_hit_timer -= dtime;
+
+ if(m_damage_visual_timer >= 0){
+ m_damage_visual_timer -= dtime;
+ if(m_damage_visual_timer <= 0){
+ infostream<<"id="<<m_id<<" damage visual ended"<<std::endl;
+ }
+ }
+
+ m_walking_unset_timer += dtime;
+ if(m_walking_unset_timer >= 1.0){
+ m_walking = false;
+ }
+
+ m_shooting_unset_timer -= dtime;
+ if(m_shooting_unset_timer <= 0.0){
+ if(m_bright_shooting){
+ u8 li = decode_light(m_last_light);
+ video::SColor color(255,li,li,li);
+ bill->setColor(color);
+ m_bright_shooting = false;
+ }
+ m_shooting = false;
+ }
+
+ }
+
+ void processMessage(const std::string &data)
+ {
+ //infostream<<"MobV2CAO: Got message"<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+
+ // Move
+ if(cmd == 0)
+ {
+ // pos
+ m_position = readV3F1000(is);
+ pos_translator.update(m_position);
+ // yaw
+ m_yaw = readF1000(is);
+
+ m_walking = true;
+ m_walking_unset_timer = 0;
+
+ updateNodePos();
+ }
+ // Damage
+ else if(cmd == 1)
+ {
+ //u16 damage = readU16(is);
+
+ /*u8 li = decode_light(m_last_light);
+ if(li >= 100)
+ li = 30;
+ else
+ li = 255;*/
+
+ /*video::SColor color(255,255,0,0);
+ m_node->setColor(color);
+
+ m_damage_visual_timer = 0.2;*/
+ }
+ // Trigger shooting
+ else if(cmd == 2)
+ {
+ // length
+ m_shooting_unset_timer = readF1000(is);
+ // bright?
+ m_bright_shooting = readU8(is);
+ if(m_bright_shooting){
+ u8 li = 255;
+ video::SColor color(255,li,li,li);
+ m_node->setColor(color);
+ }
+
+ m_shooting = true;
+ }
+ }
+
+ void initialize(const std::string &data)
+ {
+ //infostream<<"MobV2CAO: Got init data"<<std::endl;
+
+ {
+ std::istringstream is(data, std::ios::binary);
+ // version
+ u8 version = readU8(is);
+ // check version
+ if(version != 0){
+ infostream<<__FUNCTION_NAME<<": Invalid version"<<std::endl;
+ return;
+ }
+
+ std::ostringstream tmp_os(std::ios::binary);
+ decompressZlib(is, tmp_os);
+ std::istringstream tmp_is(tmp_os.str(), std::ios::binary);
+ m_properties->parseConfigLines(tmp_is, "MobArgsEnd");
+
+ infostream<<"MobV2CAO::initialize(): got properties:"<<std::endl;
+ m_properties->writeLines(infostream);
+
+ m_properties->setDefault("looks", "dummy_default");
+ m_properties->setDefault("yaw", "0");
+ m_properties->setDefault("pos", "(0,0,0)");
+ m_properties->setDefault("player_hit_damage", "0");
+ m_properties->setDefault("player_hit_distance", "1.5");
+ m_properties->setDefault("player_hit_interval", "1.5");
+
+ setLooks(m_properties->get("looks"));
+ m_yaw = m_properties->getFloat("yaw");
+ m_position = m_properties->getV3F("pos");
+ m_player_hit_damage = m_properties->getS32("player_hit_damage");
+ m_player_hit_distance = m_properties->getFloat("player_hit_distance");
+ m_player_hit_interval = m_properties->getFloat("player_hit_interval");
+
+ pos_translator.init(m_position);
+ }
+
+ updateNodePos();
+ }
+
+ core::aabbox3d<f32>* getSelectionBox()
+ {return &m_selection_box;}
+
+ v3f getPosition()
+ {return pos_translator.vect_show;}
+
+ bool directReportPunch(const std::string &toolname, v3f dir)
+ {
+ video::SColor color(255,255,0,0);
+ m_node->setColor(color);
+
+ m_damage_visual_timer = 0.05;
+
+ m_position += dir * BS;
+ pos_translator.sharpen();
+ pos_translator.update(m_position);
