minetest/src/object_properties.h
orwell96 08846cd05c Add static_save property to luaentites to not save them statically. (#5112)
* Add no_static_save property to luaentites to not save them statically.
This allows for temporary objects that would get deleted anyway as soon as they are loaded again without the static saving overhead.

* Use positive meaning for static_save object property

* Invert meaning also for the LUA parameter
Note: getboolfield() does not change &result when field does not exist, so it defaults to the default value in the header file, which is 'true'.

* Extend push_object_properties()
2017-09-28 17:11:51 +02:00

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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
(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.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include <string>
#include "irrlichttypes_bloated.h"
#include <iostream>
#include <map>
#include <vector>
struct ObjectProperties
{
s16 hp_max = 1;
u16 breath_max = 0;
bool physical = false;
bool collideWithObjects = true;
float weight = 5.0f;
// 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 = "";
v2f visual_size = v2f(1, 1);
std::vector<std::string> textures;
std::vector<video::SColor> colors;
v2s16 spritediv = v2s16(1, 1);
v2s16 initial_sprite_basepos;
bool is_visible = true;
bool makes_footstep_sound = false;
f32 stepheight = 0.0f;
bool can_zoom = true;
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);
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;
ObjectProperties();
std::string dump();
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
};