class Settings;
struct ToolCapabilities;
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+
core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
/*
}
/*
- LuaEntityCAO
+ GenericCAO
*/
-#include "luaentity_common.h"
+#include "genericobject.h"
-class LuaEntityCAO : public ClientActiveObject
+class GenericCAO : public ClientActiveObject
{
private:
+ // Only set at initialization
+ std::string m_name;
+ bool m_is_player;
+ bool m_is_local_player; // determined locally
+ // Property-ish things
+ s16 m_hp_max;
+ bool m_physical;
+ float m_weight;
+ core::aabbox3d<f32> m_collisionbox;
+ std::string m_visual;
+ v2f m_visual_size;
+ core::array<std::string> m_textures;
+ v2s16 m_spritediv;
+ bool m_is_visible;
+ bool m_makes_footstep_sound;
+ //
scene::ISceneManager *m_smgr;
+ IrrlichtDevice *m_irr;
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_meshnode;
scene::IBillboardSceneNode *m_spritenode;
+ scene::ITextSceneNode* m_textnode;
v3f m_position;
v3f m_velocity;
v3f m_acceleration;
float m_yaw;
s16 m_hp;
- struct LuaEntityProperties *m_prop;
SmoothTranslator pos_translator;
// Spritesheet/animation stuff
v2f m_tx_size;
float m_anim_timer;
ItemGroupList m_armor_groups;
float m_reset_textures_timer;
+ bool m_visuals_expired;
+ float m_step_distance_counter;
public:
- LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
+ GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
ClientActiveObject(0, gamedef, env),
+ //
+ m_is_player(false),
+ m_is_local_player(false),
+ //
+ m_hp_max(1),
+ m_physical(false),
+ m_weight(5),
+ m_collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
+ m_visual("sprite"),
+ m_visual_size(1,1),
+ m_spritediv(1,1),
+ m_is_visible(true),
+ m_makes_footstep_sound(false),
+ //
m_smgr(NULL),
+ m_irr(NULL),
m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
m_meshnode(NULL),
m_spritenode(NULL),
+ m_textnode(NULL),
m_position(v3f(0,10*BS,0)),
m_velocity(v3f(0,0,0)),
m_acceleration(v3f(0,0,0)),
m_yaw(0),
m_hp(1),
- m_prop(new LuaEntityProperties),
m_tx_size(1,1),
m_tx_basepos(0,0),
m_tx_select_horiz_by_yawpitch(false),
m_anim_num_frames(1),
m_anim_framelength(0.2),
m_anim_timer(0),
- m_reset_textures_timer(-1)
+ m_reset_textures_timer(-1),
+ m_visuals_expired(false),
+ m_step_distance_counter(0)
{
+ m_textures.push_back("unknown_object.png");
if(gamedef == NULL)
ClientActiveObject::registerType(getType(), create);
}
void initialize(const std::string &data)
{
- infostream<<"LuaEntityCAO: Got init data"<<std::endl;
-
+ infostream<<"GenericCAO: Got init data"<<std::endl;
std::istringstream is(data, std::ios::binary);
// version
u8 version = readU8(is);
// check version
- if(version != 1)
+ if(version != 0){
+ errorstream<<"GenericCAO: Unsupported init data version"
+ <<std::endl;
return;
- // pos
+ }
+ m_name = deSerializeString(is);
+ m_is_player = readU8(is);
m_position = readV3F1000(is);
- // yaw
m_yaw = readF1000(is);
- // hp
m_hp = readS16(is);
- // properties
- std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
- m_prop->deSerialize(prop_is);
-
- infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
+
+ int num_messages = readU8(is);
+ for(int i=0; i<num_messages; i++){
+ std::string message = deSerializeLongString(is);
+ processMessage(message);
+ }
- 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();
+
+ if(m_is_player){
+ Player *player = m_env->getPlayer(m_name.c_str());
+ if(player && player->isLocal()){
+ m_is_local_player = true;
+ }
+ }
}
- ~LuaEntityCAO()
+ ~GenericCAO()
{
- delete m_prop;
}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
{
- return new LuaEntityCAO(gamedef, env);
+ return new GenericCAO(gamedef, env);
}
u8 getType() const
{
- return ACTIVEOBJECT_TYPE_LUAENTITY;
+ return ACTIVEOBJECT_TYPE_GENERIC;
}
core::aabbox3d<f32>* getSelectionBox()
{
+ if(!m_is_visible || m_is_local_player)
+ return NULL;
return &m_selection_box;
}
v3f getPosition()
{
return pos_translator.vect_show;
}
-
+
+ void removeFromScene()
+ {
+ if(m_meshnode){
+ m_meshnode->remove();
+ m_meshnode = NULL;
+ }
+ if(m_spritenode){
+ m_spritenode->remove();
+ m_spritenode = NULL;
+ }
+ }
+
void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
IrrlichtDevice *irr)
{
m_smgr = smgr;
+ m_irr = irr;
if(m_meshnode != NULL || m_spritenode != NULL)
return;
+ m_visuals_expired = false;
+
+ if(!m_is_visible || m_is_local_player)
+ return;
+
//video::IVideoDriver* driver = smgr->getVideoDriver();
- if(m_prop->visual == "sprite"){
- infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