+ updateNodePos();
+
+ return false;
+ }
+
+private:
+ void setLooks(const std::string &looks)
+ {
+ v2f selection_size = v2f(0.4, 0.4) * BS;
+ float selection_y = 0 * BS;
+
+ if(looks == "dungeon_master"){
+ m_texture_name = "dungeon_master.png";
+ m_sprite_type = "humanoid_1";
+ m_sprite_size = v2f(2, 3) * BS;
+ m_sprite_y = 0.85 * BS;
+ selection_size = v2f(0.4, 2.6) * BS;
+ selection_y = -0.4 * BS;
+ }
+ else if(looks == "fireball"){
+ m_texture_name = "fireball.png";
+ m_sprite_type = "simple";
+ m_sprite_size = v2f(1, 1) * BS;
+ m_simple_anim_frames = 3;
+ m_simple_anim_frametime = 0.1;
+ m_lock_full_brightness = true;
+ }
+ else{
+ m_texture_name = "stone.png";
+ m_sprite_type = "simple";
+ m_sprite_size = v2f(1, 1) * BS;
+ m_simple_anim_frames = 3;
+ m_simple_anim_frametime = 0.333;
+ selection_size = v2f(0.4, 0.4) * BS;
+ selection_y = 0 * BS;
+ }
+
+ m_selection_box = core::aabbox3d<f32>(
+ -selection_size.X, selection_y, -selection_size.X,
+ selection_size.X, selection_y+selection_size.Y,
+ selection_size.X);
+ }
+
+ IntervalLimiter m_attack_interval;
+ core::aabbox3d<f32> m_selection_box;
+ scene::IBillboardSceneNode *m_node;
+ v3f m_position;
+ std::string m_texture_name;
+ float m_yaw;
+ SmoothTranslator pos_translator;
+ bool m_walking;
+ float m_walking_unset_timer;
+ float m_walk_timer;
+ int m_walk_frame;
+ float m_damage_visual_timer;
+ u8 m_last_light;
+ bool m_shooting;
+ float m_shooting_unset_timer;
+ v2f m_sprite_size;
+ float m_sprite_y;
+ bool m_bright_shooting;
+ std::string m_sprite_type;
+ int m_simple_anim_frames;
+ float m_simple_anim_frametime;
+ bool m_lock_full_brightness;
+ int m_player_hit_damage;
+ float m_player_hit_distance;
+ float m_player_hit_interval;
+ float m_player_hit_timer;
+
+ Settings *m_properties;
+};
+
+// Prototype
+MobV2CAO proto_MobV2CAO(NULL, NULL);
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include "inventory.h"
+#include "content_cao.h"
+
+/*
+ Oerkki1CAO
+*/
+
+class Oerkki1CAO : public ClientActiveObject
+{
+public:
+ Oerkki1CAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.,BS/3.),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0)),
+ m_yaw(0),
+ m_damage_visual_timer(0),
+ m_damage_texture_enabled(false)
+ {
+ ClientActiveObject::registerType(getType(), create);
+ }
+
+ ~Oerkki1CAO()
+ {
+ }
+
+ inline u8 getType() const { return ACTIVEOBJECT_TYPE_OERKKI1; }
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new Oerkki1CAO(gamedef, env);
+ }
+
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
+ {
+ if(m_node != NULL)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ scene::SMesh *mesh = new scene::SMesh();
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2-BS,0,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2+BS,0,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2+BS,BS*2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2-BS,BS*2,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ //buf->getMaterial().setTexture(0, NULL);
+ buf->getMaterial().setTexture(0, tsrc->getTextureRaw("oerkki1.png"));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ // Set it to use the materials of the meshbuffers directly.
