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Lua License
-----------

Lua is licensed under the terms of the MIT license reproduced below.
This means that Lua is free software and can be used for both academic
and commercial purposes at absolutely no cost.

For details and rationale, see http://www.lua.org/license.html .

===============================================================================

Copyright (C) 1994-2008 Lua.org, PUC-Rio.

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

===============================================================================

(end of COPYRIGHT)
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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;

	// Called on client-side; shown on screen when pointed at
	virtual std::string infoText() {return "";}
	
	//
	virtual Inventory* getInventory() {return NULL;}
	// Called always after the inventory is modified, before the changes
	// are copied elsewhere
	virtual void inventoryModified(){}

	// A step in time. Shall return true if metadata changed.
	virtual bool step(float dtime) {return false;}

	// Whether the related node and this metadata cannot be removed
	virtual bool nodeRemovalDisabled(){return false;}
	// If non-empty, player can interact by using an inventory view
	// See format in guiInventoryMenu.cpp.
	virtual std::string getInventoryDrawSpecString(){return "";}

	// If true, player can interact by writing text
	virtual bool allowsTextInput(){ return false; }
	// Get old text for player interaction
	virtual std::string getText(){ return ""; }
	// Set player-written text
	virtual void setText(const std::string &t){}

	// If returns non-empty, only given player can modify text/inventory
	virtual std::string getOwner(){ return std::string(""); }
	// The name of the player who placed the node
	virtual void setOwner(std::string t){}

	/* Interface for GenericNodeMetadata */

	virtual void setInfoText(const std::string &text){};
	virtual void setInventoryDrawSpec(const std::string &text){};
	virtual void setAllowTextInput(bool b){};

	virtual void setRemovalDisabled(bool b){};
	virtual void setEnforceOwner(bool b){};

	virtual bool isInventoryModified(){return false;};
	virtual void resetInventoryModified(){};
	virtual bool isTextModified(){return false;};
	virtual void resetTextModified(){};

	virtual void setString(const std::string &name, const std::string &var){}
	virtual std::string getString(const std::string &name){return "";}

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