+ if(m_visual == "sprite"){
+ infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = smgr->addBillboardSceneNode(
NULL, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->setMaterialTexture(0,
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);
+ m_spritenode->setSize(m_visual_size*BS);
{
const float txs = 1.0 / 1;
const float tys = 1.0 / 1;
setBillboardTextureMatrix(m_spritenode,
txs, tys, 0, 0);
}
- } else if(m_prop->visual == "cube"){
- infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
+ }
+ else if(m_visual == "upright_sprite")
+ {
+ scene::SMesh *mesh = new scene::SMesh();
+ double dx = BS*m_visual_size.X/2;
+ double dy = BS*m_visual_size.Y/2;
+ { // Front
+ scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+ video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+ video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-dx,dy,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(dx,-dy,0, 0,0,0, c, 1,1),
+ video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+ video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+ video::S3DVertex(dx,dy,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_meshnode = 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_meshnode->setReadOnlyMaterials(true);
+ }
+ else if(m_visual == "cube"){
+ infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
// Will be shown when we know the brightness
m_meshnode->setVisible(false);
} else {
- infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
+ infostream<<"GenericCAO::addToScene(): \""<<m_visual
<<"\" not supported"<<std::endl;
}
updateTextures("");
+
+ scene::ISceneNode *node = NULL;
+ if(m_spritenode)
+ node = m_spritenode;
+ else if(m_meshnode)
+ node = m_meshnode;
+ if(node && m_is_player && !m_is_local_player){
+ // Add a text node for showing the name
+ gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
+ std::wstring wname = narrow_to_wide(m_name);
+ m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
+ wname.c_str(), video::SColor(255,255,255,255), node);
+ m_textnode->setPosition(v3f(0, BS*1.1, 0));
+ }
+
updateNodePos();
}
- void removeFromScene()
+ void expireVisuals()
{
- if(m_meshnode){
- m_meshnode->remove();
- m_meshnode = NULL;
- }
- if(m_spritenode){
- m_spritenode->remove();
- m_spritenode = NULL;
- }
+ m_visuals_expired = true;
}
-
+
void updateLight(u8 light_at_pos)
{
bool is_visible = (m_hp != 0);
{
if(m_meshnode){
m_meshnode->setPosition(pos_translator.vect_show);
+ v3f rot = m_meshnode->getRotation();
+ rot.Y = -m_yaw;
+ m_meshnode->setRotation(rot);
}
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;
+ v3f lastpos = pos_translator.vect_show;
+
+ if(m_visuals_expired && m_smgr && m_irr){
+ m_visuals_expired = false;
+ removeFromScene();
+ addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+ }
+
+ if(m_physical){
+ core::aabbox3d<f32> box = m_collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
updateNodePos();
}
+ float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
+ m_step_distance_counter += moved;
+ if(m_step_distance_counter > 1.5*BS){
+ m_step_distance_counter = 0;
+ if(!m_is_local_player && m_makes_footstep_sound){
+ INodeDefManager *ndef = m_gamedef->ndef();
+ v3s16 p = floatToInt(getPosition()+v3f(0,-0.5*BS, 0), BS);
+ MapNode n = m_env->getMap().getNodeNoEx(p);
+ SimpleSoundSpec spec = ndef->get(n).sound_footstep;
+ m_gamedef->sound()->playSoundAt(spec, false, getPosition());
+ }
+ }
+
m_anim_timer += dtime;
if(m_anim_timer >= m_anim_framelength){
m_anim_timer -= m_anim_framelength;
{
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)
+ if(m_spritenode)
+ {
+ if(m_visual == "sprite")
{
std::string texturestring = "unknown_block.png";
- if(m_prop->textures.size() > i)
- texturestring = m_prop->textures[i];
+ if(m_textures.size() >= 1)
+ texturestring = m_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);
+ m_spritenode->setMaterialTexture(0,
+ tsrc->getTextureRaw(texturestring));
+ }
+ }
+ if(m_meshnode)
+ {
+ if(m_visual == "cube")
+ {
+ for (u32 i = 0; i < 6; ++i)
+ {
+ std::string texturestring = "unknown_block.png";
+ if(m_textures.size() > i)
+ texturestring = m_textures[i];
+ texturestring += mod;
+ AtlasPointer ap = tsrc->getTexture(texturestring);
+
+ // Get the tile texture and atlas transformation
+ video::ITexture* atlas = ap.atlas;
+ v2f pos = ap.pos;
+ v2f size = ap.size;
+
+ // Set material flags and texture
+ video::SMaterial& material = m_meshnode->getMaterial(i);
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setTexture(0, atlas);
