project_files/frontlib/model/map.h
author Medo <smaxein@googlemail.com>
Wed, 27 Jun 2012 18:02:45 +0200
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#ifndef MODEL_MAP_H_
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#define MODEL_MAP_H_
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#include <stdint.h>
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#include <stdbool.h>
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#define MAPGEN_REGULAR 0
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#define MAPGEN_MAZE 1
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#define MAPGEN_DRAWN 2
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#define MAPGEN_NAMED 3
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#define TEMPLATEFILTER_ALL 0
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#define TEMPLATEFILTER_SMALL 1
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#define TEMPLATEFILTER_MEDIUM 2
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#define TEMPLATEFILTER_LARGE 3
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#define TEMPLATEFILTER_CAVERN 4
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#define TEMPLATEFILTER_WACKY 5
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#define MAZE_SIZE_SMALL_TUNNELS 0
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#define MAZE_SIZE_MEDIUM_TUNNELS 1
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#define MAZE_SIZE_LARGE_TUNNELS 2
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#define MAZE_SIZE_SMALL_ISLANDS 3
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#define MAZE_SIZE_MEDIUM_ISLANDS 4
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#define MAZE_SIZE_LARGE_ISLANDS 5
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/**
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 * Data structure for defining a map. This contains the whole recipe to
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 * exactly recreate a particular map. For named maps, you also need the
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 * corresponding files.
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 *
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 * The required fields depend on the map generator, see the comments
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 * at the struct for details.
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 */
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typedef struct {
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	int _referenceCount;
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	int mapgen;				// Always one of the MAPGEN_ constants
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	char *name;				// The name of the map for MAPGEN_NAMED, otherwise one of "+rnd+", "+maze+" or "+drawn+".
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	char *seed;				// Used for all maps
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	char *theme;			// Used for all maps
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	uint8_t *drawData;		// Used for MAPGEN_DRAWN
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	int drawDataSize;		// Used for MAPGEN_DRAWN
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	int templateFilter;		// Used for MAPGEN_REGULAR
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	int mazeSize;			// Used for MAPGEN_MAZE
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} flib_map;
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/**
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 * Create a generated map. theme should be the name of a
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 * directory in "Themes" and templateFilter should be one of the
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 * TEMPLATEFILTER_* constants, but this is not checked before
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 * passing it to the engine.
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 *
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 * Use flib_map_destroy to free the returned object.
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 * No NULL parameters allowed, returns NULL on failure.
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 */
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flib_map *flib_map_create_regular(const char *seed, const char *theme, int templateFilter);
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/**
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 * Create a generated maze-type map. theme should be the name of a
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 * directory in "Themes" and mazeSize should be one of the
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 * MAZE_SIZE_* constants, but this is not checked before
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 * passing it to the engine.
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 *
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 * Use flib_map_destroy to free the returned object.
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 */
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flib_map *flib_map_create_maze(const char *seed, const char *theme, int mazeSize);
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/**
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 * Create a map from the Maps-Directory. name should be the name of a
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 * directory in "Maps", but this is not checked before
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 * passing it to the engine. If this is a mission, the corresponding
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 * script is used automatically.
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 *
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 * Use flib_map_destroy to free the returned object.
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 * No NULL parameters allowed, returns NULL on failure.
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 */
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flib_map *flib_map_create_named(const char *seed, const char *name);
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/**
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 * Create a hand-drawn map. Use flib_map_destroy to free the returned object.
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 * No NULL parameters allowed, returns NULL on failure.
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 */
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flib_map *flib_map_create_drawn(const char *seed, const char *theme, const uint8_t *drawData, int drawDataSize);
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/**
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 * Create a deep copy of the map. Returns NULL on failure or if NULL was passed.
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 */
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flib_map *flib_map_copy(const flib_map *map);
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/**
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 * Increase the reference count of the object. Call this if you store a pointer to it somewhere.
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 * Returns the parameter.
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 */
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flib_map *flib_map_retain(flib_map *map);
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/**
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 * Decrease the reference count of the object and free it if this was the last reference.
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 */
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void flib_map_release(flib_map *map);
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#endif