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Improve luaentity sprite functionality (and add some random stuff)

This commit is contained in:
Perttu Ahola 2011-11-27 04:31:05 +02:00
parent b4e6ca63b5
commit 82a460ec90
11 changed files with 413 additions and 168 deletions

View file

@ -22,12 +22,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "utility.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
#define PP2(x) "("<<(x).X<<","<<(x).Y<<")"
LuaEntityProperties::LuaEntityProperties():
physical(false),
weight(5),
collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
visual("single_sprite")
visual("single_sprite"),
visual_size(1,1),
spritediv(1,1),
initial_sprite_basepos(0,0)
{
textures.push_back("unknown_object.png");
}
@ -39,11 +43,14 @@ std::string LuaEntityProperties::dump()
os<<", weight="<<weight;
os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
os<<", visual="<<visual;
os<<", visual_size="<<PP2(visual_size);
os<<", textures=[";
for(u32 i=0; i<textures.size(); i++){
os<<"\""<<textures[i]<<"\" ";
}
os<<"]";
os<<", spritediv="<<PP2(spritediv);
os<<", initial_sprite_basepos="<<PP2(initial_sprite_basepos);
return os.str();
}
@ -55,10 +62,13 @@ void LuaEntityProperties::serialize(std::ostream &os)
writeV3F1000(os, collisionbox.MinEdge);
writeV3F1000(os, collisionbox.MaxEdge);
os<<serializeString(visual);
writeV2F1000(os, visual_size);
writeU16(os, textures.size());
for(u32 i=0; i<textures.size(); i++){
os<<serializeString(textures[i]);
}
writeV2S16(os, spritediv);
writeV2S16(os, initial_sprite_basepos);
}
void LuaEntityProperties::deSerialize(std::istream &is)
@ -71,11 +81,14 @@ void LuaEntityProperties::deSerialize(std::istream &is)
collisionbox.MinEdge = readV3F1000(is);
collisionbox.MaxEdge = readV3F1000(is);
visual = deSerializeString(is);
visual_size = readV2F1000(is);
textures.clear();
u32 texture_count = readU16(is);
for(u32 i=0; i<texture_count; i++){
textures.push_back(deSerializeString(is));
}
spritediv = readV2S16(is);
initial_sprite_basepos = readV2S16(is);
}