fallout2-ce/src/map.h

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#ifndef MAP_H
#define MAP_H
#include "combat_defs.h"
#include "db.h"
#include "geometry.h"
#include "interpreter.h"
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#include "map_defs.h"
#include "message.h"
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#include "platform_compat.h"
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namespace fallout {
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#define ORIGINAL_ISO_WINDOW_WIDTH 640
#define ORIGINAL_ISO_WINDOW_HEIGHT 380
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// TODO: Probably not needed -> replace with array?
typedef struct TileData {
int field_0[SQUARE_GRID_SIZE];
} TileData;
typedef struct MapHeader {
// map_ver
int version;
// map_name
char name[16];
// map_ent_tile
int enteringTile;
// map_ent_elev
int enteringElevation;
// map_ent_rot
int enteringRotation;
// map_num_loc_vars
int localVariablesCount;
// 0map_script_idx
int scriptIndex;
// map_flags
int flags;
// map_darkness
int darkness;
// map_num_glob_vars
int globalVariablesCount;
// map_number
int field_34;
// Time in game ticks when PC last visited this map.
int lastVisitTime;
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int field_3C[44];
} MapHeader;
typedef struct MapTransition {
int map;
int elevation;
int tile;
int rotation;
} MapTransition;
typedef void IsoWindowRefreshProc(Rect* rect);
extern int gMapSid;
extern int* gMapLocalVars;
extern int gMapLocalVarsLength;
extern int gElevation;
extern MessageList gMapMessageList;
extern MapHeader gMapHeader;
extern TileData* _square[ELEVATION_COUNT];
extern int gIsoWindow;
int isoInit();
void isoReset();
void isoExit();
void _map_init();
void _map_exit();
void isoEnable();
bool isoDisable();
bool isoIsDisabled();
int mapSetElevation(int elevation);
int mapSetGlobalVar(int var, int value);
int mapGetGlobalVar(int var);
int mapSetLocalVar(int var, ProgramValue& value);
int mapGetLocalVar(int var, ProgramValue& value);
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int _map_malloc_local_var(int a1);
void mapSetStart(int a1, int a2, int a3);
char* mapGetName(int map_num, int elev);
bool _is_map_idx_same(int map_num1, int map_num2);
int _get_map_idx_same(int map_num1, int map_num2);
char* mapGetCityName(int map_num);
char* _map_get_description_idx_(int map_index);
int mapGetCurrentMap();
int mapScroll(int dx, int dy);
int mapSetEnteringLocation(int a1, int a2, int a3);
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void mapNewMap();
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int mapLoadByName(char* fileName);
int mapLoadById(int map_index);
int mapLoadSaved(char* fileName);
int _map_target_load_area();
int mapSetTransition(MapTransition* transition);
int mapHandleTransition();
int _map_save_in_game(bool a1);
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} // namespace fallout
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#endif /* MAP_H */