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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
*/
//-----------------------------------------------------------------------------
// hl_data.c:
// this file contains all the data necessary to convert HL 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.
//-----------------------------------------------------------------------------
#include "bi2cf.h"
const unsigned short hl_rawtiles[0xAF] = {
30, // 0x00 - OK plains
0, // 0x01 - OK headquarters (north entrance) blue
1, // 0x02 - OK headquarters (north entrance) yellow
25, // 0x03 - headquarters (center)
24, // 0x04 - headquarters (south)
22, // 0x05 - headquarters (northwest)
22, // 0x06 - headquarters (southwest)
23, // 0x07 - headquarters (northeast)
23, // 0x08 - headquarters (southeast)
21, // 0x09 - factory (north)
24, // 0x0A - factory (south)
22, // 0x0B - factory (west)
17, // 0x0C - OK factory (east entrance) neutral
15, // 0x0D - OK factory (east entrance) blue
16, // 0x0E - OK factory (east entrance) yellow
11, // 0x0F - OK depot (north entrance) neutral
9, // 0x10 - OK depot (north entrance) blue
10, // 0x11 - OK depot (north entrance) yellow
24, // 0x12 - OK depot (south)
22, // 0x13 - OK depot (west)
23, // 0x14 - OK depot (east)
26, // 0x15 - OK unfinished depot (north)
29, // 0x16 - OK unfinished depot (south)
27, // 0x17 - OK unfinished depot (west)
28, // 0x18 - OK unfinished depot (east)
360, // 0x19 - OK shallow water
355, // 0x1A - OK shallow water (coast southeast+south)
350, // 0x1B - OK shallow water (coast northwest+north)
354, // 0x1C - OK shallow water (coast southwest+south)
351, // 0x1D - OK shallow water (coast north+northeast)
359, // 0x1E - OK shallow water (coast southwest+south+southeast)
356, // 0x1F - OK shallow water (coast northwest+north+northeast)
357, // 0x20 - OK shallow water (coast north+northwest+southwest+south)
358, // 0x21 - OK shallow water (coast north+northeast+southeast+south)
308, // 0x22 - OK lake
373, // 0x23 - OK harbor (south faces land)
310, // 0x24 - OK river (northwest-southeast)
311, // 0x25 - OK river (southwest-northeast)
309, // 0x26 - OK river (north-south)
312, // 0x27 - OK river (north-southwest)
314, // 0x28 - OK river (northwest-south)
315, // 0x29 - OK river (south-northeast)
313, // 0x2A - OK river (north-southeast)
317, // 0x2B - OK river (southwest-southeast)
316, // 0x2C - OK river (northwest-northeast)
319, // 0x2D - OK river (northwest-northeast-south)
318, // 0x2E - OK river (north-southwest-southeast)
361, // 0x2F - OK water
362, // 0x30 - OK deep water
53, // 0x31 - OK house (with tree)
54, // 0x32 - OK house (with well)
57, // 0x33 - OK hangars
51, // 0x34 - harbor building (west)
50, // 0x35 - harbor building (north)
77, // 0x36 - light forest (3 trees)
78, // 0x37 - OK deep forest (5 trees)
80, // 0x38 - OK deep forest (9 trees)
79, // 0x39 - OK deep forest (7 trees)
343, // 0x3A - OK river (southwest-northeast) with tiny bridge (northwest-southeast)
341, // 0x3B - OK river (north-south) with tiny bridge (east-west)
365, // 0x3C - OK small cliffs (shallow water)
364, // 0x3D - OK cliffs (shallow water)
