Refactor room handling for consistency and readability by standardizing variable naming and improving code structure

This commit is contained in:
scawful
2024-11-08 00:12:45 -05:00
parent fd881dc1d3
commit 1c8285a498
4 changed files with 69 additions and 64 deletions

View File

@@ -117,7 +117,7 @@ void Room::LoadHeader() {
std::cout << "Size of Room #" << room_id_ << ": " << std::dec << room_size std::cout << "Size of Room #" << room_id_ << ": " << std::dec << room_size
<< " bytes" << std::endl; << " bytes" << std::endl;
} }
} catch (const std::exception& e) { } catch (const std::exception &e) {
std::cout << "Error: " << e.what() << std::endl; std::cout << "Error: " << e.what() << std::endl;
} }
} }
@@ -184,8 +184,8 @@ void Room::LoadRoomFromROM() {
hpos++; hpos++;
// Load room objects // Load room objects
int objectPointer = core::SnesToPc(room_object_pointer); int object_pointer = core::SnesToPc(room_object_pointer);
int room_address = objectPointer + (room_id_ * 3); int room_address = object_pointer + (room_id_ * 3);
int objects_location = core::SnesToPc(room_address); int objects_location = core::SnesToPc(room_address);
// Load sprites // Load sprites
@@ -195,18 +195,18 @@ void Room::LoadRoomFromROM() {
} }
void Room::LoadRoomGraphics(uchar entrance_blockset) { void Room::LoadRoomGraphics(uchar entrance_blockset) {
const auto& mainGfx = rom()->main_blockset_ids; const auto &main_gfx = rom()->main_blockset_ids;
const auto& roomGfx = rom()->room_blockset_ids; const auto &room_gfx = rom()->room_blockset_ids;
const auto& spriteGfx = rom()->spriteset_ids; const auto &sprite_gfx = rom()->spriteset_ids;
current_gfx16_.reserve(0x4000); current_gfx16_.reserve(0x4000);
for (int i = 0; i < 8; i++) { for (int i = 0; i < 8; i++) {
blocks_[i] = mainGfx[blockset][i]; blocks_[i] = main_gfx[blockset][i];
if (i >= 6 && i <= 6) { if (i >= 6 && i <= 6) {
// 3-6 // 3-6
if (entrance_blockset != 0xFF) { if (entrance_blockset != 0xFF) {
if (roomGfx[entrance_blockset][i - 3] != 0) { if (room_gfx[entrance_blockset][i - 3] != 0) {
blocks_[i] = roomGfx[entrance_blockset][i - 3]; blocks_[i] = room_gfx[entrance_blockset][i - 3];
} }
} }
} }
@@ -217,7 +217,7 @@ void Room::LoadRoomGraphics(uchar entrance_blockset) {
blocks_[10] = 115 + 6; blocks_[10] = 115 + 6;
blocks_[11] = 115 + 7; blocks_[11] = 115 + 7;
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
blocks_[12 + i] = (uchar)(spriteGfx[spriteset + 64][i] + 115); blocks_[12 + i] = (uchar)(sprite_gfx[spriteset + 64][i] + 115);
} // 12-16 sprites } // 12-16 sprites
} }
@@ -276,11 +276,11 @@ void Room::LoadAnimatedGraphics() {
void Room::LoadObjects() { void Room::LoadObjects() {
auto rom_data = rom()->vector(); auto rom_data = rom()->vector();
int objectPointer = (rom_data[room_object_pointer + 2] << 16) + int object_pointer = (rom_data[room_object_pointer + 2] << 16) +
(rom_data[room_object_pointer + 1] << 8) + (rom_data[room_object_pointer + 1] << 8) +
(rom_data[room_object_pointer]); (rom_data[room_object_pointer]);
objectPointer = core::SnesToPc(objectPointer); object_pointer = core::SnesToPc(object_pointer);
int room_address = objectPointer + (room_id_ * 3); int room_address = object_pointer + (room_id_ * 3);
int tile_address = (rom_data[room_address + 2] << 16) + int tile_address = (rom_data[room_address + 2] << 16) +
(rom_data[room_address + 1] << 8) + rom_data[room_address]; (rom_data[room_address + 1] << 8) + rom_data[room_address];
@@ -388,27 +388,28 @@ void Room::LoadObjects() {
} }
} }
} }
/**
if (oid == 0xF99) { if (oid == 0xF99) {
if (chests_in_room.size() > 0) { if (chests_in_room_.size() > 0) {
tilesObjects.back().options |= ObjectOption::Chest; tile_objects_.back().set_options(ObjectOption::Chest |
chest_list.push_back( tile_objects_.back().options());
Chest(posX, posY, chests_in_room.front().itemIn, false)); // chest_list_.push_back(
chests_in_room.erase(chests_in_room.begin()); // Chest(posX, posY, chests_in_room_.front().itemIn, false));
chests_in_room_.erase(chests_in_room_.begin());
} }
} else if (oid == 0xFB1) { } else if (oid == 0xFB1) {
if (chests_in_room.size() > 0) { if (chests_in_room_.size() > 0) {
tilesObjects.back().options |= ObjectOption::Chest; tile_objects_.back().set_options(ObjectOption::Chest |
chest_list.push_back( tile_objects_.back().options());
Chest(posX + 1, posY, chests_in_room.front().itemIn, true)); // chest_list_.push_back(
chests_in_room.erase(chests_in_room.begin()); // Chest(posX + 1, posY, chests_in_room_.front().item_in, true));
chests_in_room_.erase(chests_in_room_.begin());
} }
} }
} else { } else {
tilesObjects.push_back(object_door(static_cast<short>((b2 << 8) + b1), 0, // tile_objects_.push_back(object_door(static_cast<short>((b2 << 8) + b1),
0, 0, static_cast<uint8_t>(layer))); // 0,
} // 0, 0, static_cast<uint8_t>(layer)));
**/
} }
} }
} }
@@ -435,28 +436,23 @@ void Room::LoadSprites() {
break; break;
} }
Sprite new_sprite; sprites_.emplace_back(b3, (b2 & 0x1F), (b1 & 0x1F),
/**
* TODO: Implement Sprite constructor for Dungeons
(b3, (b2 & 0x1F), (b1 & 0x1F),
((b2 & 0xE0) >> 5) + ((b1 & 0x60) >> 2), ((b2 & 0xE0) >> 5) + ((b1 & 0x60) >> 2),
(b1 & 0x80) >> 7); (b1 & 0x80) >> 7);
*/
sprites_.emplace_back(new_sprite);
if (sprites_.size() > 1) { if (sprites_.size() > 1) {
Sprite& spr = sprites_.back(); Sprite &spr = sprites_.back();
Sprite& prevSprite = sprites_[sprites_.size() - 2]; Sprite &prevSprite = sprites_[sprites_.size() - 2];
if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1E && if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1E &&
spr.layer() == 1 && spr.subtype() == 0x18) { spr.layer() == 1 && spr.subtype() == 0x18) {
// prevSprite.keyDrop() = 1; prevSprite.set_key_drop(1);
sprites_.pop_back(); sprites_.pop_back();
} }
if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1D && if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1D &&
spr.layer() == 1 && spr.subtype() == 0x18) { spr.layer() == 1 && spr.subtype() == 0x18) {
// prevSprite.keyDrop() = 2; prevSprite.set_key_drop(2);
sprites_.pop_back(); sprites_.pop_back();
} }
} }
@@ -467,11 +463,10 @@ void Room::LoadSprites() {
void Room::LoadChests() { void Room::LoadChests() {
auto rom_data = rom()->vector(); auto rom_data = rom()->vector();
int cpos = (rom_data[chests_data_pointer1 + 2] << 16) + uint32_t cpos = core::SnesToPc((rom_data[chests_data_pointer1 + 2] << 16) +
(rom_data[chests_data_pointer1 + 1] << 8) + (rom_data[chests_data_pointer1 + 1] << 8) +
(rom_data[chests_data_pointer1]); (rom_data[chests_data_pointer1]));
cpos = core::SnesToPc(cpos); size_t clength = (rom_data[chests_length_pointer + 1] << 8) +
int clength = (rom_data[chests_length_pointer + 1] << 8) +
(rom_data[chests_length_pointer]); (rom_data[chests_length_pointer]);
for (int i = 0; i < clength; i++) { for (int i = 0; i < clength; i++) {
@@ -480,8 +475,7 @@ void Room::LoadChests() {
// There's a chest in that room ! // There's a chest in that room !
bool big = false; bool big = false;
if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) & if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
0x8000) == 0x8000) // ????? 0x8000) == 0x8000) {
{
big = true; big = true;
} }

