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#ifndef _OBJECT_LIST_H
#define _OBJECT_LIST_H
#include <stdio.h>
#include "mudobject.h"
#include "tokenfile.h"
#include "object_list.h"
#include "btree.h"
#include "errlog.h"
#include "marker.h"
#include "specials.h"
#include "ability.h"
#include "player.h"
#include "config.h"
#include "quest.h"
#include "mask.h"
class Mobile;
class Race;
class Inclination;
class Talent;
class Object_List
{
public:
char * get_status();
Object_List(ErrLog *error_log, bool quiet_mode);
~Object_List();
int add_hardcoded(ErrLog *error_log);
MudObject *get_mudobject(char *the_area, char *the_name);
Specials *get_special_obj(char *the_area, char *the_name);
Ability *get_ability_obj(char *the_name);
int add_area(Area_Dbase *temp_area, ErrLog *error_log);
int add_mudobject(char *the_area, MudObject *the_object);
void reset_list();
Area_Dbase *get_next_area();
int delete_obj(MudObject *the_obj);
int remove_obj(MudObject *the_obj);
Area_Dbase *get_area(char *the_name);
int reload_races(void);
int reload_inclinations(void);
int reload_talents(void);
int reload_abilities(void);
int reload_bulletins(void);
int reload_masks(void);
Location *is_location(MudObject *the_object);
MudObject *clone_object(MudObject *orig_obj);
int display_data(Player *the_player);
int display_list_data(Player *the_player);
int display_races(Player *the_player);
int display_inclinations(Player *the_player);
int has_inclinations();
int has_talents();
void save_state();
void restore_state();
int load_abilities(ErrLog *error_log);
int load_races(ErrLog *error_log);
int load_inclinations(ErrLog *error_log);
int load_talents(ErrLog *error_log);
int load_masks(ErrLog *error_log);
int load_bulletins(ErrLog *error_log);
Race *get_race_obj(char *the_name);
Mask *get_mask_obj(char *the_name);
Inclination *get_inclination_obj(char *the_name);
Talent *get_talent_obj(char *the_name);
int load_quests(ErrLog *error_log);
int list_quests(Player *the_player);
Quest *get_quest_obj(char *the_name);
int extend_reset(Individual *the_ind, int new_val);
Mobile *player_to_mobile(Player *the_player);
int empty_objects();
private:
Object_List();
int coordinate(ErrLog *error_log);
btree<Area_Dbase> the_dbase;
long num_lookups;
long max_lookup;
long avg_lookup;
long min_lookup;
Strings status;
int loaded;
};
#endif
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