project_files/frontlib/model/map.h
author Wuzzy <Wuzzy2@mail.ru>
Mon, 08 Jun 2020 23:37:38 +0200
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Teach AI to use air mines
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
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 */
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#ifndef MODEL_MAP_H_
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#define MODEL_MAP_H_
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#include <stddef.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.
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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 mapgen;             //!< Always one of the MAPGEN_ constants
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    char *name;             //!< The name of the map for MAPGEN_NAMED (e.g. "Cogs"), otherwise one of "+rnd+", "+maze+" or "+drawn+".
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    char *seed;             //!< Used for all maps. This is a random seed for all (non-AI) entropy in the round. Typically a random UUID, but can be any string.
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    char *theme;            //!< Used for all maps. This is the name of a directory in Data/Themes (e.g. "Beach")
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    uint8_t *drawData;      //!< Used for MAPGEN_DRAWN
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    size_t drawDataSize;    //!< Used for MAPGEN_DRAWN
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    int templateFilter;     //!< Used for MAPGEN_REGULAR. One of the TEMPLATEFILTER_xxx constants.
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    int mazeSize;           //!< Used for MAPGEN_MAZE. One of the MAZE_SIZE_xxx constants.
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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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 * No NULL parameters allowed, returns NULL on failure.
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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, size_t 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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 * 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_destroy(flib_map *map);
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#endif