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add support for entity linking

This commit is contained in:
sapier 2012-01-15 22:22:07 +01:00
parent e3122ae727
commit 14a64000ea
3 changed files with 72 additions and 27 deletions

View file

@ -19,8 +19,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <list>
#include "content_cao.h"
#include "luaentity_common.h"
#include "clientlinkableobject.h"
class LuaEntityCAO : public ClientActiveObject
class LuaEntityCAO : public ClientActiveObject, public ClientLinkableObject
{
private:
core::aabbox3d<f32> m_selection_box;
@ -223,35 +224,40 @@ public:
void step(float dtime, ClientEnvironment *env)
{
if(m_prop->physical){
core::aabbox3d<f32> box = m_prop->collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
IGameDef *gamedef = env->getGameDef();
moveresult = collisionMovePrecise(&env->getMap(), gamedef,
pos_max_d, box, dtime, p_pos, p_velocity);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
//if liked movement is handled by parent entity
if(!this->isLinked()) {
if(m_prop->physical){
core::aabbox3d<f32> box = m_prop->collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
IGameDef *gamedef = env->getGameDef();
moveresult = collisionMovePrecise(&env->getMap(), gamedef,
pos_max_d, box, dtime, p_pos, p_velocity);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
bool is_end_position = moveresult.collides;
pos_translator.update(m_position, is_end_position, dtime);
pos_translator.translate(dtime);
updateNodePos();
bool is_end_position = moveresult.collides;
pos_translator.update(m_position, is_end_position, dtime);
pos_translator.translate(dtime);
updateNodePos();
m_velocity += dtime * m_acceleration;
} else {
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
pos_translator.translate(dtime);
updateNodePos();
m_velocity += dtime * m_acceleration;
} else {
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
pos_translator.translate(dtime);
updateNodePos();
}
}
stepLinkedObjects(this->m_position,dtime);
m_anim_timer += dtime;
if(m_anim_timer >= m_anim_framelength){
m_anim_timer -= m_anim_framelength;
@ -397,7 +403,23 @@ public:
updateTexturePos();
}
else if (handleLinkUnlinkMessages(cmd,&is,this->m_env))
{
//Link unlink already done in handleLinkUnlinkMessages!
}
}
void setPosition(v3f toset, float dtime){
if (this->isLinked()) {
this->m_position = toset + this->m_linkOffset;
pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
pos_translator.translate(dtime);
updateNodePos();
}
}
void updateLinkState(bool value) {}
};
// Prototype

View file

@ -319,5 +319,26 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
m_messages_out.push_back(aom);
}
bool LuaEntitySAO::sendLinkMsg(ServerActiveObject* parent,v3f offset) {
std::ostringstream os(std::ios::binary);
writeU8(os, AO_Message_type::Link);
// parameters
writeU16(os, parent->getId());
writeV3F1000(os, offset);
// create message and add to list
ActiveObjectMessage aom(getId(), false, os.str());
m_messages_out.push_back(aom);
return true;
}
bool LuaEntitySAO::sendUnlinkMsg() {
std::ostringstream os(std::ios::binary);
writeU8(os, AO_Message_type::UnLink);
// create message and add to list
ActiveObjectMessage aom(getId(), false, os.str());
m_messages_out.push_back(aom);
return true;
}
// Prototype
LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");

View file

@ -25,7 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "scriptapi.h"
#include "luaentity_common.h"
class LuaEntitySAO : public ServerActiveObject
class LuaEntitySAO : public ServerActiveObject, public ServerLinkableObject
{
public:
LuaEntitySAO(ServerEnvironment *env, v3f pos,
@ -55,6 +55,8 @@ public:
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
bool sendLinkMsg(ServerActiveObject* parent,v3f offset);
bool sendUnlinkMsg();
private:
void sendPosition(bool do_interpolate, bool is_movement_end);