Files
MinecraftConsoles/Minecraft.Client/Common/GameRules/GameRuleManager.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

763 lines
23 KiB
C++

#include "stdafx.h"
#include "..\..\..\Minecraft.World\compression.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "..\..\..\Minecraft.World\File.h"
#include "..\..\..\Minecraft.World\compression.h"
#include "..\DLC\DLCPack.h"
#include "..\DLC\DLCLocalisationFile.h"
#include "..\DLC\DLCGameRulesFile.h"
#include "..\DLC\DLCGameRules.h"
#include "..\DLC\DLCGameRulesHeader.h"
#include "..\..\StringTable.h"
#include "ConsoleGameRules.h"
#include "GameRuleManager.h"
const WCHAR *GameRuleManager::wchTagNameA[] =
{
L"", // eGameRuleType_Root
L"MapOptions", // eGameRuleType_LevelGenerationOptions
L"ApplySchematic", // eGameRuleType_ApplySchematic
L"GenerateStructure", // eGameRuleType_GenerateStructure
L"GenerateBox", // eGameRuleType_GenerateBox
L"PlaceBlock", // eGameRuleType_PlaceBlock
L"PlaceContainer", // eGameRuleType_PlaceContainer
L"PlaceSpawner", // eGameRuleType_PlaceSpawner
L"BiomeOverride", // eGameRuleType_BiomeOverride
L"StartFeature", // eGameRuleType_StartFeature
L"AddItem", // eGameRuleType_AddItem
L"AddEnchantment", // eGameRuleType_AddEnchantment
L"LevelRules", // eGameRuleType_LevelRules
L"NamedArea", // eGameRuleType_NamedArea
L"UseTile", // eGameRuleType_UseTileRule
L"CollectItem", // eGameRuleType_CollectItemRule
L"CompleteAll", // eGameRuleType_CompleteAllRule
L"UpdatePlayer", // eGameRuleType_UpdatePlayerRule
};
const WCHAR *GameRuleManager::wchAttrNameA[] =
{
L"descriptionName", // eGameRuleAttr_descriptionName
L"promptName", // eGameRuleAttr_promptName
L"dataTag", // eGameRuleAttr_dataTag
L"enchantmentId", // eGameRuleAttr_enchantmentId
L"enchantmentLevel", // eGameRuleAttr_enchantmentLevel
L"itemId", // eGameRuleAttr_itemId
L"quantity", // eGameRuleAttr_quantity
L"auxValue", // eGameRuleAttr_auxValue
L"slot", // eGameRuleAttr_slot
L"name", // eGameRuleAttr_name
L"food", // eGameRuleAttr_food
L"health", // eGameRuleAttr_health
L"tileId", // eGameRuleAttr_tileId
L"useCoords", // eGameRuleAttr_useCoords
L"seed", // eGameRuleAttr_seed
L"flatworld", // eGameRuleAttr_flatworld
L"filename", // eGameRuleAttr_filename
L"rot", // eGameRuleAttr_rot
L"data", // eGameRuleAttr_data
L"block", // eGameRuleAttr_block
L"entity", // eGameRuleAttr_entity
L"facing", // eGameRuleAttr_facing
L"edgeTile", // eGameRuleAttr_edgeTile
L"fillTile", // eGameRuleAttr_fillTile
L"skipAir", // eGameRuleAttr_skipAir
L"x", // eGameRuleAttr_x
L"x0", // eGameRuleAttr_x0
L"x1", // eGameRuleAttr_x1
L"y", // eGameRuleAttr_y
L"y0", // eGameRuleAttr_y0
L"y1", // eGameRuleAttr_y1
L"z", // eGameRuleAttr_z
L"z0", // eGameRuleAttr_z0
L"z1", // eGameRuleAttr_z1
L"chunkX", // eGameRuleAttr_chunkX
L"chunkZ", // eGameRuleAttr_chunkZ
L"yRot", // eGameRuleAttr_yRot
L"spawnX", // eGameRuleAttr_spawnX
L"spawnY", // eGameRuleAttr_spawnY
L"spawnZ", // eGameRuleAttr_spawnZ
L"orientation",
L"dimension",
L"topTileId", // eGameRuleAttr_topTileId
L"biomeId", // eGameRuleAttr_biomeId
L"feature", // eGameRuleAttr_feature
};
GameRuleManager::GameRuleManager()
{
m_currentGameRuleDefinitions = NULL;
m_currentLevelGenerationOptions = NULL;
}
void GameRuleManager::loadGameRules(DLCPack *pack)
{
StringTable *strings = NULL;
