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08846cd05c
* Add no_static_save property to luaentites to not save them statically. This allows for temporary objects that would get deleted anyway as soon as they are loaded again without the static saving overhead. * Use positive meaning for static_save object property * Invert meaning also for the LUA parameter Note: getboolfield() does not change &result when field does not exist, so it defaults to the default value in the header file, which is 'true'. * Extend push_object_properties()
167 lines
5.4 KiB
C++
167 lines
5.4 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "object_properties.h"
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#include "irrlichttypes_bloated.h"
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#include "exceptions.h"
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#include "util/serialize.h"
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#include "util/basic_macros.h"
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#include <sstream>
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ObjectProperties::ObjectProperties()
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{
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textures.emplace_back("unknown_object.png");
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colors.emplace_back(255,255,255,255);
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}
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std::string ObjectProperties::dump()
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{
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std::ostringstream os(std::ios::binary);
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os << "hp_max=" << hp_max;
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os << ", breath_max=" << breath_max;
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os << ", physical=" << physical;
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os << ", collideWithObjects=" << collideWithObjects;
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os << ", weight=" << weight;
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os << ", collisionbox=" << PP(collisionbox.MinEdge) << "," << PP(collisionbox.MaxEdge);
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os << ", visual=" << visual;
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os << ", mesh=" << mesh;
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os << ", visual_size=" << PP2(visual_size);
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os << ", textures=[";
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for (const std::string &texture : textures) {
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os << "\"" << texture << "\" ";
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}
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os << "]";
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os << ", colors=[";
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for (const video::SColor &color : colors) {
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os << "\"" << color.getAlpha() << "," << color.getRed() << ","
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<< color.getGreen() << "," << color.getBlue() << "\" ";
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}
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os << "]";
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os << ", spritediv=" << PP2(spritediv);
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os << ", initial_sprite_basepos=" << PP2(initial_sprite_basepos);
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os << ", is_visible=" << is_visible;
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os << ", makes_footstep_sound=" << makes_footstep_sound;
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os << ", automatic_rotate="<< automatic_rotate;
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os << ", backface_culling="<< backface_culling;
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os << ", glow=" << glow;
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os << ", nametag=" << nametag;
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os << ", nametag_color=" << "\"" << nametag_color.getAlpha() << "," << nametag_color.getRed()
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<< "," << nametag_color.getGreen() << "," << nametag_color.getBlue() << "\" ";
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os << ", selectionbox=" << PP(selectionbox.MinEdge) << "," << PP(selectionbox.MaxEdge);
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os << ", pointable=" << pointable;
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os << ", can_zoom=" << can_zoom;
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os << ", static_save=" << static_save;
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return os.str();
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}
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void ObjectProperties::serialize(std::ostream &os) const
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{
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writeU8(os, 2); // version, protocol_version >= 36
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writeS16(os, hp_max);
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writeU8(os, physical);
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writeF1000(os, weight);
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writeV3F1000(os, collisionbox.MinEdge);
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writeV3F1000(os, collisionbox.MaxEdge);
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writeV3F1000(os, selectionbox.MinEdge);
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writeV3F1000(os, selectionbox.MaxEdge);
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writeU8(os, pointable);
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os << serializeString(visual);
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writeV2F1000(os, visual_size);
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writeU16(os, textures.size());
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for (const std::string &texture : textures) {
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os << serializeString(texture);
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}
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writeV2S16(os, spritediv);
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writeV2S16(os, initial_sprite_basepos);
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writeU8(os, is_visible);
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writeU8(os, makes_footstep_sound);
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writeF1000(os, automatic_rotate);
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// Added in protocol version 14
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os << serializeString(mesh);
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writeU16(os, colors.size());
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for (video::SColor color : colors) {
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writeARGB8(os, color);
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}
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writeU8(os, collideWithObjects);
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writeF1000(os,stepheight);
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writeU8(os, automatic_face_movement_dir);
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writeF1000(os, automatic_face_movement_dir_offset);
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writeU8(os, backface_culling);
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os << serializeString(nametag);
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writeARGB8(os, nametag_color);
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writeF1000(os, automatic_face_movement_max_rotation_per_sec);
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os << serializeString(infotext);
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os << serializeString(wield_item);
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writeU8(os, can_zoom);
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writeS8(os, glow);
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writeU16(os, breath_max);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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}
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void ObjectProperties::deSerialize(std::istream &is)
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{
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int version = readU8(is);
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if (version != 2)
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throw SerializationError("unsupported ObjectProperties version");
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hp_max = readS16(is);
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physical = readU8(is);
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weight = readF1000(is);
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collisionbox.MinEdge = readV3F1000(is);
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collisionbox.MaxEdge = readV3F1000(is);
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selectionbox.MinEdge = readV3F1000(is);
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selectionbox.MaxEdge = readV3F1000(is);
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pointable = readU8(is);
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visual = deSerializeString(is);
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visual_size = readV2F1000(is);
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textures.clear();
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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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spritediv = readV2S16(is);
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initial_sprite_basepos = readV2S16(is);
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is_visible = readU8(is);
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makes_footstep_sound = readU8(is);
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automatic_rotate = readF1000(is);
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mesh = deSerializeString(is);
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u32 color_count = readU16(is);
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for (u32 i = 0; i < color_count; i++){
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colors.push_back(readARGB8(is));
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}
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collideWithObjects = readU8(is);
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stepheight = readF1000(is);
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automatic_face_movement_dir = readU8(is);
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automatic_face_movement_dir_offset = readF1000(is);
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backface_culling = readU8(is);
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nametag = deSerializeString(is);
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nametag_color = readARGB8(is);
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automatic_face_movement_max_rotation_per_sec = readF1000(is);
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infotext = deSerializeString(is);
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wield_item = deSerializeString(is);
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can_zoom = readU8(is);
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try {
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glow = readS8(is);
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breath_max = readU16(is);
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} catch (SerializationError &e) {}
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}
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