/* SPDX-License-Identifier: MIT */ /* * konrmtile.h * * Copyright (c) 2026 KonAki * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef KONRMTILE_H #define KONRMTILE_H #ifdef __cplusplus extern "C" { #endif /*** definition ***/ /* where the pieces of one RPG Maker map tile come from in the tileset pictures, with nothing drawn. a tile is one whole piece from a picture, or for an autotile four quarters that fit together with their neighbours. everything is counted in half tiles, so for a picture made of 48 pixel tiles a half tile is 24 pixels. mzmap writes the tileset's picture names in order: sheet 0 is A1, 1 A2, 2 A3, 3 A4, 4 A5, 5 B, 6 C, 7 D and 8 E */ #define KON_RM_SHEETS 9 typedef struct kon_rmQuad { int sheet; int sx, sy; /* where the piece starts in the picture */ int dx, dy; /* where it goes inside the tile, 0 or 1 for a quarter */ int w, h; /* 2 and 2 for a whole tile, 1 and 1 for a quarter */ } kon_rmQuad_t; /* fills quads (room for 4) and returns how many there are: 0 for an empty tile or one that is not drawn, 1 for a whole tile, 4 for an autotile. frame is the animation count, water and waterfalls move with it and it is 0 for a still picture */ int kon_rmTileQuads(int tileId, int frame, kon_rmQuad_t quads[4]); /* how many half tiles wide and tall a picture of that sheet has to be to hold every piece of it, for checking a loaded picture. returns 0 for a sheet number that does not exist */ int kon_rmSheetSize(int sheet, int *columns, int *rows); /* 1 for the tiles that are drawn above the characters: the ones marked with a star, flags is the tile's flags from its tileset */ int kon_rmTileIsHigher(int flags); /* 1 for a tile that is an autotile, 1 for one that moves */ int kon_rmTileIsAutotile(int tileId); int kon_rmTileIsAnimated(int tileId); #ifdef __cplusplus } #endif #endif