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/*
bi2cf - A map converter for Crimson Fields
copyright (c) 2002 by Florian Dietrich
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
//-----------------------------------------------------------------------------
// bidd2_data.c:
// this file contains all the data necessary to convert BI DATA2 maps.
//
// If no appropriate tile is available in CF a similar one is used.
// Same goes for units, though some are completely left out for now.
// The "TITAN" unit still causes problems (2 maps won't compile in the editor)
// because there is no halfway similar unit in CF for TITAN, which is some kind
// of Super-Carrier-Transport-Glider (for now converted to Transport Planes).
//-----------------------------------------------------------------------------
#include "bi2cf.h"
const unsigned short bidd2_rawtiles[0x96] = {
0, // 0x00 - OK headquarters (north entrance) green player 1
1, // 0x01 - OK headquarters (north entrance) blue player 2
25, // 0x02 - headquarters (center)
24, // 0x03 - headquarters (south)
22, // 0x04 - headquarters (northwest)
22, // 0x05 - headquarters (southwest)
23, // 0x06 - headquarters (northeast)
23, // 0x07 - headquarters (southeast)
17, // 0x08 - OK factory (east entrance) neutral
15, // 0x09 - OK factory (east entrance) green player 1
16, // 0x0A - OK factory (east entrance) blue player 2
22, // 0x0B - factory (west)
21, // 0x0C - factory (north)
24, // 0x0D - factory (south)
11, // 0x0E - OK depot (north entrance) neutral
9, // 0x0F - OK depot (north entrance) green player 1
10, // 0x10 - OK depot (north entrance) blue player 2
24, // 0x11 - OK depot (south)
22, // 0x12 - OK depot (west)
23, // 0x13 - OK depot (east)
26, // 0x14 - OK unfinished building (north)
29, // 0x15 - OK unfinished building (south)
27, // 0x16 - OK unfinished building (west)
28, // 0x17 - OK unfinished building (east)
360, // 0x18 - OK lava
355, // 0x19 - OK lava coast (south-southeast)
351, // 0x1A - OK lava coast (north-northeast)
350, // 0x1B - OK lava coast (north-northwest)
354, // 0x1C - OK lava coast (south-southwest)
357, // 0x1D - OK lava coast (south-southwest-northwest-north)
358, // 0x1E - OK lava coast (south-southeast-northeast-north)
359, // 0x1F - OK lava coast (southwest-south-southeast)
356, // 0x20 - OK lava coast (northwest-north-northeast)
308, // 0x21 - OK lava pit
176, // 0x22 - OK road (north-south)
178, // 0x23 - OK road (southwest-northeast)
177, // 0x24 - OK road (northwest-southeast)
180, // 0x25 - OK road (north-southeast)
179, // 0x26 - OK road (southwest-north)
182, // 0x27 - OK road (south-northeast)
181, // 0x28 - OK road (northwest-south)
184, // 0x29 - OK road (southwest-southeast)
183, // 0x2A - OK road (northwest-northeast)
187, // 0x2B - OK road junction (north-south-southwest)
188, // 0x2C - OK road junction (north-south-southeast)
190, // 0x2D - OK road junction (south-north-northeast)
189, // 0x2E - OK road junction (south-north-northwest)
197, // 0x2F - OK road junction (southwest-northeast-southeast)
198, // 0x30 - OK road junction (northwest-southeast-southwest)
196, // 0x31 - OK road junction (southwest-northeast-northwest)
195, // 0x32 - OK road junction (northwest-southeast-northeast)
186, // 0x33 - OK road junction (south-northwest-northeast)
208, // 0x34 - OK bridge (north-south) over lava
296, // 0x35 - OK road (north-south) crossing ditch (southwest-northeast)
