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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 );
}