if(pack->doesPackContainFile(DLCManager::e_DLCType_LocalisationData,L"languages.loc"))
{
DLCLocalisationFile *localisationFile = (DLCLocalisationFile *)pack->getFile(DLCManager::e_DLCType_LocalisationData, L"languages.loc");
strings = localisationFile->getStringTable();
}
int gameRulesCount = pack->getDLCItemsCount(DLCManager::e_DLCType_GameRulesHeader);
for(int i = 0; i < gameRulesCount; ++i)
{
DLCGameRulesHeader *dlcHeader = (DLCGameRulesHeader *)pack->getFile(DLCManager::e_DLCType_GameRulesHeader, i);
DWORD dSize;
byte *dData = dlcHeader->getData(dSize);
LevelGenerationOptions *createdLevelGenerationOptions = new LevelGenerationOptions(pack);
// = loadGameRules(dData, dSize); //, strings);
createdLevelGenerationOptions->setGrSource( dlcHeader );
createdLevelGenerationOptions->setSrc( LevelGenerationOptions::eSrc_fromDLC );
readRuleFile(createdLevelGenerationOptions, dData, dSize, strings);
dlcHeader->lgo = createdLevelGenerationOptions;
}
gameRulesCount = pack->getDLCItemsCount(DLCManager::e_DLCType_GameRules);
for (int i = 0; i < gameRulesCount; ++i)
{
DLCGameRulesFile *dlcFile = (DLCGameRulesFile *)pack->getFile(DLCManager::e_DLCType_GameRules, i);
DWORD dSize;
byte *dData = dlcFile->getData(dSize);
LevelGenerationOptions *createdLevelGenerationOptions = new LevelGenerationOptions(pack);
// = loadGameRules(dData, dSize); //, strings);
createdLevelGenerationOptions->setGrSource( new JustGrSource() );
createdLevelGenerationOptions->setSrc( LevelGenerationOptions::eSrc_tutorial );
readRuleFile(createdLevelGenerationOptions, dData, dSize, strings);
createdLevelGenerationOptions->setLoadedData();
}
}
LevelGenerationOptions *GameRuleManager::loadGameRules(byte *dIn, UINT dSize)
{
LevelGenerationOptions *lgo = new LevelGenerationOptions();
lgo->setGrSource( new JustGrSource() );
lgo->setSrc( LevelGenerationOptions::eSrc_fromSave );
loadGameRules(lgo, dIn, dSize);
lgo->setLoadedData();
return lgo;
}
// 4J-JEV: Reverse of saveGameRules.
void GameRuleManager::loadGameRules(LevelGenerationOptions *lgo, byte *dIn, UINT dSize)
{
app.DebugPrintf("GameRuleManager::LoadingGameRules:\n");
ByteArrayInputStream bais( byteArray(dIn,dSize) );
DataInputStream dis(&bais);
// Read file header.
//dis.readInt(); // File Size
short version = dis.readShort();
assert( 0x1 == version );
app.DebugPrintf("\tversion=%d.\n", version);
for (int i = 0; i < 8; i++) dis.readByte();
BYTE compression_type = dis.readByte();
app.DebugPrintf("\tcompressionType=%d.\n", compression_type);
UINT compr_len, decomp_len;
compr_len = dis.readInt();
decomp_len = dis.readInt();
app.DebugPrintf("\tcompr_len=%d.\n\tdecomp_len=%d.\n", compr_len, decomp_len);
// Decompress File Body
byteArray content(new BYTE[decomp_len], decomp_len),
compr_content(new BYTE[compr_len], compr_len);
dis.read(compr_content);
Compression::getCompression()->SetDecompressionType( (Compression::ECompressionTypes)compression_type );
Compression::getCompression()->DecompressLZXRLE( content.data, &content.length,
compr_content.data, compr_content.length);
Compression::getCompression()->SetDecompressionType( SAVE_FILE_PLATFORM_LOCAL );
dis.close();
bais.close();
delete [] compr_content.data;
ByteArrayInputStream bais2( content );
DataInputStream dis2( &bais2 );
// Read StringTable.
