#ifndef WORLD_FORESTRY_H #define WORLD_FORESTRY_H /* * What happens to trees in the world: * * felled the tree falls away from whoever cut it, leaving a stump as * high as the cut. It knocks people down, pushes light things * aside, breaks bottles and comes to rest on anything big it * lands on. Crashing down, a few branches snap off (more if it * falls into another tree, which loses some too). * stump chopped out with the axe or the chainsaw: roots stay in the * ground, and there's a chunk of wood for the fire. * delimbed the crown comes off branch by branch; the trunk is a log. * cut a log becomes two shorter ones, right where it was cut. * * Logs weigh what their wood weighs: posts and beams for building, carried * by as many people as it takes (see Hands_toggleLift). */ #include "world/world.h" /* Applies jobs finished by a character's tools (see tools.h). */ void Forestry_finishJobs(World *world, Object *by); /* Felled on purpose this way (the big tree: game_bigtree.c), cut this high. */ void Forestry_fell(World *world, Object *tree, Vec3 dir, float cut_height); /* Falling trees: advance and collide. */ void Forestry_update(World *world, float dt); /* Someone tries to get over a bush and lands in it: down they go (into it), and a twig or two snaps off. Returns how many snapped. */ int Forestry_intoBush(World *world, Object *who, Object *bush); #endif /* WORLD_FORESTRY_H */