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.
66 lines
2.2 KiB
C++
66 lines
2.2 KiB
C++
#pragma once
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using namespace std;
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#include <unordered_map>
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#include <string>
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#include "..\..\..\Minecraft.World\ItemInstance.h"
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#include "ConsoleGameRulesConstants.h"
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#include "GameRulesInstance.h"
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class GameRule;
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class LevelRuleset;
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class Player;
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class WstringLookup;
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class GameRuleDefinition
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{
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private:
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// Owner type defines who this rule applies to
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GameRulesInstance::EGameRulesInstanceType m_ownerType;
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protected:
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// These attributes should map to those in the XSD GameRuleType
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wstring m_descriptionId;
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wstring m_promptId;
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int m_4JDataValue;
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public:
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GameRuleDefinition();
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virtual ConsoleGameRules::EGameRuleType getActionType() = 0;
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void setOwnerType(GameRulesInstance::EGameRulesInstanceType ownerType) { m_ownerType = ownerType;}
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virtual void write(DataOutputStream *);
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virtual void writeAttributes(DataOutputStream *dos, UINT numAttributes);
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virtual void getChildren(vector<GameRuleDefinition *> *);
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virtual GameRuleDefinition *addChild(ConsoleGameRules::EGameRuleType ruleType);
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virtual void addAttribute(const wstring &attributeName, const wstring &attributeValue);
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virtual void populateGameRule(GameRulesInstance::EGameRulesInstanceType type, GameRule *rule);
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bool getComplete(GameRule *rule);
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void setComplete(GameRule *rule, bool val);
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virtual int getGoal() { return 0; }
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virtual int getProgress(GameRule *rule) { return 0; }
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virtual int getIcon() { return -1; }
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virtual int getAuxValue() { return 0; }
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// Here we should have functions for all the hooks, with a GameRule* as the first parameter
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virtual bool onUseTile(GameRule *rule, int tileId, int x, int y, int z) { return false; }
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virtual bool onCollectItem(GameRule *rule, shared_ptr<ItemInstance> item) { return false; }
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virtual void postProcessPlayer(shared_ptr<Player> player) { }
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vector<GameRuleDefinition *> *enumerate();
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unordered_map<GameRuleDefinition *, int> *enumerateMap();
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// Static functions
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static GameRulesInstance *generateNewGameRulesInstance(GameRulesInstance::EGameRulesInstanceType type, LevelRuleset *rules, Connection *connection);
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static wstring generateDescriptionString(ConsoleGameRules::EGameRuleType defType, const wstring &description, void *data = NULL, int dataLength = 0);
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}; |