byteArray bStringTable;
bStringTable.length = dis2.readInt();
bStringTable.data = new BYTE[ bStringTable.length ];
dis2.read(bStringTable);
StringTable *strings = new StringTable(bStringTable.data, bStringTable.length);
// Read RuleFile.
byteArray bRuleFile;
bRuleFile.length = content.length - bStringTable.length;
bRuleFile.data = new BYTE[ bRuleFile.length ];
dis2.read(bRuleFile);
// 4J-JEV: I don't believe that the path-name is ever used.
//DLCGameRulesFile *dlcgr = new DLCGameRulesFile(L"__PLACEHOLDER__");
//dlcgr->addData(bRuleFile.data,bRuleFile.length);
if (readRuleFile(lgo, bRuleFile.data, bRuleFile.length, strings))
{
// Set current gen options and ruleset.
//createdLevelGenerationOptions->setFromSaveGame(true);
lgo->setSrc(LevelGenerationOptions::eSrc_fromSave);
setLevelGenerationOptions( lgo );
//m_currentGameRuleDefinitions = lgo->getRequiredGameRules();
}
else
{
delete lgo;
}
//delete [] content.data;
// Close and return.
dis2.close();
bais2.close();
return ;
}
// 4J-JEV: Reverse of loadGameRules.
void GameRuleManager::saveGameRules(byte **dOut, UINT *dSize)
{
if (m_currentGameRuleDefinitions == NULL &&
m_currentLevelGenerationOptions == NULL)
{
app.DebugPrintf("GameRuleManager:: Nothing here to save.");
*dOut = NULL;
*dSize = 0;
return;
}
app.DebugPrintf("GameRuleManager::saveGameRules:\n");
// Initialise output stream.
ByteArrayOutputStream baos;
DataOutputStream dos(&baos);
// Write header.
// VERSION NUMBER
dos.writeShort( 0x1 ); // version_number
// Write 8 bytes of empty space in case we need them later.
// Mainly useful for the ones we save embedded in game saves.
for (UINT i = 0; i < 8; i++)
dos.writeByte(0x0);
dos.writeByte(APPROPRIATE_COMPRESSION_TYPE); // m_compressionType
// -- START COMPRESSED -- //
ByteArrayOutputStream compr_baos;
DataOutputStream compr_dos(&compr_baos);
if (m_currentGameRuleDefinitions == NULL)
{
compr_dos.writeInt( 0 ); // numStrings for StringTable
compr_dos.writeInt( version_number );
compr_dos.writeByte(Compression::eCompressionType_None); // compression type
for (int i=0; i<2; i++) compr_dos.writeByte(0x0); // Padding.
compr_dos.writeInt( 0 ); // StringLookup.length
compr_dos.writeInt( 0 ); // SchematicFiles.length
compr_dos.writeInt( 0 ); // XmlObjects.length
}
else
{
StringTable *st = m_currentGameRuleDefinitions->getStringTable();
if (st == NULL)
{
app.DebugPrintf("GameRuleManager::saveGameRules: StringTable == NULL!");
}
else
{
// Write string table.
byteArray stba;
m_currentGameRuleDefinitions->getStringTable()->getData(&stba.data, &stba.length);
compr_dos.writeInt( stba.length );
compr_dos.write( stba );
// Write game rule file to second
// buffer and generate string lookup.
writeRuleFile(&compr_dos);
}
}
// Compress compr_dos and write to dos.
