8#ifndef NILOREA_ISOMETRIC_ENGINE
9#define NILOREA_ISOMETRIC_ENGINE
111int create_empty_map(
MAP **map,
char *name,
int XSIZE,
int YSIZE,
int TILEW,
int TILEH,
int nbmaxobjects,
int nbmaxgroup,
int nbmaxanims,
int nbtiles,
int nbanims );
113int set_value(
MAP *map,
int type,
int x,
int y,
int value );
117int ScreenToMap(
int mx,
int my,
int *Tilex,
int *Tiley, BITMAP *mousemap );
123int draw_map(
MAP *map, BITMAP *bmp,
int destx,
int desty,
int mode );
char * quests_group_names
quest library
int X
X move in pixel for drawing.
char * sounds_group_names
sounds library
int TILEW
size X of tiles of the map (in pixel)
int ability
ability of the tile (walking, swimming, blocking, killing ?)
int tilenumber
ident of the tile in the MAP->tile library
char * name
Name of the map ( used for linking between two map )
int ptanchorY
Y starting cell for drawing.
int wirecolor
color of wire
int ptanchorX
X starting cell for drawing.
BITMAP * colortile
defaut full colored background tile
int TILEH
size Y of tiles of the map (in pixel)
char * object_group_names
active objects
CELL * grid
Grid of each cell of the map.
int YSIZE
size Y of the grid (nbYcell)
int XSIZE
size X of the grid (nbXcell)
char * anim_group_names
animation board
int music
ident of the music on the tile
int bgcolor
color of the bg
int objectnumber
ident of the object in the MAP->object library
int Y
Y move in pixel for drawing.
BITMAP * mousemap
Map for mouse collision between mouse pointer and map.
int save_map(MAP *map, char *filename)
Save the map to filename.
int get_value(MAP *map, int type, int x, int y)
Get a the tilenumber of a cell item.
int load_map(MAP **map, char *filename)
Load the map from filename.
int camera_to_map(MAP **map, int tx, int ty, int x, int y)
Center Map on given map coordinate, with x & y offset.
int camera_to_scr(MAP **map, int x, int y)
Center Map on given screen coordinate.
int set_value(MAP *map, int type, int x, int y, int value)
Set the value of a cell in a map.
int draw_map(MAP *map, BITMAP *bmp, int destx, int desty, int mode)
Draw a MAP *map on the BITMAP *bmp.
int ScreenToMap(int mx, int my, int *Tilex, int *Tiley, BITMAP *mousemap)
Convert screen coordinate to map coordinate.
int free_map(MAP **map)
Free the map.
int create_empty_map(MAP **map, char *name, int XSIZE, int YSIZE, int TILEW, int TILEH, int nbmaxobjects, int nbmaxgroup, int nbmaxanims, int nbtiles, int nbanims)
Create an empty map.
MAP with objects, tiles, skins.
Common headers and low-level hugly functions & define.