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Some progress on transitioning from MapBlockObject to ActiveObject.

This commit is contained in:
Perttu Ahola 2011-04-08 00:47:14 +03:00
parent 2dba606e12
commit 4b54b291ae
13 changed files with 522 additions and 40 deletions

View file

@ -23,6 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "constants.h"
#include "utility.h"
core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
ClientActiveObject::ClientActiveObject(u16 id):
ActiveObject(id)
{
@ -35,41 +37,55 @@ ClientActiveObject::~ClientActiveObject()
ClientActiveObject* ClientActiveObject::create(u8 type)
{
if(type == ACTIVEOBJECT_TYPE_INVALID)
// Find factory function
core::map<u16, Factory>::Node *n;
n = m_types.find(type);
if(n == NULL)
{
dstream<<"ClientActiveObject::create(): passed "
<<"ACTIVEOBJECT_TYPE_INVALID"<<std::endl;
return NULL;
}
else if(type == ACTIVEOBJECT_TYPE_TEST)
{
dstream<<"ClientActiveObject::create(): passed "
<<"ACTIVEOBJECT_TYPE_TEST"<<std::endl;
return new TestCAO(0);
}
else
{
dstream<<"ClientActiveObject::create(): passed "
<<"unknown type="<<type<<std::endl;
// If factory is not found, just return.
dstream<<"WARNING: ClientActiveObject: No factory for type="
<<type<<std::endl;
return NULL;
}
Factory f = n->getValue();
ClientActiveObject *object = (*f)();
return object;
}
void ClientActiveObject::registerType(u16 type, Factory f)
{
core::map<u16, Factory>::Node *n;
n = m_types.find(type);
if(n)
return;
m_types.insert(type, f);
}
/*
TestCAO
*/
TestCAO::TestCAO(u16 id):
ClientActiveObject(id),
// Prototype
TestCAO proto_TestCAO;
TestCAO::TestCAO():
ClientActiveObject(0),
m_node(NULL),
m_position(v3f(0,10*BS,0))
{
ClientActiveObject::registerType(getType(), create);
}
TestCAO::~TestCAO()
{
}
ClientActiveObject* TestCAO::create()
{
return new TestCAO();
}
void TestCAO::addToScene(scene::ISceneManager *smgr)
{
if(m_node != NULL)
@ -160,4 +176,184 @@ void TestCAO::processMessage(const std::string &data)
}
}
/*
ItemCAO
*/
#include "inventory.h"
// Prototype
ItemCAO proto_ItemCAO;
ItemCAO::ItemCAO():
ClientActiveObject(0),
m_selection_box(-BS*0.4,0.0,-BS*0.4, BS*0.4,BS*0.8,BS*0.4),
m_node(NULL),
m_position(v3f(0,10*BS,0))
{
ClientActiveObject::registerType(getType(), create);
}
ItemCAO::~ItemCAO()
{
}
ClientActiveObject* ItemCAO::create()
{
return new ItemCAO();
}
void ItemCAO::addToScene(scene::ISceneManager *smgr)
{
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);
//buf->getMaterial().setTexture(0, NULL);
buf->getMaterial().setTexture
(0, driver->getTexture(porting::getDataPath("rat.png").c_str()));
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 ItemCAO::removeFromScene()
{
if(m_node == NULL)
return;
m_node->remove();
m_node = NULL;
}
void ItemCAO::updateLight(u8 light_at_pos)
{
}
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)
{
if(m_node)
{
v3f rot = m_node->getRotation();
rot.Y += dtime * 120;
m_node->setRotation(rot);
}
}
void ItemCAO::processMessage(const std::string &data)
{
dstream<<"ItemCAO: 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();
}
}
void ItemCAO::initialize(const std::string &data)
{
dstream<<"ItemCAO: Got init data: "<<data<<std::endl;
Strfnd fn(data);
v3f newpos;
newpos.X = stoi(fn.next(","));
newpos.Y = stoi(fn.next(","));
newpos.Z = stoi(fn.next(":"));
m_position = newpos;
updateNodePos();
m_inventorystring = fn.next("");
if(m_node == NULL)
return;
scene::IMesh *mesh = m_node->getMesh();
if(mesh == NULL)
return;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
if(buf == NULL)
return;
/*
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);
dstream<<__FUNCTION_NAME<<": m_inventorystring=\""
<<m_inventorystring<<"\" -> item="<<item
<<std::endl;
if(item)
{
texture = item->getImage();
delete item;
}
}
catch(SerializationError &e)
{
dstream<<"WARNING: "<<__FUNCTION_NAME
<<": error deSerializing inventorystring \""
<<m_inventorystring<<"\""<<std::endl;
}
// Set meshbuffer texture
buf->getMaterial().setTexture(0, texture);
}