#include <iostream>
/*
- Used for storing:
+ NodeMetadata stores arbitary amounts of data for special blocks.
+ Used for furnaces, chests and signs.
- Oven:
- - Item that is being burned
- - Burning time
- - Item stack that is being heated
- - Result item stack
-
- Sign:
- - Text
+ 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&);
+ typedef NodeMetadata* (*Factory)(std::istream&, IGameDef *gamedef);
- NodeMetadata();
+ NodeMetadata(IGameDef *gamedef);
virtual ~NodeMetadata();
- static NodeMetadata* deSerialize(std::istream &is);
+ 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() = 0;
+ virtual NodeMetadata* clone(IGameDef *gamedef) = 0;
virtual void serializeBody(std::ostream &os) = 0;
virtual std::string infoText() {return "";}
virtual Inventory* getInventory() {return NULL;}
// 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;
};
~NodeMetadataList();
void serialize(std::ostream &os);
- void deSerialize(std::istream &is);
+ void deSerialize(std::istream &is, IGameDef *gamedef);
// Get pointer to data
NodeMetadata* get(v3s16 p);