forked from github/server
290 lines
9.9 KiB
C
290 lines
9.9 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_REGION
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#define H_KRNL_REGION
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#include <util/resolve.h>
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#include "types.h"
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#include "direction.h"
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#include <stddef.h>
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#include <stdbool.h>
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#define MAXLUXURIES 16 /* there must be no more than MAXLUXURIES kinds of luxury goods in any game */
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#define MAXREGIONS 524287 /* must be prime for hashing. 262139 was a little small */
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#define MAXTREES 100 * 1000 * 1000 /* bug 2360: some players are crazy */
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/* FAST_CONNECT: regions are directly connected to neighbours, saves doing
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a hash-access each time a neighbour is needed, 6 extra pointers per hex */
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#define FAST_CONNECT
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#define RF_CHAOTIC (1<<0) /* persistent */
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#define RF_MALLORN (1<<1) /* persistent */
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#define RF_BLOCKED (1<<2) /* persistent */
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#define RF_OBSERVER (1<<3) /* persistent */
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#define RF_UNUSED_4 (1<<4)
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#define RF_UNUSED_5 (1<<5)
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#define RF_UNUSED_6 (1<<6)
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#define RF_UNUSED_7 (1<<7)
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#define RF_UNUSED_8 (1<<8)
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#define RF_ENCOUNTER (1<<9) /* persistent */
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#define RF_MAPPER_HIGHLIGHT (1<<10)
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#define RF_LIGHTHOUSE (1<<11) /* this region may contain a lighthouse */
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#define RF_MIGRATION (1<<13)
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#define RF_UNUSED_14 (1<<14)
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#define RF_UNUSED_15 (1<<15)
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#define RF_UNUSED_16 (1<<16)
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#define RF_SELECT (1<<17)
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#define RF_MARK (1<<18)
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#define RF_TRAVELUNIT (1<<19)
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#define RF_GUARDED (1<<20) /* persistent */
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#define RF_ALL 0xFFFFFF
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#define RF_SAVEMASK (RF_CHAOTIC|RF_MALLORN|RF_BLOCKED|RF_ENCOUNTER|RF_GUARDED|RF_LIGHTHOUSE)
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struct message;
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struct message_list;
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struct rawmaterial;
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struct item;
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struct faction;
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struct gamedata;
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#define MORALE_TAX_FACTOR 200 /* 0.5% tax per point of morale, 1 silver per 200 */
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#define MORALE_MAX 10 /* Maximum morale allowed */
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#define MORALE_DEFAULT 1 /* Morale of peasants when they are conquered for the first time */
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#define MORALE_TAKEOVER 0 /* Morale of peasants after they lose their lord */
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#define MORALE_COOLDOWN 2 /* minimum cooldown before a morale change occurs */
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#define MORALE_AVERAGE 6 /* default average time for morale to change */
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#define MORALE_TRANSFER 2 /* points of morale lost when GIVE COMMAND */
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct region_owner {
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struct faction *owner;
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struct faction *last_owner;
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int since_turn; /* turn the region changed owners */
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int morale_turn; /* turn when morale has changed most recently */
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int flags;
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} region_owner;
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typedef struct demand {
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struct demand *next;
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const struct luxury_type *type;
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int value;
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} demand;
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typedef struct land_region {
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char *name;
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char *display;
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demand *demands;
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const struct item_type *herbtype;
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int herbs;
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int morale;
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int trees[3]; /* 0 -> seeds, 1 -> shoots, 2 -> trees */
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int horses;
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int peasants;
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int newpeasants;
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int money;
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struct region_owner *ownership;
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} land_region;
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typedef struct region {
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struct region *next;
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struct land_region *land;
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struct unit *units;
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struct ship *ships;
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struct building *buildings;
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unsigned int index;
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/* an ascending number, to improve the speed of determining the interval in
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which a faction has its units. See the implementations of firstregion
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and lastregion */
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int uid; /* a unique id */
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int x, y;
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struct plane *_plane; /* to access, use rplane(r) */
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int flags;
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unsigned short age;
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struct message_list *msgs;
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struct individual_message {
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struct individual_message *next;
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const struct faction *viewer;
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struct message_list *msgs;
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} *individual_messages;
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struct attrib *attribs;
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const struct terrain_type *terrain;
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struct rawmaterial *resources;
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#ifdef FAST_CONNECT
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struct region *connect[MAXDIRECTIONS]; /* use rconnect(r, dir) to access */
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#endif
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struct {
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seen_mode mode;
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} seen;
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} region;
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extern struct region *regions;
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typedef struct region_list {
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struct region_list *next;
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struct region *data;
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} region_list;
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struct message_list *r_getmessages(const struct region *r,
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const struct faction *viewer);
