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https://github.com/moparisthebest/minetest
synced 2024-11-04 16:35:03 -05:00
Scripting WIP
This commit is contained in:
parent
38944467d3
commit
75a0ca6bd6
@ -146,6 +146,8 @@ local TNT = {
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "cube",
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textures = {"tnt_top.png","tnt_bottom.png","tnt_side.png","tnt_side.png","tnt_side.png","tnt_side.png"},
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--visual = "single_sprite",
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--textures = {"mese.png^[forcesingle"},
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-- Initial value for our timer
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timer = 0,
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-- List names of state variables, for serializing object state
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BIN
data/textures/tnt_bottom.png
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BIN
data/textures/tnt_bottom.png
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After Width: | Height: | Size: 161 B |
BIN
data/textures/tnt_side.png
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data/textures/tnt_side.png
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After Width: | Height: | Size: 186 B |
BIN
data/textures/tnt_top.png
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data/textures/tnt_top.png
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After Width: | Height: | Size: 264 B |
@ -1275,7 +1275,7 @@ LuaEntityCAO proto_LuaEntityCAO;
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LuaEntityCAO::LuaEntityCAO():
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ClientActiveObject(0),
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m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
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m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
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m_meshnode(NULL),
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m_spritenode(NULL),
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m_position(v3f(0,10*BS,0)),
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@ -1303,9 +1303,114 @@ void LuaEntityCAO::addToScene(scene::ISceneManager *smgr)
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//video::IVideoDriver* driver = smgr->getVideoDriver();
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if(m_prop->visual == "single_sprite"){
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infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = new scene::MyBillboardSceneNode(
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smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
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std::string texturestring = "unknown_block.png";
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if(m_prop->textures.size() >= 1)
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texturestring = m_prop->textures[0];
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m_spritenode->setMaterialTexture(0,
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g_texturesource->getTextureRaw(texturestring));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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m_spritenode->setColor(video::SColor(255,0,0,0));
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m_spritenode->setVisible(false); /* Set visible when brightness is known */
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m_spritenode->setSize(v2f(1,1)*1.0*BS);
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{
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const float txs = 1.0 / 1;
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const float tys = 1.0 / 1;
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m_spritenode->setTCoords(0, v2f(txs*1, tys*1));
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m_spritenode->setTCoords(1, v2f(txs*1, tys*0));
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m_spritenode->setTCoords(2, v2f(txs*0, tys*0));
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m_spritenode->setTCoords(3, v2f(txs*0, tys*1));
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}
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} else if(m_prop->visual == "cube"){
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infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[24] =
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{
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// Up
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video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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// Down
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video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
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// Right
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video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
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video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
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// Left
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video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
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video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
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// Back
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
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// Front
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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};
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for(u32 i=0; i<24; ++i){
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vertices[i].Pos *= BS;
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}
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u16 indices[6] = {0,1,2,2,3,0};
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scene::SMesh* mesh = new scene::SMesh();
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for (u32 i=0; i<6; ++i)
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{
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scene::IMeshBuffer* buf = new scene::SMeshBuffer();
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buf->append(vertices + 4 * i, 4, indices, 6);
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buf->recalculateBoundingBox();
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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mesh->recalculateBoundingBox();
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode->setMesh(mesh);
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m_meshnode->setScale(v3f(1));
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for (u32 i = 0; i < 6; ++i)
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{
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std::string texturestring = "unknown_block.png";
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if(m_prop->textures.size() > i)
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texturestring = m_prop->textures[i];
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AtlasPointer ap = g_texturesource->getTexture(texturestring);
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// Get the tile texture and atlas transformation
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video::ITexture* atlas = ap.atlas;
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v2f pos = ap.pos;
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v2f size = ap.size;
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// Set material flags and texture
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video::SMaterial& material = m_meshnode->getMaterial(i);
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setTexture(0, atlas);
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material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
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material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
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}
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// Will be shown when we know the brightness
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m_meshnode->setVisible(false);
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} else {
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infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
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<<"\" not supported"<<std::endl;
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}
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updateNodePos();
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}
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void LuaEntityCAO::removeFromScene()
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@ -1326,9 +1431,11 @@ void LuaEntityCAO::updateLight(u8 light_at_pos)
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video::SColor color(255,li,li,li);
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if(m_meshnode){
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setMeshVerticesColor(m_meshnode->getMesh(), color);
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m_meshnode->setVisible(true);
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}
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if(m_spritenode){
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m_spritenode->setColor(color);
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m_spritenode->setVisible(true);
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}
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}
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@ -1350,6 +1457,7 @@ void LuaEntityCAO::updateNodePos()
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void LuaEntityCAO::step(float dtime, ClientEnvironment *env)
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{
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pos_translator.translate(dtime);
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updateNodePos();
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}
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void LuaEntityCAO::processMessage(const std::string &data)
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@ -1398,6 +1506,10 @@ void LuaEntityCAO::initialize(const std::string &data)
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m_prop->deSerialize(prop_is);
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infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
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m_selection_box = m_prop->collisionbox;
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m_selection_box.MinEdge *= BS;
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m_selection_box.MaxEdge *= BS;
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pos_translator.init(m_position);
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@ -1656,6 +1656,11 @@ void LuaEntitySAO::moveTo(v3f pos, bool continuous)
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sendPosition(true, true);
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}
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float LuaEntitySAO::getMinimumSavedMovement()
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{
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return 0.1 * BS;
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}
