forked from github/server
Variablen leserlicher gemacht
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5b82e7709d
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34fc1b3d34
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@ -3,22 +3,22 @@
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<function name="name" value="castle_name_2"/>
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<function name="name" value="castle_name_2"/>
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<function name="protection" value="building_protection"/>
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<function name="protection" value="building_protection"/>
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<function name="taxes" value="lua_building_taxes"/>
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<function name="taxes" value="lua_building_taxes"/>
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<construction skill="building" minskill="1" maxsize="10" reqsize="1" prot="0">
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<construction skill="building" minskill="1" maxsize="10" reqsize="1" defense_bonus="0">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="2" maxsize="40" reqsize="1" prot="1">
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<construction skill="building" minskill="2" maxsize="40" reqsize="1" defense_bonus="1">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="3" maxsize="200" reqsize="1" prot="3">
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<construction skill="building" minskill="3" maxsize="200" reqsize="1" defense_bonus="3">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="4" maxsize="1000" reqsize="1" prot="5">
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<construction skill="building" minskill="4" maxsize="1000" reqsize="1" defense_bonus="5">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="5" maxsize="5000" reqsize="1" prot="8">
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<construction skill="building" minskill="5" maxsize="5000" reqsize="1" defense_bonus="8">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="6" reqsize="1" prot="12">
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<construction skill="building" minskill="6" reqsize="1" defense_bonus="12">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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</building>
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</building>
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@ -2,25 +2,25 @@
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<building name="castle" capacity="1">
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<building name="castle" capacity="1">
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<function name="name" value="castle_name"/>
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<function name="name" value="castle_name"/>
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<function name="protection" value="building_protection"/>
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<function name="protection" value="building_protection"/>
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<construction skill="building" minskill="1" maxsize="2" reqsize="1" prot="0">
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<construction skill="building" minskill="1" maxsize="2" reqsize="1" defense_bonus="0">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="1" maxsize="8" reqsize="1" prot="0">
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<construction skill="building" minskill="1" maxsize="8" reqsize="1" defense_bonus="0">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="2" maxsize="40" reqsize="1" prot="1">
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<construction skill="building" minskill="2" maxsize="40" reqsize="1" defense_bonus="1">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="3" maxsize="200" reqsize="1" prot="3">
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<construction skill="building" minskill="3" maxsize="200" reqsize="1" defense_bonus="3">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="4" maxsize="1000" reqsize="1" prot="5">
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<construction skill="building" minskill="4" maxsize="1000" reqsize="1" defense_bonus="5">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="5" maxsize="5000" reqsize="1" prot="8">
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<construction skill="building" minskill="5" maxsize="5000" reqsize="1" defense_bonus="8">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="6" reqsize="1" prot="12">
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<construction skill="building" minskill="6" reqsize="1" defense_bonus="12">
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<requirement type="stone" quantity="1"/>
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<requirement type="stone" quantity="1"/>
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</construction>
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</construction>
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</building>
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</building>
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@ -7,13 +7,13 @@
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<function name="name" value="fort_name"/>
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<function name="name" value="fort_name"/>
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<function name="protection" value="building_protection"/>
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<function name="protection" value="building_protection"/>
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<function name="taxes" value="lua_building_taxes"/>
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<function name="taxes" value="lua_building_taxes"/>
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<construction skill="building" minskill="1" maxsize="5" reqsize="1" prot="0">
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<construction skill="building" minskill="1" maxsize="5" reqsize="1" defense_bonus="0">
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<requirement type="log" quantity="1"/>
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<requirement type="log" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="2" maxsize="5" reqsize="1" prot="1">
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<construction skill="building" minskill="2" maxsize="5" reqsize="1" defense_bonus="1">
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<requirement type="log" quantity="1"/>
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<requirement type="log" quantity="1"/>
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</construction>
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</construction>
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<construction skill="building" minskill="2" reqsize="1" prot="2">
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<construction skill="building" minskill="2" reqsize="1" defense_bonus="2">
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<requirement type="log" quantity="1"/>
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<requirement type="log" quantity="1"/>
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</construction>
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</construction>
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</building>
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</building>
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@ -57,7 +57,7 @@ static void test_make_fighter(CuTest * tc)
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test_cleanup();
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test_cleanup();
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}
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}
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static int add_two(building * b, unit * u, buildingbonus bonus) {
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static int add_two(building * b, unit * u, building_bonus bonus) {
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return 2;
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return 2;
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}
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}
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@ -45,9 +45,9 @@ extern "C" {
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int maxsize; /* maximum size of this type */
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int maxsize; /* maximum size of this type */
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int reqsize; /* size of object using up 1 set of requirement. */
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int reqsize; /* size of object using up 1 set of requirement. */
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int prot; /* protection bonus (defense) during combat */
