server/src/kernel/connection.h
2019-09-13 21:35:44 +02:00

137 lines
5.6 KiB
C

#ifndef H_KRNL_BORDER
#define H_KRNL_BORDER
#include <util/variant.h>
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
struct attrib;
struct attrib_type;
struct faction;
struct region;
struct storage;
struct gamedata;
struct unit;
extern int nextborder;
typedef struct connection {
struct border_type *type; /* the type of this connection */
struct connection *next; /* next connection between these regions */
struct connection *nexthash; /* next connection between these regions */
struct region *from, *to; /* borders can be directed edges */
variant data;
int id; /* unique id */
} connection;
typedef struct border_type {
const char *_name; /* internal use only */
variant_type datatype;
bool(*transparent) (const connection *, const struct faction *);
/* is it possible to see through this? */
void(*init) (connection *);
/* constructor: initialize the connection. allocate extra memory if needed */
void(*destroy) (connection *);
/* destructor: remove all extra memory for destruction */
void(*read) (connection *, struct gamedata *);
void(*write) (const connection *, struct storage *);
bool(*block) (const connection *, const struct unit *,
const struct region * r);
/* return true if it blocks movement of u from
* r to the opposite struct region.
* warning: struct unit may be NULL.
*/
const char *(*name) (const connection * b, const struct region * r,
const struct faction * f, int gflags);
/* for example "a wall of fog" or "a doorway from r1 to r2"
* may depend on the struct faction, for example "a wall" may
* turn out to be "an illusionary wall"
*/
bool(*rvisible) (const connection *, const struct region *);
/* is it visible to everyone in r ?
* if not, it may still be fvisible() for some f.
*/
bool(*fvisible) (const connection *, const struct faction *,
const struct region *);
/* is it visible to units of f in r?
* the function shall not check for
* existence of a struct unit in r. Example: a spell
* may be visible only to the struct faction that created it and thus
* appear in it's report (if there is a struct unit of f in r, which
* the reporting function will have to assure).
* if not true, it may still be uvisible() for some u.
*/
bool(*uvisible) (const connection *, const struct unit *);
/* is it visible to u ?
* a doorway may only be visible to a struct unit with perception > 5
*/
bool(*valid) (const connection *);
/* is the connection in a valid state,
* or should it be erased at the end of this turn to save space?
*/
struct region *(*move) (const connection *, struct unit * u,
struct region * from, struct region * to, bool routing);
/* executed when the units traverses this connection */
int(*age) (struct connection *);
/* return 0 if connection needs to be removed. >0 if still aging, <0 if not aging */
struct border_type *next; /* for internal use only */
} border_type;
void free_borders(void);
void walk_connections(struct region *r, void(*cb)(struct connection *, void *), void *data);
connection *get_borders(const struct region *r1,
const struct region *r2);
/* returns the list of borders between r1 and r2 or r2 and r1 */
connection *new_border(border_type * type, struct region *from,
struct region *to);
/* creates a connection of the specified type */
void erase_border(connection * b);
/* remove the connection from memory */
border_type *find_bordertype(const char *name);
void register_bordertype(border_type * type);
/* register a new bordertype */
int read_borders(struct gamedata *store);
void write_borders(struct storage *store);
void age_borders(void);
/* provide default implementations for some member functions: */
void b_read(connection * b, struct gamedata *store);
void b_write(const connection * b, struct storage *store);
bool b_blockall(const connection *, const struct unit *,
const struct region *);
bool b_blocknone(const connection *, const struct unit *,
const struct region *);
bool b_rvisible(const connection *, const struct region *r);
bool b_fvisible(const connection *, const struct faction *f,
const struct region *);
bool b_uvisible(const connection *, const struct unit *u);
bool b_rinvisible(const connection *, const struct region *r);
bool b_finvisible(const connection *, const struct faction *f,
const struct region *);
bool b_uinvisible(const connection *, const struct unit *u);
bool b_transparent(const connection *, const struct faction *);
bool b_opaque(const connection *, const struct faction *); /* !transparent */
extern border_type bt_fogwall;
extern border_type bt_noway;
extern border_type bt_wall;
extern border_type bt_illusionwall;
extern border_type bt_road;
extern border_type bt_questportal;
extern struct attrib_type at_countdown;
/* game-specific callbacks */
void(*border_convert_cb) (struct connection * con, struct attrib * attr);
const char * border_name(const struct connection *co,
const struct region * r, const struct faction * f, int flags);
#ifdef __cplusplus
}
#endif
#endif