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vcmi/lib/modding/ModScope.h
Ivan Savenko 62fddca21e Split massive CModHandler class/file into multiple parts:
- IdentifierStorage is now a separate handler in VLC
- Renamed ModHandler::Incompatibility exception to ModIncompatibility
- Extracted ModScope namespace from ModHandler
- Extracted ModUtilities namespace from ModHandler
- Split CModHandler.cpp on per-class basis
- Replaced some direct members with unique_ptr to reduce header includes
2023-07-30 22:17:47 +03:00

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C++

/*
* ModScope.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
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
namespace ModScope
{
/// returns true if scope is reserved for internal use and can not be used by mods
inline bool isScopeReserved(const std::string & scope)
{
//following scopes are reserved - either in use by mod system or by filesystem
static const std::array<std::string, 9> reservedScopes = {
"core", "map", "game", "root", "saves", "config", "local", "initial", "mapEditor"
};
return std::find(reservedScopes.begin(), reservedScopes.end(), scope) != reservedScopes.end();
}
/// reserved scope name for referencing built-in (e.g. H3) objects
inline const std::string & scopeBuiltin()
{
static const std::string scope = "core";
return scope;
}
/// reserved scope name for accessing objects from any loaded mod
inline const std::string & scopeGame()
{
static const std::string scope = "game";
return scope;
}
/// reserved scope name for accessing object for map loading
inline const std::string & scopeMap()
{
//TODO: implement accessing map dependencies for both H3 and VCMI maps
// for now, allow access to any identifiers
static const std::string scope = "game";
return scope;
}
};
VCMI_LIB_NAMESPACE_END