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#ifndef GAME_STATE_STATEMANAGER_H
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#define GAME_STATE_STATEMANAGER_H
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#include <map>
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#include "../mwbase/statemanager.hpp"
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#include <boost/filesystem/path.hpp>
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#include "charactermanager.hpp"
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namespace MWState
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{
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class StateManager : public MWBase::StateManager
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{
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bool mQuitRequest;
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bool mAskLoadRecent;
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State mState;
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CharacterManager mCharacterManager;
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double mTimePlayed;
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private:
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void cleanup (bool force = false);
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std::map<int, int> buildContentFileIndexMap (const ESM::ESMReader& reader) const;
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public:
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StateManager (const boost::filesystem::path& saves, const std::string& game);
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virtual void requestQuit();
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virtual bool hasQuitRequest() const;
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virtual void askLoadRecent();
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virtual State getState() const;
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virtual void newGame (bool bypass = false);
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///< Start a new game.
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///
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/// \param bypass Skip new game mechanics.
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virtual void endGame();
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virtual void saveGame (const std::string& description, const Slot *slot = 0);
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///< Write a saved game to \a slot or create a new slot if \a slot == 0.
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///
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/// \note Slot must belong to the current character.
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virtual void loadGame (const Character *character, const Slot *slot);
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///< Load a saved game file from \a slot.
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///
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/// \note \a slot must belong to \a character.
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virtual Character *getCurrentCharacter (bool create = true);
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///< \param create Create a new character, if there is no current character.
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virtual CharacterIterator characterBegin();
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///< Any call to SaveGame and getCurrentCharacter can invalidate the returned
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/// iterator.
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virtual CharacterIterator characterEnd();
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virtual void update (float duration);
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};
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}
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#endif
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