+ // This is needed for changing the texture in the future
+ m_node->setReadOnlyMaterials(true);
+ updateNodePos();
+ }
+
+ void removeFromScene()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+ }
+
+ void updateLight(u8 light_at_pos)
+ {
+ if(m_node == NULL)
+ return;
+
+ if(light_at_pos <= 2)
+ {
+ m_node->setVisible(false);
+ return;
+ }
+
+ m_node->setVisible(true);
+
+ u8 li = decode_light(light_at_pos);
+ video::SColor color(255,li,li,li);
+ setMeshColor(m_node->getMesh(), color);
+ }
+
+ v3s16 getLightPosition()
+ {
+ return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
+ }
+
+ void updateNodePos()
+ {
+ if(m_node == NULL)
+ return;
+
+ //m_node->setPosition(m_position);
+ m_node->setPosition(pos_translator.vect_show);
+
+ v3f rot = m_node->getRotation();
+ rot.Y = 180.0 - m_yaw + 90.0;
+ m_node->setRotation(rot);
+ }
+
+ void step(float dtime, ClientEnvironment *env)
+ {
+ ITextureSource *tsrc = m_gamedef->tsrc();
+
+ pos_translator.translate(dtime);
+ updateNodePos();
+
+ LocalPlayer *player = env->getLocalPlayer();
+ assert(player);
+
+ v3f playerpos = player->getPosition();
+ v2f playerpos_2d(playerpos.X,playerpos.Z);
+ v2f objectpos_2d(m_position.X,m_position.Z);
+
+ if(fabs(m_position.Y - playerpos.Y) < 1.5*BS &&
+ objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS)
+ {
+ if(m_attack_interval.step(dtime, 0.5))
+ {
+ env->damageLocalPlayer(2);
+ }
+ }
+
+ if(m_damage_visual_timer > 0)
+ {
+ if(!m_damage_texture_enabled)
+ {
+ // Enable damage texture
+ if(m_node)
+ {
+ /*video::IVideoDriver* driver =
+ m_node->getSceneManager()->getVideoDriver();*/
+
+ scene::IMesh *mesh = m_node->getMesh();
+ if(mesh == NULL)
+ return;
+
+ u16 mc = mesh->getMeshBufferCount();
+ for(u16 j=0; j<mc; j++)
+ {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ buf->getMaterial().setTexture(0,
+ tsrc->getTextureRaw("oerkki1_damaged.png"));
+ }
+ }
+ m_damage_texture_enabled = true;
+ }
+ m_damage_visual_timer -= dtime;
+ }
+ else
+ {
+ if(m_damage_texture_enabled)
+ {
+ // Disable damage texture
+ if(m_node)
+ {
+ /*video::IVideoDriver* driver =
+ m_node->getSceneManager()->getVideoDriver();*/
+
+ scene::IMesh *mesh = m_node->getMesh();
+ if(mesh == NULL)
+ return;
+
+ u16 mc = mesh->getMeshBufferCount();
+ for(u16 j=0; j<mc; j++)
+ {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ buf->getMaterial().setTexture(0,
+ tsrc->getTextureRaw("oerkki1.png"));
+ }
+ }
+ m_damage_texture_enabled = false;
+ }
+ }
+ }
+
+ void processMessage(const std::string &data)
+ {
+ //infostream<<"Oerkki1CAO: Got message"<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+ if(cmd == 0)
+ {
+ // pos
+ m_position = readV3F1000(is);
+ pos_translator.update(m_position);
+ // yaw
+ m_yaw = readF1000(is);
+ updateNodePos();
+ }
+ else if(cmd == 1)
+ {
+ //u16 damage = readU8(is);
+ m_damage_visual_timer = 1.0;
+ }
+ }
+
+ void initialize(const std::string &data)
+ {
+ //infostream<<"Oerkki1CAO: Got init data"<<std::endl;
+
+ {
+ std::istringstream is(data, std::ios::binary);
+ // version
+ u8 version = readU8(is);
+ // check version