byteArray compr_ba(new BYTE[ compr_baos.buf.length ], compr_baos.buf.length);
Compression::getCompression()->CompressLZXRLE( compr_ba.data, &compr_ba.length,
compr_baos.buf.data, compr_baos.buf.length );
app.DebugPrintf("\tcompr_ba.length=%d.\n\tcompr_baos.buf.length=%d.\n",
compr_ba.length, compr_baos.buf.length );
dos.writeInt( compr_ba.length ); // Write length
dos.writeInt( compr_baos.buf.length );
dos.write(compr_ba);
delete [] compr_ba.data;
compr_dos.close();
compr_baos.close();
// -- END COMPRESSED -- //
// return
*dSize = baos.buf.length;
*dOut = baos.buf.data;
baos.buf.data = NULL;
dos.close(); baos.close();
}
// 4J-JEV: Reverse of readRuleFile.
void GameRuleManager::writeRuleFile(DataOutputStream *dos)
{
// Write Header
dos->writeShort(version_number); // Version number.
dos->writeByte(Compression::eCompressionType_None); // compression type
for (int i=0; i<8; i++) dos->writeBoolean(false); // Padding.
// Write string lookup.
int numStrings = ConsoleGameRules::eGameRuleType_Count + ConsoleGameRules::eGameRuleAttr_Count;
dos->writeInt(numStrings);
for (int i = 0; i < ConsoleGameRules::eGameRuleType_Count; i++) dos->writeUTF( wchTagNameA[i] );
for (int i = 0; i < ConsoleGameRules::eGameRuleAttr_Count; i++) dos->writeUTF( wchAttrNameA[i] );
// Write schematic files.
unordered_map<wstring, ConsoleSchematicFile *> *files;
files = getLevelGenerationOptions()->getUnfinishedSchematicFiles();
for ( auto& it : *files )
{
const wstring& filename = it.first;
ConsoleSchematicFile *file = it.second;
ByteArrayOutputStream fileBaos;
DataOutputStream fileDos(&fileBaos);
file->save(&fileDos);
dos->writeUTF(filename);
//dos->writeInt(file->m_data.length);
dos->writeInt(fileBaos.buf.length);
dos->write((byteArray)fileBaos.buf);
fileDos.close(); fileBaos.close();
}
// Write xml objects.
dos->writeInt( 2 ); // numChildren
m_currentLevelGenerationOptions->write(dos);
m_currentGameRuleDefinitions->write(dos);
}
bool GameRuleManager::readRuleFile(LevelGenerationOptions *lgo, byte *dIn, UINT dSize, StringTable *strings) //(DLCGameRulesFile *dlcFile, StringTable *strings)
{
bool levelGenAdded = false;
bool gameRulesAdded = false;
LevelGenerationOptions *levelGenerator = lgo;//new LevelGenerationOptions();
LevelRuleset *gameRules = new LevelRuleset();
//DWORD dwLen = 0;
//PBYTE pbData = dlcFile->getData(dwLen);
//byteArray data(pbData,dwLen);
byteArray data(dIn, dSize);
ByteArrayInputStream bais(data);
DataInputStream dis(&bais);
// Read File.
// version_number
int64_t version = dis.readShort();
unsigned char compressionType = 0;
if(version == 0)
{
for (int i = 0; i < 14; i++) dis.readByte(); // Read padding.
}
else
{
compressionType = dis.readByte();
// Read the spare bytes we inserted for future use
for(int i = 0; i < 8; ++i) dis.readBoolean();
}
ByteArrayInputStream *contentBais = NULL;
DataInputStream *contentDis = NULL;
if(compressionType == Compression::eCompressionType_None)
{
// No compression
// No need to read buffer size, as we can read the stream as it is;
app.DebugPrintf("De-compressing game rules with: None\n");
contentDis = &dis;
}
else
{
unsigned int uncompressedSize = dis.readInt();
unsigned int compressedSize = dis.readInt();
byteArray compressedBuffer(compressedSize);
dis.read(compressedBuffer);
byteArray decompressedBuffer = byteArray(uncompressedSize);
switch(compressionType)
{
case Compression::eCompressionType_None:
memcpy(decompressedBuffer.data, compressedBuffer.data, uncompressedSize);
break;
case Compression::eCompressionType_RLE:
app.DebugPrintf("De-compressing game rules with: RLE\n");
Compression::getCompression()->Decompress( decompressedBuffer.data, &decompressedBuffer.length, compressedBuffer.data, compressedSize);
break;
default:
app.DebugPrintf("De-compressing game rules.");
#ifndef _CONTENT_PACKAGE
assert( compressionType == APPROPRIATE_COMPRESSION_TYPE );
#endif
// 4J-JEV: DecompressLZXRLE uses the correct platform specific compression type. (need to assert that the data is compressed with it though).
