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Jul 27th, 2017
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  1. /*
  2. * Really, we're unsure of the emotional state of the farmer. However,
  3. * a sad farmer does not seem as amusing. Plus, since IRC does not
  4. * convey emotion, it is safe to assume that the farmer is always
  5. * happy.
  6. */
  7. typedef struct {
  8.  
  9. /*
  10. * A farm may be either personal, or collectively owned. In Atheme terms,
  11. * this means it's owned by an entity instead of a user class. In terms of
  12. * the Chairman Mao communist revolution of 1969, this means that some farms
  13. * are the People's Happy Farms of Increased Profitability. Either way,
  14. * it means that we use a myentity_t as our derived base.
  15. */
  16. myentity_t *owner;
  17.  
  18. /*
  19. * A farm, like any other kind of business entity has money. Money is used
  20. * to buy land and seeds. You can also hire gangsters to go rob other players
  21. * at knifepoint. But that might make some people Sad Farmers. And we wouldn't
  22. * want that, or would we?
  23. */
  24. int money;
  25.  
  26. /*
  27. * A farm consists of plots of land joined together. Plots of land are planted
  28. * with seeds, which cause plants to grow. Then you sell your product for money.
  29. * Some product sells for more than other products. Anyway, this is a digital
  30. * representation of a farm, so we store the farm plots in a double-ended queue.
  31. */
  32. mowgli_list_t plots;
  33.  
  34. /*
  35. * A farm's most critical thing is it's Inventory. According to the Ferengi
  36. * rules of acquisition, Profit is Life. Without an Inventory, there is
  37. * no Profit.
  38. */
  39. happy_inventory_t inventory[PLANT_COUNT];
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