clintbellanger/flare — Issue #170: Convert data file accesses to use ModManager
Author: clintbellanger
Created: 2011-11-17 19:09:06+00:00
State: open

I've added and tested basic ModManager usage for avatar sprites (Avatar.cpp and GameStateLoad.cpp).

Now that the solution is in place, we need to convert most other classes to use this method.

As we convert these classes, we also have to move the data into the appropriate mod folder. Most of the "game data" will end up somewhere in the "mods" folder.

When this task is complete, it's likely that the following top-level folders will no longer exist. All game data will end up somewhere under /mods/

* animations
* enemies
* engine
* fonts
* images
* items
* languages
* maps
* music
* npcs
* powers
* quests
* soundfx
* tilesetdefs

Note: the current game data will either go into fantasycore (the basic building blocks for fantasy art and data) or averguard (data specific to the current campaign). Example of stuff that will go into the averguard mod folder: npcs, boss mobs, quests. If you have any small doubt as to where certain files should go, just ask.

Some data files will be handled as a special case and won't use ModManager::locate(). Specifically Items, Powers, and maybe the quest index. I'll tackle those.

Besides those special cases, I'll be looking for help in this conversion. Let me know if you're interested, and I'll assign different parts of the code to different people.