Scripting WIP

nephele-craftmethods
Perttu Ahola 11 years ago
parent 38944467d3
commit 75a0ca6bd6
  1. 2
      data/scripts/default.lua
  2. BIN
      data/textures/tnt_bottom.png
  3. BIN
      data/textures/tnt_side.png
  4. BIN
      data/textures/tnt_top.png
  5. 114
      src/content_cao.cpp
  6. 5
      src/content_sao.cpp
  7. 3
      src/content_sao.h
  8. 10
      src/environment.cpp
  9. 4
      src/inventory.cpp
  10. 14
      src/luaentity_common.cpp
  11. 3
      src/luaentity_common.h
  12. 1
      src/scriptapi.cpp
  13. 4
      src/server.cpp
  14. 3
      src/serverobject.h

@ -146,6 +146,8 @@ local TNT = {
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube",
textures = {"tnt_top.png","tnt_bottom.png","tnt_side.png","tnt_side.png","tnt_side.png","tnt_side.png"},
--visual = "single_sprite",
--textures = {"mese.png^[forcesingle"},
-- Initial value for our timer
timer = 0,
-- List names of state variables, for serializing object state

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@ -1275,7 +1275,7 @@ LuaEntityCAO proto_LuaEntityCAO;
LuaEntityCAO::LuaEntityCAO():
ClientActiveObject(0),
m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
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)),
@ -1303,9 +1303,114 @@ void LuaEntityCAO::addToScene(scene::ISceneManager *smgr)
//video::IVideoDriver* driver = smgr->getVideoDriver();
if(m_prop->visual == "single_sprite"){
infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = new scene::MyBillboardSceneNode(
smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
std::string texturestring = "unknown_block.png";
if(m_prop->textures.size() >= 1)
texturestring = m_prop->textures[0];
m_spritenode->setMaterialTexture(0,
g_texturesource->getTextureRaw(texturestring));
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(v2f(1,1)*1.0*BS);
{
const float txs = 1.0 / 1;
const float tys = 1.0 / 1;
m_spritenode->setTCoords(0, v2f(txs*1, tys*1));
m_spritenode->setTCoords(1, v2f(txs*1, tys*0));
m_spritenode->setTCoords(2, v2f(txs*0, tys*0));
m_spritenode->setTCoords(3, v2f(txs*0, tys*1));
}
} else if(m_prop->visual == "cube"){
infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
video::SColor c(255,255,255,255);
video::S3DVertex vertices[24] =
{
// Up
video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
// Down
video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
// Right
video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
// Left
video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
// Back
video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
// Front
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
};
for(u32 i=0; i<24; ++i){
vertices[i].Pos *= BS;
}
u16 indices[6] = {0,1,2,2,3,0};
scene::SMesh* mesh = new scene::SMesh();
for (u32 i=0; i<6; ++i)
{
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
buf->append(vertices + 4 * i, 4, indices, 6);
buf->recalculateBoundingBox();
mesh->addMeshBuffer(buf);
buf->drop();
}
mesh->recalculateBoundingBox();
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
m_meshnode->setMesh(mesh);
m_meshnode->setScale(v3f(1));
for (u32 i = 0; i < 6; ++i)
{
std::string texturestring = "unknown_block.png";
if(m_prop->textures.size() > i)
texturestring = m_prop->textures[i];
AtlasPointer ap = g_texturesource->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);
}
// Will be shown when we know the brightness
m_meshnode->setVisible(false);
} else {
infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
<<"\" not supported"<<std::endl;
}
updateNodePos();
}
void LuaEntityCAO::removeFromScene()
@ -1326,9 +1431,11 @@ void LuaEntityCAO::updateLight(u8 light_at_pos)
video::SColor color(255,li,li,li);
if(m_meshnode){
setMeshVerticesColor(m_meshnode->getMesh(), color);
m_meshnode->setVisible(true);
}
if(m_spritenode){
m_spritenode->setColor(color);
m_spritenode->setVisible(true);
}
}
@ -1350,6 +1457,7 @@ void LuaEntityCAO::updateNodePos()
void LuaEntityCAO::step(float dtime, ClientEnvironment *env)
{
pos_translator.translate(dtime);
updateNodePos();
}
void LuaEntityCAO::processMessage(const std::string &data)
@ -1398,6 +1506,10 @@ void LuaEntityCAO::initialize(const std::string &data)
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);

@ -1656,6 +1656,11 @@ void LuaEntitySAO::moveTo(v3f pos, bool continuous)
sendPosition(true, true);
}
float LuaEntitySAO::getMinimumSavedMovement()
{
return 0.1 * BS;
}
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
m_last_sent_move_precision = m_base_position.getDistanceFrom(

