This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
#pragma once
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#include "DLCGameRules.h"
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#include "..\GameRules\LevelGenerationOptions.h"
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class DLCGameRulesHeader : public DLCGameRules, public JustGrSource
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{
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private:
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// GR-Header
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PBYTE m_pbData;
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DWORD m_dwBytes;
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bool m_hasData;
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public:
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virtual bool requiresTexturePack() {return m_bRequiresTexturePack;}
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virtual UINT getRequiredTexturePackId() {return m_requiredTexturePackId;}
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virtual wstring getDefaultSaveName() {return m_defaultSaveName;}
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virtual LPCWSTR getWorldName() {return m_worldName.c_str();}
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virtual LPCWSTR getDisplayName() {return m_displayName.c_str();}
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virtual wstring getGrfPath() {return L"GameRules.grf";}
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virtual void setRequiresTexturePack(bool x) {m_bRequiresTexturePack = x;}
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virtual void setRequiredTexturePackId(UINT x) {m_requiredTexturePackId = x;}
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virtual void setDefaultSaveName(const wstring &x) {m_defaultSaveName = x;}
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virtual void setWorldName(const wstring & x) {m_worldName = x;}
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virtual void setDisplayName(const wstring & x) {m_displayName = x;}
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virtual void setGrfPath(const wstring & x) {m_grfPath = x;}
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LevelGenerationOptions *lgo;
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public:
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DLCGameRulesHeader(const wstring &path);
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virtual void addData(PBYTE pbData, DWORD dwBytes);
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virtual PBYTE getData(DWORD &dwBytes);
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void setGrfData(PBYTE fData, DWORD fSize, StringTable *);
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virtual bool ready() { return m_hasData; }
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}; |