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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.0 kB · 92 lines
C++
at main
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192#include "stdafx.h"
#include <string>
#include "..\..\..\Minecraft.World\File.h"#include "..\..\..\Minecraft.World\StringHelpers.h"#include "..\..\..\Minecraft.World\InputOutputStream.h"
#include "DLCManager.h"#include "DLCGameRulesHeader.h"
DLCGameRulesHeader::DLCGameRulesHeader(const wstring &path) : DLCGameRules(DLCManager::e_DLCType_GameRulesHeader,path){ m_pbData = NULL; m_dwBytes = 0;
m_hasData = false;
m_grfPath = path.substr(0, path.length() - 4) + L".grf";
lgo = NULL;}
void DLCGameRulesHeader::addData(PBYTE pbData, DWORD dwBytes){ m_pbData = pbData; m_dwBytes = dwBytes;
#if 0 byteArray data(m_pbData, m_dwBytes); ByteArrayInputStream bais(data); DataInputStream dis(&bais);
// Init values. int version_number; byte compression_type; wstring texturepackid;
// Read Datastream. version_number = dis.readInt(); compression_type = dis.readByte(); m_defaultSaveName = dis.readUTF(); m_displayName = dis.readUTF(); texturepackid = dis.readUTF(); m_grfPath = dis.readUTF();
// Debug printout. app.DebugPrintf ( "DLCGameRulesHeader::readHeader:\n" "\tversion_number = '%d',\n" "\tcompression_type = '%d',\n" "\tdefault_savename = '%s',\n" "\tdisplayname = '%s',\n" "\ttexturepackid = '%s',\n" "\tgrf_path = '%s',\n",
version_number, compression_type,
wstringtofilename(m_defaultSaveName), wstringtofilename(m_displayName), wstringtofilename(texturepackid), wstringtofilename(m_grfPath) );
// Texture Pack. m_requiredTexturePackId = _fromString<long>(texturepackid); m_bRequiresTexturePack = m_requiredTexturePackId > 0;
dis.close(); bais.close(); bais.reset();#endif}
PBYTE DLCGameRulesHeader::getData(DWORD &dwBytes){ dwBytes = m_dwBytes; return m_pbData;}
void DLCGameRulesHeader::setGrfData(PBYTE fData, DWORD fSize, StringTable *st){ if (!m_hasData) { m_hasData = true; //app.m_gameRules.loadGameRules(lgo, fData, fSize);
app.m_gameRules.readRuleFile(lgo, fData, fSize, st); }}