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/* 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