+ if(version != 0)
+ return;
+ // pos
+ m_position = readV3F1000(is);
+ pos_translator.init(m_position);
+ }
+
+ updateNodePos();
+ }
+
+ core::aabbox3d<f32>* getSelectionBox()
+ {return &m_selection_box;}
+
+ v3f getPosition()
+ {return pos_translator.vect_show;}
+
+ bool directReportPunch(const std::string &toolname, v3f dir)
+ {
+ m_damage_visual_timer = 1.0;
+
+ m_position += dir * BS;
+ pos_translator.sharpen();
+ pos_translator.update(m_position);
+ updateNodePos();
+
+ return false;
+ }
+
+private:
+ IntervalLimiter m_attack_interval;
+ core::aabbox3d<f32> m_selection_box;
+ scene::IMeshSceneNode *m_node;
+ v3f m_position;
+ float m_yaw;
+ SmoothTranslator pos_translator;
+ float m_damage_visual_timer;
+ bool m_damage_texture_enabled;
+};
+
+// Prototype
+Oerkki1CAO proto_Oerkki1CAO(NULL, NULL);
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "content_cao.h"
+
+/*
+ PlayerCAO
+*/
+
+class PlayerCAO : public ClientActiveObject
+{
+private:
+ core::aabbox3d<f32> m_selection_box;
+ scene::IMeshSceneNode *m_node;
+ scene::ITextSceneNode* m_text;
+ std::string m_name;
+ v3f m_position;
+ float m_yaw;
+ SmoothTranslator pos_translator;
+ bool m_is_local_player;
+ LocalPlayer *m_local_player;
+ float m_damage_visual_timer;
+
+public:
+ PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.),
+ m_node(NULL),
+ m_text(NULL),
+ m_position(v3f(0,10*BS,0)),
+ m_yaw(0),
+ m_is_local_player(false),
+ m_local_player(NULL),
+ m_damage_visual_timer(0)
+ {
+ if(gamedef == NULL)
+ ClientActiveObject::registerType(getType(), create);
+ }
+
+ void initialize(const std::string &data)
+ {
+ infostream<<"PlayerCAO: Got init data"<<std::endl;
+
+ std::istringstream is(data, std::ios::binary);
+ // version
+ u8 version = readU8(is);
+ // check version
+ if(version != 0)
+ return;
+ // name
+ m_name = deSerializeString(is);
+ // pos
+ m_position = readV3F1000(is);
+ // yaw
+ m_yaw = readF1000(is);
+
+ pos_translator.init(m_position);
+
+ Player *player = m_env->getPlayer(m_name.c_str());
+ if(player && player->isLocal()){
+ m_is_local_player = true;
+ m_local_player = (LocalPlayer*)player;
+ }
+ }
+
+ ~PlayerCAO()
+ {
+ if(m_node)
+ m_node->remove();
+ }
+
+ inline u8 getType() const { return ACTIVEOBJECT_TYPE_PLAYER; }
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new PlayerCAO(gamedef, env);
+ }
+
+
+ core::aabbox3d<f32>* getSelectionBox()
+ {
+ if(m_is_local_player)
+ return NULL;
+ return &m_selection_box;
+ }
+
+
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
+ {
+ if(m_node != NULL)
+ return;
+ if(m_is_local_player)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+ gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
+
+ scene::SMesh *mesh = new scene::SMesh();
+ { // Front
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+ { // Back
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+ video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
+ video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
+ video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ // Set it to use the materials of the meshbuffers directly.
