* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
193 lines
4.4 KiB
C++
193 lines
4.4 KiB
C++
#include "stdafx.h"
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#include "GameRules.h"
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// 4J: GameRules isn't in use anymore, just routes any requests to app game host options, kept things commented out for context
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const int GameRules::RULE_DOFIRETICK = 0;
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const int GameRules::RULE_MOBGRIEFING = 1;
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const int GameRules::RULE_KEEPINVENTORY = 2;
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const int GameRules::RULE_DOMOBSPAWNING = 3;
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const int GameRules::RULE_DOMOBLOOT = 4;
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const int GameRules::RULE_DOTILEDROPS = 5;
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//const int GameRules::RULE_COMMANDBLOCKOUTPUT = 6;
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const int GameRules::RULE_NATURAL_REGENERATION = 7;
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const int GameRules::RULE_DAYLIGHT = 8;
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GameRules::GameRules()
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{
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/*registerRule(RULE_DOFIRETICK, L"1");
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registerRule(RULE_MOBGRIEFING, L"1");
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registerRule(RULE_KEEPINVENTORY, L"0");
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registerRule(RULE_DOMOBSPAWNING, L"1");
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registerRule(RULE_DOMOBLOOT, L"1");
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registerRule(RULE_DOTILEDROPS, L"1");
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registerRule(RULE_COMMANDBLOCKOUTPUT, L"1");
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registerRule(RULE_NATURAL_REGENERATION, L"1");
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registerRule(RULE_DAYLIGHT, L"1");*/
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}
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GameRules::~GameRules()
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{
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/*for(AUTO_VAR(it,rules.begin()); it != rules.end(); ++it)
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{
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delete it->second;
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}*/
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}
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bool GameRules::getBoolean(const int rule)
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{
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switch(rule)
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{
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case GameRules::RULE_DOFIRETICK:
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return app.GetGameHostOption(eGameHostOption_FireSpreads);
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case GameRules::RULE_MOBGRIEFING:
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return app.GetGameHostOption(eGameHostOption_MobGriefing);
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case GameRules::RULE_KEEPINVENTORY:
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return app.GetGameHostOption(eGameHostOption_KeepInventory);
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case GameRules::RULE_DOMOBSPAWNING:
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return app.GetGameHostOption(eGameHostOption_DoMobSpawning);
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case GameRules::RULE_DOMOBLOOT:
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return app.GetGameHostOption(eGameHostOption_DoMobLoot);
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case GameRules::RULE_DOTILEDROPS:
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return app.GetGameHostOption(eGameHostOption_DoTileDrops);
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case GameRules::RULE_NATURAL_REGENERATION:
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return app.GetGameHostOption(eGameHostOption_NaturalRegeneration);
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case GameRules::RULE_DAYLIGHT:
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return app.GetGameHostOption(eGameHostOption_DoDaylightCycle);
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default:
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assert(0);
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return false;
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}
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}
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/*
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void GameRules::registerRule(const wstring &name, const wstring &startValue)
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{
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rules[name] = new GameRule(startValue);
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}
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void GameRules::set(const wstring &ruleName, const wstring &newValue)
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{
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AUTO_VAR(it, rules.find(ruleName));
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if(it != rules.end() )
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{
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GameRule *gameRule = it->second;
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gameRule->set(newValue);
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}
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else
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{
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registerRule(ruleName, newValue);
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}
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}
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wstring GameRules::get(const wstring &ruleName)
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{
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AUTO_VAR(it, rules.find(ruleName));
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if(it != rules.end() )
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{
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GameRule *gameRule = it->second;
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return gameRule->get();
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}
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return L"";
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}
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int GameRules::getInt(const wstring &ruleName)
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{
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AUTO_VAR(it, rules.find(ruleName));
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if(it != rules.end() )
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{
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GameRule *gameRule = it->second;
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return gameRule->getInt();
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}
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return 0;
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}
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double GameRules::getDouble(const wstring &ruleName)
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{
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AUTO_VAR(it, rules.find(ruleName));
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if(it != rules.end() )
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{
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GameRule *gameRule = it->second;
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return gameRule->getDouble();
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}
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return 0;
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}
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CompoundTag *GameRules::createTag()
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{
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CompoundTag *result = new CompoundTag(L"GameRules");
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for(AUTO_VAR(it,rules.begin()); it != rules.end(); ++it)
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{
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GameRule *gameRule = it->second;
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result->putString(it->first, gameRule->get());
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}
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return result;
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}
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void GameRules::loadFromTag(CompoundTag *tag)
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{
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vector<Tag *> *allTags = tag->getAllTags();
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for (AUTO_VAR(it, allTags->begin()); it != allTags->end(); ++it)
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{
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Tag *ruleTag = *it;
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wstring ruleName = ruleTag->getName();
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wstring value = tag->getString(ruleTag->getName());
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set(ruleName, value);
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}
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delete allTags;
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}
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// Need to delete returned vector.
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vector<wstring> *GameRules::getRuleNames()
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{
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vector<wstring> *out = new vector<wstring>();
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for (AUTO_VAR(it, rules.begin()); it != rules.end(); it++) out->push_back(it->first);
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return out;
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}
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bool GameRules::contains(const wstring &rule)
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{
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AUTO_VAR(it, rules.find(rule));
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return it != rules.end();
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}
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GameRules::GameRule::GameRule(const wstring &startValue)
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{
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value = L"";
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booleanValue = false;
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intValue = 0;
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doubleValue = 0.0;
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set(startValue);
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}
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void GameRules::GameRule::set(const wstring &newValue)
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{
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value = newValue;
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booleanValue = _fromString<bool>(newValue);
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intValue = _fromString<int>(newValue);
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doubleValue = _fromString<double>(newValue);
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}
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wstring GameRules::GameRule::get()
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{
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return value;
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}
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bool GameRules::GameRule::getBoolean()
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{
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return booleanValue;
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}
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int GameRules::GameRule::getInt()
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{
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return intValue;
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}
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double GameRules::GameRule::getDouble()
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{
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return doubleValue;
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}*/ |