forked from Mirrorlandia_minetest/minetest
9fab5d594c
This adds an environment variable MINETEST_MOD_PATH. When it exists, Minetest will look there for mods in addition to ~/.minetest/mods/.
94 lines
2.8 KiB
C++
94 lines
2.8 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <string>
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#include <set>
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#include <vector>
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class Settings;
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struct SubgameSpec
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{
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std::string id;
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std::string name;
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std::string author;
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int release;
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std::string path;
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std::string gamemods_path;
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std::set<std::string> addon_mods_paths;
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std::string menuicon_path;
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SubgameSpec(const std::string &id = "", const std::string &path = "",
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const std::string &gamemods_path = "",
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const std::set<std::string> &addon_mods_paths =
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std::set<std::string>(),
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const std::string &name = "",
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const std::string &menuicon_path = "",
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const std::string &author = "", int release = 0) :
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id(id),
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name(name), author(author), release(release), path(path),
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gamemods_path(gamemods_path), addon_mods_paths(addon_mods_paths),
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menuicon_path(menuicon_path)
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{
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}
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bool isValid() const { return (!id.empty() && !path.empty()); }
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};
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SubgameSpec findSubgame(const std::string &id);
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SubgameSpec findWorldSubgame(const std::string &world_path);
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std::set<std::string> getAvailableGameIds();
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std::vector<SubgameSpec> getAvailableGames();
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// Get the list of paths to mods in the environment variable $MINETEST_MOD_PATH
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std::vector<std::string> getEnvModPaths();
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bool getWorldExists(const std::string &world_path);
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//! Try to get the displayed name of a world
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std::string getWorldName(const std::string &world_path, const std::string &default_name);
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std::string getWorldGameId(const std::string &world_path, bool can_be_legacy = false);
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struct WorldSpec
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{
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std::string path;
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std::string name;
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std::string gameid;
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WorldSpec(const std::string &path = "", const std::string &name = "",
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const std::string &gameid = "") :
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path(path),
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name(name), gameid(gameid)
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{
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}
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bool isValid() const
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{
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return (!name.empty() && !path.empty() && !gameid.empty());
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}
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};
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std::vector<WorldSpec> getAvailableWorlds();
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// loads the subgame's config and creates world directory
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// and world.mt if they don't exist
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void loadGameConfAndInitWorld(const std::string &path, const std::string &name,
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const SubgameSpec &gamespec, bool create_world);
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