+ // This is needed for changing the texture in the future
+ m_node->setReadOnlyMaterials(true);
+ updateNodePos();
+
+ // Add a text node for showing the name
+ std::wstring wname = narrow_to_wide(m_name);
+ m_text = smgr->addTextSceneNode(gui->getBuiltInFont(),
+ wname.c_str(), video::SColor(255,255,255,255), m_node);
+ m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
+
+ updateTextures("");
+ updateNodePos();
+ }
+
+ void removeFromScene()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+ }
+
+ void updateLight(u8 light_at_pos)
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->setVisible(true);
+
+ u8 li = decode_light(light_at_pos);
+ video::SColor color(255,li,li,li);
+ setMeshColor(m_node->getMesh(), color);
+ }
+
+ v3s16 getLightPosition()
+ {
+ return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
+ }
+
+ void updateNodePos()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->setPosition(pos_translator.vect_show);
+
+ v3f rot = m_node->getRotation();
+ rot.Y = -m_yaw;
+ m_node->setRotation(rot);
+ }
+
+ void step(float dtime, ClientEnvironment *env)
+ {
+ pos_translator.translate(dtime);
+ updateNodePos();
+
+ if(m_damage_visual_timer > 0){
+ m_damage_visual_timer -= dtime;
+ if(m_damage_visual_timer <= 0){
+ updateTextures("");
+ }
+ }
+
+ }
+
+ void processMessage(const std::string &data)
+ {
+ //infostream<<"PlayerCAO: Got message"<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+ if(cmd == 0) // update position
+ {
+ // pos
+ m_position = readV3F1000(is);
+ // yaw
+ m_yaw = readF1000(is);
+
+ pos_translator.update(m_position, false);
+
+ updateNodePos();
+ }
+ else if(cmd == 1) // punched
+ {
+ // damage
+ s16 damage = readS16(is);
+
+ if(m_is_local_player)
+ m_env->damageLocalPlayer(damage, false);
+
+ m_damage_visual_timer = 0.5;
+ updateTextures("^[brighten");
+ }
+ }
+
+ void updateTextures(const std::string &mod)
+ {
+ if(!m_node)
+ return;
+ ITextureSource *tsrc = m_gamedef->tsrc();
+ scene::IMesh *mesh = m_node->getMesh();
+ if(mesh){
+ {
+ std::string tname = "player.png";
+ tname += mod;
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+ buf->getMaterial().setTexture(0,
+ tsrc->getTextureRaw(tname));
+ }
+ {
+ std::string tname = "player_back.png";
+ tname += mod;
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
+ buf->getMaterial().setTexture(0,
+ tsrc->getTextureRaw(tname));
+ }
+ }
+ }
+
+ inline v3f getPosition() { return m_position; }
+
+};
+
+// Prototype
+PlayerCAO proto_PlayerCAO(NULL, NULL);
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include "inventory.h"
+#include "content_cao.h"
+
+/*
+ RatCAO
+*/
+
+class RatCAO : public ClientActiveObject
+{
+public:
+ RatCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0)),
+ m_yaw(0)
+ {
+ ClientActiveObject::registerType(getType(), create);
+ }
+
+ ~RatCAO()
+ {
+ }
+
+ inline u8 getType() const { return ACTIVEOBJECT_TYPE_RAT; }
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new RatCAO(gamedef, env);
+ }
+
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
+ {
+ if(m_node != NULL)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ scene::SMesh *mesh = new scene::SMesh();
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ //buf->getMaterial().setTexture(0, NULL);
+ buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ // Set it to use the materials of the meshbuffers directly.
