New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there Framework for the attachment system, with no actual functionality yet Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client I will also want position and rotation offsets to be possible to apply to attachments Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
156 lines
3.8 KiB
C++
156 lines
3.8 KiB
C++
/*
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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 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 "genericobject.h"
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#include <sstream>
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#include "util/serialize.h"
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std::string gob_cmd_set_properties(const ObjectProperties &prop)
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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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prop.serialize(os);
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return os.str();
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}
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ObjectProperties gob_read_set_properties(std::istream &is)
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{
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ObjectProperties prop;
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prop.deSerialize(is);
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return prop;
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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_set_animations(v2f frames, float frame_speed, float frame_blend)
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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_ANIMATIONS);
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// parameters
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writeV2F1000(os, frames);
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writeF1000(os, frame_speed);
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writeF1000(os, frame_blend);
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return os.str();
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}
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// Part of the attachment structure, not used yet!
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std::string gob_cmd_set_attachment() // <- parameters here
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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_ATTACHMENT);
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// parameters
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// Parameters go here
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return os.str();
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}
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std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation)
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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_BONE_POSROT);
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// parameters
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os<<serializeString(bone);
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writeV3F1000(os, position);
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writeV3F1000(os, rotation);
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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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