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#pragma once
#include "player.h"
#include "world/world.h"
const U32 OBJ_LIST_MAX = 8192;
struct OBJECT_LIST {
template <typename T>
T* add( const char* name ) {
if( objects.size >= OBJ_LIST_MAX ) {
dlog( "OBJECT_LIST::add() : object list is full" );
return 0;
}
for( I32 i = 0; i < objects.size; ++i ) {
if( !strcmp( name, objects[i]->name ) ) {
dlog( "OBJECT_LIST::add() : object %s already exists", name );
return 0;
}
}
T* newt = new T;
newt->classid = T::CLASSID;
strcpy( newt->name, name );
objects.push( newt );
return newt;
}
template < typename T >
T* add( const T& obj ) {
for( I32 i = 0; i < objects.size; ++i ) {
if( !strcmp( obj.name, objects[i]->name ) ) {
dlog( "OBJECT_LIST::add() : object %s already exists", obj.name );
return 0;
}
}
T* newt = new T( obj );
newt->classid = T::CLASSID;
objects.push( newt );
return newt;
}
void remove( OBJECT* obj ) {
I32 idx = objects.idx_of( obj );
if( idx != -1 )
free( objects[idx] );
}
void remove( const char* obj ) {
for( I32 i = 0; i < objects.size; ++i ) {
if( !strcmp( obj, objects[i]->name ) ) {
free( objects[i] );
return;
}
}
}
template < typename T = OBJECT >
T* find( const char* name ) {
for( I32 i = 0; i < objects.size; ++i ) {
if( !strcmp( name, objects[i]->name ) )
return objects[i];
}
return 0;
}
void each( LIST<OBJECT*>::ON_EACH_FN func ) {
objects.each( func );
}
WORLD* world;
PLAYER* pl;
LIST<OBJECT*> objects;
};
extern OBJECT_LIST* objl;
extern OBJECT_LIST* objl_init();
extern void objl_clear( U8 delete_player = 0 );
extern void objl_load_world( GAME_DATA* game, WORLD_MAP* map );
template < typename T >
inline T* obj_add( const char* name ) {
if( !objl ) {
dlog( "obj_add() : objl null\n" );
return 0;
}
return objl->add<T>( name );
}
template < typename T >
inline T* obj_add( T obj ) {
T* newt = new T( obj );
newt = objl->add( newt );
return newt;
}
template < typename T >
inline T* obj_add( OBJECT* obj, const char* name ) {
T* newt = objl->add<T>( name );
if( !newt )
return 0;
newt->parent = obj;
obj->children.push( newt );
return newt;
}
template < typename T >
inline T* obj_add( OBJECT* obj, T newobj ) {
T* newt = objl->add( newobj );
if( !newt )
return 0;
newt->parent = obj;
obj->children.push( newt );
}
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