@@ -156,6 +156,11 @@ struct demand_change_t {
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int is_rise;
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};
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+ struct add_fire_damage_t {
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+ e_building_type type;
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+ int8_t value;
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+ };
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+
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struct building_stage_t {
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xstring key;
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std::vector<e_building_type> buildings;
@@ -263,7 +268,7 @@ struct scenario_data_t {
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bool allowed_buildings[BUILDING_MAX] = { 0 };
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std::vector<resource_allow> init_resources;
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-
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+ std::vector< add_fire_damage_t > add_fire_damage;
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std::vector<building_stage_t > building_stages;
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struct {
@@ -334,39 +339,41 @@ bool scenario_is_mission_rank(const Args ... args) {
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return scenario_is_mission_rank (make_span (values));
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}
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+ int scenario_additional_fire_damage (e_building_type type);
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+
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int scenario_is_before_mission (int mission);
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- int scenario_starting_kingdom (void );
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+ int scenario_starting_kingdom ();
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- int scenario_starting_personal_savings (void );
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+ int scenario_starting_personal_savings ();
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- const uint8_t * scenario_name (void );
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+ const uint8_t * scenario_name ();
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void scenario_set_name (const uint8_t * name);
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- int scenario_is_open_play (void );
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+ int scenario_is_open_play ();
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- int scenario_open_play_id (void );
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+ int scenario_open_play_id ();
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- int scenario_property_climate (void );
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+ int scenario_property_climate ();
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- int scenario_property_start_year (void );
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+ int scenario_property_start_year ();
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int scenario_property_kingdom_supplies_grain ();
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- int scenario_property_enemy (void );
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+ int scenario_property_enemy ();
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- int scenario_property_player_rank (void );
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+ int scenario_property_player_rank ();
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- int scenario_image_id (void );
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+ int scenario_image_id ();
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- const uint8_t * scenario_subtitle (void );
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+ const uint8_t * scenario_subtitle ();
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- int scenario_initial_funds (void );
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+ int scenario_initial_funds ();
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- int scenario_rescue_loan (void );
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+ int scenario_rescue_loan ();
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- int scenario_property_monuments_is_enabled (void );
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+ int scenario_property_monuments_is_enabled ();
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int scenario_property_monument (int field);
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void scenario_set_monument (int field, int m);
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