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- 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.
29 lines
No EOL
1.2 KiB
C
29 lines
No EOL
1.2 KiB
C
#ifndef __API_H__
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#define __API_H__
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// Function specs
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extern JSFunctionSpec globalFunctions[];
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// JS API implementation
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JSBool init(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool error(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool print(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool randInt(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool randFloat(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool getTexture(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool setTexture(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool getHeight(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool setHeight(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool placeTerrain(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool addEntity(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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JSBool createArea(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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#endif |