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void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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{
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m_last_sent_move_precision = m_base_position.getDistanceFrom(
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@ -52,6 +52,8 @@ public:
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InventoryItem* createInventoryItem();
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InventoryItem* createPickedUpItem(){return createInventoryItem();}
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void rightClick(Player *player);
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float getMinimumSavedMovement(){ return 0.1*BS; }
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private:
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std::string m_inventorystring;
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v3f m_speed_f;
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@ -218,6 +220,7 @@ public:
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void setPos(v3f pos);
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void moveTo(v3f pos, bool continuous);
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float getMinimumSavedMovement();
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private:
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void sendPosition(bool do_interpolate, bool is_movement_end);
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@ -1749,8 +1749,10 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
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if(n){
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StaticObject static_old = n->getValue();
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float save_movem = obj->getMinimumSavedMovement();
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if(static_old.data == staticdata_new &&
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(static_old.pos - objectpos).getLength() < 2*BS)
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(static_old.pos - objectpos).getLength() < save_movem)
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data_changed = false;
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} else {
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errorstream<<"ServerEnvironment::deactivateFarObjects(): "
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@ -1759,6 +1761,8 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
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<<PP(obj->m_static_block)<<std::endl;
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}
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}
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bool shall_be_written = (!stays_in_same_block || data_changed);
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// Delete old static object
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if(obj->m_static_exists)
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@ -1769,7 +1773,7 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
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block->m_static_objects.remove(id);
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obj->m_static_exists = false;
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// Only mark block as modified if data changed considerably
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if(!stays_in_same_block || data_changed)
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if(shall_be_written)
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block->raiseModified(MOD_STATE_WRITE_NEEDED);
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}
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}
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@ -1794,7 +1798,7 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
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block->m_static_objects.insert(new_id, s_obj);
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// Only mark block as modified if data changed considerably
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if(!stays_in_same_block || data_changed)
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if(shall_be_written)
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block->raiseModified(MOD_STATE_WRITE_NEEDED);
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obj->m_static_exists = true;
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@ -135,6 +135,10 @@ ServerActiveObject* InventoryItem::createSAO(ServerEnvironment *env, u16 id, v3f
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/*
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Create an ItemSAO
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*/
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pos.Y -= BS*0.25; // let it drop a bit
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// Randomize a bit
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pos.X += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
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pos.Z += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
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// Create object
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ServerActiveObject *obj = new ItemSAO(env, pos, getItemString());
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return obj;
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@ -40,9 +40,8 @@ std::string LuaEntityProperties::dump()
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os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
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os<<", visual="<<visual;
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os<<", textures=[";
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for(core::list<std::string>::Iterator i = textures.begin();
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i != textures.end(); i++){
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os<<"\""<<(*i)<<"\" ";
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for(u32 i=0; i<textures.size(); i++){
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os<<"\""<<textures[i]<<"\" ";
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}
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os<<"]";
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return os.str();
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@ -57,9 +56,8 @@ void LuaEntityProperties::serialize(std::ostream &os)
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writeV3F1000(os, collisionbox.MaxEdge);
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os<<serializeString(visual);
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writeU16(os, textures.size());
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for(core::list<std::string>::Iterator i = textures.begin();
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i != textures.end(); i++){
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os<<serializeString(*i);
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for(u32 i=0; i<textures.size(); i++){
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os<<serializeString(textures[i]);
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}
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}
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@ -74,8 +72,8 @@ void LuaEntityProperties::deSerialize(std::istream &is)
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collisionbox.MaxEdge = readV3F1000(is);
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visual = deSerializeString(is);
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textures.clear();
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int texture_count = readU16(is);
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for(int i=0; i<texture_count; i++){
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u32 texture_count = readU16(is);
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for(u32 i=0; i<texture_count; i++){
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textures.push_back(deSerializeString(is));
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}
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}
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@ -26,11 +26,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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struct LuaEntityProperties
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{
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// Values are BS=1
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bool physical;
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float weight;
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core::aabbox3d<f32> collisionbox;
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std::string visual;
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core::list<std::string> textures;
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core::array<std::string> textures;
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LuaEntityProperties();
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std::string dump();
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@ -791,6 +791,7 @@ void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
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}
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}
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lua_pop(L, 1);
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}
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void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime)
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@ -2853,10 +2853,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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// Calculate a position for it
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v3f pos = intToFloat(p_over, BS);
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//pos.Y -= BS*0.45;
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pos.Y -= BS*0.25; // let it drop a bit
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/*pos.Y -= BS*0.25; // let it drop a bit
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// Randomize a bit
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pos.X += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
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pos.Z += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
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pos.Z += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;*/
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/*
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Create the object
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@ -76,6 +76,9 @@ public:
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// continuous: if true, object does not stop immediately at pos
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virtual void moveTo(v3f pos, bool continuous)
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{ setBasePosition(pos); }
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// If object has moved less than this and data has not changed,
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// saving to disk may be omitted
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virtual float getMinimumSavedMovement(){ return 2.0*BS; }
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/*
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Step object in time.
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