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@@ -97,9 +97,17 @@ class DungeonDestination {
uint8_t TargetLayer = 0; uint8_t TargetLayer = 0;
}; };
struct Chest {
uint8_t x = 0;
uint8_t y = 0;
uint8_t item = 0;
bool picker = false;
bool big_chest = false;
};
struct ChestData { struct ChestData {
ChestData() = default; ChestData() = default;
ChestData(uchar i, bool s) : id_(i), size_(s){}; ChestData(uchar i, bool s) : id_(i), size_(s) {};
uchar id_; uchar id_;
bool size_; bool size_;
@@ -107,12 +115,12 @@ struct ChestData {
struct StaircaseRooms { struct StaircaseRooms {
StaircaseRooms() = default; StaircaseRooms() = default;
StaircaseRooms(uchar i, uchar r, const char* label) StaircaseRooms(uchar i, uchar r, const char *label)
: id_(i), room_(r), label_(label){}; : id_(i), room_(r), label_(label) {};
uchar id_; uchar id_;
uchar room_; uchar room_;
const char* label_; const char *label_;
}; };
class Room : public SharedRom { class Room : public SharedRom {
@@ -120,6 +128,7 @@ class Room : public SharedRom {
Room() = default; Room() = default;
Room(int room_id) : room_id_(room_id) {} Room(int room_id) : room_id_(room_id) {}
~Room() = default; ~Room() = default;
void LoadHeader(); void LoadHeader();
void LoadRoomFromROM(); void LoadRoomFromROM();
@@ -132,7 +141,7 @@ class Room : public SharedRom {
void LoadChests(); void LoadChests();
auto blocks() const { return blocks_; } auto blocks() const { return blocks_; }
auto& mutable_blocks() { return blocks_; } auto &mutable_blocks() { return blocks_; }
auto layer1() const { return background_bmps_[0]; } auto layer1() const { return background_bmps_[0]; }
auto layer2() const { return background_bmps_[1]; } auto layer2() const { return background_bmps_[1]; }
auto layer3() const { return background_bmps_[2]; } auto layer3() const { return background_bmps_[2]; }

