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@@ -0,0 +1,86 @@
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+#include "Filesystem\CResourceLoader.h"
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+
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+#include "VCMI_Lib.h"
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+#include "CCreatureHandler.h"
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+#include "CArtHandler.h"
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+
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+/*
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+ * CModHandler.h, part of VCMI engine
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+ *
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+ * Authors: listed in file AUTHORS in main folder
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+ *
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+ * License: GNU General Public License v2.0 or later
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+ * Full text of license available in license.txt file, in main folder
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+ *
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+ */
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+
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+class CModHandler;
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+class CModIndentifier;
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+class CModInfo;
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+
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+typedef si32 artID;
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+typedef si32 creID;
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+
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+class DLL_LINKAGE CModIdentifier
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+{
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+ //TODO? are simple integer identifiers enough?
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+ int id;
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+public:
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+ // int operator ()() {return 0;};
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+ bool operator < (CModIdentifier rhs) const {return true;}; //for map
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+
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+ template <typename Handler> void serialize(Handler &h, const int version)
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+ {
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+ h & id;
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+ }
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+};
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+
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+
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+class DLL_LINKAGE CModInfo
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+{
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+public:
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+ std::vector <CModIdentifier> requirements;
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+ std::vector <ResourceID> usedFiles;
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+ //TODO: config options?
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+
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+ //items added by this mod
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+ std::vector <artID> artifacts;
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+ std::vector <creID> creatures;
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+
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+ //TODO: some additional scripts?
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+
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+ template <typename Handler> void serialize(Handler &h, const int version)
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+ {
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+ h & requirements & artifacts & creatures;
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+ //h & usedFiles; //TODO: make seralizable?
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+ }
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+};
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+
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+class DLL_LINKAGE CModHandler
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+{
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+public:
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+ std::string currentConfig; //save settings in this file
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+ //list of all possible objects in game, including inactive mods or not allowed
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+ std::vector <ConstTransitivePtr<CCreature> > creatures;
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+ std::vector <ConstTransitivePtr<CArtifact> > artifacts;
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+
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+ std::map <CModIdentifier, CModInfo> allMods;
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+ std::set <CModIdentifier> activeMods;
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+
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+ //create unique object indentifier
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+ artID addNewArtifact (CArtifact * art);
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+ creID addNewCreature (CCreature * cre);
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+
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+ void loadConfigFromFile (std::string name);
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+ void saveConfigToFile (std::string name);
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+ void recreateHandlers();
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+
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+ CModHandler();
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+ ~CModHandler();
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+
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+ template <typename Handler> void serialize(Handler &h, const int version)
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+ {
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+ h & creatures & artifacts;
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+ h & allMods & activeMods;
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+ }
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+};
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