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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
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#include <string>
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#include "irrlichttypes_bloated.h"
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#include <iostream>
#include <map>
#include <vector>
#include "util/Optional.h"
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struct ObjectProperties
{
u16 hp_max = 1;
u16 breath_max = 0;
bool physical = false;
bool collideWithObjects = true;
// Values are BS=1
aabb3f collisionbox = aabb3f(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f);
aabb3f selectionbox = aabb3f(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f);
bool pointable = true;
std::string visual = "sprite";
std::string mesh = "";
v3f visual_size = v3f(1, 1, 1);
std::vector<std::string> textures;
std::string damage_texture_modifier = "^[brighten";
std::vector<video::SColor> colors;
v2s16 spritediv = v2s16(1, 1);
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v2s16 initial_sprite_basepos;
bool is_visible = true;
bool makes_footstep_sound = false;
f32 stepheight = 0.0f;
float automatic_rotate = 0.0f;
bool automatic_face_movement_dir = false;
f32 automatic_face_movement_dir_offset = 0.0f;
bool backface_culling = true;
s8 glow = 0;
std::string nametag = "";
video::SColor nametag_color = video::SColor(255, 255, 255, 255);
Optional<video::SColor> nametag_bgcolor = nullopt;
f32 automatic_face_movement_max_rotation_per_sec = -1.0f;
std::string infotext;
//! For dropped items, this contains item information.
std::string wield_item;
bool static_save = true;
float eye_height = 1.625f;
float zoom_fov = 0.0f;
bool use_texture_alpha = false;
bool shaded = true;
bool show_on_minimap = false;
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ObjectProperties();
std::string dump();
void serialize(std::ostream &os) const;
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void deSerialize(std::istream &is);
};