server/src/common/kernel/building.h
Enno Rehling e936284347 Massive changes:
- removed all hadcoded weapons
- added code to put resources like iron&wood in XML
- added laen & wood to XML
- fixed damage for mallorn lance
- removed the old entrise code
- added new ent code in lua, eressea-only
2006-02-11 16:11:16 +00:00

152 lines
5.1 KiB
C

/* vi: set ts=2:
*
* Eressea PB(E)M host Copyright (C) 1998-2003
* Christian Schlittchen (corwin@amber.kn-bremen.de)
* Katja Zedel (katze@felidae.kn-bremen.de)
* Henning Peters (faroul@beyond.kn-bremen.de)
* Enno Rehling (enno@eressea-pbem.de)
* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
*
* This program may not be used, modified or distributed without
* prior permission by the authors of Eressea.
*/
#ifndef H_KRNL_BUILDING
#define H_KRNL_BUILDING
#include <util/variant.h>
#ifdef __cplusplus
extern "C" {
#endif
/* maintenance::flags */
#define MTF_NONE 0x00
#define MTF_VARIABLE 0x01 /* resource usage scales with size */
#define MTF_VITAL 0x02 /* if resource missing, building may crash */
typedef struct maintenance {
const struct resource_type * rtype; /* type of resource required */
int number; /* amount of resources */
unsigned int flags; /* misc. flags */
} maintenance;
/* building_type::flags */
#define BTF_NONE 0x00
#define BTF_INDESTRUCTIBLE 0x01 /* cannot be torm down */
#define BTF_NOBUILD 0x02 /* special, can't be built */
#define BTF_UNIQUE 0x04 /* only one per struct region (harbour) */
#define BTF_DECAY 0x08 /* decays when not occupied */
#define BTF_DYNAMIC 0x10 /* dynamic type, needs bt_write */
#define BTF_PROTECTION 0x20 /* protection in combat */
#define BTF_MAGIC 0x40 /* magical effect */
#define BTF_ONEPERTURN 0x80 /* one one sizepoint can be added per turn */
typedef struct building_type {
const char * _name;
int flags; /* flags */
int capacity; /* Kapazität pro Größenpunkt */
int maxcapacity; /* Max. Kapazität */
int maxsize; /* how big can it get, with all the extensions? */
int magres; /* how well it resists against spells */
int magresbonus; /* bonus it gives the target against spells */
int fumblebonus; /* bonus that reduces fumbling */
double auraregen; /* modifier for aura regeneration inside building */
struct maintenance * maintenance; /* array of requirements */
struct construction * construction; /* construction of 1 building-level */
const char * (*name)(int size);
void (*init)(struct building_type*);
struct attrib * attribs;
} building_type;
extern building_type * bt_find(const char* name);
extern void register_buildings(void);
extern void bt_register(building_type * type);
/* buildingt => building_type
* Name => locale_string(name)
* MaxGroesse => levels
* MinBauTalent => construction->minskill
* Kapazitaet => capacity, maxcapacity
* Materialien => construction->materials
* UnterSilber, UnterSpezialTyp, UnterSpezial => maintenance
* per_size => !maintenance->fixed
*/
#define BFL_NONE 0x00
#define BLD_MAINTAINED 0x01 /* vital maintenance paid for */
#define BLD_WORKING 0x02 /* full maintenance paid, it works */
#define BLD_UNGUARDED 0x04 /* you can enter this building anytime */
#define BLD_EXPANDED 0x08 /* has been expanded this turn */
#define BLD_SAVEMASK 0x00 /* mask for persistent flags */
typedef struct building {
struct building *next;
struct building *nexthash;
const struct building_type * type;
struct region *region;
char *name;
char *display;
struct attrib * attribs;
int no;
int size;
int sizeleft; /* is only used during battle. should be a temporary attribute */
int besieged; /* should be an attribute */
unsigned int flags;
} building;
typedef struct building_list {
struct building_list * next;
building * data;
} building_list;
extern void free_buildinglist(building_list *bl);
extern void add_buildinglist(building_list **bl, struct building *b);
extern struct attrib_type at_building_generic_type;
extern const char * buildingtype(const building_type * btype, const struct building * b, int bsize);
extern const char * buildingname(const struct building * b);
extern int buildingcapacity(const struct building * b);
extern struct building *new_building(const struct building_type * typ, struct region * r, const struct locale * lang);
void build_building(struct unit * u, const struct building_type * typ, int size, struct order * ord);
/* Alte Gebäudetypen: */
/* old functions, still in build.c: */
int buildingeffsize(const building * b, boolean img);
void bhash(struct building * b);
void bunhash(struct building * b);
int buildingcapacity(const struct building * b);
void destroy_building(struct building * b);
const struct building_type * findbuildingtype(const char * name, const struct locale * lang);
#include "build.h"
#define NOBUILDING NULL
extern void * resolve_building(variant data);
extern void write_building_reference(const struct building * b, FILE * F);
extern int read_building_reference(struct building ** b, FILE * F);
extern struct building *findbuilding(int n);
extern struct unit * buildingowner(const struct region * r, const struct building * b);
extern attrib_type at_building_action;
#ifdef WDW_PYRAMID
extern int wdw_pyramid_level(const struct building *b);
#endif
typedef struct building_action {
building * b;
char * fname;
char * param;
} building_action;
#ifdef __cplusplus
}
#endif
#endif