/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola 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 #include /* 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 m_types; static core::map 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 m_data; }; #endif