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61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
#pragma once
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// using namespace std;
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#include <unordered_map>
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class CompoundTag;
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class GameRuleDefinition;
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class Connection;
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// A game rule maintains the state for one particular definition
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class GameRule {
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public:
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typedef struct _ValueType {
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union {
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__int64 i64;
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int i;
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char c;
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bool b;
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float f;
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double d;
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GameRule* gr;
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};
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bool isPointer;
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_ValueType() {
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i64 = 0;
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isPointer = false;
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}
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} ValueType;
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private:
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GameRuleDefinition* m_definition;
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Connection* m_connection;
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public:
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typedef std::unordered_map<std::wstring, ValueType> stringValueMapType;
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stringValueMapType m_parameters; // These are the members of this rule that
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// maintain it's state
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public:
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GameRule(GameRuleDefinition* definition, Connection* connection = NULL);
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virtual ~GameRule();
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Connection* getConnection() { return m_connection; }
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ValueType getParameter(const std::wstring& parameterName);
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void setParameter(const std::wstring& parameterName, ValueType value);
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GameRuleDefinition* getGameRuleDefinition();
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// All the hooks go here
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void onUseTile(int tileId, int x, int y, int z);
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void onCollectItem(std::shared_ptr<ItemInstance> item);
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// 4J-JEV: For saving.
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// CompoundTag *toTags(std::unordered_map<GameRuleDefinition *, int> *map);
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// static GameRule *fromTags(Connection *c, CompoundTag *cTag,
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// std::vector<GameRuleDefinition *> *grds);
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void write(DataOutputStream* dos);
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void read(DataInputStream* dos);
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}; |