128 lines
2.7 KiB
C
128 lines
2.7 KiB
C
/*
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* PVVMUD a 3D MUD
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* Copyright (C) 1998-1999 Programvareverkstedet (pvv@pvv.org)
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#include "gamefunction.H"
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CGameFunctionObject :: CGameFunctionObject () {
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type=-1;
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func.c=NULL;
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}
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CGameFunctionObject :: ~CGameFunctionObject () {
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type=-1;
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func.c=NULL;
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}
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CGameFunction :: ~CGameFunction() {
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funchash::iterator i;
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for(i=hash.begin();i!=hash.end();i++) delete (*i).second;
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hash.clear();
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}
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void CGameFunction :: add(char *name, void (*function)()) {
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CGameFunctionObject *gfo;
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gfo=new CGameFunctionObject;
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gfo->type = 0;
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gfo->func.c = function;
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hash[name] = gfo;
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}
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void CGameFunction :: add(char *name, char *function) {
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CGameFunctionObject *gfo;
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gfo=new CGameFunctionObject;
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gfo->type = 1;
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gfo->func.scriptSource = function;
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hash[name] = gfo;
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}
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void CGameFunction :: add(char *name, WORD *function) {
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CGameFunctionObject *gfo;
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gfo=new CGameFunctionObject;
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gfo->type = 2;
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gfo->func.scriptByteCode = function;
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hash[name] = gfo;
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}
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void CGameFunction :: remove(char *name) {
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CGameFunctionObject *gfo;
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free(hash[name]);
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hash.erase(name);
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}
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bool CGameFunction :: execute(char *name, CGameEvent *gameEvent) {
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CGameFunctionObject *gfo;
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gfo=getGameFuncObj(name);
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return(execute(gfo,gameEvent));
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}
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CGameFunctionObject *CGameFunction::getGameFuncObj(char *name) {
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CGameFunctionObject *gfo=NULL;
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gfo=hash[name];
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return gfo;
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}
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bool CGameFunctionObject :: execute (CGameEvent *gameEvent) {
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switch(type) {
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case 0:
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return(func->c());
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// case 1:
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// return(executeScript(func.scriptSource,gameEvent));
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// case 2:
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// return(executeByteCode(func.scriptByteCode,gameEvent));
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};
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}
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bool CGameFunction :: execute(CGameFunctionObject *gfo,
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CGameEvent *gameEvent) {
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if (gfo == NULL) return;
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return (gfo->execute(gameEvent));
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}
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bool CGameFunction :: load(iostream &readFile) {
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return TRUE;
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};
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bool CGameFunction :: save(iostream &writeFile {
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return TRUE;
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}
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