Refactor room handling for consistency and readability by standardizing variable naming and improving code structure
This commit is contained in:
@@ -117,7 +117,7 @@ void Room::LoadHeader() {
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std::cout << "Size of Room #" << room_id_ << ": " << std::dec << room_size
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<< " bytes" << std::endl;
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}
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} catch (const std::exception& e) {
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} catch (const std::exception &e) {
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std::cout << "Error: " << e.what() << std::endl;
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}
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}
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@@ -184,8 +184,8 @@ void Room::LoadRoomFromROM() {
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hpos++;
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// Load room objects
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int objectPointer = core::SnesToPc(room_object_pointer);
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int room_address = objectPointer + (room_id_ * 3);
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int object_pointer = core::SnesToPc(room_object_pointer);
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int room_address = object_pointer + (room_id_ * 3);
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int objects_location = core::SnesToPc(room_address);
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// Load sprites
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@@ -195,18 +195,18 @@ void Room::LoadRoomFromROM() {
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}
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void Room::LoadRoomGraphics(uchar entrance_blockset) {
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const auto& mainGfx = rom()->main_blockset_ids;
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const auto& roomGfx = rom()->room_blockset_ids;
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const auto& spriteGfx = rom()->spriteset_ids;
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const auto &main_gfx = rom()->main_blockset_ids;
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const auto &room_gfx = rom()->room_blockset_ids;
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const auto &sprite_gfx = rom()->spriteset_ids;
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current_gfx16_.reserve(0x4000);
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for (int i = 0; i < 8; i++) {
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blocks_[i] = mainGfx[blockset][i];
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blocks_[i] = main_gfx[blockset][i];
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if (i >= 6 && i <= 6) {
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// 3-6
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if (entrance_blockset != 0xFF) {
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if (roomGfx[entrance_blockset][i - 3] != 0) {
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blocks_[i] = roomGfx[entrance_blockset][i - 3];
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if (room_gfx[entrance_blockset][i - 3] != 0) {
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blocks_[i] = room_gfx[entrance_blockset][i - 3];
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}
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}
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}
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@@ -217,7 +217,7 @@ void Room::LoadRoomGraphics(uchar entrance_blockset) {
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blocks_[10] = 115 + 6;
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blocks_[11] = 115 + 7;
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for (int i = 0; i < 4; i++) {
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blocks_[12 + i] = (uchar)(spriteGfx[spriteset + 64][i] + 115);
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blocks_[12 + i] = (uchar)(sprite_gfx[spriteset + 64][i] + 115);
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} // 12-16 sprites
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}
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@@ -276,11 +276,11 @@ void Room::LoadAnimatedGraphics() {
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void Room::LoadObjects() {
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auto rom_data = rom()->vector();
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int objectPointer = (rom_data[room_object_pointer + 2] << 16) +
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(rom_data[room_object_pointer + 1] << 8) +
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(rom_data[room_object_pointer]);
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objectPointer = core::SnesToPc(objectPointer);
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int room_address = objectPointer + (room_id_ * 3);
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int object_pointer = (rom_data[room_object_pointer + 2] << 16) +
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(rom_data[room_object_pointer + 1] << 8) +
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(rom_data[room_object_pointer]);
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object_pointer = core::SnesToPc(object_pointer);
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int room_address = object_pointer + (room_id_ * 3);
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int tile_address = (rom_data[room_address + 2] << 16) +
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(rom_data[room_address + 1] << 8) + rom_data[room_address];
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@@ -388,27 +388,28 @@ void Room::LoadObjects() {
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}
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}
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}
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/**
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if (oid == 0xF99) {
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if (chests_in_room.size() > 0) {
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tilesObjects.back().options |= ObjectOption::Chest;
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chest_list.push_back(
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Chest(posX, posY, chests_in_room.front().itemIn, false));
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chests_in_room.erase(chests_in_room.begin());
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if (chests_in_room_.size() > 0) {
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tile_objects_.back().set_options(ObjectOption::Chest |
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tile_objects_.back().options());
