#ifndef M_HUUSUI_ROOM_H #define M_HUUSUI_ROOM_H #include "types.h" #include "game.h" #include "m_private.h" #ifdef __cplusplus extern "C" { #endif /** * Feng Shui related functions * * Brief overview of how Feng Shui works: * Money Power: increased money "luck" * Goods power: increased item "luck" * * Feng Shui Colors: * - NONE: no bonus * - YELLOW: money power bonus on west side (+4) * - RED: goods power bonus on east side (+4) * - ORANGE: money & goods power bonuses on north side (+2 each) * - GREEN: money & goods power bonuses on south side (+2 each) * - LUCKY: money & goods power anywhere in house (+4 each) * * Feng Shui directional bonuses will only apply if all units * of the furniture are in the same directional category. For * example, if a green table (2x2) only has two units of its * four unit total in the south direction, you will NOT get * a bonus. Additionally, the smallest level house only has * one unit columns/rows for Feng Shui while all other rooms * have two columns/rows. This means that you can never get * a Feng Shui bonus from 2x2 furniture in the smallest house. * * There is also a 'doll'/'face' deduction. If you rotate furniture * marked as a doll/has_face towards the wall which is is adjacent to, * you will get a -5 point luck penalty. This happens even when the * Feng Shui type of the furniture is 'NONE'. **/ #define mHsRm_GOODS_POWER_MAX 40 /* Feng Shui colors */ enum { mHsRm_HUUSUI_NONE, mHsRm_HUUSUI_YELLOW, mHsRm_HUUSUI_RED, mHsRm_HUUSUI_ORANGE, mHsRm_HUUSUI_GREEN, mHsRm_HUUSUI_LUCKY, mHsRm_HUUSUI_NUM }; /* Feng Shui house room directions */ enum { mHsRm_DIRECTION_SOUTH, mHsRm_DIRECTION_EAST, mHsRm_DIRECTION_NORTH, mHsRm_DIRECTION_WEST, mHsRm_DIRECTION_NUM }; extern void mHsRm_GetHuusuiRoom(GAME* game, int player_no); #ifdef __cplusplus } #endif #endif