Compression::getCompression()->DecompressLZXRLE(decompressedBuffer.data, &decompressedBuffer.length, compressedBuffer.data, compressedSize);
break;
/* 4J-JEV:
Each platform has only 1 method of compression, 'compression.h' file deals with it.
case Compression::eCompressionType_LZXRLE:
app.DebugPrintf("De-compressing game rules with: LZX+RLE\n");
Compression::getCompression()->DecompressLZXRLE( decompressedBuffer.data, &uncompressedSize, compressedBuffer.data, compressedSize);
break;
default:
app.DebugPrintf("Invalid compression type %d found\n", compressionType);
__debugbreak();
delete [] compressedBuffer.data; delete [] decompressedBuffer.data;
dis.close(); bais.reset();
if(!gameRulesAdded) delete gameRules;
return false;
*/
};
delete [] compressedBuffer.data;
contentBais = new ByteArrayInputStream(decompressedBuffer);
contentDis = new DataInputStream(contentBais);
}
// string lookup.
UINT numStrings = contentDis->readInt();
vector<wstring> tagsAndAtts;
for (UINT i = 0; i < numStrings; i++)
tagsAndAtts.push_back( contentDis->readUTF() );
unordered_map<int, ConsoleGameRules::EGameRuleType> tagIdMap;
for(int type = (int)ConsoleGameRules::eGameRuleType_Root; type < (int)ConsoleGameRules::eGameRuleType_Count; ++type)
{
for(UINT i = 0; i < numStrings; ++i)
{
if(tagsAndAtts[i].compare(wchTagNameA[type]) == 0)
{
tagIdMap.insert( unordered_map<int, ConsoleGameRules::EGameRuleType>::value_type(i, (ConsoleGameRules::EGameRuleType)type) );
break;
}
}
}
// 4J-JEV: TODO: As yet unused.
/*
unordered_map<int, ConsoleGameRules::EGameRuleAttr> attrIdMap;
for(int attr = (int)ConsoleGameRules::eGameRuleAttr_descriptionName; attr < (int)ConsoleGameRules::eGameRuleAttr_Count; ++attr)
{
for (UINT i = 0; i < numStrings; i++)
{
if (tagsAndAtts[i].compare(wchAttrNameA[attr]) == 0)
{
tagIdMap.insert( unordered_map<int, ConsoleGameRules::EGameRuleAttr>::value_type(i , (ConsoleGameRules::EGameRuleAttr)attr) );
break;
}
}
}*/
// subfile
UINT numFiles = contentDis->readInt();
for (UINT i = 0; i < numFiles; i++)
{
wstring sFilename = contentDis->readUTF();
int length = contentDis->readInt();
byteArray ba( length );
contentDis->read(ba);
levelGenerator->loadSchematicFile(sFilename, ba.data, ba.length);
}
LEVEL_GEN_ID lgoID = LEVEL_GEN_ID_NULL;
// xml objects
UINT numObjects = contentDis->readInt();
for(UINT i = 0; i < numObjects; ++i)
{
int tagId = contentDis->readInt();
ConsoleGameRules::EGameRuleType tagVal = ConsoleGameRules::eGameRuleType_Invalid;
auto it = tagIdMap.find(tagId);
if(it != tagIdMap.end()) tagVal = it->second;
GameRuleDefinition *rule = NULL;
if(tagVal == ConsoleGameRules::eGameRuleType_LevelGenerationOptions)
{
rule = levelGenerator;
levelGenAdded = true;
//m_levelGenerators.addLevelGenerator(L"",levelGenerator);
lgoID = addLevelGenerationOptions(levelGenerator);
levelGenerator->loadStringTable(strings);
}
else if(tagVal == ConsoleGameRules::eGameRuleType_LevelRules)
{
rule = gameRules;
gameRulesAdded = true;
m_levelRules.addLevelRule(L"",gameRules);
levelGenerator->setRequiredGameRules(gameRules);
