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luanti/src/content/subgames.h

91 lines
2.4 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include <string>
#include <set>
#include <unordered_map>
#include <vector>
class Settings;
struct SubgameSpec
{
std::string id;
std::string title;
std::string author;
int release;
std::string first_mod; // "" <=> no mod
std::string last_mod; // "" <=> no mod
std::string path;
std::string gamemods_path;
/**
* Map from virtual path to mods path
*/
std::unordered_map<std::string, std::string> addon_mods_paths;
// For logging purposes
std::vector<const char *> deprecation_msgs;
SubgameSpec(const std::string &id = "", const std::string &path = "",
const std::string &gamemods_path = "",
const std::unordered_map<std::string, std::string> &addon_mods_paths = {},
const std::string &title = "",
const std::string &author = "", int release = 0,
const std::string &first_mod = "",
const std::string &last_mod = "") :
id(id),
title(title), author(author), release(release),
first_mod(first_mod),
last_mod(last_mod),
path(path),
gamemods_path(gamemods_path),
addon_mods_paths(addon_mods_paths)
{
}
bool isValid() const { return (!id.empty() && !path.empty()); }
void checkAndLog() const;
};
SubgameSpec findSubgame(const std::string &id);
SubgameSpec findWorldSubgame(const std::string &world_path);
std::set<std::string> getAvailableGameIds();
std::vector<SubgameSpec> getAvailableGames();
// Get the list of paths to mods in the environment variable $MINETEST_MOD_PATH
std::vector<std::string> getEnvModPaths();
bool getWorldExists(const std::string &world_path);
//! Try to get the displayed name of a world
std::string getWorldName(const std::string &world_path, const std::string &default_name);
std::string getWorldGameId(const std::string &world_path, bool can_be_legacy = false);
struct WorldSpec
{
std::string path;
std::string name;
std::string gameid;
WorldSpec(const std::string &path = "", const std::string &name = "",
const std::string &gameid = "") :
path(path),
name(name), gameid(gameid)
{
}
bool isValid() const
{
return (!name.empty() && !path.empty() && !gameid.empty());
}
};
std::vector<WorldSpec> getAvailableWorlds();
// loads the subgame's config and creates world directory
// and world.mt if they don't exist
void loadGameConfAndInitWorld(const std::string &path, const std::string &name,
const SubgameSpec &gamespec, bool create_world);