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- /*
- * Really, we're unsure of the emotional state of the farmer. However,
- * a sad farmer does not seem as amusing. Plus, since IRC does not
- * convey emotion, it is safe to assume that the farmer is always
- * happy.
- */
- typedef struct {
- /*
- * A farm may be either personal, or collectively owned. In Atheme terms,
- * this means it's owned by an entity instead of a user class. In terms of
- * the Chairman Mao communist revolution of 1969, this means that some farms
- * are the People's Happy Farms of Increased Profitability. Either way,
- * it means that we use a myentity_t as our derived base.
- */
- myentity_t *owner;
- /*
- * A farm, like any other kind of business entity has money. Money is used
- * to buy land and seeds. You can also hire gangsters to go rob other players
- * at knifepoint. But that might make some people Sad Farmers. And we wouldn't
- * want that, or would we?
- */
- int money;
- /*
- * A farm consists of plots of land joined together. Plots of land are planted
- * with seeds, which cause plants to grow. Then you sell your product for money.
- * Some product sells for more than other products. Anyway, this is a digital
- * representation of a farm, so we store the farm plots in a double-ended queue.
- */
- mowgli_list_t plots;
- /*
- * A farm's most critical thing is it's Inventory. According to the Ferengi
- * rules of acquisition, Profit is Life. Without an Inventory, there is
- * no Profit.
- */
- happy_inventory_t inventory[PLANT_COUNT];
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