forked from github/server
100 lines
3.6 KiB
C
100 lines
3.6 KiB
C
/*
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Copyright (c) 1998-2015, Enno Rehling <enno@eressea.de>
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Katja Zedel <katze@felidae.kn-bremen.de
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Christian Schlittchen <corwin@amber.kn-bremen.de>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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**/
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#ifndef H_KRNL_BUILD
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#define H_KRNL_BUILD
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#include "types.h"
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#include "direction.h"
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#include "skill.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Die enums fuer Gebauede werden nie gebraucht, nur bei der Bestimmung
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* des Schutzes durch eine Burg wird die Reihenfolge und MAXBUILDINGS
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* wichtig
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*/
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struct xml_tag;
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typedef struct requirement {
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const struct resource_type *rtype;
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int number;
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} requirement;
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typedef struct construction {
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skill_t skill; /* skill req'd per point of size */
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int minskill; /* skill req'd per point of size */
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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 defense_bonus; /* protection bonus (defense) during combat */
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int close_combat_bonus; /* close combat 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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const struct building_type *btype;
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/* building type required to make this thing */
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struct construction *improvement;
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/* next level, if upgradable. if more than one of these items
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* can be built (weapons, armour) per turn, must not be NULL,
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* but point to the same type again:
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* const_sword.improvement = &const_sword
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* last level of a building points to NULL, as do objects of
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* an unlimited size.
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*/
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struct attrib *attribs;
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/* stores skill modifiers and other attributes */
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} construction;
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void free_construction(struct construction *cons);
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extern int destroy_cmd(struct unit *u, struct order *ord);
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extern int leave_cmd(struct unit *u, struct order *ord);
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void build_road(struct unit *u, int size, direction_t d);
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void create_ship(struct unit *u, const struct ship_type *newtype,
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int size, struct order *ord);
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void continue_ship(struct unit *u, int size);
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struct building *getbuilding(const struct region *r);
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struct ship *getship(const struct region *r);
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void reportevent(struct region *r, char *s);
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void shash(struct ship *sh);
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void sunhash(struct ship *sh);
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extern int roqf_factor(void);
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int build(struct unit *u, const construction * ctype, int completed, int want);
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extern int maxbuild(const struct unit *u, const construction * cons);
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extern struct message *msg_materials_required(struct unit *u,
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struct order *ord, const struct construction *ctype, int multi);
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/** error messages that build may return: */
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#define ELOWSKILL -1
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#define ENEEDSKILL -2
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#define ECOMPLETE -3
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#define ENOMATERIALS -4
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#define EBUILDINGREQ -5
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#ifdef __cplusplus
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}
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#endif
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#endif
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