+ material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
+ material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+ }
+ }
+ else if(m_visual == "upright_sprite")
+ {
+ scene::IMesh *mesh = m_meshnode->getMesh();
+ {
+ std::string tname = "unknown_object.png";
+ if(m_textures.size() >= 1)
+ tname = m_textures[0];
+ tname += mod;
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+ buf->getMaterial().setTexture(0,
+ tsrc->getTextureRaw(tname));
+ }
+ {
+ std::string tname = "unknown_object.png";
+ if(m_textures.size() >= 2)
+ tname = m_textures[1];
+ else if(m_textures.size() >= 1)
+ tname = m_textures[0];
+ tname += mod;
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
+ buf->getMaterial().setTexture(0,
+ tsrc->getTextureRaw(tname));
+ }
}
}
}
void processMessage(const std::string &data)
{
- //infostream<<"LuaEntityCAO: Got message"<<std::endl;
+ //infostream<<"GenericCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
- if(cmd == LUAENTITY_CMD_UPDATE_POSITION) // update position
+ if(cmd == GENERIC_CMD_SET_PROPERTIES)
+ {
+ m_hp_max = readS16(is);
+ m_physical = readU8(is);
+ m_weight = readF1000(is);
+ m_collisionbox.MinEdge = readV3F1000(is);
+ m_collisionbox.MaxEdge = readV3F1000(is);
+ m_visual = deSerializeString(is);
+ m_visual_size = readV2F1000(is);
+ m_textures.clear();
+ u32 texture_count = readU16(is);
+ for(u32 i=0; i<texture_count; i++){
+ m_textures.push_back(deSerializeString(is));
+ }
+ m_spritediv = readV2S16(is);
+ m_is_visible = readU8(is);
+ m_makes_footstep_sound = readU8(is);
+
+ m_selection_box = m_collisionbox;
+ m_selection_box.MinEdge *= BS;
+ m_selection_box.MaxEdge *= BS;
+
+ m_tx_size.X = 1.0 / m_spritediv.X;
+ m_tx_size.Y = 1.0 / m_spritediv.Y;
+
+ expireVisuals();
+ }
+ else if(cmd == GENERIC_CMD_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 do_interpolate = readU8(is);
bool is_end_position = readU8(is);
- // update_interval
float update_interval = readF1000(is);
if(do_interpolate){
- if(!m_prop->physical)
+ if(!m_physical)
pos_translator.update(m_position, is_end_position, update_interval);
} else {
pos_translator.init(m_position);
}
updateNodePos();
}
- else if(cmd == LUAENTITY_CMD_SET_TEXTURE_MOD) // set texture modification
+ else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
{
std::string mod = deSerializeString(is);
updateTextures(mod);
}
- else if(cmd == LUAENTITY_CMD_SET_SPRITE) // set sprite
+ else if(cmd == GENERIC_CMD_SET_SPRITE)
{
v2s16 p = readV2S16(is);
int num_frames = readU16(is);
updateTexturePos();
}
- else if(cmd == LUAENTITY_CMD_PUNCHED)
+ else if(cmd == GENERIC_CMD_PUNCHED)
{
/*s16 damage =*/ readS16(is);
s16 result_hp = readS16(is);
m_hp = result_hp;
- // TODO: Execute defined fast response
}
- else if(cmd == LUAENTITY_CMD_UPDATE_ARMOR_GROUPS)
+ else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
{
m_armor_groups.clear();
int armor_groups_size = readU16(is);
toolcap,
punchitem,
time_from_last_punch);
-
- if(result.did_punch && result.damage != 0)
- {
- if(result.damage < m_hp){
- m_hp -= result.damage;
- } else {
- m_hp = 0;
- // TODO: Execute defined fast response
- // As there is no definition, make a smoke puff
- ClientSimpleObject *simple = createSmokePuff(
- m_smgr, m_env, m_position,
- m_prop->visual_size * BS);
- m_env->addSimpleObject(simple);
- }
- // TODO: Execute defined fast response
- // Flashing shall suffice as there is no definition
- updateTextures("^[brighten");
- m_reset_textures_timer = 0.1;
- }
-
- return false;
- }
-
- std::string debugInfoText()
- {
- std::ostringstream os(std::ios::binary);
- os<<"LuaEntityCAO hp="<<m_hp<<"\n";
- os<<"armor={";
- for(ItemGroupList::const_iterator i = m_armor_groups.begin();
- i != m_armor_groups.end(); i++){
- os<<i->first<<"="<<i->second<<", ";
- }
- os<<"}";
- return os.str();
- }
-};
-
-// Prototype
-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;
- bool m_dead;
- float m_step_distance_counter;
- std::string m_wielded_item;
-
-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),
- m_dead(false),
- m_step_distance_counter(0),
- m_wielded_item("")
- {
- 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);
- // dead
- m_dead = readU8(is);
- // wielded item
- try{
- m_wielded_item = deSerializeString(is);
- }
- catch(SerializationError &e){}
-
- 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;
- if(m_dead)
- 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("");
- updateVisibility();
- 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);
