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src/object_properties.h
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75
src/object_properties.h
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/*
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Minetest
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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
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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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#pragma once
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#include <string>
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#include "irrlichttypes_bloated.h"
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#include <iostream>
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#include <map>
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#include <vector>
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#include "util/Optional.h"
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struct ObjectProperties
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{
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u16 hp_max = 1;
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u16 breath_max = 0;
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bool physical = false;
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bool collideWithObjects = true;
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// Values are BS=1
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aabb3f collisionbox = aabb3f(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f);
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aabb3f selectionbox = aabb3f(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f);
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bool pointable = true;
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std::string visual = "sprite";
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std::string mesh = "";
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v3f visual_size = v3f(1, 1, 1);
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std::vector<std::string> textures;
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std::string damage_texture_modifier = "^[brighten";
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std::vector<video::SColor> colors;
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v2s16 spritediv = v2s16(1, 1);
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v2s16 initial_sprite_basepos;
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bool is_visible = true;
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bool makes_footstep_sound = false;
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f32 stepheight = 0.0f;
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float automatic_rotate = 0.0f;
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bool automatic_face_movement_dir = false;
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f32 automatic_face_movement_dir_offset = 0.0f;
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bool backface_culling = true;
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s8 glow = 0;
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std::string nametag = "";
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video::SColor nametag_color = video::SColor(255, 255, 255, 255);
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Optional<video::SColor> nametag_bgcolor = nullopt;
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f32 automatic_face_movement_max_rotation_per_sec = -1.0f;
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std::string infotext;
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//! For dropped items, this contains item information.
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std::string wield_item;
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bool static_save = true;
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float eye_height = 1.625f;
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float zoom_fov = 0.0f;
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bool use_texture_alpha = false;
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bool shaded = true;
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bool show_on_minimap = false;
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ObjectProperties();
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std::string dump();
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// check limits of some important properties (strings) that'd cause exceptions later on
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bool validate();
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void serialize(std::ostream &os) const;
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void deSerialize(std::istream &is);
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};
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