#ifndef BD_CAVEOBJECT_H
#define BD_CAVEOBJECT_H
-#include <glib.h>
-
#include "bd_cave.h"
int dx, dy; /* distance of elements for raster or join */
GdElement element, fill_element; /* element type */
- gint32 seed[5]; /* for maze and random fill */
+ int seed[5]; /* for maze and random fill */
int horiz; /* for maze */
boolean mirror, flip; /* for copy */
GdObject *gd_object_new_join(GdObjectLevels levels, int dx, int dy, GdElement search, GdElement replace);
GdObject *gd_object_new_floodfill_border(GdObjectLevels levels, int x1, int y1, GdElement fill, GdElement border);
GdObject *gd_object_new_floodfill_replace(GdObjectLevels levels, int x1, int y1, GdElement fill, GdElement to_replace);
-GdObject *gd_object_new_maze(GdObjectLevels levels, int x1, int y1, int x2, int y2, int wall_w, int path_w, GdElement wall_e, GdElement path_e, int horiz_percent, const gint32 seed[5]);
-GdObject *gd_object_new_maze_unicursal(GdObjectLevels levels, int x1, int y1, int x2, int y2, int wall_w, int path_w, GdElement wall_e, GdElement path_e, int horiz_percent, const gint32 seed[5]);
-GdObject *gd_object_new_maze_braid(GdObjectLevels levels, int x1, int y1, int x2, int y2, int wall_w, int path_w, GdElement wall_e, GdElement path_e, int horiz_percent, const gint32 seed[5]);
-GdObject *gd_object_new_random_fill(GdObjectLevels levels, int x1, int y1, int x2, int y2, const gint32 seed[5], GdElement initial, const GdElement random[4], const gint32 prob[4], GdElement replace_only, boolean c64);
+GdObject *gd_object_new_maze(GdObjectLevels levels, int x1, int y1, int x2, int y2, int wall_w, int path_w, GdElement wall_e, GdElement path_e, int horiz_percent, const int seed[5]);
+GdObject *gd_object_new_maze_unicursal(GdObjectLevels levels, int x1, int y1, int x2, int y2, int wall_w, int path_w, GdElement wall_e, GdElement path_e, int horiz_percent, const int seed[5]);
+GdObject *gd_object_new_maze_braid(GdObjectLevels levels, int x1, int y1, int x2, int y2, int wall_w, int path_w, GdElement wall_e, GdElement path_e, int horiz_percent, const int seed[5]);
+GdObject *gd_object_new_random_fill(GdObjectLevels levels, int x1, int y1, int x2, int y2, const int seed[5], GdElement initial, const GdElement random[4], const int prob[4], GdElement replace_only, boolean c64);
GdObject *gd_object_new_copy_paste(GdObjectLevels levels, int x1, int y1, int x2, int y2, int dx, int dy, boolean mirror, boolean flip);
void gd_cave_draw_object(GdCave *cave, const GdObject *object, int level);
-char *gd_object_get_bdcff(const GdObject *object);
GdObject *gd_object_new_from_string(char *str);
-GdCave *gd_cave_new_rendered(const GdCave *data, const int level, guint32 seed);
+GdCave *gd_cave_new_rendered(const GdCave *data, const int level, unsigned int seed);
void gd_flatten_cave(GdCave *cave, const int level);
#endif // BD_CAVEOBJECT_H