forked from github/server
175 lines
6.2 KiB
C
175 lines
6.2 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_FACTION
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#define H_KRNL_FACTION
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#include "skill.h"
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#include "types.h"
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#include <modules/score.h>
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#include <stdbool.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct alliance;
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struct item;
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struct seen_region;
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struct attrib_type;
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struct gamedata;
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struct selist;
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/* faction flags */
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#define FFL_NOAID (1<<0) /* Hilfsflag Kampf */
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#define FFL_ISNEW (1<<1)
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#define FFL_PWMSG (1<<2) /* received a "new password" message */
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#define FFL_QUIT (1<<3)
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#define FFL_CURSED (1<<4) /* you're going to have a bad time */
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#define FFL_DEFENDER (1<<10)
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#define FFL_SELECT (1<<22) /* ehemals f->dh, u->dh, r->dh, etc... */
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#define FFL_MARK (1<<23) /* fuer markierende algorithmen, die das
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* hinterher auch wieder loeschen muessen!
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* (FFL_SELECT muss man vorher initialisieren,
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* FL_MARK hinterher loeschen) */
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#define FFL_NOIDLEOUT (1<<24) /* Partei stirbt nicht an NMRs */
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#define FFL_NPC (1<<25) /* eine Partei mit Monstern */
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#define FFL_SAVEMASK (FFL_DEFENDER|FFL_NPC|FFL_NOIDLEOUT|FFL_CURSED)
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typedef struct faction {
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struct faction *next;
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struct faction *nexthash;
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struct region *first;
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struct region *last;
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int no;
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int subscription;
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int flags;
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char *name;
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char *banner;
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char *email;
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char *_password;
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int max_spelllevel;
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struct spellbook *spellbook;
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const struct locale *locale;
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int lastorders;
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int age;
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struct ursprung *ursprung;
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const struct race *race;
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magic_t magiegebiet;
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int newbies;
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int num_people; /* Anzahl Personen ohne Monster */
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int num_units;
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int options;
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struct ally *allies; /* alliedgroup and others should check sf.faction.alive before using a faction from f.allies */
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struct group *groups; /* alliedgroup and others should check sf.faction.alive before using a faction from f.groups */
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score_t score;
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struct alliance *alliance;
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int alliance_joindate; /* the turn on which the faction joined its current alliance (or left the last one) */
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#ifdef VICTORY_DELAY
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unsigned char victory_delay;
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#endif
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struct unit *units;
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struct attrib *attribs;
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struct message_list *msgs;
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struct bmsg {
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struct bmsg *next;
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struct region *r;
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struct message_list *msgs;
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} *battles;
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struct item *items; /* items this faction can claim */
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struct selist *seen_factions;
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bool _alive; /* enno: sollte ein flag werden */
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} faction;
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extern struct faction *factions;
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#define want(option) (1<<option)
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void fhash(struct faction *f);
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void funhash(struct faction *f);
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struct faction *findfaction(int n);
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int max_magicians(const faction * f);
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void set_show_item(faction * f, const struct item_type *itype);
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const struct unit *random_unit_in_faction(const struct faction *f);
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const char *factionname(const struct faction *f);
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struct unit *addplayer(struct region *r, faction * f);
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struct faction *addfaction(const char *email, const char *password,
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const struct race *frace, const struct locale *loc, int subscription);
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bool checkpasswd(const faction * f, const char *passwd);
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int writepasswd(void);
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void destroyfaction(faction ** f);
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bool faction_alive(const struct faction *f);
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void set_alliance(struct faction *a, struct faction *b, int status);
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int get_alliance(const struct faction *a, const struct faction *b);
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struct alliance *f_get_alliance(const struct faction *f);
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void write_faction_reference(const struct faction *f,
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struct storage *store);
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variant read_faction_reference(struct gamedata *data);
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int resolve_faction(variant data, void *addr);
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void renumber_faction(faction * f, int no);
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void free_factions(void);
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void remove_empty_factions(void);
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void update_interval(struct faction *f, struct region *r);
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const char *faction_getbanner(const struct faction *self);
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void faction_setbanner(struct faction *self, const char *name);
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const char *faction_getname(const struct faction *self);
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void faction_setname(struct faction *self, const char *name);
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const char *faction_getemail(const struct faction *self);
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void faction_setemail(struct faction *self, const char *email);
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void faction_setpassword(struct faction *self, const char *pwhash);
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bool valid_race(const struct faction *f, const struct race *rc);
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void faction_getorigin(const struct faction * f, int id, int *x, int *y);
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void faction_setorigin(struct faction * f, int id, int x, int y);
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struct spellbook * faction_get_spellbook(struct faction *f);
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/* skills */
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int skill_limit(struct faction *f, skill_t sk);
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int count_skill(struct faction *f, skill_t sk);
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bool faction_id_is_unused(int);
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#define COUNT_MONSTERS 0x01
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#define COUNT_MIGRANTS 0x02
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#define COUNT_DEFAULT 0x04
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int count_faction(const struct faction * f, int flags);
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int count_migrants(const struct faction * f);
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int count_maxmigrants(const struct faction * f);
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int max_magicians(const struct faction * f);
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struct faction *getfaction(void);
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#ifdef __cplusplus
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}
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#endif
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#endif
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