#ifndef _mazes_h_#define _mazes_h_#include "datatypes.h"/*Copyright (c) 2013-2021 Devine Lu Linvega2018 web port by rezmason2021 C89 port by rezmasonPermission to use, copy, modify, and distribute this software for anypurpose with or without fee is hereby granted, provided that the abovecopyright notice and this permission notice appear in all copies.THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIESWITH REGARD TO THIS SOFTWARE.*//* Compared to the nodes, doors and terminals, mazes are pretty straightforward: the player passes through them, and they either allow the player to exit or they modify their state. The exit is open when the maze's "goal" is reached. In the meantime, the maze can direct the player left, right or straight to lead them out.*/int Mazes_Init(char *data);void Mazes_Quit(void);void Mazes_Reset(GameState *state);void Mazes_Setup(MazeSubject *subject, GameState *state);NodeSubject *Mazes_Action(MazeSubject *subject, GameState *state);MazeInstruction Mazes_GetInstruction(MazeAxis axis, GameState *state);#endif
#ifndef _mazes_h_
#define _mazes_h_
#include "datatypes.h"
/*
Copyright (c) 2013-2021 Devine Lu Linvega
2018 web port by rezmason
2021 C89 port by rezmason
Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE.
*/
/*
Compared to the nodes, doors and terminals,
mazes are pretty straightforward: the player
passes through them, and they either allow the
player to exit or they modify their state. The
exit is open when the maze's "goal" is reached.
In the meantime, the maze can direct the player
left, right or straight to lead them out.
*/
int Mazes_Init(char *data);
void Mazes_Quit(void);
void Mazes_Reset(GameState *state);
void Mazes_Setup(MazeSubject *subject, GameState *state);
NodeSubject *Mazes_Action(MazeSubject *subject, GameState *state);
MazeInstruction Mazes_GetInstruction(MazeAxis axis, GameState *state);
#endif