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// chest_list_.push_back(
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// Chest(posX, posY, chests_in_room_.front().itemIn, false));
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chests_in_room_.erase(chests_in_room_.begin());
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}
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} else if (oid == 0xFB1) {
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if (chests_in_room.size() > 0) {
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tilesObjects.back().options |= ObjectOption::Chest;
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chest_list.push_back(
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Chest(posX + 1, posY, chests_in_room.front().itemIn, true));
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chests_in_room.erase(chests_in_room.begin());
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if (chests_in_room_.size() > 0) {
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tile_objects_.back().set_options(ObjectOption::Chest |
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tile_objects_.back().options());
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// chest_list_.push_back(
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// Chest(posX + 1, posY, chests_in_room_.front().item_in, true));
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chests_in_room_.erase(chests_in_room_.begin());
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}
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}
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} else {
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tilesObjects.push_back(object_door(static_cast<short>((b2 << 8) + b1), 0,
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0, 0, static_cast<uint8_t>(layer)));
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}
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**/
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// tile_objects_.push_back(object_door(static_cast<short>((b2 << 8) + b1),
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// 0,
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// 0, 0, static_cast<uint8_t>(layer)));
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}
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}
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}
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@@ -435,28 +436,23 @@ void Room::LoadSprites() {
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break;
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}
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Sprite new_sprite;
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/**
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* TODO: Implement Sprite constructor for Dungeons
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(b3, (b2 & 0x1F), (b1 & 0x1F),
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((b2 & 0xE0) >> 5) + ((b1 & 0x60) >> 2),
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(b1 & 0x80) >> 7);
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*/
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sprites_.emplace_back(new_sprite);
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sprites_.emplace_back(b3, (b2 & 0x1F), (b1 & 0x1F),
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((b2 & 0xE0) >> 5) + ((b1 & 0x60) >> 2),
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(b1 & 0x80) >> 7);
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if (sprites_.size() > 1) {
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Sprite& spr = sprites_.back();
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Sprite& prevSprite = sprites_[sprites_.size() - 2];
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Sprite &spr = sprites_.back();
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Sprite &prevSprite = sprites_[sprites_.size() - 2];
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if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1E &&
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spr.layer() == 1 && spr.subtype() == 0x18) {
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// prevSprite.keyDrop() = 1;
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prevSprite.set_key_drop(1);
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sprites_.pop_back();
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}
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if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1D &&
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spr.layer() == 1 && spr.subtype() == 0x18) {
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// prevSprite.keyDrop() = 2;
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prevSprite.set_key_drop(2);
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sprites_.pop_back();
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}
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}
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@@ -467,12 +463,11 @@ void Room::LoadSprites() {
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void Room::LoadChests() {
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auto rom_data = rom()->vector();
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int cpos = (rom_data[chests_data_pointer1 + 2] << 16) +
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(rom_data[chests_data_pointer1 + 1] << 8) +
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(rom_data[chests_data_pointer1]);
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cpos = core::SnesToPc(cpos);
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int clength = (rom_data[chests_length_pointer + 1] << 8) +
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(rom_data[chests_length_pointer]);
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uint32_t cpos = core::SnesToPc((rom_data[chests_data_pointer1 + 2] << 16) +
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(rom_data[chests_data_pointer1 + 1] << 8) +
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(rom_data[chests_data_pointer1]));
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size_t clength = (rom_data[chests_length_pointer + 1] << 8) +
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(rom_data[chests_length_pointer]);
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for (int i = 0; i < clength; i++) {
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if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
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@@ -480,8 +475,7 @@ void Room::LoadChests() {
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// There's a chest in that room !
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bool big = false;
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if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
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0x8000) == 0x8000) // ?????
