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75</*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "clientobject.h"
#include "debug.h"
#include "porting.h"
#include "constants.h"

/*
	ClientActiveObject
*/

ClientActiveObject::ClientActiveObject(u16 id, IGameDef *gamedef,
		ClientEnvironment *env):
	ActiveObject(id),
	m_gamedef(gamedef),
	m_env(env)
{
}

ClientActiveObject::~ClientActiveObject()
{
	removeFromScene(true);
}

ClientActiveObject* ClientActiveObject::create(u8 type, IGameDef *gamedef,
		ClientEnvironment *env)
{
	// Find factory function
	core::map<u16, Factory>::Node *n;
	n = m_types.find(type);
	if(n == NULL)
	{
		// If factory is not found, just return.
		dstream<<"WARNING: ClientActiveObject: No factory for type="
				<<(int)type<<std::endl;
		return NULL;
	}

	Factory f = n->getValue();
	ClientActiveObject *object = (*f)(gamedef, env);
	return object;
}

void ClientActiveObject::registerType(u16 type, Factory f)
{
	core::map<u16, Factory>::Node *n;
	n = m_types.find(type);
	if(n)
		return;
	m_types.insert(type, f);
}


ing> depends; std::set<std::string> unsatisfied_depends; bool is_modpack; // if modpack: std::map<std::string,ModSpec> modpack_content; ModSpec(const std::string name_="", const std::string path_="", const std::set<std::string> depends_=std::set<std::string>()): name(name_), path(path_), depends(depends_), unsatisfied_depends(depends_), is_modpack(false), modpack_content() {} }; std::map<std::string,ModSpec> getModsInPath(std::string path); // expands modpack contents, but does not replace them. std::map<std::string, ModSpec> flattenModTree(std::map<std::string, ModSpec> mods); // replaces modpack Modspecs with their content std::vector<ModSpec> flattenMods(std::map<std::string,ModSpec> mods); // removes Mods mentioned in exclude_mod_names std::vector<ModSpec> filterMods(std::vector<ModSpec> mods, std::set<std::string> exclude_mod_names); // a ModConfiguration is a subset of installed mods, expected to have // all dependencies fullfilled, so it can be used as a list of mods to // load when the game starts. class ModConfiguration { public: ModConfiguration(): m_unsatisfied_mods(), m_sorted_mods() {} ModConfiguration(std::string worldpath); // adds all mods in the given path. used for games, modpacks // and world-specific mods (worldmods-folders) void addModsInPath(std::string path) { addMods(flattenMods(getModsInPath(path))); } // adds all mods in the given path whose name does not appear // in the exclude_mods set. void addModsInPathFiltered(std::string path, std::set<std::string> exclude_mods); // adds all mods in the set. void addMods(std::vector<ModSpec> mods); // checks if all dependencies are fullfilled. bool isConsistent() { return m_unsatisfied_mods.empty(); } std::vector<ModSpec> getMods() { return m_sorted_mods; } std::list<ModSpec> getUnsatisfiedMods() { return m_unsatisfied_mods; } private: // mods with unmet dependencies. This is a list and not a // vector because we want easy removal of elements at every // position. std::list<ModSpec> m_unsatisfied_mods; // list of mods sorted such that they can be loaded in the // given order with all dependencies being fullfilled. I.e., // every mod in this list has only dependencies on mods which // appear earlier in the vector. std::vector<ModSpec> m_sorted_mods; }; #endif