295, // 0x36 - OK road (north-south) crossing ditch (northwest-southeast)
88, // 0x37 - OK slope (north-south) east up
87, // 0x38 - OK slope (north-south) west up
91, // 0x39 - OK slope (southwest-northeast) northwest up
92, // 0x3A - OK slope (southwest-northeast) southeast up
89, // 0x3B - OK slope (southeast-northwest) northeast up
90, // 0x3C - OK slope (northwest-southeast) southwest up
103, // 0x3D - OK slope (southwest-southeast) north up
102, // 0x3E - OK slope (northwest-northeast) south up
97, // 0x3F - OK slope (south-northeast) northwest up
100, // 0x40 - OK slope (south-northwest) northeast up
94, // 0x41 - OK slope (north-southeast) southwest up
96, // 0x42 - OK slope (southwest-north) southeast up
95, // 0x43 - OK slope (southwest-north) northwest up
93, // 0x44 - OK slope (north-southeast) northeast up
99, // 0x45 - OK slope (south-northwest) southwest up
98, // 0x46 - OK slope (south-northeast) southeast up
34, // 0x47 - OK plains (slightly rubbled)
30, // 0x48 - plains (tiny craters)
30, // 0x49 - plains (many dents)
30, // 0x4A - plains (few dents)
38, // 0x4B - plains (big crater)
38, // 0x4C - plains (medium crater)
38, // 0x4D - plains (small craters)
65, // 0x4E - OK small hill
38, // 0x4F - OK tiny hills
31, // 0x50 - OK plains (few red sand)
32, // 0x51 - OK plains (more red sand)
33, // 0x52 - OK plains (red sand)
36, // 0x53 - OK plains (red sand) with few rocks
37, // 0x54 - OK plains (red sand) with few rocks
34, // 0x55 - OK few rocks
35, // 0x56 - OK medium rocks
309, // 0x57 - OK ditch (north-south)
311, // 0x58 - OK ditch (southwest-northeast)
310, // 0x59 - OK ditch (northwest-southeast)
317, // 0x5A - OK ditch (southwest-southeast)
316, // 0x5B - OK ditch (northwest-northeast)
320, // 0x5C - OK ditch junction (southwest-northeast-north)
315, // 0x5D - OK ditch (south-northeast)
314, // 0x5E - OK ditch (south-northwest)
313, // 0x5F - OK ditch (north-southeast)
312, // 0x60 - OK ditch (north-southwest)
338, // 0x61 - OK ditch (northeast-southwest end)
339, // 0x62 - OK ditch (southwest-northeast end)
30, // 0x63 - tile with skull (?)
101, // 0x64 - OK slope (northwest-northeast) north up
104, // 0x65 - OK slope (southwest-southeast) south up
75, // 0x66 - medium rocks
67, // 0x67 - red sand hills
36, // 0x68 - rubble (destroyed something)
36, // 0x69 - rubbled (destroyed square something)
30, // 0x6A - structure (?)
31, // 0x6B - rubble (destroyed mines?)
30, // 0x6C - structure (?)
30, // 0x6D - structure (?)
30, // 0x6E - structure (?)
30, // 0x6F - structure (?)
117, // 0x70 - big mountain (north)
117, // 0x71 - big mountain (northwest)
117, // 0x72 - big mountain (west)
117, // 0x73 - big mountain (southwest)
117, // 0x74 - big mountain (south)
117, // 0x75 - big mountain (southeast)
117, // 0x76 - big mountain (northeast)
117, // 0x77 - big mountain (east)
117, // 0x78 - space ship structure (north)
117, // 0x79 - space ship structure (south)
117, // 0x7A - space ship structure (west)
117, // 0x7B - space ship structure (east)
349, // 0x7C - OK lava coast (south)
344, // 0x7D - OK lava coast (north)
335, // 0x7E - OK lava stream (north-south end)
216, // 0x7F - OK bridge (northwest-southeast) over lava coast (northwest-north)
217, // 0x80 - OK bridge (northwest-southeast) over lava coast (south-southeast)
297, // 0x81 - OK road (northwest-southeast) over ditch (north-south)
299, // 0x82 - OK road (southwest-northeast) over ditch (north-south)
