minetest/src/nodemetadata.h

153 lines
3.3 KiB
C++

/*
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>
#include <map>
/*
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:
NodeMetadata(IGameDef *gamedef);
~NodeMetadata();
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
void clear();
// Generic key/value store
std::string getString(const std::string &name) const
{
std::map<std::string, std::string>::const_iterator i;
i = m_stringvars.find(name);
if(i == m_stringvars.end())
return "";
return i->second;
}
void setString(const std::string &name, const std::string &var)
{
if(var.empty())
m_stringvars.erase(name);
else
m_stringvars[name] = var;
}
// The inventory
Inventory* getInventory()
{
return m_inventory;
}
// If non-empty, player can interact by using an inventory view
// See format in guiInventoryMenu.cpp.
std::string getInventoryDrawSpec() const
{
return m_inventorydrawspec;
}
void setInventoryDrawSpec(const std::string &text)
{
m_inventorydrawspec = text;
}
// If non-empty, player can interact by using an form view
// See format in guiFormMenu.cpp.
std::string getFormSpec() const
{
return m_formspec;
}
void setFormSpec(const std::string &text)
{
m_formspec = text;
}
// Called on client-side; shown on screen when pointed at
std::string getInfoText() const
{
return m_infotext;
}
void setInfoText(const std::string &text)
{
m_infotext = text;
}
// Whether the related node and this metadata can be removed
bool getAllowRemoval() const
{
return m_allow_removal;
}
void setAllowRemoval(bool b)
{
m_allow_removal = b;
}
private:
std::map<std::string, std::string> m_stringvars;
Inventory *m_inventory;
std::string m_inventorydrawspec;
std::string m_formspec;
std::string m_infotext;
bool m_allow_removal;
};
/*
List of metadata of all the nodes of a block
*/
class NodeMetadataList
{
public:
~NodeMetadataList();
void serialize(std::ostream &os) const;
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);
// Deletes all
void clear();
private:
std::map<v3s16, NodeMetadata*> m_data;
};
#endif