#ifndef MAP_H #define MAP_H #include "combat_defs.h" #include "db.h" #include "geometry.h" #include "map_defs.h" #include "message.h" #include "platform_compat.h" #define ORIGINAL_ISO_WINDOW_WIDTH 640 #define ORIGINAL_ISO_WINDOW_HEIGHT 380 // 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; 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, int value); int mapGetLocalVar(int var); 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); void _map_new_map(); 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); #endif /* MAP_H */