#ifndef WORLD_MANOR_H #define WORLD_MANOR_H /* * The main building, made of parts you can walk into: two halves side by * side (the right one a little further out into the yard), a porch along the * front of the right half. The ground floor sits a few steps above the * ground (basement windows below it). * * Left half: the front door by your garages; inside, on the left four steps * up to the ground floor, on the right the (locked) basement door. A corridor: * on the right the toilet, then the kitchen; on the left two locked rooms (the * second the living room); at its end the big room of the right half (the * meeting table). Right half: in through the porch from its far end, up the * steps, right through the door. * * Local frame: x along the building (left to right seen from the yard), * +z towards the yard, y up from the ground. */ #include "world/world.h" /* Builds it at origin (the middle of the front... see manor.c), turned by yaw. */ bool Manor_build(World *world, Vec3 origin, float yaw); /* Your unfinished building: a brick shell under a roof, open at the front (-z) to its extension (the frame where the bar gets built); +z against the barn. */ bool Shell_build(World *world, Vec3 origin, float yaw); /* In the yard: two party pavilions side by side, a beer table set under each (out of the rain together). */ bool Shelter_build(World *world, Vec3 origin, float yaw); /* Berlin, off the map: the flat in Grossbeerenstrasse 37 (3rd floor; its kitchen table at (BERLIN_X, 0, 0)) and the Herberge bar (its long table at BERLIN_X + BERLIN_BAR + 0.6). Where the meetings are (game_meeting.c). */ #define BERLIN_X 700.0f #define BERLIN_BAR 24.0f bool Berlin_build(World *world); #endif /* WORLD_MANOR_H */