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Improve luaentity sprite functionality (and add some random stuff)
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parent
b4e6ca63b5
commit
82a460ec90
11 changed files with 413 additions and 168 deletions
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@ -22,12 +22,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "utility.h"
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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#define PP2(x) "("<<(x).X<<","<<(x).Y<<")"
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LuaEntityProperties::LuaEntityProperties():
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physical(false),
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weight(5),
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collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
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visual("single_sprite")
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visual("single_sprite"),
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visual_size(1,1),
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spritediv(1,1),
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initial_sprite_basepos(0,0)
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{
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textures.push_back("unknown_object.png");
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}
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@ -39,11 +43,14 @@ std::string LuaEntityProperties::dump()
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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<<", visual_size="<<PP2(visual_size);
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os<<", textures=[";
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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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os<<", spritediv="<<PP2(spritediv);
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os<<", initial_sprite_basepos="<<PP2(initial_sprite_basepos);
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return os.str();
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}
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@ -55,10 +62,13 @@ void LuaEntityProperties::serialize(std::ostream &os)
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writeV3F1000(os, collisionbox.MinEdge);
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writeV3F1000(os, collisionbox.MaxEdge);
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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(u32 i=0; i<textures.size(); i++){
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os<<serializeString(textures[i]);
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}
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writeV2S16(os, spritediv);
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writeV2S16(os, initial_sprite_basepos);
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}
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void LuaEntityProperties::deSerialize(std::istream &is)
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@ -71,11 +81,14 @@ void LuaEntityProperties::deSerialize(std::istream &is)
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collisionbox.MinEdge = readV3F1000(is);
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collisionbox.MaxEdge = readV3F1000(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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}
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