X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fnodemetadata.h;h=19ce80a42ca4ec8c2c30c886e6102cadd41cb5af;hb=9a4ef878598bf05bd2e88e44592fe21ccdb0aec6;hp=d81ade96cf434e8dbc5fc406679f44d1f535a199;hpb=8b875d71d1ab928e9866914b886ff58cf8a38192;p=oweals%2Fminetest.git diff --git a/src/nodemetadata.h b/src/nodemetadata.h index d81ade96c..19ce80a42 100644 --- a/src/nodemetadata.h +++ b/src/nodemetadata.h @@ -20,59 +20,94 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef NODEMETADATA_HEADER #define NODEMETADATA_HEADER -#include "common_irrlicht.h" +#include "irrlichttypes.h" #include #include /* - 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); + typedef NodeMetadata* (*Factory2)(IGameDef *gamedef); - NodeMetadata(); + NodeMetadata(IGameDef *gamedef); virtual ~NodeMetadata(); - static NodeMetadata* deSerialize(std::istream &is); + static NodeMetadata* create(const std::string &name, IGameDef *gamedef); + 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 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;} - // This is called always after the inventory is modified, before - // the changes are copied elsewhere + // 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. + + // 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;} - // Used to make custom inventory menus. + // If non-empty, player can interact by using an inventory view // See format in guiInventoryMenu.cpp. virtual std::string getInventoryDrawSpecString(){return "";} - // primarily used for locking chests, but others can play too + + // 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(""); } - virtual void setOwner(std::string t){ } + // 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, Factory f); + 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; }; /* @@ -85,7 +120,7 @@ public: ~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);