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3b759294df
This uses a new <Compatibility script="..." /> tag in a mod's XML file. A compatbility layer is a script that runs before mod-init.lua is loaded, and before any mod scripts are loaded when resuming a saved game. This is a better solution than shipping a fragile wrapper with every mod, that tends to break and then needs to be updated. Now this wrapper is centralized, easy to use, and easy to update. Closes #31.
82 lines
1.2 KiB
C++
82 lines
1.2 KiB
C++
#ifndef AQUARIA_MOD_H
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#define AQUARIA_MOD_H
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#include "GameEnums.h"
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#include "Precacher.h"
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namespace tinyxml2
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{
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class XMLDocument;
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class XMLElement;
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}
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enum ModType
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{
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MODTYPE_MOD,
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MODTYPE_PATCH
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};
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struct ModEntry
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{
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unsigned int id; // index in vector
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ModType type;
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std::string path;
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};
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class ModSelectorScreen;
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class Mod
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{
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public:
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Mod();
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~Mod();
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void clear();
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void setActive(bool v);
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void start();
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void stop();
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void load(const std::string &path);
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bool loadSavedGame(const std::string& path);
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void update(float dt);
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void recache();
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const std::string& getBaseModPath() const;
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bool isActive();
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bool isDebugMenu();
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bool hasWorldMap();
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bool isEditorBlocked();
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const std::string& getPath() const;
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const std::string& getName() const;
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void shutdown();
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bool isShuttingDown();
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static bool loadModXML(tinyxml2::XMLDocument *d, std::string modName);
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static ModType getTypeFromXML(tinyxml2::XMLElement *xml);
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WorldMapRevealMethod mapRevealMethod;
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protected:
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bool loadCompatScript();
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bool shuttingDown;
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bool active;
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bool hasMap;
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bool blockEditor;
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int doRecache;
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int debugMenu;
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int enqueueModStart;
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void applyStart();
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std::string name;
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std::string path;
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Precacher modcache;
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std::string compatScript;
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};
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#endif
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