server/src/kernel/faction.h

175 lines
6.2 KiB
C

/*
Copyright (c) 1998-2015, Enno Rehling <enno@eressea.de>
Katja Zedel <katze@felidae.kn-bremen.de
Christian Schlittchen <corwin@amber.kn-bremen.de>
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
**/
#ifndef H_KRNL_FACTION
#define H_KRNL_FACTION
#include "skill.h"
#include "types.h"
#include <modules/score.h>
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
struct alliance;
struct item;
struct seen_region;
struct attrib_type;
struct gamedata;
struct selist;
/* faction flags */
#define FFL_NOAID (1<<0) /* Hilfsflag Kampf */
#define FFL_ISNEW (1<<1)
#define FFL_PWMSG (1<<2) /* received a "new password" message */
#define FFL_QUIT (1<<3)
#define FFL_CURSED (1<<4) /* you're going to have a bad time */
#define FFL_DEFENDER (1<<10)
#define FFL_SELECT (1<<22) /* ehemals f->dh, u->dh, r->dh, etc... */
#define FFL_MARK (1<<23) /* fuer markierende algorithmen, die das
* hinterher auch wieder loeschen muessen!
* (FFL_SELECT muss man vorher initialisieren,
* FL_MARK hinterher loeschen) */
#define FFL_NOIDLEOUT (1<<24) /* Partei stirbt nicht an NMRs */
#define FFL_NPC (1<<25) /* eine Partei mit Monstern */
#define FFL_SAVEMASK (FFL_DEFENDER|FFL_NPC|FFL_NOIDLEOUT|FFL_CURSED)
typedef struct faction {
struct faction *next;
struct faction *nexthash;
struct region *first;
struct region *last;
int no;
int subscription;
int flags;
char *name;
char *banner;
char *email;
char *_password;
int max_spelllevel;
struct spellbook *spellbook;
const struct locale *locale;
int lastorders;
int age;
struct ursprung *ursprung;
const struct race *race;
magic_t magiegebiet;
int newbies;
int num_people; /* Anzahl Personen ohne Monster */
int num_units;
int options;
struct ally *allies; /* alliedgroup and others should check sf.faction.alive before using a faction from f.allies */
struct group *groups; /* alliedgroup and others should check sf.faction.alive before using a faction from f.groups */
score_t score;
struct alliance *alliance;
int alliance_joindate; /* the turn on which the faction joined its current alliance (or left the last one) */
#ifdef VICTORY_DELAY
unsigned char victory_delay;
#endif
struct unit *units;
struct attrib *attribs;
struct message_list *msgs;
struct bmsg {
struct bmsg *next;
struct region *r;
struct message_list *msgs;
} *battles;
struct item *items; /* items this faction can claim */
struct selist *seen_factions;
bool _alive; /* enno: sollte ein flag werden */
} faction;
extern struct faction *factions;
#define want(option) (1<<option)
void fhash(struct faction *f);
void funhash(struct faction *f);
struct faction *findfaction(int n);
int max_magicians(const faction * f);
void set_show_item(faction * f, const struct item_type *itype);
const struct unit *random_unit_in_faction(const struct faction *f);
const char *factionname(const struct faction *f);
struct unit *addplayer(struct region *r, faction * f);
struct faction *addfaction(const char *email, const char *password,
const struct race *frace, const struct locale *loc, int subscription);
bool checkpasswd(const faction * f, const char *passwd);
int writepasswd(void);
void destroyfaction(faction ** f);
bool faction_alive(const struct faction *f);
void set_alliance(struct faction *a, struct faction *b, int status);
int get_alliance(const struct faction *a, const struct faction *b);
struct alliance *f_get_alliance(const struct faction *f);
void write_faction_reference(const struct faction *f,
struct storage *store);
variant read_faction_reference(struct gamedata *data);
int resolve_faction(variant data, void *addr);
void renumber_faction(faction * f, int no);
void free_factions(void);
void remove_empty_factions(void);
void update_interval(struct faction *f, struct region *r);
const char *faction_getbanner(const struct faction *self);
void faction_setbanner(struct faction *self, const char *name);
const char *faction_getname(const struct faction *self);
void faction_setname(struct faction *self, const char *name);
const char *faction_getemail(const struct faction *self);
void faction_setemail(struct faction *self, const char *email);
void faction_setpassword(struct faction *self, const char *pwhash);
bool valid_race(const struct faction *f, const struct race *rc);
void faction_getorigin(const struct faction * f, int id, int *x, int *y);
void faction_setorigin(struct faction * f, int id, int x, int y);
struct spellbook * faction_get_spellbook(struct faction *f);
/* skills */
int skill_limit(struct faction *f, skill_t sk);
int count_skill(struct faction *f, skill_t sk);
bool faction_id_is_unused(int);
#define COUNT_MONSTERS 0x01
#define COUNT_MIGRANTS 0x02
#define COUNT_DEFAULT 0x04
int count_faction(const struct faction * f, int flags);
int count_migrants(const struct faction * f);
int count_maxmigrants(const struct faction * f);
int max_magicians(const struct faction * f);
struct faction *getfaction(void);
#ifdef __cplusplus
}
#endif
#endif