1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 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 "common_irrlicht.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); NodeMetadata(IGameDef *gamedef); virtual ~NodeMetadata(); static NodeMetadata* deSerialize(std::istream &is, IGameDef *gamedef); void serialize(std::ostream &os); // This usually is the CONTENT_ value virtual u16 typeId() 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, Factory f); IGameDef *m_gamedef; private: static core::map<u16, Factory> m_types; }; /* 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 |