gameRules->loadStringTable(strings);
}
readAttributes(contentDis, &tagsAndAtts, rule);
readChildren(contentDis, &tagsAndAtts, &tagIdMap, rule);
}
if(compressionType != 0)
{
// Not default
contentDis->close();
if(contentBais != NULL) delete contentBais;
delete contentDis;
}
dis.close();
bais.reset();
//if(!levelGenAdded) { delete levelGenerator; levelGenerator = NULL; }
if(!gameRulesAdded) delete gameRules;
return true;
//return levelGenerator;
}
LevelGenerationOptions *GameRuleManager::readHeader(DLCGameRulesHeader *grh)
{
LevelGenerationOptions *out =
new LevelGenerationOptions();
out->setSrc(LevelGenerationOptions::eSrc_fromDLC);
out->setGrSource(grh);
addLevelGenerationOptions(out);
return out;
}
void GameRuleManager::readAttributes(DataInputStream *dis, vector<wstring> *tagsAndAtts, GameRuleDefinition *rule)
{
int numAttrs = dis->readInt();
for (UINT att = 0; att < numAttrs; ++att)
{
int attID = dis->readInt();
wstring value = dis->readUTF();
if(rule != NULL) rule->addAttribute(tagsAndAtts->at(attID),value);
}
}
void GameRuleManager::readChildren(DataInputStream *dis, vector<wstring> *tagsAndAtts, unordered_map<int, ConsoleGameRules::EGameRuleType> *tagIdMap, GameRuleDefinition *rule)
{
int numChildren = dis->readInt();
for(UINT child = 0; child < numChildren; ++child)
{
int tagId = dis->readInt();
ConsoleGameRules::EGameRuleType tagVal = ConsoleGameRules::eGameRuleType_Invalid;
auto it = tagIdMap->find(tagId);
if(it != tagIdMap->end()) tagVal = it->second;
GameRuleDefinition *childRule = NULL;
if(rule != NULL) childRule = rule->addChild(tagVal);
readAttributes(dis,tagsAndAtts,childRule);
readChildren(dis,tagsAndAtts,tagIdMap,childRule);
}
}
void GameRuleManager::processSchematics(LevelChunk *levelChunk)
{
if(getLevelGenerationOptions() != NULL)
{
LevelGenerationOptions *levelGenOptions = getLevelGenerationOptions();
levelGenOptions->processSchematics(levelChunk);
}
}
void GameRuleManager::processSchematicsLighting(LevelChunk *levelChunk)
{
if(getLevelGenerationOptions() != NULL)
{
LevelGenerationOptions *levelGenOptions = getLevelGenerationOptions();
levelGenOptions->processSchematicsLighting(levelChunk);
}
}
void GameRuleManager::loadDefaultGameRules()
{
#ifdef _XBOX
#ifdef _TU_BUILD
wstring fileRoot = L"UPDATE:\\res\\GameRules\\Tutorial.pck";
#else
wstring fileRoot = L"GAME:\\res\\TitleUpdate\\GameRules\\Tutorial.pck";
#endif
File packedTutorialFile(fileRoot);
if(loadGameRulesPack(&packedTutorialFile))
{
m_levelGenerators.getLevelGenerators()->at(0)->setWorldName(app.GetString(IDS_PLAY_TUTORIAL));
//m_levelGenerators.getLevelGenerators()->at(0)->setDefaultSaveName(L"Tutorial");
m_levelGenerators.getLevelGenerators()->at(0)->setDefaultSaveName(app.GetString(IDS_TUTORIALSAVENAME));
}
#else // _XBOX
#ifdef _WINDOWS64
File packedTutorialFile(L"Windows64Media\\Tutorial\\Tutorial.pck");
if(!packedTutorialFile.exists()) packedTutorialFile = File(L"Windows64\\Tutorial\\Tutorial.pck");
#elif defined(__ORBIS__)