-
- updateVisibility();
- }
-
- v3s16 getLightPosition()
- {
- return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
- }
-
- void updateVisibility()
- {
- if(m_node == NULL)
- return;
-
- m_node->setVisible(!m_dead);
- }
-
- 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)
- {
- v3f lastpos = pos_translator.vect_show;
- pos_translator.translate(dtime);
- float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
- updateVisibility();
- updateNodePos();
-
- if(m_damage_visual_timer > 0){
- m_damage_visual_timer -= dtime;
- if(m_damage_visual_timer <= 0){
- updateTextures("");
- }
- }
-
- m_step_distance_counter += moved;
- if(m_step_distance_counter > 1.5*BS){
- m_step_distance_counter = 0;
- if(!m_is_local_player){
- INodeDefManager *ndef = m_gamedef->ndef();
- v3s16 p = floatToInt(getPosition()+v3f(0,-0.5*BS, 0), BS);
- MapNode n = m_env->getMap().getNodeNoEx(p);
- SimpleSoundSpec spec = ndef->get(n).sound_footstep;
- m_gamedef->sound()->playSoundAt(spec, false, getPosition());
- }
- }
- }
-
- 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);
- m_damage_visual_timer = 0.05;
- if(damage >= 2)
- m_damage_visual_timer += 0.05 * damage;
- updateTextures("^[brighten");
- }
- else if(cmd == 2) // died or respawned
- {
- m_dead = readU8(is);
- updateVisibility();
- }
- else if(cmd == 3) // wielded item
- {
- m_wielded_item = deSerializeString(is);
- updateWieldedItem();
- }
- }
-
- 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));
- }
- }
- }
-
- void updateWieldedItem()
- {
- if(m_is_local_player)
- {
- // ignoring player item for local player
- return;
- }
-
- ItemStack item;
- try
- {
- item.deSerialize(m_wielded_item, m_gamedef->idef());
- }
- catch(SerializationError &e)
- {
- errorstream<<"PlayerCAO: SerializationError "
- "while reading wielded item: "
- <<m_wielded_item<<std::endl;
- return;
- }
-
- // do something with the item, for example:
- Player *player = m_env->getPlayer(m_name.c_str());
- if(player)
- {
- InventoryList *inv = player->inventory.getList("main");
- assert(inv);
- inv->changeItem(0, item);
- }
-
- if(item.empty())
- {
- infostream<<"PlayerCAO: empty player item for player "
- <<m_name<<std::endl;
- }
- else
- {
- infostream<<"PlayerCAO: player item for player "
- <<m_name<<": "
- <<item.getItemString()<<std::endl;
- }
- }
-
-};
-
-// Prototype
-PlayerCAO proto_PlayerCAO(NULL, NULL);
-
-/*
- GenericCAO
-*/
-
-#include "genericobject.h"
-
-class GenericCAO : public ClientActiveObject
-{
-private:
- // Property-ish things
- s16 m_hp_max;
- bool m_physical;
- float m_weight;
- core::aabbox3d<f32> m_collisionbox;
- std::string m_visual;
- v2f m_visual_size;
- core::array<std::string> m_textures;
- v2s16 m_spritediv;
- //
- scene::ISceneManager *m_smgr;
- core::aabbox3d<f32> m_selection_box;
- scene::IMeshSceneNode *m_meshnode;
- scene::IBillboardSceneNode *m_spritenode;
- v3f m_position;
- v3f m_velocity;
- v3f m_acceleration;
- float m_yaw;
- s16 m_hp;
- SmoothTranslator pos_translator;
- // Spritesheet/animation stuff
- v2f m_tx_size;
- v2s16 m_tx_basepos;
- bool m_tx_select_horiz_by_yawpitch;
- int m_anim_frame;
- int m_anim_num_frames;
- float m_anim_framelength;
- float m_anim_timer;
- ItemGroupList m_armor_groups;
- float m_reset_textures_timer;
-
-public:
- GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
- ClientActiveObject(0, gamedef, env),
- //
- m_hp_max(1),
- m_physical(false),
- m_weight(5),
- m_collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
- m_visual("sprite"),
- m_visual_size(1,1),
- m_spritediv(1,1),
- //
- m_smgr(NULL),
- m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
- m_meshnode(NULL),
- m_spritenode(NULL),
- m_position(v3f(0,10*BS,0)),
- m_velocity(v3f(0,0,0)),
- m_acceleration(v3f(0,0,0)),
- m_yaw(0),
- m_hp(1),
- m_tx_size(1,1),
- m_tx_basepos(0,0),
- m_tx_select_horiz_by_yawpitch(false),
- m_anim_frame(0),
- m_anim_num_frames(1),
- m_anim_framelength(0.2),
- m_anim_timer(0),
- m_reset_textures_timer(-1)
- {
- m_textures.push_back("unknown_object.png");
- if(gamedef == NULL)
- ClientActiveObject::registerType(getType(), create);
- }
-
- void initialize(const std::string &data)
- {
- infostream<<"GenericCAO: Got init data"<<std::endl;
-
- std::istringstream is(data, std::ios::binary);
- // version
- u8 version = readU8(is);
- // check version
- if(version != 1)
- return;
- // pos
- m_position = readV3F1000(is);
- // yaw
- m_yaw = readF1000(is);
- // hp
- m_hp = readS16(is);
-
- pos_translator.init(m_position);
