#ifndef DATA_H #define DATA_H #define SET_SIZE 32 // base set size of 32, if tiles go beyond, the set is realloc'd with this amount /* optionally usable "types" to define for TablePair type property */ #define T_CHAR 1 #define T_SHORT 2 #define T_INT 3 #define T_LONG 4; #define T_LONG_INT 5 #define T_LONG_LONG 6 #define T_FLOAT 7 #define T_DOUBLE 8 #define T_LONG_DOUBLE 9 #define T_STRING 20 #define T_PROTO_TILESET 100 #define T_PROTO_TILEDATA 101 #define T_PROTO_INVENTORY 102 struct Data { int set_count; int size; int *id; // 0 = player, 1 = npc, etc. struct TileSetData **set; }; struct TileData *getTileDataByKey(struct Data *data, char *key); struct TileData *getTileDataById(struct Data *data, int tileset_id, int tile_id); /* Sets work by having a basic linear TileData pointer array wherein tiles are referenced by their IDs. In addition to this, to allow for accessing tiles by name, a Table is used that provides a name->id table. */ struct TileSetData { int tid; int size; int tile_count; struct Table *keys; struct TileData **tile; }; struct TileData { int tid; // tileset id, inherited from TileSetData during load int id; // id of tile int count; // count of key=>value pairs int size; // max amount of entries struct Table *table; }; struct Range { int min; int max; }; /* InventoryData works similar to Tile Chains */ struct InventoryData { // NOTE: should we even have tid/id? int id; int tid; struct Range count; float chance; char *name; struct InventoryData *next; }; struct InventoryData *loadInventoryData(char *memory, int *offset, int *depth); struct Data *loadDataFromMemory(char *memory, int size); struct TileSetData *loadTileSetData(int tileset_id, char *memory, int *offset, int *depth); struct TileData *loadTileData(int tile_id, char *memory, int *offset, int *depth); void freeTileData(struct TileData *tile_data); /* Table(s) work by first getting an index from a key limited by modulo Table->size. Then it checks to see if the TablePair[index]'s key matches the wanted key and returns the value if so. If not, it runs the same check against TablePair[index]'s TablePair pointer, continuing down the line until either a match is found or the pointer is NULL. This is a more flexible system than TablePair "chains" or having the index increase until the match is found. An increase in Table size will consume more memory, but run more efficiently than a small size, as it does not need to check down the pointer line to the same extent. */ struct Table { int size; struct TablePair **pair; }; struct TablePair { int type; char *key; void *value; struct TablePair *next; }; struct Table *newTable(int size); void freeTable(struct Table *table); int getTableIndex(struct Table *table, char *key); int addTablePair(struct Table *table, char *key, void *value, int value_size, int type); int addTablePairPointer(struct Table *table, char *key, void *value, int type); void setTablePair(struct TablePair *table_pair, char *key, void *value, int value_size, int type); void setTablePairPointer(struct TablePair *table_pair, char *key, void *value, int type); struct TablePair *getTablePair(struct Table *table, char *key); void *getTablePairValue(struct Table *table, char *key); void freeTablePair(struct TablePair *table_pair); #endif