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/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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.
*/
#ifndef NODEMETADATA_HEADER
#define NODEMETADATA_HEADER
#include "irrlichttypes.h"
#include <string>
#include <iostream>
/*
NodeMetadata stores arbitary amounts of data for special blocks.
Used for furnaces, chests and signs.
There are two interaction methods: inventory menu and text input.
Only one can be used for a single metadata, thus only inventory OR
text input should exist in a metadata.
*/
class Inventory;
class IGameDef;
class NodeMetadata
{
public:
typedef NodeMetadata* (*Factory)(std::istream&, IGameDef *gamedef);
typedef NodeMetadata* (*Factory2)(IGameDef *gamedef);
NodeMetadata(IGameDef *gamedef);
virtual ~NodeMetadata();
static NodeMetadata* create(const std::string &name, IGameDef *gamedef);
static NodeMetadata* deSerialize(std::istream &is, IGameDef *gamedef);
void serialize(std::ostream &os);
virtual u16 typeId() const = 0;
virtual const char* typeName() const = 0;
virtual NodeMetadata* clone(IGameDef *gamedef) = 0;
virtual void serializeBody(std::ostream &os) = 0;
virtual std::string infoText() {return "";}
virtual Inventory* getInventory() {return NULL;}
// This is called always after the inventory is modified, before
// the changes are copied elsewhere
virtual void inventoryModified(){}
// A step in time. Returns true if metadata changed.
virtual bool step(float dtime) {return false;}
virtual bool nodeRemovalDisabled(){return false;}
// Used to make custom inventory menus.
// See format in guiInventoryMenu.cpp.
virtual std::string getInventoryDrawSpecString(){return "";}
// primarily used for locking chests, but others can play too
virtual std::string getOwner(){ return std::string(""); }
virtual void setOwner(std::string t){}
virtual bool allowsTextInput(){ return false; }
virtual std::string getText(){ return ""; }
virtual void setText(const std::string &t){}
protected:
static void registerType(u16 id, const std::string &name, Factory f,
Factory2 f2);
IGameDef *m_gamedef;
private:
static core::map<u16, Factory> m_types;
static core::map<std::string, Factory2> m_names;
};
/*
List of metadata of all the nodes of a block
*/
class NodeMetadataList
{
public:
~NodeMetadataList();
void serialize(std::ostream &os);
void deSerialize(std::istream &is, IGameDef *gamedef);
// Get pointer to data
NodeMetadata* get(v3s16 p);
// Deletes data
void remove(v3s16 p);
// Deletes old data and sets a new one
void set(v3s16 p, NodeMetadata *d);
// A step in time. Returns true if something changed.
bool step(float dtime);
private:
core::map<v3s16, NodeMetadata*> m_data;
};
#endif
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