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{
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0x8000) == 0x8000) {
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big = true;
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}
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@@ -97,9 +97,17 @@ class DungeonDestination {
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uint8_t TargetLayer = 0;
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};
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struct Chest {
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uint8_t x = 0;
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uint8_t y = 0;
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uint8_t item = 0;
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bool picker = false;
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bool big_chest = false;
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};
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struct ChestData {
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ChestData() = default;
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ChestData(uchar i, bool s) : id_(i), size_(s){};
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ChestData(uchar i, bool s) : id_(i), size_(s) {};
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uchar id_;
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bool size_;
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@@ -107,12 +115,12 @@ struct ChestData {
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struct StaircaseRooms {
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StaircaseRooms() = default;
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StaircaseRooms(uchar i, uchar r, const char* label)
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: id_(i), room_(r), label_(label){};
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StaircaseRooms(uchar i, uchar r, const char *label)
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: id_(i), room_(r), label_(label) {};
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uchar id_;
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uchar room_;
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const char* label_;
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const char *label_;
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};
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class Room : public SharedRom {
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@@ -120,6 +128,7 @@ class Room : public SharedRom {
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Room() = default;
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Room(int room_id) : room_id_(room_id) {}
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~Room() = default;
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void LoadHeader();
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void LoadRoomFromROM();
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@@ -132,7 +141,7 @@ class Room : public SharedRom {
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void LoadChests();
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auto blocks() const { return blocks_; }
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auto& mutable_blocks() { return blocks_; }
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auto &mutable_blocks() { return blocks_; }
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auto layer1() const { return background_bmps_[0]; }
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auto layer2() const { return background_bmps_[1]; }
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auto layer3() const { return background_bmps_[2]; }
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@@ -99,11 +99,13 @@ constexpr int bedPositionResetYHigh = 0x02DE62;
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constexpr int bedSheetPositionX = 0x0480BD; // short value
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constexpr int bedSheetPositionY = 0x0480B8; // short value
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/**
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* @brief Dungeon Room Entrance or Spawn Point
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*/
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class RoomEntrance {
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public:
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RoomEntrance() = default;
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RoomEntrance(Rom& rom, uint8_t entrance_id, bool is_spawn_point = false)
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RoomEntrance(Rom &rom, uint8_t entrance_id, bool is_spawn_point = false)
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: entrance_id_(entrance_id) {
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room_ =
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static_cast<short>((rom[kEntranceRoom + (entrance_id * 2) + 1] << 8) +
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@@ -209,7 +211,7 @@ class RoomEntrance {
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}
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}
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absl::Status Save(Rom& rom, int entrance_id, bool is_spawn_point = false) {
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absl::Status Save(Rom &rom, int entrance_id, bool is_spawn_point = false) {
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if (!is_spawn_point) {
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RETURN_IF_ERROR(
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rom.WriteShort(kEntranceYPosition + (entrance_id * 2), y_position_));
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@@ -353,4 +355,4 @@ class RoomEntrance {
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} // namespace app
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} // namespace yaze
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#endif // YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H
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#endif // YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H
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@@ -174,14 +174,14 @@ class RoomObject : public SharedRom {
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class Subtype1 : public RoomObject {
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public:
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bool allBgs;
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bool all_bgs;
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int tile_count_;
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std::string name;
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Sorting sort;
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Subtype1(int16_t id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer,
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int tileCount)
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: RoomObject(id, x, y, size, layer), tile_count_(tileCount) {
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int tile_count)
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: RoomObject(id, x, y, size, layer), tile_count_(tile_count) {
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auto rom_data = rom()->data();
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int pos = kRoomObjectTileAddress +
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static_cast<int16_t>(
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@@ -206,7 +206,7 @@ class Subtype1 : public RoomObject {
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class Subtype2 : public RoomObject {
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public:
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std::string name;
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bool allBgs;
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bool all_bgs;
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Sorting sort;
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Subtype2(int16_t id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer)
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@@ -232,7 +232,7 @@ class Subtype2 : public RoomObject {
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class Subtype3 : public RoomObject {
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public:
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bool allBgs;
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bool all_bgs;
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std::string name;
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Sorting sort;
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