Update yaze.cc lib implementation to use zelda3 scoped fns
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21
src/yaze.cc
21
src/yaze.cc
@@ -50,7 +50,7 @@ yaze_project yaze_load_project(const char *filename) {
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return project;
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}
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z3_rom *yaze_load_rom(const char *filename) {
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zelda3_rom *yaze_load_rom(const char *filename) {
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yaze::Rom *internal_rom;
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internal_rom = new yaze::Rom();
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if (!internal_rom->LoadFromFile(filename).ok()) {
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@@ -58,7 +58,7 @@ z3_rom *yaze_load_rom(const char *filename) {
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return nullptr;
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}
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z3_rom *rom = new z3_rom();
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zelda3_rom *rom = new zelda3_rom();
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rom->filename = filename;
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rom->impl = internal_rom;
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rom->data = internal_rom->data();
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@@ -66,7 +66,7 @@ z3_rom *yaze_load_rom(const char *filename) {
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return rom;
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}
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void yaze_unload_rom(z3_rom *rom) {
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void yaze_unload_rom(zelda3_rom *rom) {
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if (rom->impl) {
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delete static_cast<yaze::Rom *>(rom->impl);
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}
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@@ -85,8 +85,9 @@ yaze_bitmap yaze_load_bitmap(const char *filename) {
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return bitmap;
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}
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snes_color yaze_get_color_from_paletteset(const z3_rom *rom, int palette_set,
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int palette, int color) {
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snes_color yaze_get_color_from_paletteset(const zelda3_rom *rom,
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int palette_set, int palette,
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int color) {
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snes_color color_struct;
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color_struct.red = 0;
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color_struct.green = 0;
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@@ -110,7 +111,7 @@ snes_color yaze_get_color_from_paletteset(const z3_rom *rom, int palette_set,
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return color_struct;
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}
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z3_overworld *yaze_load_overworld(const z3_rom *rom) {
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zelda3_overworld *yaze_load_overworld(const zelda3_rom *rom) {
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if (rom->impl == nullptr) {
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return nullptr;
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}
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@@ -121,22 +122,22 @@ z3_overworld *yaze_load_overworld(const z3_rom *rom) {
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return nullptr;
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}
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z3_overworld *overworld = new z3_overworld();
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zelda3_overworld *overworld = new zelda3_overworld();
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overworld->impl = internal_overworld;
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int map_id = 0;
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for (const auto &ow_map : internal_overworld->overworld_maps()) {
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overworld->maps[map_id] = new z3_overworld_map();
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overworld->maps[map_id] = new zelda3_overworld_map();
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overworld->maps[map_id]->id = map_id;
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map_id++;
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}
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return overworld;
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}
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z3_dungeon_room *yaze_load_all_rooms(const z3_rom *rom) {
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zelda3_dungeon_room *yaze_load_all_rooms(const zelda3_rom *rom) {
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if (rom->impl == nullptr) {
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return nullptr;
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}
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yaze::Rom *internal_rom = static_cast<yaze::Rom *>(rom->impl);
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z3_dungeon_room *rooms = new z3_dungeon_room[256];
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zelda3_dungeon_room *rooms = new zelda3_dungeon_room[256];
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return rooms;
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}
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