363, // 0x3E - OK cliff (shallow water)
132, // 0x3F - OK rugged terrain with tank stoppers
117, // 0x40 - OK small mountain
68, // 0x41 - OK hill (northwest-northeast)
69, // 0x42 - OK hill (southwest-northeast)
71, // 0x43 - OK big hill (north)
73, // 0x44 - OK big hill (south)
70, // 0x45 - OK big hill (west)
72, // 0x46 - OK big hill (east)
118, // 0x47 - OK big mountain (north)
119, // 0x48 - OK big mountain (south)
120, // 0x49 - OK big mountain (west)
121, // 0x4A - OK big mountain (east)
76, // 0x4B - OK rocks
75, // 0x4C - OK rocks
74, // 0x4D - OK rock
34, // 0x4E - OK plains (tiny rocks)
35, // 0x4F - OK plains (small rocks)
38, // 0x50 - OK tiny hills
31, // 0x51 - OK slightly rugged terrain
33, // 0x52 - OK rugged terrain
33, // 0x53 - rugged terrain with craters
33, // 0x54 - rugged terrain with crater
248, // 0x55 - OK rail (north-south)
249, // 0x56 - OK rail (northwest-southeast)
250, // 0x57 - OK rail (southwest-northeast)
251, // 0x58 - OK rail (southwest-north)
253, // 0x59 - OK rail (northwest-south)
254, // 0x5A - OK rail (south-northeast)
252, // 0x5B - OK rail (north-southeast)
255, // 0x5C - OK rail (northwest-northeast)
256, // 0x5D - OK rail (southwest-southeast)
259, // 0x5E - OK rail junction (north-south-southwest)
260, // 0x5F - OK rail junction (south-north-southeast)
261, // 0x60 - OK rail junction (north-south-northwest)
289, // 0x61 - OK rail (north-south) crossing river (northwest-southeast)
290, // 0x62 - OK rail (north-south) crossing river (southwest-northeast)
287, // 0x63 - OK rail (southwest-northeast) crossing path (north-south)
284, // 0x64 - OK rail (north-south) crossing path (southwest-northeast)
277, // 0x65 - OK rail (north-south) crossing road (northwest-southeast)
279, // 0x66 - OK rail (northwest-southeast) crossing road (north-south)
281, // 0x67 - OK rail (southwest-northeast) crossing road (north-south)
278, // 0x68 - OK rail (north-south) crossing road (southwest-northeast)
58, // 0x69 - OK airfield (north-south) north
59, // 0x6A - OK airfield (north-south) south
218, // 0x6B - OK coast (south-southwest-northwest-north) with road/bridge (northwest-southeast)
209, // 0x6C - OK road bridge (northwest-southeast)
219, // 0x6D - OK coast (north-northeast-southeast-south) with road/bridge (northwest-southeast)
210, // 0x6E - OK road bridge (southwest-northeast)
221, // 0x6F - OK coast (north-northeast-southeast-south) with road/bridge (southwest-northeast)
220, // 0x70 - OK coast (south-southwest-northwest-north) with road/bridge (southwest-northeast)
214, // 0x71 - OK coast (northwest-north-northeast) with road/bridge (north-south)
208, // 0x72 - OK road bridge (north south)
215, // 0x73 - OK coast (southwest-south-southeast) with road/bridge (north-south)
295, // 0x74 - OK river (northwest-southeast) with road bridge (north-south)
296, // 0x75 - OK river (southwest-northeast) with road bridge (north-south)
297, // 0x76 - OK river (north-south) with road bridge (northwest-southeast)
367, // 0x77 - OK docks (west faces water)
52, // 0x78 - OK harbor building (south with road)
