/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2010 Warzone 2100 Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #ifndef __INCLUDED_TOOLS_MAPLOAD_H__ #define __INCLUDED_TOOLS_MAPLOAD_H__ #include #include #include "wzglobal.h" #include "physfs_ext.h" #define MAX_LEVEL_SIZE 20 #define TILE_HEIGHT 128 #define TILE_WIDTH 128 enum { IMD_FEATURE, IMD_STRUCTURE, IMD_DROID, IMD_OBJECT, }; typedef struct _lnd_object_type { uint32_t id; uint32_t player; int type; // "IMD" LND object type char name[128]; char script[32]; uint32_t x, y, z; uint32_t direction; } LND_OBJECT; typedef enum _tileset_type { TILESET_ARIZONA = 0, TILESET_URBAN = 1, TILESET_ROCKIES = 2 } TILESET; typedef struct _gateway { uint8_t x1, y1, x2, y2; } GATEWAY; /* Information stored with each tile */ typedef struct _maptile_type { uint8_t tileInfoBits; uint8_t tileVisBits; // COMPRESSED - bit per player uint8_t height; // The height at the top left of the tile uint8_t illumination; // How bright is this tile? uint32_t texture; // Which graphics texture is on this tile float level; } MAPTILE; typedef struct _mapfile_type { uint32_t height, width, mapVersion, gameVersion, numGateways, numFeatures, numTerrainTypes, power[8]; uint32_t numPlayers, numDroids, numStructures, droidVersion, structVersion, featVersion, terrainVersion; uint32_t gameType, gameTime; int32_t scrollMinX; int32_t scrollMinY; uint32_t scrollMaxX; uint32_t scrollMaxY; char levelName[MAX_LEVEL_SIZE]; TILESET tileset; // private members - don't touch! :-) GATEWAY *mGateways; MAPTILE *mMapTiles; LND_OBJECT *mLndObjects[3]; // for map2lnd only } GAMEMAP; static inline MAPTILE *mapTile(GAMEMAP *map, int x, int y) { return &map->mMapTiles[y * map->width + x]; } static inline GATEWAY *mapGateway(GAMEMAP *map, int index) { return &map->mGateways[index]; } /* Load the map data */ GAMEMAP *mapLoad(char *filename); void mapFree(GAMEMAP *map); #endif