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2025-03-05 08:37:43 +01:00

128 lines
2.7 KiB
C

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