ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on players too!

This commit is contained in:
Perttu Ahola 2012-03-30 13:26:40 +03:00
parent 9e7ccedba4
commit 3241ad3ae8
6 changed files with 154 additions and 64 deletions

@ -614,6 +614,7 @@ methods:
- get_wielded_item() -> ItemStack
- set_wielded_item(item): replaces the wielded item, returns true if successful
- set_armor_groups({group1=rating, group2=rating, ...})
- set_properties(object property table)
LuaEntitySAO-only: (no-op for other objects)
- setvelocity({x=num, y=num, z=num})
- getvelocity() -> {x=num, y=num, z=num}
@ -716,20 +717,30 @@ Registered entities
Definition tables
------------------
Entity definition (register_entity)
Object Properties
{
physical = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube"/"sprite",
visual = "cube"/"sprite"/"upright_sprite",
visual_size = {x=1, y=1},
textures = {texture,texture,texture,texture,texture,texture},
textures = {}, -- number of required textures depends on visual
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = true,
makes_footstep_sound = false,
}
Entity definition (register_entity)
{
Everything from object properties,
-- entity specific --
on_activate = function(self, staticdata),
on_step = function(self, dtime),
on_punch = function(self, hitter),
on_rightclick = function(self, clicker),
get_staticdata = function(self),
^ Called sometimes; the string returned is passed to on_activate when
the entity is re-activated from static state
# Also you can define arbitrary member variables here
myvariable = whatever,
}

@ -6,6 +6,22 @@
experimental = {}
experimental.player_visual_index = 0
function switch_player_visual()
for _, obj in pairs(minetest.env:get_objects_inside_radius({x=0,y=0,z=0}, 1000000)) do
if obj:get_player_name() then
if experimental.player_visual_index == 0 then
obj:set_properties({visual="upright_sprite"})
else
obj:set_properties({visual="cube"})
end
end
end
experimental.player_visual_index = (experimental.player_visual_index + 1) % 2
minetest.after(1.0, switch_player_visual)
end
minetest.after(1.0, switch_player_visual)
--[[
stepsound = -1
function test_sound()

@ -643,6 +643,16 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false;
}
ObjectProperties* LuaEntitySAO::accessObjectProperties()
{
return &m_prop;
}
void LuaEntitySAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
void LuaEntitySAO::setVelocity(v3f velocity)
{
m_velocity = velocity;
@ -1038,6 +1048,16 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false;
}
ObjectProperties* PlayerSAO::accessObjectProperties()
{
return &m_prop;
}
void PlayerSAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
Inventory* PlayerSAO::getInventory()
{
return m_inventory;

@ -61,6 +61,8 @@ public:
void setHP(s16 hp);
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */
void setVelocity(v3f velocity);
v3f getVelocity();
@ -137,7 +139,10 @@ public:
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
void setArmorGroups(const ItemGroupList &armor_groups);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/*
Inventory interface

