104 lines
3.0 KiB
C
104 lines
3.0 KiB
C
/*
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* static char *rcsid_ob_types =
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* "$Id: build_map.c 5057 2006-10-29 07:50:09Z mwedel $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2006 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail to crossfire-devel@real-time.com
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*/
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/**
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* @file
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* Those functions deal with the object/type system.
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*/
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#include <global.h>
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#include <ob_types.h>
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#include <ob_methods.h>
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#ifndef __CEXTRACT__
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#include <sproto.h>
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#endif
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/**
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* Calls the intialization functions for all individual types.
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* @todo this should probably be moved to a file in the types/ directory, to separate types and server.
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*/
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void register_all_ob_types(void) {
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/* init_type_foobar() here, where foobar is for a type. In other words,
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* from here, call functions that register object methods for types.
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*/
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init_type_altar();
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init_type_armour_improver();
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init_type_arrow();
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init_type_blindness();
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init_type_book();
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init_type_button();
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init_type_cf_handle();
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init_type_check_inv();
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init_type_clock();
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init_type_container();
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init_type_converter();
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init_type_creator();
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init_type_deep_swamp();
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init_type_detector();
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init_type_director();
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init_type_duplicator();
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init_type_exit();
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init_type_food();
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init_type_gate();
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init_type_hole();
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init_type_identify_altar();
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init_type_lamp();
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init_type_lighter();
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init_type_marker();
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init_type_mood_floor();
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init_type_peacemaker();
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init_type_pedestal();
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init_type_player_changer();
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init_type_player_mover();
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init_type_poison();
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init_type_poisoning();
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init_type_potion();
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init_type_power_crystal();
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init_type_rune();
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init_type_savebed();
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init_type_scroll();
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init_type_shop_inventory();
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init_type_shop_mat();
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init_type_sign();
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init_type_skillscroll();
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init_type_spell_effect();
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init_type_spellbook();
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init_type_spinner();
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init_type_teleporter();
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init_type_thrown_object();
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init_type_transport();
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init_type_trap();
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init_type_trapdoor();
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init_type_treasure();
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init_type_trigger();
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init_type_trigger_altar();
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init_type_trigger_button();
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init_type_trigger_pedestal();
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init_type_weapon_improver();
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}
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