Matei
bd53b14f58
- Created binaries/data/mods/official/maps/random folder to store maps and also moved rmlibrary.js to maps (though perhaps it should be somewhere in system?). - RM generator now uses "logical terrains" that can have units attached to them in addition to textures, for things like forests. - Added basic clump placer, avoid constraints, layered painter, and random terrains (each tile is chosen between several options). - Misc. infrastructure changes. This was SVN commit r2378.
40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
#ifndef __OBJPARSE_H__
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#define __OBJPARSE_H__
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#include "map.h"
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#include "entity.h"
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#include "constraint.h"
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#include "areapainter.h"
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#include "areaplacer.h"
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#include "centeredplacer.h"
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#include "terrain.h"
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// Object type constants
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const int
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TYPE_RECTPLACER = 1,
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TYPE_TERRAINPAINTER = 2,
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TYPE_NULLCONSTRAINT = 3,
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TYPE_RANDOMTERRAIN = 4,
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TYPE_LAYEREDPAINTER = 5,
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TYPE_AVOIDAREACONSTRAINT = 6,
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TYPE_CLUMPPLACER = 7,
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TYPE_EXACTPLACER = 8,
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TYPE_AVOIDTERRAINCONSTRAINT = 9,
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TYPE_ANDCONSTRAINT = 10,
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TYPE_MULTIPLACER = 11;
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// Helper functions to parse objects from array versions
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JSObject* GetRaw(JSContext* cx, jsval val);
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bool ParseFields(JSContext* cx, JSObject* array, const char* format, ...);
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bool ParseArray(JSContext* cx, jsval val, std::vector<jsval>& ret);
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AreaPainter* ParsePainter(JSContext* cx, jsval val);
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AreaPlacer* ParsePlacer(JSContext* cx, jsval val);
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Constraint* ParseConstraint(JSContext* cx, jsval val);
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Terrain* ParseTerrain(JSContext* cx, jsval val);
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CenteredPlacer* ParseCenteredPlacer(JSContext* cx, jsval val);
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#endif |