-
- updateNodePos();
- }
-
- ~GenericCAO()
- {
- }
-
- static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
- {
- return new GenericCAO(gamedef, env);
- }
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_GENERIC;
- }
- core::aabbox3d<f32>* getSelectionBox()
- {
- return &m_selection_box;
- }
- v3f getPosition()
- {
- return pos_translator.vect_show;
- }
-
- void removeFromScene()
- {
- if(m_meshnode){
- m_meshnode->remove();
- m_meshnode = NULL;
- }
- if(m_spritenode){
- m_spritenode->remove();
- m_spritenode = NULL;
- }
- }
-
- void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
- IrrlichtDevice *irr)
- {
- m_smgr = smgr;
-
- if(m_meshnode != NULL || m_spritenode != NULL)
- return;
-
- //video::IVideoDriver* driver = smgr->getVideoDriver();
-
- if(m_visual == "sprite"){
- infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
- m_spritenode = smgr->addBillboardSceneNode(
- NULL, v2f(1, 1), v3f(0,0,0), -1);
- m_spritenode->setMaterialTexture(0,
- tsrc->getTextureRaw("unknown_block.png"));
- m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
- m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
- m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- m_spritenode->setColor(video::SColor(255,0,0,0));
- m_spritenode->setVisible(false); /* Set visible when brightness is known */
- m_spritenode->setSize(m_visual_size*BS);
- {
- const float txs = 1.0 / 1;
- const float tys = 1.0 / 1;
- setBillboardTextureMatrix(m_spritenode,
- txs, tys, 0, 0);
- }
- } else if(m_visual == "cube"){
- infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
- scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
- m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
- mesh->drop();
-
- m_meshnode->setScale(v3f(1));
- // Will be shown when we know the brightness
- m_meshnode->setVisible(false);
- } else {
- infostream<<"GenericCAO::addToScene(): \""<<m_visual
- <<"\" not supported"<<std::endl;
- }
- updateTextures("");
- updateNodePos();
- }
-
- void updateVisuals()
- {
- removeFromScene();
- // We haven't got any IrrlichtDevices but it isn't actually needed
- addToScene(m_smgr, m_gamedef->tsrc(), NULL);
- }
-
- void updateLight(u8 light_at_pos)
- {
- bool is_visible = (m_hp != 0);
- u8 li = decode_light(light_at_pos);
- video::SColor color(255,li,li,li);
- if(m_meshnode){
- setMeshColor(m_meshnode->getMesh(), color);
- m_meshnode->setVisible(is_visible);
- }
- if(m_spritenode){
- m_spritenode->setColor(color);
- m_spritenode->setVisible(is_visible);
- }
- }
-
- v3s16 getLightPosition()
- {
- return floatToInt(m_position, BS);
- }
-
- void updateNodePos()
- {
- if(m_meshnode){
- m_meshnode->setPosition(pos_translator.vect_show);
- }
- if(m_spritenode){
- m_spritenode->setPosition(pos_translator.vect_show);
- }
- }
-
- void step(float dtime, ClientEnvironment *env)
- {
- if(m_physical){
- core::aabbox3d<f32> box = m_collisionbox;
- box.MinEdge *= BS;
- box.MaxEdge *= BS;
- collisionMoveResult moveresult;
- f32 pos_max_d = BS*0.25; // Distance per iteration
- v3f p_pos = m_position;
- v3f p_velocity = m_velocity;
- IGameDef *gamedef = env->getGameDef();
- moveresult = collisionMovePrecise(&env->getMap(), gamedef,
- pos_max_d, box, dtime, p_pos, p_velocity);
- // Apply results
- m_position = p_pos;
- m_velocity = p_velocity;
-
- bool is_end_position = moveresult.collides;
- pos_translator.update(m_position, is_end_position, dtime);
- pos_translator.translate(dtime);
- updateNodePos();
-
- m_velocity += dtime * m_acceleration;
- } else {
- m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
- m_velocity += dtime * m_acceleration;
- pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
- pos_translator.translate(dtime);
- updateNodePos();
- }
-
- m_anim_timer += dtime;
- if(m_anim_timer >= m_anim_framelength){
- m_anim_timer -= m_anim_framelength;
- m_anim_frame++;
- if(m_anim_frame >= m_anim_num_frames)
- m_anim_frame = 0;
- }
-
- updateTexturePos();
-
- if(m_reset_textures_timer >= 0){
- m_reset_textures_timer -= dtime;
- if(m_reset_textures_timer <= 0){
- m_reset_textures_timer = -1;
- updateTextures("");
- }
- }
- }
-
- void updateTexturePos()
- {
- if(m_spritenode){
- scene::ICameraSceneNode* camera =
- m_spritenode->getSceneManager()->getActiveCamera();
- if(!camera)
- return;
- v3f cam_to_entity = m_spritenode->getAbsolutePosition()
- - camera->getAbsolutePosition();
- cam_to_entity.normalize();
-
- int row = m_tx_basepos.Y;
- int col = m_tx_basepos.X;
-
- if(m_tx_select_horiz_by_yawpitch)
- {
- if(cam_to_entity.Y > 0.75)
