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100 lines
2.4 KiB
C++
100 lines
2.4 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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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#ifndef NODEMETADATA_HEADER
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#define NODEMETADATA_HEADER
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#include "irr_v3d.h"
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#include <string>
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#include <iostream>
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#include <map>
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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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NodeMetadata(IGameDef *gamedef);
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~NodeMetadata();
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void serialize(std::ostream &os) const;
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void deSerialize(std::istream &is);
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void clear();
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// Generic key/value store
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std::string getString(const std::string &name, unsigned short recursion = 0) const;
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void setString(const std::string &name, const std::string &var);
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// Support variable names in values
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std::string resolveString(const std::string &str, unsigned short recursion = 0) const;
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std::map<std::string, std::string> getStrings() const
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{
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return m_stringvars;
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}
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// The inventory
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Inventory* getInventory()
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{
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return m_inventory;
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}
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private:
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std::map<std::string, std::string> m_stringvars;
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Inventory *m_inventory;
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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) const;
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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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// Deletes all
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void clear();
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private:
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std::map<v3s16, NodeMetadata*> m_data;
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};
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#endif
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