302, // 0x79 - OK river (southwest-northeast) with path bridge (north-south)
301, // 0x7A - OK river (northwest-southeast) with path bridge (north-south)
368, // 0x7B - OK docks with crane (east faces water)
369, // 0x7C - OK docks with crane (west faces water)
366, // 0x7D - OK docks (east faces water)
370, // 0x7E - OK jetty
176, // 0x7F - OK road (north-south)
178, // 0x80 - OK road (southwest-northeast)
177, // 0x81 - OK road (northwest-southeast)
182, // 0x82 - OK road (south-northeast)
180, // 0x83 - OK road (north-southeast)
181, // 0x84 - OK road (northwest-south)
179, // 0x85 - OK road (southwest-north)
183, // 0x86 - OK road (northwest-northeast)
184, // 0x87 - OK road (southwest-southeast)
196, // 0x88 - OK road junction (southwest-northeast-northwest)
195, // 0x89 - OK road junction (northwest-southeast-northeast)
197, // 0x8A - OK road junction (southwest-northeast-southeast)
198, // 0x8B - OK road junction (northwest-southeast-southwest)
187, // 0x8C - OK road junction (north-south-southwest)
189, // 0x8D - OK road junction (north-south-northwest)
188, // 0x8E - OK road junction (north-south-southeast)
190, // 0x8F - OK road junction (north-south-northeast)
201, // 0x90 - OK road crossing (northwest-southeast-southwest-northeast)
186, // 0x91 - OK road crossing (northwest-northeast-south)
222, // 0x92 - OK path (north-south)
224, // 0x93 - OK path (southwest-northeast)
223, // 0x94 - OK path (northwest-southeast)
227, // 0x95 - OK path (south-northeast)
226, // 0x96 - OK path (north-southeast)
228, // 0x97 - OK path (northwest-south)
225, // 0x98 - OK path (southwest-north)
229, // 0x99 - OK path (northwest-northeast)
230, // 0x9A - OK path (southwest-southeast)
233, // 0x9B - OK path junction (north-south-southwest)
235, // 0x9C - OK path junction (north-south-northwest)
234, // 0x9D - OK path junction (north-south-southeast)
236, // 0x9E - OK path junction (north-south-northeast)
242, // 0x9F - OK path junction (southwest-northeast-northwest)
241, // 0xA0 - OK path junction (northwest-southeast-northeast)
243, // 0xA1 - OK path junction (southwest-northeast-southeast)
244, // 0xA2 - OK path junction (northwest-southeast-southwest)
247, // 0xA3 - OK path crossing (northwest-southeast-southwest-northeast)
232, // 0xA4 - OK path junction (northwest-northeast-south)
175, // 0xA5 - OK trench with barbed wire (southwest-northeast)
174, // 0xA6 - OK trench with barbed wire (northwest-southeast)
172, // 0xA7 - OK trench (big hole)
157, // 0xA8 - OK trench junction (northwest-southeast-northeast)
159, // 0xA9 - OK trench junction (southwest-northeast-southeast)
150, // 0xAA - OK trench (southwest-northeast)
149, // 0xAB - OK trench (northwest-southeast)
152, // 0xAC - OK trench (southwest-southeast)
151, // 0xAD - OK trench (northwest-northeast)
999};// 0xAE - non-visible end tile
// strings to use for unit conversions
const unsigned char hl_units[51][20] = {
"Scouts", // 0x00 = Sphpanzer
"Heavy Tanks", // 0x01 = A7V
"Bomber Wing", // 0x02 = Gotha
"Bomber Wing", // 0x03 = Zeppelin Staaken
"Bomber Wing", // 0x04 = Junkers J4-10
"Interceptors", // 0x05 = Fokker E I.
"Interceptors", // 0x06 = fokker E III.