- col += 5;
- else if(cam_to_entity.Y < -0.75)
- col += 4;
- else{
- float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / PI * 180.;
- float dir = mob_dir - m_yaw;
- dir = wrapDegrees_180(dir);
- //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
- if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
- col += 2;
- else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
- col += 3;
- else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
- col += 0;
- else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
- col += 1;
- else
- col += 4;
- }
- }
-
- // Animation goes downwards
- row += m_anim_frame;
-
- float txs = m_tx_size.X;
- float tys = m_tx_size.Y;
- setBillboardTextureMatrix(m_spritenode,
- txs, tys, col, row);
- }
- }
-
- void updateTextures(const std::string &mod)
- {
- ITextureSource *tsrc = m_gamedef->tsrc();
-
- if(m_spritenode){
- std::string texturestring = "unknown_block.png";
- if(m_textures.size() >= 1)
- texturestring = m_textures[0];
- texturestring += mod;
- m_spritenode->setMaterialTexture(0,
- tsrc->getTextureRaw(texturestring));
- }
- if(m_meshnode){
- for (u32 i = 0; i < 6; ++i)
- {
- std::string texturestring = "unknown_block.png";
- if(m_textures.size() > i)
- texturestring = m_textures[i];
- texturestring += mod;
- AtlasPointer ap = tsrc->getTexture(texturestring);
-
- // Get the tile texture and atlas transformation
- video::ITexture* atlas = ap.atlas;
- v2f pos = ap.pos;
- v2f size = ap.size;
-
- // Set material flags and texture
- video::SMaterial& material = m_meshnode->getMaterial(i);
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setTexture(0, atlas);
- material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
- material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
- }
- }
- }
-
- void processMessage(const std::string &data)
- {
- //infostream<<"GenericCAO: Got message"<<std::endl;
- std::istringstream is(data, std::ios::binary);
- // command
- u8 cmd = readU8(is);
- if(cmd == GENERIC_CMD_SET_PROPERTIES)
- {
- m_hp_max = readS16(is);
- m_physical = readU8(is);
- m_weight = readF1000(is);
- m_collisionbox.MinEdge = readV3F1000(is);
- m_collisionbox.MaxEdge = readV3F1000(is);
- m_visual = deSerializeString(is);
- m_visual_size = readV2F1000(is);
- m_textures.clear();
- u32 texture_count = readU16(is);
- for(u32 i=0; i<texture_count; i++){
- m_textures.push_back(deSerializeString(is));
- }
- m_spritediv = readV2S16(is);
-
- m_selection_box = m_collisionbox;
- m_selection_box.MinEdge *= BS;
- m_selection_box.MaxEdge *= BS;
-
- m_tx_size.X = 1.0 / m_spritediv.X;
- m_tx_size.Y = 1.0 / m_spritediv.Y;
-
- updateVisuals();
- }
- else if(cmd == GENERIC_CMD_UPDATE_POSITION)
- {
- m_position = readV3F1000(is);
- m_velocity = readV3F1000(is);
- m_acceleration = readV3F1000(is);
- m_yaw = readF1000(is);
- bool do_interpolate = readU8(is);
- bool is_end_position = readU8(is);
- float update_interval = readF1000(is);
-
- if(do_interpolate){
- if(!m_physical)
- pos_translator.update(m_position, is_end_position, update_interval);
- } else {
- pos_translator.init(m_position);
- }
- updateNodePos();
- }
- else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
- {
- std::string mod = deSerializeString(is);
- updateTextures(mod);
- }
- else if(cmd == GENERIC_CMD_SET_SPRITE)
- {
- v2s16 p = readV2S16(is);
- int num_frames = readU16(is);
- float framelength = readF1000(is);
- bool select_horiz_by_yawpitch = readU8(is);
-
- m_tx_basepos = p;
- m_anim_num_frames = num_frames;
- m_anim_framelength = framelength;
- m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
-
- updateTexturePos();
- }
- else if(cmd == GENERIC_CMD_PUNCHED)
- {
- /*s16 damage =*/ readS16(is);
- s16 result_hp = readS16(is);
-
- m_hp = result_hp;
- // TODO: Execute defined fast response
- }
- else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
- {
- m_armor_groups.clear();
- int armor_groups_size = readU16(is);
- for(int i=0; i<armor_groups_size; i++){
- std::string name = deSerializeString(is);
- int rating = readS16(is);
- m_armor_groups[name] = rating;
- }
- }
- }
-
- bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
- float time_from_last_punch=1000000)
- {
- assert(punchitem);
- const ToolCapabilities *toolcap =
- &punchitem->getToolCapabilities(m_gamedef->idef());
- PunchDamageResult result = getPunchDamage(
- m_armor_groups,
- toolcap,
- punchitem,
- time_from_last_punch);
+ dstream<<"Directly did_punch="<<result.did_punch<<" result.damage="<<result.damage<<std::endl;
