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/* Definitions for game modules in Xconq.
   Copyright (C) 1991-1996, 1999, 2000 Stanley T. Shebs.

Xconq is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.  See the file COPYING.  */

/* A variant describes an option that is available to players starting
   up a game, as well as modules including each other. */

typedef struct a_variant {
    Obj *id;                  /* unique id */
    char *name;               /* displayable name */
    char *help;               /* help string */
    Obj *dflt;                /* default value */
    Obj *range;               /* description of range of values */
    Obj *cases;               /* actions to do on matches */
    int used;                 /* true if the variant has been set to a value already */
    int hasintvalue;          /* true if integer value defined */
    int intvalue;       /* integer value of the variant */
    int newvalues[3];         /* new values not yet acted on */
} Variant;

/* A file module records relevant info about the module, what it included,
   how to write it out, etc. */

typedef struct a_module {
    char *name;               /* the actual unique name of the module */
    char *title;        /* a readable display name */
    char *blurb;        /* a descriptive one-liner */
    char *picturename;        /* name of a descriptive image */
    char *basemodulename;     /* name of the module that this one includes */
    char *defaultbasemodulename;  /* what game to load if something missing */
    char *basegame;           /* what general game this is based on */
    Obj *instructions;        /* basic instructions */
    Obj *notes;               /* player notes */
    Obj *designnotes;         /* designer notes */
    char *version;            /* the version of this module */
    Variant *variants;        /* array of player-choosable variants */
    char *origmodulename;     /* module this was originally (before save) */
    Variant *origvariants;    /* variants chosen for the original module */
    char *origversion;        /* the version of the original module */
    char *contents;           /* a string with the actual contents */
    char *sp;                 /* "string pointer" a la file pointer */
    char *filename;           /* the filename */
    FILE *fp;                 /* the stdio file buffer */
    int startlineno;          /* line number being read at start of form */
    int endlineno;            /* line number being read at end of form */
    /* Primarily for designer use, to control writing of a module */
    short def_all;            /* true if all data is to be written out */
    short def_types;          /* flags indicating what to put in a module */
    short def_tables;
    short compress_tables;
    short def_globals;
    short def_scoring;
    short def_world;
    short def_areas;
    short def_area_terrain;
    short def_area_misc;
    short def_area_weather;
    short def_area_material;
    short compress_layers;    /* true if layer data should be compressed
                           when written */
    short def_sides;
    short def_side_views;
    short def_side_doctrines;
    short def_players;
    short def_agreements;
    short def_units;
    short def_unit_ids;
    short def_unit_props;
    short def_unit_acts;
    short def_unit_plans;
    short def_history;
    short maybe_reshape;      /* true if going to save diff shape of area */
    int subarea_width;
    int subarea_height;
    int subarea_x;
    int subarea_y;
    int final_subarea_width;
    int final_subarea_height;
    int final_subarea_x;
    int final_subarea_y;
    int final_width;
    int final_height;
    int final_circumference;
    short open;               /* true if currently open */
    short loaded;       /* true if already loaded */
    struct a_module *next;    /* pointer to next module */
    struct a_module *include; /* pointer to first included module */
    struct a_module *nextinclude;  /* pointer to next included module */
    struct a_module *lastinclude;  /* pointer to last included module */
} Module;

/* Iteration over the list of modules. */

#define for_all_modules(m)  \
  for (m = modulelist; m != NULL; m = m->next)

#define for_all_includes(m,sub)  \
  for (sub = m->include; sub != NULL; sub = sub->nextinclude)

extern Module *modulelist;
extern Module *mainmodule;

/* Declarations of module functions. */

extern void clear_game_modules(void);
extern Module *create_game_module(char *name);
extern Module *find_game_module(char *name);
extern Module *get_game_module(char *name);
extern Module *add_game_module(char *name, Module *includer);
extern void load_default_game(void);
extern int load_game_description(Module *module);
extern void load_game_module(Module *module, int dowarn);
extern void load_base_module(Module *module);
extern int open_module(Module *module, int dowarn);
extern void read_forms(Module *module);
extern void copy_module(Module *module, Module *origmodule);
extern void init_module_reshape(Module *module);
extern int reshape_the_output(Module *module);
extern int valid_reshape(Module *module);
extern void close_module(Module *module);
extern char *module_desig(Module *module);
extern void do_module_variants(Module *module, Obj *lis);

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