// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2010-2015 kwolekr, Ryan Kwolek #pragma once #include "util/basic_macros.h" #include "porting.h" #include class IGameDef; class NodeDefManager; #define OBJDEF_INVALID_INDEX ((u32)(-1)) #define OBJDEF_INVALID_HANDLE 0 #define OBJDEF_HANDLE_SALT 0x00585e6fu #define OBJDEF_MAX_ITEMS (1 << 18) #define OBJDEF_UID_MASK ((1 << 7) - 1) typedef u32 ObjDefHandle; enum ObjDefType { OBJDEF_GENERIC, OBJDEF_BIOME, OBJDEF_ORE, OBJDEF_DECORATION, OBJDEF_SCHEMATIC, }; class ObjDef { public: virtual ~ObjDef() = default; // Only implemented by child classes (leafs in class hierarchy) // Should create new object of its own type, call cloneTo() of parent class // and copy its own instance variables over virtual ObjDef *clone() const = 0; u32 index; u32 uid; ObjDefHandle handle; std::string name; protected: // Only implemented by classes that have children themselves // by copying the defintion and changing that argument type (!!!) // Should defer to parent class cloneTo() if applicable and then copy // over its own properties void cloneTo(ObjDef *def) const; }; // WARNING: Ownership of ObjDefs is transferred to the ObjDefManager it is // added/set to. Note that ObjDefs managed by ObjDefManager are NOT refcounted, // so the same ObjDef instance must not be referenced multiple // TODO: const correctness for getter methods class ObjDefManager { public: ObjDefManager(IGameDef *gamedef, ObjDefType type); virtual ~ObjDefManager(); DISABLE_CLASS_COPY(ObjDefManager); // T *clone() const; // implemented in child class with correct type virtual const char *getObjectTitle() const { return "ObjDef"; } virtual void clear(); virtual ObjDef *getByName(const std::string &name) const; //// Add new/get/set object definitions by handle virtual ObjDefHandle add(ObjDef *obj); virtual ObjDef *get(ObjDefHandle handle) const; virtual ObjDef *set(ObjDefHandle handle, ObjDef *obj); //// Raw variants that work on indexes virtual u32 addRaw(ObjDef *obj); // It is generally assumed that getRaw() will always return a valid object // This won't be true if people do odd things such as call setRaw() with NULL virtual ObjDef *getRaw(u32 index) const; virtual ObjDef *setRaw(u32 index, ObjDef *obj); size_t getNumObjects() const { return m_objects.size(); } ObjDefType getType() const { return m_objtype; } const NodeDefManager *getNodeDef() const { return m_ndef; } u32 validateHandle(ObjDefHandle handle) const; static ObjDefHandle createHandle(u32 index, ObjDefType type, u32 uid); static bool decodeHandle(ObjDefHandle handle, u32 *index, ObjDefType *type, u32 *uid); protected: ObjDefManager() {}; // Helper for child classes to implement clone() void cloneTo(ObjDefManager *mgr) const; const NodeDefManager *m_ndef; std::vector m_objects; ObjDefType m_objtype; };