if(result.did_punch && result.damage != 0)
{
}
// TODO: Execute defined fast response
// Flashing shall suffice as there is no definition
+ m_reset_textures_timer = 0.05;
+ if(result.damage >= 2)
+ m_reset_textures_timer += 0.05 * result.damage;
updateTextures("^[brighten");
- m_reset_textures_timer = 0.1;
}
return false;
#include "gamedef.h"
#include "player.h"
#include "scriptapi.h"
+#include "genericobject.h"
core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
m_velocity(0,0,0),
m_acceleration(0,0,0),
m_yaw(0),
+ m_properties_sent(true),
m_last_sent_yaw(0),
m_last_sent_position(0,0,0),
m_last_sent_velocity(0,0,0),
void LuaEntitySAO::step(float dtime, bool send_recommended)
{
+ if(!m_properties_sent)
+ {
+ m_properties_sent = true;
+ std::string str = getPropertyPacket();
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+
m_last_sent_position_timer += dtime;
if(m_prop->physical){
if(m_armor_groups_sent == false){
m_armor_groups_sent = true;
- std::ostringstream os(std::ios::binary);
- writeU8(os, LUAENTITY_CMD_UPDATE_ARMOR_GROUPS);
- writeU16(os, m_armor_groups.size());
- for(ItemGroupList::const_iterator i = m_armor_groups.begin();
- i != m_armor_groups.end(); i++){
- os<<serializeString(i->first);
- writeS16(os, i->second);
- }
+ std::string str = gob_cmd_update_armor_groups(
+ m_armor_groups);
// create message and add to list
- ActiveObjectMessage aom(getId(), true, os.str());
+ ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
}
std::string LuaEntitySAO::getClientInitializationData()
{
std::ostringstream os(std::ios::binary);
- // version
- writeU8(os, 1);
- // pos
+ writeU8(os, 0); // version
+ os<<serializeString(""); // name
+ writeU8(os, 0); // is_player
writeV3F1000(os, m_base_position);
- // yaw
writeF1000(os, m_yaw);
- // hp
writeS16(os, m_hp);
- // properties
- std::ostringstream prop_os(std::ios::binary);
- m_prop->serialize(prop_os);
- os<<serializeLongString(prop_os.str());
+ writeU8(os, 3); // number of messages stuffed in here
+ os<<serializeLongString(getPropertyPacket()); // message 1
+ os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+ os<<serializeLongString(gob_cmd_set_sprite( // 3
+ m_prop->initial_sprite_basepos,
+ 1, 1.0, false
+ ));
// return result
return os.str();
}
<<" hp, health now "<<getHP()<<" hp"<<std::endl;
{
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, LUAENTITY_CMD_PUNCHED);
- // damage
- writeS16(os, result.damage);
- // result_hp
- writeS16(os, getHP());
+ std::string str = gob_cmd_punched(result.damage, getHP());
// create message and add to list
- ActiveObjectMessage aom(getId(), true, os.str());
+ ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
void LuaEntitySAO::setTextureMod(const std::string &mod)
{
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, LUAENTITY_CMD_SET_TEXTURE_MOD);
- // parameters
- os<<serializeString(mod);
+ std::string str = gob_cmd_set_texture_mod(mod);
// create message and add to list
- ActiveObjectMessage aom(getId(), false, os.str());
+ ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch)
{
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, LUAENTITY_CMD_SET_SPRITE);
- // parameters
- writeV2S16(os, p);
- writeU16(os, num_frames);
- writeF1000(os, framelength);
- writeU8(os, select_horiz_by_yawpitch);
+ std::string str = gob_cmd_set_sprite(
+ p,
+ num_frames,
+ framelength,
+ select_horiz_by_yawpitch
+ );
// create message and add to list
- ActiveObjectMessage aom(getId(), false, os.str());
+ ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
return m_init_name;
}
+std::string LuaEntitySAO::getPropertyPacket()
+{
+ return gob_cmd_set_properties(
+ m_prop->hp_max,
+ m_prop->physical,
+ m_prop->weight,
+ m_prop->collisionbox,
+ m_prop->visual,
+ m_prop->visual_size,
+ m_prop->textures,
+ m_prop->spritediv,
+ true, // is_visible
+ false // makes_footstep_sound
+ );
+}
+
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
m_last_sent_move_precision = m_base_position.getDistanceFrom(
float update_interval = m_env->getSendRecommendedInterval();
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, LUAENTITY_CMD_UPDATE_POSITION);
-
- // do_interpolate
- writeU8(os, do_interpolate);
- // pos
- writeV3F1000(os, m_base_position);
- // velocity
- writeV3F1000(os, m_velocity);
- // acceleration
- writeV3F1000(os, m_acceleration);
- // yaw
- writeF1000(os, m_yaw);
- // is_end_position (for interpolation)
- writeU8(os, is_movement_end);
- // update_interval (for interpolation)
- writeF1000(os, update_interval);
-
