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script types to be cleanly dropped in. * Re-work on server and communication related classes to use references where they are apropriate. Code is now much more robust. * Huge cleanup of header files removing redundant includes. * server/WorldRouter.h: Removed is_object_deleted because it is broken and not used. * server/Connection.h: Removed unused disconnect() methods. * rulesets/Entity.*: Added new in game base class from which all mind and object classes are derived. This removes clutter of Thing class from mind classes. * aiclient/*: Progress with creating AI client for mind handling. * common/globals.*: Moved some globals out of server specific files. * rulesets/Makefile.am: Separated rulesets code into 3 almost stand alone packages; entities, mind and python interface code. Acorn may well not work now, but I would apreciate it if people could test the code on their setups. Lots of code has changed, and almost everything is now cleaner. Al Riddoch <alriddoch@zepler.org>
26 lines
747 B
C++
26 lines
747 B
C++
// This file may be redistributed and modified only under the terms of
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// the GNU General Public License (See COPYING for details).
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// Copyright (C) 2000 Alistair Riddoch
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#ifndef PYTHON_THING_SCRIPT_H
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#define PYTHON_THING_SCRIPT_H
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#include "PythonScript.h"
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#include <Python.h>
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class Thing;
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class PythonThingScript : public PythonScript {
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private:
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Thing & thing;
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public:
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PythonThingScript(PyObject *, Thing &);
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virtual ~PythonThingScript();
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virtual bool Operation(const string&,
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const Atlas::Objects::Operation::RootOperation&, oplist&,
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Atlas::Objects::Operation::RootOperation * sub_op=NULL);
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virtual void hook(const string &, Entity *);
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};
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#endif // PYTHON_THING_SCRIPT_H
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