File packedTutorialFile(L"/app0/orbis/Tutorial/Tutorial.pck");
#elif defined(__PSVITA__)
File packedTutorialFile(L"PSVita/Tutorial/Tutorial.pck");
#elif defined(__PS3__)
File packedTutorialFile(L"PS3/Tutorial/Tutorial.pck");
#else
File packedTutorialFile(L"Tutorial\\Tutorial.pck");
#endif
if(loadGameRulesPack(&packedTutorialFile))
{
m_levelGenerators.getLevelGenerators()->at(0)->setWorldName(app.GetString(IDS_PLAY_TUTORIAL));
//m_levelGenerators.getLevelGenerators()->at(0)->setDefaultSaveName(L"Tutorial");
m_levelGenerators.getLevelGenerators()->at(0)->setDefaultSaveName(app.GetString(IDS_TUTORIALSAVENAME));
}
#if 0
wstring fpTutorial = L"Tutorial.pck";
if(app.getArchiveFileSize(fpTutorial) >= 0)
{
DLCPack *pack = new DLCPack(L"",0xffffffff);
DWORD dwFilesProcessed = 0;
if ( app.m_dlcManager.readDLCDataFile(dwFilesProcessed,fpTutorial,pack,true) )
{
app.m_dlcManager.addPack(pack);
//m_levelGenerators.getLevelGenerators()->at(0)->setWorldName(app.GetString(IDS_PLAY_TUTORIAL));
//m_levelGenerators.getLevelGenerators()->at(0)->setDefaultSaveName(app.GetString(IDS_TUTORIALSAVENAME));
}
else delete pack;
}
#endif
#endif
}
bool GameRuleManager::loadGameRulesPack(File *path)
{
bool success = false;
if(path->exists())
{
DLCPack *pack = new DLCPack(L"",0xffffffff);
DWORD dwFilesProcessed = 0;
if( app.m_dlcManager.readDLCDataFile(dwFilesProcessed, path->getPath(),pack))
{
app.m_dlcManager.addPack(pack);
success = true;
}
else
{
delete pack;
}
}
return success;
}
void GameRuleManager::setLevelGenerationOptions(LevelGenerationOptions *levelGen)
{
unloadCurrentGameRules();
m_currentGameRuleDefinitions = NULL;
m_currentLevelGenerationOptions = levelGen;
if(m_currentLevelGenerationOptions != NULL && m_currentLevelGenerationOptions->requiresGameRules() )
{
m_currentGameRuleDefinitions = m_currentLevelGenerationOptions->getRequiredGameRules();
}
if(m_currentLevelGenerationOptions != NULL)
m_currentLevelGenerationOptions->reset_start();
}
LPCWSTR GameRuleManager::GetGameRulesString(const wstring &key)
{
if(m_currentGameRuleDefinitions != NULL && !key.empty() )
{
return m_currentGameRuleDefinitions->getString(key);
}
else
{
return L"";
}
}
LEVEL_GEN_ID GameRuleManager::addLevelGenerationOptions(LevelGenerationOptions *lgo)
{
vector<LevelGenerationOptions *> *lgs = m_levelGenerators.getLevelGenerators();
for (int i = 0; i<lgs->size(); i++)
if (lgs->at(i) == lgo)
return i;
lgs->push_back(lgo);
return lgs->size() - 1;
}
void GameRuleManager::unloadCurrentGameRules()
{
if (m_currentLevelGenerationOptions != NULL)
{
if (m_currentGameRuleDefinitions != NULL
&& m_currentLevelGenerationOptions->isFromSave())
m_levelRules.removeLevelRule( m_currentGameRuleDefinitions );
if (m_currentLevelGenerationOptions->isFromSave())
{
m_levelGenerators.removeLevelGenerator( m_currentLevelGenerationOptions );
delete m_currentLevelGenerationOptions;
}
else if (m_currentLevelGenerationOptions->isFromDLC())
{
m_currentLevelGenerationOptions->reset_finish();
}
}
m_currentGameRuleDefinitions = NULL;
m_currentLevelGenerationOptions = NULL;
}