minor simplification of conditions for not spawning a visual gear - also allows lua to spawn clouds critically or non-critically. We probably shouldn't even exempt clouds from this, and just spawn them once synced, but, eh, probably isn't a significant hit since sheepluva made the motion more efficient.
/*
* Hedgewars, a free turn based strategy game
* Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef MODEL_MAP_H_
#define MODEL_MAP_H_
#include <stddef.h>
#include <stdint.h>
#include <stdbool.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
/**
* Data structure for defining a map. This contains the whole recipe to
* exactly recreate a particular map.
*
* The required fields depend on the map generator, see the comments
* at the struct for details.
*/
typedef struct {
int mapgen; //!< Always one of the MAPGEN_ constants
char *name; //!< The name of the map for MAPGEN_NAMED (e.g. "Cogs"), otherwise one of "+rnd+", "+maze+" or "+drawn+".
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.
char *theme; //!< Used for all maps. This is the name of a directory in Data/Themes (e.g. "Beach")
uint8_t *drawData; //!< Used for MAPGEN_DRAWN
size_t drawDataSize; //!< Used for MAPGEN_DRAWN
int templateFilter; //!< Used for MAPGEN_REGULAR. One of the TEMPLATEFILTER_xxx constants.
int mazeSize; //!< Used for MAPGEN_MAZE. One of the MAZE_SIZE_xxx constants.
} 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 *seed, 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 *seed, 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 *seed, 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 *seed, const char *theme, const uint8_t *drawData, size_t drawDataSize);
/**
* Create a deep copy of the map. Returns NULL on failure or if NULL was passed.
*/
flib_map *flib_map_copy(const flib_map *map);
/**
* Decrease the reference count of the object and free it if this was the last reference.
*/
void flib_map_destroy(flib_map *map);
#endif