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minetest/src/genericobject.cpp

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/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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 "genericobject.h"
#include <sstream>
#include "util/serialize.h"
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std::string gob_cmd_set_properties(const ObjectProperties &prop)
{
std::ostringstream os(std::ios::binary);
writeU8(os, GENERIC_CMD_SET_PROPERTIES);
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prop.serialize(os);
return os.str();
}
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ObjectProperties gob_read_set_properties(std::istream &is)
{
ObjectProperties prop;
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prop.deSerialize(is);
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return prop;
}
std::string gob_cmd_update_position(
v3f position,
v3f velocity,
v3f acceleration,
f32 yaw,
bool do_interpolate,
bool is_movement_end,
f32 update_interval
){
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_UPDATE_POSITION);
// pos
writeV3F1000(os, position);
// velocity
writeV3F1000(os, velocity);
// acceleration
writeV3F1000(os, acceleration);
// yaw
writeF1000(os, yaw);
// do_interpolate
writeU8(os, do_interpolate);
// is_end_position (for interpolation)
writeU8(os, is_movement_end);
// update_interval (for interpolation)
writeF1000(os, update_interval);
return os.str();
}
std::string gob_cmd_set_texture_mod(const std::string &mod)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_TEXTURE_MOD);
// parameters
os<<serializeString(mod);
return os.str();
}
std::string gob_cmd_set_sprite(
v2s16 p,
u16 num_frames,
f32 framelength,
bool select_horiz_by_yawpitch
){
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_SPRITE);
// parameters
writeV2S16(os, p);
writeU16(os, num_frames);
writeF1000(os, framelength);
writeU8(os, select_horiz_by_yawpitch);
return os.str();
}
std::string gob_cmd_punched(s16 damage, s16 result_hp)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_PUNCHED);
// damage
writeS16(os, damage);
// result_hp
writeS16(os, result_hp);
return os.str();
}
std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups)
{
std::ostringstream os(std::ios::binary);
writeU8(os, GENERIC_CMD_UPDATE_ARMOR_GROUPS);
writeU16(os, armor_groups.size());
for(ItemGroupList::const_iterator i = armor_groups.begin();
i != armor_groups.end(); i++){
os<<serializeString(i->first);
writeS16(os, i->second);
}
return os.str();
}
std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump,
float physics_override_gravity, bool sneak, bool sneak_glitch)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_PHYSICS_OVERRIDE);
// parameters
writeF1000(os, physics_override_speed);
writeF1000(os, physics_override_jump);
writeF1000(os, physics_override_gravity);
// these are sent inverted so we get true when the server sends nothing
writeU8(os, !sneak);
writeU8(os, !sneak_glitch);
return os.str();
}
std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_ANIMATION);
// parameters
writeV2F1000(os, frames);
writeF1000(os, frame_speed);
writeF1000(os, frame_blend);
return os.str();
}
std::string gob_cmd_update_bone_position(std::string bone, v3f position, v3f rotation)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_BONE_POSITION);
// parameters
os<<serializeString(bone);
writeV3F1000(os, position);
writeV3F1000(os, rotation);
return os.str();
}
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
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std::string gob_cmd_update_attachment(int parent_id, std::string bone, v3f position, v3f rotation)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_ATTACHMENT);
// parameters
writeS16(os, parent_id);
os<<serializeString(bone);
writeV3F1000(os, position);
writeV3F1000(os, rotation);
return os.str();
}