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95 lines
2.6 KiB
C++
95 lines
2.6 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#pragma once
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#include <optional>
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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 <vector>
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#include "util/pointabilities.h"
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#include "mapnode.h"
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struct EnumString;
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enum ObjectVisual : u8 {
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OBJECTVISUAL_UNKNOWN,
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OBJECTVISUAL_SPRITE,
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OBJECTVISUAL_UPRIGHT_SPRITE,
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OBJECTVISUAL_CUBE,
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OBJECTVISUAL_MESH,
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OBJECTVISUAL_ITEM,
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OBJECTVISUAL_WIELDITEM,
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OBJECTVISUAL_NODE,
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};
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extern const EnumString es_ObjectVisual[];
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struct ObjectProperties
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{
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/* member variables ordered roughly by size */
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std::vector<std::string> textures;
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std::vector<video::SColor> colors; // Currently unused
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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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// Values are BS=1
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aabb3f selectionbox = aabb3f(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f);
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ObjectVisual visual = OBJECTVISUAL_SPRITE;
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std::string mesh;
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std::string damage_texture_modifier = "^[brighten";
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std::string nametag;
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std::string infotext;
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// For dropped items, this contains the serialized item.
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std::string wield_item;
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v3f visual_size = v3f(1, 1, 1);
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video::SColor nametag_color = video::SColor(255, 255, 255, 255);
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std::optional<video::SColor> nametag_bgcolor;
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v2s16 spritediv = v2s16(1, 1);
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v2s16 initial_sprite_basepos;
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f32 stepheight = 0.0f;
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float automatic_rotate = 0.0f;
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f32 automatic_face_movement_dir_offset = 0.0f;
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f32 automatic_face_movement_max_rotation_per_sec = -1.0f;
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float eye_height = 1.625f;
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float zoom_fov = 0.0f;
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MapNode node = MapNode(CONTENT_IGNORE);
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u16 hp_max = 1;
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u16 breath_max = 0;
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s8 glow = 0;
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PointabilityType pointable = PointabilityType::POINTABLE;
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// In a future protocol these could be a flag field.
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bool physical = false;
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bool collideWithObjects = true;
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bool rotate_selectionbox = false;
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bool is_visible = true;
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bool makes_footstep_sound = false;
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bool automatic_face_movement_dir = false;
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bool backface_culling = true;
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bool static_save = true;
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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() const;
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bool operator==(const ObjectProperties &other) const;
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bool operator!=(const ObjectProperties &other) const {
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return !(*this == other);
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}
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/**
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* Check limits of some important properties that'd cause exceptions later on.
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* Errornous values are discarded after printing a warning.
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* @return true if a problem was found
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*/
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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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