/**
* Data structure for defining a map. Note that most maps also depend on the
* random seed passed to the engine, if you store that in addition to the
* flib_map structure you have the whole recipe to exactly recreate a particular
* map. For named maps, you also need the corresponding files.
*/
#ifndef MODEL_MAP_H_
#define MODEL_MAP_H_
#include <stdint.h>
#define MAPGEN_REGULAR 0
#define MAPGEN_MAZE 1
#define MAPGEN_DRAWN 2
#define MAPGEN_NAMED 3
#define TEMPLATEFILTER_ALL 0
#define TEMPLATEFILTER_SMALL 1
#define TEMPLATEFILTER_MEDIUM 2
#define TEMPLATEFILTER_LARGE 3
#define TEMPLATEFILTER_CAVERN 4
#define TEMPLATEFILTER_WACKY 5
#define MAZE_SIZE_SMALL_TUNNELS 0
#define MAZE_SIZE_MEDIUM_TUNNELS 1
#define MAZE_SIZE_LARGE_TUNNELS 2
#define MAZE_SIZE_SMALL_ISLANDS 3
#define MAZE_SIZE_MEDIUM_ISLANDS 4
#define MAZE_SIZE_LARGE_ISLANDS 5
typedef struct {
int _referenceCount;
int mapgen; // Always one of the MAPGEN_ constants
char *theme; // Used for all except MAPGEN_NAMED
char *name; // Used for MAPGEN_NAMED
uint8_t *drawData; // Used for MAPGEN_DRAWN
int drawDataSize; // Used for MAPGEN_DRAWN
int templateFilter; // Used for MAPGEN_REGULAR
int mazeSize; // Used for MAPGEN_MAZE
} flib_map;
/**
* Create a generated map. theme should be the name of a
* directory in "Themes" and templateFilter should be one of the
* TEMPLATEFILTER_* constants, but this is not checked before
* passing it to the engine.
*
* Use flib_map_destroy to free the returned object.
* No NULL parameters allowed, returns NULL on failure.
*/
flib_map *flib_map_create_regular(const char *theme, int templateFilter);
/**
* Create a generated maze-type map. theme should be the name of a
* directory in "Themes" and mazeSize should be one of the
* MAZE_SIZE_* constants, but this is not checked before
* passing it to the engine.
*
* Use flib_map_destroy to free the returned object.
* No NULL parameters allowed, returns NULL on failure.
*/
flib_map *flib_map_create_maze(const char *theme, int mazeSize);
/**
* Create a map from the Maps-Directory. name should be the name of a
* directory in "Maps", but this is not checked before
* passing it to the engine. If this is a mission, the corresponding
* script is used automatically.
*
* Use flib_map_destroy to free the returned object.
* No NULL parameters allowed, returns NULL on failure.
*/
flib_map *flib_map_create_named(const char *name);
/**
* Create a hand-drawn map. Use flib_map_destroy to free the returned object.
* No NULL parameters allowed, returns NULL on failure.
*/
flib_map *flib_map_create_drawn(const char *theme, const uint8_t *drawData, int drawDataSize);
/**
* Increase the reference count of the object. Call this if you store a pointer to it somewhere.
* Returns the parameter.
*/
flib_map *flib_map_retain(flib_map *map);
/**
* Decrease the reference count of the object and free it if this was the last reference.
*/
void flib_map_release(flib_map *map);
#endif