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vcmi/lib/CModHandler.h

86 lines
2.0 KiB
C++

#include "Filesystem\CResourceLoader.h"
#include "VCMI_Lib.h"
#include "CCreatureHandler.h"
#include "CArtHandler.h"
/*
* CModHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CModHandler;
class CModIndentifier;
class CModInfo;
typedef si32 artID;
typedef si32 creID;
class DLL_LINKAGE CModIdentifier
{
//TODO? are simple integer identifiers enough?
int id;
public:
// int operator ()() {return 0;};
bool operator < (CModIdentifier rhs) const {return true;}; //for map
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
}
};
class DLL_LINKAGE CModInfo
{
public:
std::vector <CModIdentifier> requirements;
std::vector <ResourceID> usedFiles;
//TODO: config options?
//items added by this mod
std::vector <artID> artifacts;
std::vector <creID> creatures;
//TODO: some additional scripts?
template <typename Handler> void serialize(Handler &h, const int version)
{
h & requirements & artifacts & creatures;
//h & usedFiles; //TODO: make seralizable?
}
};
class DLL_LINKAGE CModHandler
{
public:
std::string currentConfig; //save settings in this file
//list of all possible objects in game, including inactive mods or not allowed
std::vector <ConstTransitivePtr<CCreature> > creatures;
std::vector <ConstTransitivePtr<CArtifact> > artifacts;
std::map <CModIdentifier, CModInfo> allMods;
std::set <CModIdentifier> activeMods;
//create unique object indentifier
artID addNewArtifact (CArtifact * art);
creID addNewCreature (CCreature * cre);
void loadConfigFromFile (std::string name);
void saveConfigToFile (std::string name);
void recreateHandlers();
CModHandler();
~CModHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & creatures & artifacts;
h & allMods & activeMods;
}
};