/* Copyright (C) 2012 Sebastian Herbord. All rights reserved. This file is part of Mod Organizer. Mod Organizer is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Mod Organizer 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 General Public License for more details. You should have received a copy of the GNU General Public License along with Mod Organizer. If not, see . */ #ifndef FALLOUTNVINFO_H #define FALLOUTNVINFO_H #include "gameinfo.h" namespace MOShared { class FalloutNVInfo : public GameInfo { friend class GameInfo; public: virtual ~FalloutNVInfo() {} static std::wstring getRegPathStatic(); virtual std::wstring getRegPath() { return getRegPathStatic(); } virtual std::wstring getBinaryName() { return L"FalloutNV.exe"; } virtual GameInfo::Type getType() { return TYPE_FALLOUTNV; } virtual std::wstring getGameName() const { return L"New Vegas"; } virtual std::wstring getGameShortName() const { return L"FalloutNV"; } // virtual bool requiresSteam() const { return true; } /* virtual std::wstring getInvalidationBSA() { return L"Fallout - Invalidation.bsa"; } virtual bool isInvalidationBSA(const std::wstring &bsaName) { static LPCWSTR invalidation[] = { L"Fallout - AI!.bsa", L"Fallout - Invalidation.bsa", nullptr }; for (int i = 0; invalidation[i] != nullptr; ++i) { if (wcscmp(bsaName.c_str(), invalidation[i]) == 0) { return true; } } return false; } virtual std::vector getVanillaBSAs() { return boost::assign::list_of (L"Fallout - Textures.bsa") (L"Fallout - Textures2.bsa") (L"Fallout - Meshes.bsa") (L"Fallout - Voices1.bsa") (L"Fallout - Sound.bsa") (L"Fallout - Misc.bsa"); } virtual std::vector getPrimaryPlugins() { return boost::assign::list_of(L"falloutnv.esm"); }*/ virtual std::vector getDLCPlugins(); virtual std::vector getSavegameAttachmentExtensions(); // file name of this games ini (no path) virtual std::vector getIniFileNames(); virtual std::wstring getReferenceDataFile(); virtual std::wstring getNexusPage(bool nmmScheme = true); static std::wstring getNexusInfoUrlStatic(); virtual std::wstring getNexusInfoUrl() { return getNexusInfoUrlStatic(); } static int getNexusModIDStatic(); virtual int getNexusModID() { return getNexusModIDStatic(); } virtual int getNexusGameID() { return 130; } virtual bool rerouteToProfile(const wchar_t *fileName, const wchar_t *fullPath); // get a list of executables (game binary and known-to-work 3rd party tools). All of these are relative to // the game directory //virtual std::vector getExecutables(); virtual std::wstring archiveListKey() { return L"SArchiveList"; } private: FalloutNVInfo(const std::wstring &moDirectory, const std::wstring &moDataDirectory, const std::wstring &gameDirectory); static bool identifyGame(const std::wstring &searchPath); }; } // namespace MOShared #endif // FALLOUTNVINFO_H