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struct message *r_addmessage(struct region *r, const struct faction *viewer,
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struct message *msg);
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typedef struct {
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direction_t dir;
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} moveblock;
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#define reg_hashkey(r) (r->index)
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extern int fix_demand(struct region *r);
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int distance(const struct region *, const struct region *);
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int koor_distance(int ax, int ay, int bx, int by);
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struct region *findregion(int x, int y);
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struct region *findregionbyid(int uid);
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extern struct attrib_type at_moveblock;
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extern struct attrib_type at_peasantluck;
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extern struct attrib_type at_horseluck;
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extern struct attrib_type at_woodcount;
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extern struct attrib_type at_deathcount;
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void rhash(struct region *r);
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void runhash(struct region *r);
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void free_regionlist(region_list * rl);
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void add_regionlist(region_list ** rl, struct region *r);
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int deathcount(const struct region *r);
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void deathcounts(struct region *r, int delta);
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void setluxuries(struct region *r, const struct luxury_type *sale);
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int get_maxluxuries(void);
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int rroad(const struct region *r, direction_t d);
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void rsetroad(struct region *r, direction_t d, int value);
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bool is_coastregion(struct region *r);
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int rtrees(const struct region *r, int ageclass);
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enum {
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TREE_SEED = 0,
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TREE_SAPLING = 1,
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TREE_TREE = 2
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};
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int rsettrees(const struct region *r, int ageclass, int value);
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int rpeasants(const struct region *r);
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void rsetpeasants(struct region *r, int value);
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int rmoney(const struct region *r);
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void rsetmoney(struct region *r, int value);
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int rhorses(const struct region *r);
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void rsethorses(const struct region *r, int value);
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int rherbs(const struct region *r);
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void rsetherbs(struct region *r, int value);
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void rsetherbtype(struct region *r, const struct item_type *itype);
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#define rbuildings(r) ((r)->buildings)
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#define rherbtype(r) ((r)->land?(r)->land->herbtype:0)
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bool r_isforest(const struct region *r);
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#define rterrain(r) (oldterrain((r)->terrain))
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#define rsetterrain(r, t) ((r)->terrain = newterrain(t))
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const char *rname(const struct region *r, const struct locale *lang);
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#define rplane(r) getplane(r)
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void r_setdemand(struct region *r, const struct luxury_type *ltype,
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int value);
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int r_demand(const struct region *r, const struct luxury_type *ltype);
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const char *write_regionname(const struct region *r, const struct faction *f,
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char *buffer, size_t size);
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struct region *new_region(int x, int y, struct plane *pl, int uid);
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void remove_region(region ** rlist, region * r);
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void terraform_region(struct region *r, const struct terrain_type *terrain);
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bool pnormalize(int *x, int *y, const struct plane *pl);
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extern const int delta_x[MAXDIRECTIONS];
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extern const int delta_y[MAXDIRECTIONS];
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direction_t dir_invert(direction_t dir);
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int max_production(const struct region *r);
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void region_set_owner(struct region *r, struct faction *owner, int turn);
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struct faction *region_get_owner(const struct region *r);
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struct alliance *region_get_alliance(const struct region *r);
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struct region *r_connect(const struct region *, direction_t dir);
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#ifdef FAST_CONNECT
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# define rconnect(r, dir) ((r)->connect[dir]?(r)->connect[dir]:r_connect(r, (direction_t)dir))
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#else
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# define rconnect(r, dir) r_connect(r, (direction_t)dir)
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#endif
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void free_regions(void);
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void free_land(struct land_region * lr);
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int region_get_morale(const region * r);
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void region_set_morale(region * r, int morale, int turn);
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#define RESOLVE_REGION (TYP_REGION << 24)
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void resolve_region(region *r);
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void write_region_reference(const struct region *r, struct storage *store);
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int read_region_reference(struct gamedata *data, region **rp, resolve_fun fun);
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const char *regionname(const struct region *r, const struct faction *f);
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int region_maxworkers(const struct region *r);
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const char *region_getname(const struct region *self);
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void region_setname(struct region *self, const char *name);
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const char *region_getinfo(const struct region *self);
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void region_setinfo(struct region *self, const char *name);
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int region_getresource(const struct region *r,
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const struct resource_type *rtype);
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void region_setresource(struct region *r, const struct resource_type *rtype,
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int value);
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int owner_change(const region * r);
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bool is_mourning(const region * r, int in_turn);
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const struct item_type *r_luxury(const struct region *r);
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void get_neighbours(const struct region *r, struct region **list);
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struct faction *update_owners(struct region *r);
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void region_erase(struct region *r);
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#ifdef __cplusplus
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}
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#endif
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#endif /* _REGION_H */
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