+ // This is needed for changing the texture in the future
+ m_node->setReadOnlyMaterials(true);
+ updateNodePos();
+ }
+
+ void removeFromScene()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+ }
+
+ void updateLight(u8 light_at_pos)
+ {
+ if(m_node == NULL)
+ return;
+
+ u8 li = decode_light(light_at_pos);
+ video::SColor color(255,li,li,li);
+ setMeshColor(m_node->getMesh(), color);
+ }
+
+ v3s16 getLightPosition()
+ {
+ return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
+ }
+
+ void updateNodePos()
+ {
+ if(m_node == NULL)
+ return;
+
+ //m_node->setPosition(m_position);
+ m_node->setPosition(pos_translator.vect_show);
+
+ v3f rot = m_node->getRotation();
+ rot.Y = 180.0 - m_yaw;
+ m_node->setRotation(rot);
+ }
+
+ void step(float dtime, ClientEnvironment *env)
+ {
+ pos_translator.translate(dtime);
+ updateNodePos();
+ }
+
+ void processMessage(const std::string &data)
+ {
+ //infostream<<"RatCAO: Got message"<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ // command
+ u8 cmd = readU8(is);
+ if(cmd == 0)
+ {
+ // pos
+ m_position = readV3F1000(is);
+ pos_translator.update(m_position);
+ // yaw
+ m_yaw = readF1000(is);
+ updateNodePos();
+ }
+ }
+
+ void initialize(const std::string &data)
+ {
+ //infostream<<"RatCAO: Got init data"<<std::endl;
+
+ {
+ std::istringstream is(data, std::ios::binary);
+ // version
+ u8 version = readU8(is);
+ // check version
+ if(version != 0)
+ return;
+ // pos
+ m_position = readV3F1000(is);
+ pos_translator.init(m_position);
+ }
+
+ updateNodePos();
+ }
+
+ core::aabbox3d<f32>* getSelectionBox()
+ {return &m_selection_box;}
+
+ v3f getPosition()
+ {return pos_translator.vect_show;}
+
+private:
+ core::aabbox3d<f32> m_selection_box;
+ scene::IMeshSceneNode *m_node;
+ v3f m_position;
+ float m_yaw;
+ SmoothTranslator pos_translator;
+};
+
+// Prototype
+RatCAO proto_RatCAO(NULL, NULL);
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include "content_cao.h"
+
+/*
+ TestCAO
+*/
+
+class TestCAO : public ClientActiveObject
+{
+public:
+
+ TestCAO(IGameDef *gamedef, ClientEnvironment *env):
+ ClientActiveObject(0, gamedef, env),
+ m_node(NULL),
+ m_position(v3f(0,10*BS,0))
+ {
+ ClientActiveObject::registerType(getType(), create);
+ }
+
+ ~TestCAO()
+ {
+ }
+
+ static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+ {
+ return new TestCAO(gamedef, env);
+ }
+
+ inline u8 getType() const
+ { return ACTIVEOBJECT_TYPE_TEST; }
+
+ void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+ IrrlichtDevice *irr)
+ {
+ if(m_node != NULL)
+ return;
+
+ //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+ scene::SMesh *mesh = new scene::SMesh();
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ // Set material
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+ buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+ buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ m_node = smgr->addMeshSceneNode(mesh, NULL);
+ mesh->drop();
+ updateNodePos();
+ }
+
+ void removeFromScene()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->remove();
+ m_node = NULL;
+ }
+
+ void updateLight(u8 light_at_pos)
+ {
+ }
+
+ v3s16 getLightPosition()
+ {
+ return floatToInt(m_position, BS);
+ }
+
+ void updateNodePos()
+ {
+ if(m_node == NULL)
+ return;
+
+ m_node->setPosition(m_position);
+ //m_node->setRotation(v3f(0, 45, 0));
+ }
+
+ void step(float dtime, ClientEnvironment *env)
+ {
+ if(m_node)
+ {
+ v3f rot = m_node->getRotation();
+ //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
+ rot.Y += dtime * 180;
+ m_node->setRotation(rot);
+ }
+ }
+
+ void processMessage(const std::string &data)
+ {
+ infostream<<"TestCAO: Got data: "<<data<<std::endl;
+ std::istringstream is(data, std::ios::binary);
+ u16 cmd;
+ is>>cmd;
+ if(cmd == 0)
+ {
+ v3f newpos;
+ is>>newpos.X;
+ is>>newpos.Y;
+ is>>newpos.Z;
+ m_position = newpos;
+ updateNodePos();
+ }
+ }
+private:
+ scene::IMeshSceneNode *m_node;
+ v3f m_position;
+};
+
+// Prototype
+TestCAO proto_TestCAO(NULL, NULL);