@ -52,6 +52,8 @@ public:
InventoryItem* createInventoryItem();
InventoryItem* createPickedUpItem(){return createInventoryItem();}
void rightClick(Player *player);
float getMinimumSavedMovement(){ return 0.1*BS; }
private:
std::string m_inventorystring;
v3f m_speed_f;
@ -218,6 +220,7 @@ public:
void setPos(v3f pos);
void moveTo(v3f pos, bool continuous);
float getMinimumSavedMovement();
private:
void sendPosition(bool do_interpolate, bool is_movement_end);

@ -1749,8 +1749,10 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
if(n){
StaticObject static_old = n->getValue();
float save_movem = obj->getMinimumSavedMovement();
if(static_old.data == staticdata_new &&
(static_old.pos - objectpos).getLength() < 2*BS)
(static_old.pos - objectpos).getLength() < save_movem)
data_changed = false;
} else {
errorstream<<"ServerEnvironment::deactivateFarObjects(): "
@ -1759,6 +1761,8 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
<<PP(obj->m_static_block)<<std::endl;
}
}
bool shall_be_written = (!stays_in_same_block || data_changed);
// Delete old static object
if(obj->m_static_exists)
@ -1769,7 +1773,7 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
block->m_static_objects.remove(id);
obj->m_static_exists = false;
// Only mark block as modified if data changed considerably
if(!stays_in_same_block || data_changed)
if(shall_be_written)
block->raiseModified(MOD_STATE_WRITE_NEEDED);
}
}
@ -1794,7 +1798,7 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
block->m_static_objects.insert(new_id, s_obj);
// Only mark block as modified if data changed considerably
if(!stays_in_same_block || data_changed)
if(shall_be_written)
block->raiseModified(MOD_STATE_WRITE_NEEDED);
obj->m_static_exists = true;

@ -135,6 +135,10 @@ ServerActiveObject* InventoryItem::createSAO(ServerEnvironment *env, u16 id, v3f
/*
Create an ItemSAO
*/
pos.Y -= BS*0.25; // let it drop a bit
// Randomize a bit
pos.X += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
pos.Z += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
// Create object
ServerActiveObject *obj = new ItemSAO(env, pos, getItemString());
return obj;

@ -40,9 +40,8 @@ std::string LuaEntityProperties::dump()
os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
os<<", visual="<<visual;
os<<", textures=[";
for(core::list<std::string>::Iterator i = textures.begin();
i != textures.end(); i++){
os<<"\""<<(*i)<<"\" ";
for(u32 i=0; i<textures.size(); i++){
os<<"\""<<textures[i]<<"\" ";
}
os<<"]";
return os.str();
@ -57,9 +56,8 @@ void LuaEntityProperties::serialize(std::ostream &os)
writeV3F1000(os, collisionbox.MaxEdge);
os<<serializeString(visual);
writeU16(os, textures.size());
for(core::list<std::string>::Iterator i = textures.begin();
i != textures.end(); i++){
os<<serializeString(*i);
for(u32 i=0; i<textures.size(); i++){
os<<serializeString(textures[i]);
}
}
@ -74,8 +72,8 @@ void LuaEntityProperties::deSerialize(std::istream &is)
collisionbox.MaxEdge = readV3F1000(is);
visual = deSerializeString(is);
textures.clear();
int texture_count = readU16(is);
for(int i=0; i<texture_count; i++){
u32 texture_count = readU16(is);
for(u32 i=0; i<texture_count; i++){
textures.push_back(deSerializeString(is));
}
}

@ -26,11 +26,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
struct LuaEntityProperties
{
// Values are BS=1
bool physical;
float weight;
core::aabbox3d<f32> collisionbox;
std::string visual;
core::list<std::string> textures;
core::array<std::string> textures;
LuaEntityProperties();
std::string dump();

@ -791,6 +791,7 @@ void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
}
}
lua_pop(L, 1);
}
void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime)

@ -2853,10 +2853,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Calculate a position for it
v3f pos = intToFloat(p_over, BS);
//pos.Y -= BS*0.45;
pos.Y -= BS*0.25; // let it drop a bit
/*pos.Y -= BS*0.25; // let it drop a bit
// Randomize a bit
pos.X += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
pos.Z += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
pos.Z += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;*/
/*
Create the object

@ -76,6 +76,9 @@ public:
// continuous: if true, object does not stop immediately at pos
virtual void moveTo(v3f pos, bool continuous)
{ setBasePosition(pos); }
// If object has moved less than this and data has not changed,
// saving to disk may be omitted
virtual float getMinimumSavedMovement(){ return 2.0*BS; }
/*
Step object in time.

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