@ -835,6 +835,67 @@ static void read_soundspec(lua_State *L, int index, SimpleSoundSpec &spec)
}
}
/*
ObjectProperties
*/
static void read_object_properties(lua_State *L, int index,
ObjectProperties *prop)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
if(!lua_istable(L, index))
return;
prop->hp_max = getintfield_default(L, -1, "hp_max", 10);
getboolfield(L, -1, "physical", prop->physical);
getfloatfield(L, -1, "weight", prop->weight);
lua_getfield(L, -1, "collisionbox");
if(lua_istable(L, -1))
prop->collisionbox = read_aabbox3df32(L, -1, 1.0);
lua_pop(L, 1);
getstringfield(L, -1, "visual", prop->visual);
lua_getfield(L, -1, "visual_size");
if(lua_istable(L, -1))
prop->visual_size = read_v2f(L, -1);
lua_pop(L, 1);
lua_getfield(L, -1, "textures");
if(lua_istable(L, -1)){
prop->textures.clear();
int table = lua_gettop(L);
lua_pushnil(L);
while(lua_next(L, table) != 0){
// key at index -2 and value at index -1
if(lua_isstring(L, -1))
prop->textures.push_back(lua_tostring(L, -1));
else
prop->textures.push_back("");
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
}
lua_pop(L, 1);
lua_getfield(L, -1, "spritediv");
if(lua_istable(L, -1))
prop->spritediv = read_v2s16(L, -1);
lua_pop(L, 1);
lua_getfield(L, -1, "initial_sprite_basepos");
if(lua_istable(L, -1))
prop->initial_sprite_basepos = read_v2s16(L, -1);
lua_pop(L, 1);
getboolfield(L, -1, "is_visible", prop->is_visible);
getboolfield(L, -1, "makes_footstep_sound", prop->makes_footstep_sound);
}
/*
ItemDefinition
*/
@ -2471,6 +2532,33 @@ private:
return 1;
}
// set_armor_groups(self, groups)
static int l_set_armor_groups(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
// Do it
ItemGroupList groups;
read_groups(L, 2, groups);
co->setArmorGroups(groups);
return 0;
}
// set_properties(self, properties)
static int l_set_properties(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
ObjectProperties *prop = co->accessObjectProperties();
if(!prop)
return 0;
read_object_properties(L, 2, prop);
co->notifyObjectPropertiesModified();
return 0;
}
/* LuaEntitySAO-only */
// setvelocity(self, {x=num, y=num, z=num})
@ -2479,7 +2567,6 @@ private:
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if(co == NULL) return 0;
// pos
v3f pos = checkFloatPos(L, 2);
// Do it
co->setVelocity(pos);
@ -2529,7 +2616,6 @@ private:
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if(co == NULL) return 0;
// pos
float yaw = luaL_checknumber(L, 2) * core::RADTODEG;
// Do it
co->setYaw(yaw);
@ -2584,19 +2670,6 @@ private:
return 0;
}
// set_armor_groups(self, groups)
static int l_set_armor_groups(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if(co == NULL) return 0;
// Do it
ItemGroupList groups;
read_groups(L, 2, groups);
co->setArmorGroups(groups);
return 0;
}
// DEPRECATED
// get_entity_name(self)
static int l_get_entity_name(lua_State *L)
@ -2750,6 +2823,8 @@ const luaL_reg ObjectRef::methods[] = {
method(ObjectRef, get_wield_index),
method(ObjectRef, get_wielded_item),
method(ObjectRef, set_wielded_item),
method(ObjectRef, set_armor_groups),
method(ObjectRef, set_properties),
// LuaEntitySAO-only
method(ObjectRef, setvelocity),
method(ObjectRef, getvelocity),
@ -2759,7 +2834,6 @@ const luaL_reg ObjectRef::methods[] = {
method(ObjectRef, getyaw),
method(ObjectRef, settexturemod),
method(ObjectRef, setsprite),
method(ObjectRef, set_armor_groups),
method(ObjectRef, get_entity_name),
method(ObjectRef, get_luaentity),
// Player-only
@ -4689,52 +4763,11 @@ void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
luaentity_get(L, id);
//int object = lua_gettop(L);
/* Read stuff */
// Set default values that differ from ObjectProperties defaults
prop->hp_max = 10;
prop->hp_max = getintfield_default(L, -1, "hp_max", 10);
getboolfield(L, -1, "physical", prop->physical);
getfloatfield(L, -1, "weight", prop->weight);
lua_getfield(L, -1, "collisionbox");
if(lua_istable(L, -1))
prop->collisionbox = read_aabbox3df32(L, -1, 1.0);
lua_pop(L, 1);
getstringfield(L, -1, "visual", prop->visual);
lua_getfield(L, -1, "visual_size");
if(lua_istable(L, -1))
prop->visual_size = read_v2f(L, -1);
lua_pop(L, 1);
lua_getfield(L, -1, "textures");
if(lua_istable(L, -1)){
prop->textures.clear();
int table = lua_gettop(L);
lua_pushnil(L);
while(lua_next(L, table) != 0){
// key at index -2 and value at index -1
if(lua_isstring(L, -1))
prop->textures.push_back(lua_tostring(L, -1));
else
prop->textures.push_back("");
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
}
lua_pop(L, 1);
lua_getfield(L, -1, "spritediv");
if(lua_istable(L, -1))
prop->spritediv = read_v2s16(L, -1);
lua_pop(L, 1);
lua_getfield(L, -1, "initial_sprite_basepos");
if(lua_istable(L, -1))
prop->initial_sprite_basepos = read_v2s16(L, -1);
lua_pop(L, 1);
// Read stuff
read_object_properties(L, -1, prop);
}
void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime)

@ -46,6 +46,7 @@ class ServerEnvironment;
struct ItemStack;
class Player;
struct ToolCapabilities;
struct ObjectProperties;
class ServerActiveObject : public ActiveObject
{
@ -152,6 +153,10 @@ public:
virtual void setArmorGroups(const ItemGroupList &armor_groups)
{}
virtual ObjectProperties* accessObjectProperties()
{ return NULL; }
virtual void notifyObjectPropertiesModified()
{}
// Inventory and wielded item
virtual Inventory* getInventory()