Files

73 lines
1.9 KiB
C

#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