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tcod-haskell-0.2.0.0: src/Game/TCOD/Noise.c

#define TCOD_SDL2

#include "libtcod/noise.h"

void * inline_c_Game_TCOD_Noise_0_60854a7ae078c319d5aa1a833f6606337c04d94b(int d_27_inline_c_0, float h_27_inline_c_1, float l_27_inline_c_2, void * r_inline_c_3) {
return ( TCOD_noise_new(d_27_inline_c_0, h_27_inline_c_1, l_27_inline_c_2, r_inline_c_3) );
}


void inline_c_Game_TCOD_Noise_1_626ea28c5357fdf14c7c4e58d400d8012e952eb3(void * n_inline_c_0) {
 TCOD_noise_delete(n_inline_c_0) ;
}


void inline_c_Game_TCOD_Noise_2_6a687247117867b6fc584e409da27cc8338cf8bf(void * n_inline_c_0, int nt_27_inline_c_1) {
 TCOD_noise_set_type(n_inline_c_0, (TCOD_noise_type_t)nt_27_inline_c_1) ;
}


float inline_c_Game_TCOD_Noise_3_9a18b735e0680a0fa4c652a402277260559edf0a(void * n_inline_c_0, float * vf_27_inline_c_1, int nt_27_inline_c_2) {
return ( TCOD_noise_get_ex(n_inline_c_0, vf_27_inline_c_1, (TCOD_noise_type_t)nt_27_inline_c_2) );
}


float inline_c_Game_TCOD_Noise_4_9b1e827f18d8aa18b38912906ba90446ae4d262b(void * n_inline_c_0, float * vf_27_inline_c_1, float o_27_inline_c_2, int nt_27_inline_c_3) {
return ( TCOD_noise_get_fbm_ex(n_inline_c_0, vf_27_inline_c_1, o_27_inline_c_2, (TCOD_noise_type_t)nt_27_inline_c_3) );
}


float inline_c_Game_TCOD_Noise_5_bd5cc8b6fc08a8cc2ebc9e985bf3f1cca7da1076(void * n_inline_c_0, float * vf_27_inline_c_1, float o_27_inline_c_2, int nt_27_inline_c_3) {
return ( TCOD_noise_get_turbulence_ex(n_inline_c_0, vf_27_inline_c_1, o_27_inline_c_2, (TCOD_noise_type_t)nt_27_inline_c_3) );
}


float inline_c_Game_TCOD_Noise_6_8a8e39ec659d95c458bcd34fec6f7799519f5c73(void * n_inline_c_0, float * vf_27_inline_c_1) {
return ( TCOD_noise_get(n_inline_c_0, vf_27_inline_c_1) );
}


float inline_c_Game_TCOD_Noise_7_31c8d98a34c4cbd6713e75cb773ae98946a4cbb4(void * n_inline_c_0, float * vf_27_inline_c_1, float o_27_inline_c_2) {
return ( TCOD_noise_get_fbm(n_inline_c_0, vf_27_inline_c_1, o_27_inline_c_2) );
}


float inline_c_Game_TCOD_Noise_8_0b472ea796ee7579aef7847ff6f2a2deb9752269(void * n_inline_c_0, float * vf_27_inline_c_1, float o_27_inline_c_2) {
return ( TCOD_noise_get_turbulence(n_inline_c_0, vf_27_inline_c_1, o_27_inline_c_2) );
}