BlockColor-Engine/src/nodemetadata.h

102 lines
2.4 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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 "irr_v3d.h"
#include <iostream>
#include <vector>
#include "util/string.h"
/*
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, unsigned short recursion = 0) const;
void setString(const std::string &name, const std::string &var);
// Support variable names in values
std::string resolveString(const std::string &str, unsigned short recursion = 0) const;
StringMap getStrings() const
{
return m_stringvars;
}
// The inventory
Inventory *getInventory()
{
return m_inventory;
}
private:
StringMap m_stringvars;
Inventory *m_inventory;
};
/*
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);
// Add all keys in this list to the vector keys
std::vector<v3s16> getAllKeys();
// 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