"Fighter Squadron", // 0x07 = Albatros
"Fighter Squadron", // 0x08 = Fokker DR I
"Fighter Squadron", // 0x09 = Fokker D VII
"Artillery", // 0x0A = Leichte Ari
"Artillery", // 0x0B = Mittlere Ari
"Artillery", // 0x0C = Schwere Ari
"Bunkers", // 0x0D = Bunker
"Anti-Aircraft Tanks", // 0x0E = Mobile Flak
"Anti-Aircraft Guns", // 0x0F = Stationre Flak
"Personnel Carriers", // 0x10 = Depoteinheit
"Infantry", // 0x11 = Elite Infanterie
"Infantry", // 0x12 = Infanterie
"Infantry", // 0x13 = Panzerabwehr
"Infantry", // 0x14 = Pioniere
"Infantry", // 0x15 = Kavallerie
"Personnel Carriers", // 0x16 = Transportwagen
"Mines", // 0x17 = Ballon
"Rail Guns", // 0x18 = Schienengeschtz
"Armoured Train", // 0x19 = Panzerzug
"Troop Train", // 0x1A = Truppentransport
"Patrol Boats", // 0x1B = Patrouillenboot
"Torpedo Boats", // 0x1C = Torpedoboot
"Submarines", // 0x1D = U-Boot
"", // 0x1E = U-Boot
"Troopships", // 0x1F = Transportschiff
"Patrol Boats", // 0x20 = Zerstrer
"", // 0x21 = Zerstrer
"Patrol Boats", // 0x22 = Schlachtschiff
"", // 0x23 = Schlachtschiff
"Interceptors", // 0x24 = Voisin
"Bomber Wing", // 0x25 = Handley
"Bomber Wing", // 0x26 = DH4
"Interceptors", // 0x27 = Morane
"Interceptors", // 0x28 = DH2
"Interceptors", // 0x29 = Nieuport
"Interceptors", // 0x2A = Spad VII
"Fighter Squadron", // 0x2B = SE5A
"Fighter Squadron", // 0x2C = Spad XIII
"Fighter Squadron", // 0x2D = Sopwith Camel
"Scouts", // 0x2E = Charron
"Medium Tanks", // 0x2F = Renault
"Heavy Tanks", // 0x30 = Mark I.
"Heavy Tanks", // 0x31 = St. Chammond
"Heavy Tanks"}; // 0x32 = Mark IV.
// this is for identifying which units are transporters
const unsigned char hl_transport[51] = {
0, // 0x00 = Sphpanzer
0, // 0x01 = A7V
0, // 0x02 = Gotha
0, // 0x03 = Zeppelin Staaken
0, // 0x04 = Junkers J4-10
0, // 0x05 = Fokker E I.
0, // 0x06 = fokker E III.
0, // 0x07 = Albatros
0, // 0x08 = Fokker DR I
0, // 0x09 = Fokker D VII
0, // 0x0A = Leichte Ari
0, // 0x0B = Mittlere Ari
0, // 0x0C = Schwere Ari
0, // 0x0D = Bunker
0, // 0x0E = Mobile Flak
0, // 0x0F = Stationre Flak
0, // 0x10 = Depoteinheit
0, // 0x11 = Elite Infanterie
0, // 0x12 = Infanterie
0, // 0x13 = Panzerabwehr
0, // 0x14 = Pioniere
0, // 0x15 = Kavallerie
1, // 0x16 = Transportwagen
0, // 0x17 = Ballon
0, // 0x18 = Schienengeschtz
0, // 0x19 = Panzerzug
1, // 0x1A = Truppentransport
0, // 0x1B = Patrouillenboot
0, // 0x1C = Torpedoboot
0, // 0x1D = U-Boot
0, // 0x1E = U-Boot
1, // 0x1F = Transportschiff
0, // 0x20 = Zerstrer
0, // 0x21 = Zerstrer
0, // 0x22 = Schlachtschiff
0, // 0x23 = Schlachtschiff
0, // 0x24 = Voisin
0, // 0x25 = Handley
0, // 0x26 = DH4
0, // 0x27 = Morane
0, // 0x28 = DH2
0, // 0x29 = Nieuport
0, // 0x2A = Spad VII
0, // 0x2B = SE5A
0, // 0x2C = Spad XIII
0, // 0x2D = Sopwith Camel
0, // 0x2E = Charron
0, // 0x2F = Renault
0, // 0x30 = Mark I.
0, // 0x31 = St. Chammond
0};// 0x32 = Mark IV.
// this is for finding out which buildings are which.
const unsigned char hl_buildings[8] = {
0x01, // Headquarters Player 1
0x02, // Headquarters Player 2
0x0C, // Factory Neutral
0x0D, // Factory Player 1
0x0E, // Factory Player 2
0x0F, // Depot Neutral
0x10, // Depot Player 1
0x11}; // Depot player 2
// all the above in a struct, along with map type and number of units
const tconvdata hl_convdata =
{ MAP_HL, hl_units, hl_rawtiles, hl_buildings, hl_transport, 51 };
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