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Use GenericCAO in place of LuaEntityCAO and PlayerCAO
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parent
443f45eca1
commit
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6 changed files with 559 additions and 963 deletions
136
src/genericobject.cpp
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136
src/genericobject.cpp
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/*
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Minetest-c55
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Copyright (C) 2012 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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 "genericobject.h"
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#include "utility.h"
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#include <sstream>
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std::string gob_cmd_set_properties(
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s16 hp_max,
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bool physical,
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float weight,
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core::aabbox3d<f32> collisionbox,
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std::string visual,
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v2f visual_size,
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core::array<std::string> textures,
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v2s16 spritediv,
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bool is_visible,
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bool makes_footstep_sound
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){
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std::ostringstream os(std::ios::binary);
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writeU8(os, GENERIC_CMD_SET_PROPERTIES);
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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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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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writeU8(os, is_visible);
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writeU8(os, makes_footstep_sound);
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return os.str();
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}
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std::string gob_cmd_update_position(
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v3f position,
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v3f velocity,
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v3f acceleration,
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f32 yaw,
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bool do_interpolate,
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bool is_movement_end,
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f32 update_interval
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){
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, GENERIC_CMD_UPDATE_POSITION);
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// pos
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writeV3F1000(os, position);
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// velocity
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writeV3F1000(os, velocity);
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// acceleration
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writeV3F1000(os, acceleration);
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// yaw
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writeF1000(os, yaw);
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// do_interpolate
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writeU8(os, do_interpolate);
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// is_end_position (for interpolation)
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writeU8(os, is_movement_end);
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// update_interval (for interpolation)
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writeF1000(os, update_interval);
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return os.str();
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}
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std::string gob_cmd_set_texture_mod(const std::string &mod)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, GENERIC_CMD_SET_TEXTURE_MOD);
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// parameters
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os<<serializeString(mod);
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return os.str();
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}
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std::string gob_cmd_set_sprite(
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v2s16 p,
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u16 num_frames,
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f32 framelength,
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bool select_horiz_by_yawpitch
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){
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, GENERIC_CMD_SET_SPRITE);
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// parameters
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writeV2S16(os, p);
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writeU16(os, num_frames);
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writeF1000(os, framelength);
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writeU8(os, select_horiz_by_yawpitch);
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return os.str();
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}
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std::string gob_cmd_punched(s16 damage, s16 result_hp)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, GENERIC_CMD_PUNCHED);
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// damage
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writeS16(os, damage);
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// result_hp
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writeS16(os, result_hp);
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return os.str();
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}
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std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups)
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{
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std::ostringstream os(std::ios::binary);
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writeU8(os, GENERIC_CMD_UPDATE_ARMOR_GROUPS);
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writeU16(os, armor_groups.size());
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for(ItemGroupList::const_iterator i = armor_groups.begin();
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i != armor_groups.end(); i++){
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os<<serializeString(i->first);
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writeS16(os, i->second);
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}
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return os.str();
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}
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