SBSPSS/Utils/MapEdit/ExportHdr.h

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/**********************/
/*** Export Structs ***/
/**********************/
#ifndef __EXPORT_STRUCTS_HEADER__
#define __EXPORT_STRUCTS_HEADER__
#include <Vector>
#include <List.h>
/*****************************************************************************/
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#define EXPORT_LAYER_COUNT 8
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struct sExpFileHdr
{
int TileCount;
int TileOfs;
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int TileW,TileH;
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int TriCount;
int TriOfs;
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int SetNameCount;
int SetNameOfs;
int TexNameCount;
int TexNameOfs;
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int LayerCount;
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int LayerOfs[EXPORT_LAYER_COUNT];
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};
/*****************************************************************************/
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struct sExpTile
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{
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int Set;
int Tile;
int TriStart;
int TriCount;
u16 XOfs,YOfs;
u8 *RGB;
// int TexId; // n -1
// int Flags; // Flip Flags
bool operator==(sExpTile const &v1)
{
return(Set==v1.Set && Tile==v1.Tile);
}
};
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/*****************************************************************************/
struct sExpColTile
{
u8 Tile;
u8 Flags;
bool operator==(sExpColTile const &v1)
{
return(Tile==v1.Tile && Flags==v1.Flags);
}
};
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/*****************************************************************************/
struct sExpTri
{
int TexID;
Vector3 vtx[3];
float uv[3][2];
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};
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
struct sExpLayerHdr
{
int Type;
int SubType;
int Width;
int Height;
};
/*****************************************************************************/
struct sExpLayerTile
{
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u16 Tile;
u16 Flags;
// bool operator==(sExpLayerTile const &v1) {return (Tile==v1.Tile);}
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};
/*****************************************************************************/
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/*
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struct sExpTex
{
char *Filename;
BOOL operator==(sExpTex const &v1) {return (!strcmp(Filename,v1.Filename));}
};
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*/
/*
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struct sExpMapElem
{
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u16 Set;
u16 Tile;
u16 Flags;
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BOOL operator==(sExpMapElem const &v1)
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{
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return(Set==v1.Set && Tile==v1.Tile);
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}
};
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*/
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/*****************************************************************************/
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/*** Things ******************************************************************/
/*****************************************************************************/
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struct sLayerThingData
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{
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int WaypointCount;
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int Speed;
int TurnRate;
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int Health;
int AttackStrength;
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bool CollisionFlag;
bool PlayerFlag;
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// Platform
int MoveType;
int PlatformType;
// Boxes
int Width,Height;
// Spare
int Spare[4];
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};
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#endif