forked from Mirrorlandia_minetest/minetest
106 lines
3.1 KiB
C++
106 lines
3.1 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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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#ifndef NODEMETADATA_HEADER
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#define NODEMETADATA_HEADER
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#include "common_irrlicht.h"
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#include <string>
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#include <iostream>
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/*
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NodeMetadata stores arbitary amounts of data for special blocks.
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Used for furnaces, chests and signs.
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There are two interaction methods: inventory menu and text input.
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Only one can be used for a single metadata, thus only inventory OR
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text input should exist in a metadata.
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*/
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class Inventory;
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class IGameDef;
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class NodeMetadata
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{
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public:
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typedef NodeMetadata* (*Factory)(std::istream&, IGameDef *gamedef);
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NodeMetadata(IGameDef *gamedef);
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virtual ~NodeMetadata();
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static NodeMetadata* deSerialize(std::istream &is, IGameDef *gamedef);
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void serialize(std::ostream &os);
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// This usually is the CONTENT_ value
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virtual u16 typeId() const = 0;
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virtual NodeMetadata* clone(IGameDef *gamedef) = 0;
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virtual void serializeBody(std::ostream &os) = 0;
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virtual std::string infoText() {return "";}
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virtual Inventory* getInventory() {return NULL;}
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// This is called always after the inventory is modified, before
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// the changes are copied elsewhere
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virtual void inventoryModified(){}
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// A step in time. Returns true if metadata changed.
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virtual bool step(float dtime) {return false;}
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virtual bool nodeRemovalDisabled(){return false;}
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// Used to make custom inventory menus.
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// See format in guiInventoryMenu.cpp.
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virtual std::string getInventoryDrawSpecString(){return "";}
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// primarily used for locking chests, but others can play too
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virtual std::string getOwner(){ return std::string(""); }
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virtual void setOwner(std::string t){}
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virtual bool allowsTextInput(){ return false; }
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virtual std::string getText(){ return ""; }
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virtual void setText(const std::string &t){}
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protected:
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static void registerType(u16 id, Factory f);
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IGameDef *m_gamedef;
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private:
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static core::map<u16, Factory> m_types;
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};
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/*
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List of metadata of all the nodes of a block
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*/
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class NodeMetadataList
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{
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public:
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~NodeMetadataList();
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void serialize(std::ostream &os);
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void deSerialize(std::istream &is, IGameDef *gamedef);
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// Get pointer to data
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NodeMetadata* get(v3s16 p);
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// Deletes data
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void remove(v3s16 p);
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// Deletes old data and sets a new one
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void set(v3s16 p, NodeMetadata *d);
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// A step in time. Returns true if something changed.
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bool step(float dtime);
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private:
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core::map<v3s16, NodeMetadata*> m_data;
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};
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#endif
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