cyphesis/rulesets/Python_API.h
Al Riddoch 9f0e733adb * server/server.cpp: Handle cleaning up after database load.
* server/WorldRouter.cpp: Switch to using stringstream to
	  generate ids.

	* rulesets/Thing.cpp: Re-write SetupOperation so Sight
	  operation is not lost and leaked.

	* rulesets/Python_API.h, rulesets/Python_API.cpp,
	  rulesets/Py_WorldTime.cpp, rulesets/Py_World.cpp,
	  rulesets/Py_Thing.cpp, rulesets/Py_Operation.cpp,
	  rulesets/Py_Object.cpp: Sort out correct handling of
	  python references, and ensure C++ objects are
	  deleted as required.

Al Riddoch  <alriddoch@zepler.org>
2001-06-22 22:03:59 +00:00

107 lines
2 KiB
C++

// This file may be redistributed and modified only under the terms of
// the GNU General Public License (See COPYING for details).
// Copyright (C) 2000,2001 Alistair Riddoch
#ifndef PYTHON_API_H
#define PYTHON_API_H
class Entity;
class Thing;
class BaseMind;
class MemMap;
class Location;
class WorldTime;
class WorldRouter;
#include <common/types.h>
#include <common/operations.h>
#include <physics/Vector3D.h>
#include <Python.h>
using Atlas::Message::Object;
typedef struct {
PyObject_HEAD
PyObject * Object_attr; // Attributes dictionary
Object * m_obj;
} AtlasObject;
typedef struct {
PyObject_HEAD
PyObject * Thing_attr; // Attributes dictionary
Entity * m_thing;
} ThingObject;
typedef struct {
PyObject_HEAD
PyObject * Mind_attr; // Attributes dictionary
BaseMind * m_mind;
} MindObject;
typedef struct {
PyObject_HEAD
MemMap * m_map;
} MapObject;
typedef struct {
PyObject_HEAD
Location * location;
int own;
} LocationObject;
typedef struct {
PyObject_HEAD
Vector3D coords;
} Vector3DObject;
typedef struct {
PyObject_HEAD
WorldTime * time;
bool own;
} WorldTimeObject;
typedef struct {
PyObject_HEAD
WorldRouter * world;
} WorldObject;
typedef struct {
PyObject_HEAD
RootOperation * operation;
int own;
Entity * from;
Entity * to;
} RootOperationObject;
typedef struct {
PyObject_HEAD
oplist * ops;
} OplistObject;
typedef struct {
PyObject_HEAD
} FunctionObject;
typedef struct {
PyObject_HEAD
RootOperation * operation;
} OptimeObject;
#include "Py_Object.h"
#include "Py_Thing.h"
#include "Py_Mind.h"
#include "Py_Map.h"
#include "Py_Location.h"
#include "Py_Vector3D.h"
#include "Py_WorldTime.h"
#include "Py_World.h"
#include "Py_Operation.h"
#include "Py_Oplist.h"
#include "Py_Optime.h"
void Create_PyThing(Thing * thing, const string& package, const string& type);
void Create_PyMind(BaseMind * mind, const string& package, const string& type);
#endif // PYTHON_API_H