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#pragma once
using namespace std;
#include <unordered_map>
class CompoundTag;
class GameRuleDefinition;
class Connection;
// A game rule maintains the state for one particular definition
class GameRule
{
public:
typedef struct _ValueType
{
union{
int64_t i64;
int i;
char c;
bool b;
float f;
double d;
GameRule *gr;
};
bool isPointer;
_ValueType()
{
i64 = 0;
isPointer = false;
}
} ValueType;
private:
GameRuleDefinition *m_definition;
Connection *m_connection;
public:
typedef unordered_map<wstring,ValueType> stringValueMapType;
stringValueMapType m_parameters; // These are the members of this rule that maintain it's state
public:
GameRule(GameRuleDefinition *definition, Connection *connection = NULL);
virtual ~GameRule();
Connection *getConnection() { return m_connection; }
ValueType getParameter(const wstring ¶meterName);
void setParameter(const wstring ¶meterName,ValueType value);
GameRuleDefinition *getGameRuleDefinition();
// All the hooks go here
void onUseTile(int tileId, int x, int y, int z);
void onCollectItem(shared_ptr<ItemInstance> item);
// 4J-JEV: For saving.
//CompoundTag *toTags(unordered_map<GameRuleDefinition *, int> *map);
//static GameRule *fromTags(Connection *c, CompoundTag *cTag, vector<GameRuleDefinition *> *grds);
void write(DataOutputStream *dos);
void read(DataInputStream *dos);
};
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