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int defense_bonus; /* protection bonus (defense) during combat */
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int ccbonus; /* close combat attack bonus*/
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int close_combat_bonus; /* close combat attack bonus*/
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int rangedbonus; /* ranged attack bonus */
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int ranged_bonus; /* ranged attack bonus */
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requirement *materials; /* material req'd to build one object */
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requirement *materials; /* material req'd to build one object */
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const struct building_type *btype;
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const struct building_type *btype;
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/* building type required to make this thing */
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/* building type required to make this thing */
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@ -316,7 +316,7 @@ const building_type *findbuildingtype(const char *name,
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return (const building_type *)type.v;
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return (const building_type *)type.v;
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}
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}
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static int building_protection(building * b, unit * u, buildingbonus bonus)
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static int building_protection(building * b, unit * u, building_bonus bonus)
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{
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{
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int i = 0;
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int i = 0;
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@ -334,11 +334,11 @@ static int building_protection(building * b, unit * u, buildingbonus bonus)
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switch (bonus)
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switch (bonus)
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{
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{
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case DEFENSE_BONUS:
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case DEFENSE_BONUS:
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return cons->prot;
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return cons->defense_bonus;
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case CC_ATTACK_BONUS:
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case CLOSE_COMBAT_ATTACK_BONUS:
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return cons->ccbonus;
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return cons->close_combat_bonus;
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case RANGED_ATTACK_BONUS:
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case RANGED_ATTACK_BONUS:
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return cons->rangedbonus;
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return cons->ranged_bonus;
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default:
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default:
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return 0;
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return 0;
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}
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}
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typedef enum {
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typedef enum {
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DEFENSE_BONUS,
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DEFENSE_BONUS,
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CC_ATTACK_BONUS,
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CLOSE_COMBAT_ATTACK_BONUS,
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RANGED_ATTACK_BONUS,
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RANGED_ATTACK_BONUS,
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} buildingbonus;
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} building_bonus;
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typedef struct building_type {
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typedef struct building_type {
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char *_name;
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char *_name;
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const struct building * b, int size);
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const struct building * b, int size);
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void (*init) (struct building_type *);
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void (*init) (struct building_type *);
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void (*age) (struct building *);
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void (*age) (struct building *);
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int (*protection) (struct building *, struct unit *, buildingbonus);
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int (*protection) (struct building *, struct unit *, building_bonus);
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double (*taxes) (const struct building *, int size);
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double (*taxes) (const struct building *, int size);
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struct attrib *attribs;
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struct attrib *attribs;
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} building_type;
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} building_type;
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con->maxsize = xml_ivalue(node, "maxsize", -1);
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con->maxsize = xml_ivalue(node, "maxsize", -1);
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con->minskill = xml_ivalue(node, "minskill", -1);
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con->minskill = xml_ivalue(node, "minskill", -1);
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con->reqsize = xml_ivalue(node, "reqsize", -1);
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con->reqsize = xml_ivalue(node, "reqsize", -1);
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con->prot = xml_ivalue(node, "prot", 0);
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con->defense_bonus = xml_ivalue(node, "defense_bonus", 0);
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con->ccbonus = xml_ivalue(node, "ccbonus", 0);
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con->close_combat_bonus = xml_ivalue(node, "close_combat_bonus", 0);
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con->rangedbonus = xml_ivalue(node, "rangedbonus", 0);
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con->ranged_bonus = xml_ivalue(node, "ranged_bonus", 0);
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propValue = xmlGetProp(node, BAD_CAST "building");
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propValue = xmlGetProp(node, BAD_CAST "building");
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if (propValue != NULL) {
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if (propValue != NULL) {
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btype->age = (void(*)(struct building *))fun;
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btype->age = (void(*)(struct building *))fun;
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}
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}
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else if (strcmp((const char *)propValue, "protection") == 0) {
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else if (strcmp((const char *)propValue, "protection") == 0) {
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btype->protection = (int(*)(struct building *, struct unit *, buildingbonus))fun;
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btype->protection = (int(*)(struct building *, struct unit *, building_bonus))fun;
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}
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}
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else if (strcmp((const char *)propValue, "taxes") == 0) {
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else if (strcmp((const char *)propValue, "taxes") == 0) {
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btype->taxes = (double(*)(const struct building *, int))fun;
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btype->taxes = (double(*)(const struct building *, int))fun;
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