forked from github/server
parent
1cc9b5fc3e
commit
2f447ac0e4
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@ -1,34 +1,32 @@
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# Microsoft Developer Studio Project File - Name="attributes" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 5.00
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# ** NICHT BEARBEITEN **
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Static Library" 0x0104
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CFG=attributes - Win32 Debug
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!MESSAGE Dies ist kein gültiges Makefile. Zum Erstellen dieses Projekts mit\
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NMAKE
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!MESSAGE verwenden Sie den Befehl "Makefile exportieren" und führen Sie den\
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Befehl
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "attributes.mak".
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!MESSAGE
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!MESSAGE Sie können beim Ausführen von NMAKE eine Konfiguration angeben
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!MESSAGE durch Definieren des Makros CFG in der Befehlszeile. Zum Beispiel:
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "attributes.mak" CFG="attributes - Win32 Debug"
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!MESSAGE
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!MESSAGE Für die Konfiguration stehen zur Auswahl:
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "attributes - Win32 Release" (basierend auf\
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"Win32 (x86) Static Library")
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!MESSAGE "attributes - Win32 Debug" (basierend auf\
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"Win32 (x86) Static Library")
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!MESSAGE "attributes - Win32 Release" (based on "Win32 (x86) Static Library")
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!MESSAGE "attributes - Win32 Debug" (based on "Win32 (x86) Static Library")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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# PROP Scc_ProjName ""
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# PROP Scc_LocalPath ""
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CPP=cl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "attributes - Win32 Release"
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@ -42,11 +40,10 @@ CPP=cl.exe
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# PROP Output_Dir "Release"
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# PROP Intermediate_Dir "Release"
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# PROP Target_Dir ""
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RSC=rc.exe
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# ADD BASE RSC /l 0x407
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# ADD RSC /l 0x407
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
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# ADD CPP /nologo /Za /W4 /GX /Z7 /O2 /I "../util" /I "../kernel" /I "../.." /I ".." /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
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# ADD BASE RSC /l 0x407
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# ADD RSC /l 0x407
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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@ -66,11 +63,10 @@ LIB32=link.exe -lib
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# PROP Output_Dir "Debug"
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# PROP Intermediate_Dir "Debug"
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# PROP Target_Dir ""
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RSC=rc.exe
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# ADD BASE RSC /l 0x407
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# ADD RSC /l 0x407
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# ADD BASE CPP /nologo /W3 /GX /Z7 /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c
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# ADD CPP /nologo /Za /W4 /Z7 /Od /I "../util" /I "../kernel" /I "../.." /I ".." /D "_WINDOWS" /D "WIN32" /D "_DEBUG" /FR /YX"stdafx.h" /FD /c
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# ADD BASE RSC /l 0x407
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# ADD RSC /l 0x407
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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@ -2638,7 +2638,6 @@ view_neighbours(region * r, faction * f)
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static void
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recurse_regatta(region *center, region *r, faction *f, int maxdist)
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{
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plane * p = rplane(center);
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direction_t dir;
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int dist = distance(center, r);
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for (dir=0;dir!=MAXDIRECTIONS;++dir) {
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@ -218,6 +218,7 @@ init_smithy(struct building_type * bt)
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a_add(&bt->attribs, make_skillmod(NOSKILL, SMF_PRODUCTION, sm_smithy, 0, 0));
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a_add(&bt->attribs, make_matmod(mm_smithy));
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}
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static const char *
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castle_name(int bsize)
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{
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@ -248,6 +249,42 @@ castle_name(int bsize)
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return fname[i];
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}
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static requirement castle_req[] = {
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{ R_STONE, 1, 0.5 },
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{ NORESOURCE, 0, 0.0 },
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};
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#if LARGE_CASTLES
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static construction castle_bld[MAXBUILDINGS] = {
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{ SK_BUILDING, 1, 2, 1, castle_req, &castle_bld[1] },
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{ SK_BUILDING, 1, 8, 1, castle_req, &castle_bld[2] },
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{ SK_BUILDING, 2, 40, 1, castle_req, &castle_bld[3] },
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{ SK_BUILDING, 3, 200, 1, castle_req, &castle_bld[4] },
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{ SK_BUILDING, 4, 1000, 1, castle_req, &castle_bld[5] },
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{ SK_BUILDING, 5, 5000, 1, castle_req, &castle_bld[6] },
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{ SK_BUILDING, 6, -1, 1, castle_req, NULL }
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};
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#else
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static construction castle_bld[MAXBUILDINGS] = {
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{ SK_BUILDING, 1, 2, 1, castle_req, &castle_bld[1] },
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{ SK_BUILDING, 2, 8, 1, castle_req, &castle_bld[2] },
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{ SK_BUILDING, 3, 40, 1, castle_req, &castle_bld[3] },
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{ SK_BUILDING, 4, 200, 1, castle_req, &castle_bld[4] },
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{ SK_BUILDING, 5, 1000, 1, castle_req, &castle_bld[5] },
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{ SK_BUILDING, 6, -1, 1, castle_req, NULL }
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};
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#endif
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building_type bt_castle = {
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"castle",
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BFL_NONE,
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1, 4, -1,
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0, 0, 0, 0.0,
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NULL,
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&castle_bld[0],
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castle_name
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};
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/* for finding out what was meant by a particular building string */
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static local_names * bnames;
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}
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} else if (strcmp(tag->name, "maintenance")==0) {
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size_t len = 0;
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if (bt->maintenance) {
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const resource_type * rtype;
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maintenance * mt = (maintenance*)bt->maintenance;
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maintenance * mt;
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resource_t type = NORESOURCE;
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if (bt->maintenance==NULL) {
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mt = bt->maintenance = calloc(sizeof(maintenance), 2);
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len = 0;
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} else {
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mt = bt->maintenance;
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while (mt[len].number) ++len;
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mt = realloc(mt, sizeof(maintenance)*(len+1));
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}
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mt[len+1].number = 0;
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mt[len].number = xml_ivalue(tag, "amount");
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rtype = rt_find(xml_value(tag, "type"));
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}
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if (xml_bvalue(tag, "variable")) mt[len].flags |= MTF_VARIABLE;
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if (xml_bvalue(tag, "vital")) mt[len].flags |= MTF_VITAL;
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}
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} else if (strcmp(tag->name, "requirement")==0) {
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construction * con = (construction *)bt->construction;
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if (con!=NULL) {
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@ -411,6 +452,7 @@ register_buildings(void)
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xml_register(&xml_buildings, "eressea building", 0);
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register_function((pf_generic)init_smithy, "init_smithy");
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register_function((pf_generic)castle_name, "castle_name");
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bt_register(&bt_castle);
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}
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void
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int magresbonus; /* bonus it gives the target against spells */
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int fumblebonus; /* bonus that reduces fumbling */
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double auraregen; /* modifier for aura regeneration inside building */
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const struct maintenance * maintenance; /* array of requirements */
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struct maintenance * maintenance; /* array of requirements */
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const struct construction * construction; /* construction of 1 building-level */
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const char * (*name)(int size);
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@ -171,11 +171,3 @@
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<requirement type="money" quantity="100"></requirement>
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</construction>
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</building>
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<building name="castle" capacity="1" maxcapacity="4" protection>
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<function name="name" value="castle_name"></function>
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<construction skill="sk_building" minskill="1" reqsize="1" maxsize="2">
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<requirement type="stone" quantity="1"></requirement>
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</construction>
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</building>
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