61, // 0x83 - OK big landing platform (north)
64, // 0x84 - OK big landing platform (south)
62, // 0x85 - OK big landing platform (west)
63, // 0x86 - OK big landing platform (east)
60, // 0x87 - OK landing platform
112, // 0x88 - OK slope (northeast-southwest end) southeast up
114, // 0x89 - OK slope (southwest-northeast end) southeast up
111, // 0x8A - OK slope (northeast-southwest end) northwest up
113, // 0x8B - OK slope (southwest-northeast end) northwest up
115, // 0x8C - OK slope (southeast-northwest end) northeast up
109, // 0x8D - OK slope (northwest-southeast end) northeast up
110, // 0x8E - OK slope (northwest-southeast end) southwest up
116, // 0x8F - OK slope (southeast-northwest end) southwest up
77, // 0x90 - few plants
78, // 0x91 - medium plants
79, // 0x92 - OK medium plants
80, // 0x93 - OK many plants
81, // 0x94 - OK many many plants
82};// 0x96 - bush
// strings to use for unit conversions
const unsigned char bidd2_units[27][20] = {
"Infantry", // 0x00 = R-1B DEMON
"Infantry", // 0x01 = R-4B DEMON
"Infantry", // 0x02 = M-21 VIRUS
"Medium Tanks", // 0x03 = T-8B SCORPION
"Heavy Tanks", // 0x04 = T-9B BLADE
"Heavy Tanks", // 0x05 = T-100 ZEUS
"", // 0x06 = T-100 ZEUS
"Personnel Carriers", // 0x07 = SC-X MAMMUT
"", // 0x08 = SC-X MAMMUT
"Personnel Carriers", // 0x09 = P-T2 PYTHON
"Hovercraft", // 0x0A = L32B TROLL
"Hovercraft", // 0x0B = TLAVB WHALE
"Anti-Aircraft Tanks", // 0x0C = AD-6B BLITZ
"Anti-Aircraft Tanks", // 0x0D = AD7 MAGIC
"Anti-Aircraft Guns", // 0x0E = AD-10B SPHINX
"Scouts", // 0x0F = FAV 2B BUSTER
"Personnel Carriers", // 0x10 = MM-2B GNOM
"Artillery", // 0x11 = G-12B LIGHT
"Artillery", // 0x12 = HG-13B ANGEL
"Artillery", // 0x13 = SR-100 FLAME
"Interceptors", // 0x14 = BF-2 COBRA
"Fighter Squadron", // 0x15 = BR-3 PIRATE
"Bomber Wing", // 0x16 = BR-1 CONDOR
"Transport Planes", // 0x17 = BT-1 TITAN
"Medium Tanks", // 0x18 = SC-PB WIZARD
"", // 0x19 = ALDINIUM
"Mines"}; // 0x1A = BB ROCKY
// this is for identifying which units are transporters
const unsigned char bidd2_transport[27] = {
0, // 0x00 = R-1B DEMON - 00
0, // 0x01 = R-4B DEMON - 02
0, // 0x02 = M-21 VIRUS - 04
0, // 0x03 = T-8B SCORPION - 06
0, // 0x04 = T-9B BLADE - 08
0, // 0x05 = T-100 ZEUS - 0a
0, // 0x06 = T-100 ZEUS - 0c
1, // 0x07 = SC-X MAMMUT - 0e
0, // 0x08 = SC-X MAMMUT - 10
1, // 0x09 = P-T2 PYTHON - 12
0, // 0x0A = L32B TROLL - 14
1, // 0x0B = TLAVB WHALE - 16
0, // 0x0C = AD-6B BLITZ - 18
0, // 0x0D = AD7 MAGIC - 1a
0, // 0x0E = AD-10B SPHINX - 1c
0, // 0x0F = FAV 2B BUSTER - 1e
1, // 0x10 = MM-2B GNOM - 20
0, // 0x11 = G-12B LIGHT - 22
0, // 0x12 = HG-13B ANGEL - 24
0, // 0x13 = SR-100 FLAME - 26
0, // 0x14 = BF-2 COBRA - 28
0, // 0x15 = BR-3 PIRATE - 2a
0, // 0x16 = BR-1 CONDOR - 2c
1, // 0x17 = BT-1 TITAN - 2e
0, // 0x18 = SC-PB WIZARD - 30
0, // 0x19 = ALDINIUM - 32
0};// 0x1A = BB ROCKY - 34
// this is for finding out which buildings are which.
const unsigned char bidd2_buildings[8] = {
0x00, // Headquarters Player 1
0x01, // Headquarters Player 2
0x08, // Factory Neutral
0x09, // Factory Player 1
0x0A, // Factory Player 2
0x0E, // Depot Neutral
0x0F, // Depot Player 1
0x10}; // Depot player 2
// all the above in a struct, along with map type and number of units
const tconvdata bidd2_convdata =
{ MAP_BIDD2, bidd2_units, bidd2_rawtiles, bidd2_buildings, bidd2_transport, 27 };
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