#ifndef NODEMETADATA_HEADER
#define NODEMETADATA_HEADER
-#include "common_irrlicht.h"
+#include "irrlichttypes.h"
#include <string>
#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);
+ 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 "";}
+ // 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(""); }
+ // 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<u16, Factory> m_types;
+ static core::map<std::string, Factory2> m_names;
};
/*
~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);