+ std::string str = gob_cmd_update_position(
+ m_base_position,
+ m_velocity,
+ m_acceleration,
+ m_yaw,
+ do_interpolate,
+ is_movement_end,
+ update_interval
+ );
// create message and add to list
- ActiveObjectMessage aom(getId(), false, os.str());
- m_messages_out.push_back(aom);
+ ActiveObjectMessage aom(getId(), false, str);
}
/*
m_wield_index(0),
m_position_not_sent(false),
m_armor_groups_sent(false),
+ m_properties_sent(true),
m_teleported(false),
m_inventory_not_sent(false),
m_hp_not_sent(false),
std::string PlayerSAO::getClientInitializationData()
{
std::ostringstream os(std::ios::binary);
- // version
- writeU8(os, 0);
- // name
- os<<serializeString(m_player->getName());
- // pos
- writeV3F1000(os, m_player->getPosition());
- // yaw
+ writeU8(os, 0); // version
+ os<<serializeString(m_player->getName()); // name
+ writeU8(os, 1); // is_player
+ writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
writeF1000(os, m_player->getYaw());
- // dead
- writeU8(os, getHP() == 0);
- // wielded item
- os<<serializeString(getWieldedItem().getItemString());
+ writeS16(os, getHP());
+ writeU8(os, 2); // number of messages stuffed in here
+ os<<serializeLongString(getPropertyPacket()); // message 1
+ os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
return os.str();
}
void PlayerSAO::step(float dtime, bool send_recommended)
{
+ if(!m_properties_sent)
+ {
+ m_properties_sent = true;
+ std::string str = getPropertyPacket();
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+
m_time_from_last_punch += dtime;
/*
if(m_position_not_sent)
{
m_position_not_sent = false;
-
- std::ostringstream os(std::ios::binary);
- // command (0 = update position)
- writeU8(os, 0);
- // pos
- writeV3F1000(os, m_player->getPosition());
- // yaw
- writeF1000(os, m_player->getYaw());
+ float update_interval = m_env->getSendRecommendedInterval();
+ std::string str = gob_cmd_update_position(
+ m_player->getPosition() + v3f(0,BS*1,0),
+ v3f(0,0,0),
+ v3f(0,0,0),
+ m_player->getYaw(),
+ true,
+ false,
+ update_interval
+ );
// create message and add to list
- ActiveObjectMessage aom(getId(), false, os.str());
+ ActiveObjectMessage aom(getId(), false, str);
m_messages_out.push_back(aom);
}
if(m_wielded_item_not_sent)
{
m_wielded_item_not_sent = false;
+ // GenericCAO has no special way to show this
+ }
- std::ostringstream os(std::ios::binary);
- // command (3 = wielded item)
- writeU8(os, 3);
- // wielded item
- os<<serializeString(getWieldedItem().getItemString());
+ if(m_armor_groups_sent == false){
+ m_armor_groups_sent = true;
+ std::string str = gob_cmd_update_armor_groups(
+ m_armor_groups);
// create message and add to list
- ActiveObjectMessage aom(getId(), false, os.str());
+ ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
}
// No effect if PvP disabled
if(g_settings->getBool("enable_pvp") == false){
- if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER)
+ if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
+ std::string str = gob_cmd_punched(0, getHP());
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
return 0;
+ }
}
HitParams hitparams = getHitParams(m_armor_groups, toolcap,
if(hitparams.hp != 0)
{
- std::ostringstream os(std::ios::binary);
- // command (1 = punched)
- writeU8(os, 1);
- // damage
- writeS16(os, hitparams.hp);
+ std::string str = gob_cmd_punched(hitparams.hp, getHP());
// create message and add to list
- ActiveObjectMessage aom(getId(), false, os.str());
+ ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
// On death or reincarnation send an active object message
if((hp == 0) != (oldhp == 0))
{
- std::ostringstream os(std::ios::binary);
- // command (2 = update death state)
- writeU8(os, 2);
- // dead?
- writeU8(os, hp == 0);
- // create message and add to list
- ActiveObjectMessage aom(getId(), false, os.str());
+ // Will send new is_visible value based on (getHP()!=0)
+ m_properties_sent = false;
+ // Send new HP
+ std::string str = gob_cmd_punched(0, getHP());
+ ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
}
scriptapi_get_creative_inventory(m_env->getLua(), this);
}
+std::string PlayerSAO::getPropertyPacket()
+{
+ core::array<std::string> textures;
+ textures.push_back("player.png");
+ textures.push_back("player_back.png");
+ return gob_cmd_set_properties(
+ PLAYER_MAX_HP,
+ false,
+ 75,
+ core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.),
+ "upright_sprite",
+ v2f(1, 2),
+ textures,
+ v2s16(1,1),
+ (getHP() != 0), // is_visible
+ true // makes_footstep_sound
+ );
+}
+