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@@ -99,11 +99,13 @@ constexpr int bedPositionResetYHigh = 0x02DE62;
constexpr int bedSheetPositionX = 0x0480BD; // short value constexpr int bedSheetPositionX = 0x0480BD; // short value
constexpr int bedSheetPositionY = 0x0480B8; // short value constexpr int bedSheetPositionY = 0x0480B8; // short value
/**
* @brief Dungeon Room Entrance or Spawn Point
*/
class RoomEntrance { class RoomEntrance {
public: public:
RoomEntrance() = default; RoomEntrance() = default;
RoomEntrance(Rom &rom, uint8_t entrance_id, bool is_spawn_point = false)
RoomEntrance(Rom& rom, uint8_t entrance_id, bool is_spawn_point = false)
: entrance_id_(entrance_id) { : entrance_id_(entrance_id) {
room_ = room_ =
static_cast<short>((rom[kEntranceRoom + (entrance_id * 2) + 1] << 8) + static_cast<short>((rom[kEntranceRoom + (entrance_id * 2) + 1] << 8) +
@@ -209,7 +211,7 @@ class RoomEntrance {
} }
} }
absl::Status Save(Rom& rom, int entrance_id, bool is_spawn_point = false) { absl::Status Save(Rom &rom, int entrance_id, bool is_spawn_point = false) {
if (!is_spawn_point) { if (!is_spawn_point) {
RETURN_IF_ERROR( RETURN_IF_ERROR(
rom.WriteShort(kEntranceYPosition + (entrance_id * 2), y_position_)); rom.WriteShort(kEntranceYPosition + (entrance_id * 2), y_position_));

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@@ -174,14 +174,14 @@ class RoomObject : public SharedRom {
class Subtype1 : public RoomObject { class Subtype1 : public RoomObject {
public: public:
bool allBgs; bool all_bgs;
int tile_count_; int tile_count_;
std::string name; std::string name;
Sorting sort; Sorting sort;
Subtype1(int16_t id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer, Subtype1(int16_t id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer,
int tileCount) int tile_count)
: RoomObject(id, x, y, size, layer), tile_count_(tileCount) { : RoomObject(id, x, y, size, layer), tile_count_(tile_count) {
auto rom_data = rom()->data(); auto rom_data = rom()->data();
int pos = kRoomObjectTileAddress + int pos = kRoomObjectTileAddress +
static_cast<int16_t>( static_cast<int16_t>(
@@ -206,7 +206,7 @@ class Subtype1 : public RoomObject {
class Subtype2 : public RoomObject { class Subtype2 : public RoomObject {
public: public:
std::string name; std::string name;
bool allBgs; bool all_bgs;
Sorting sort; Sorting sort;
Subtype2(int16_t id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer) Subtype2(int16_t id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer)
@@ -232,7 +232,7 @@ class Subtype2 : public RoomObject {
class Subtype3 : public RoomObject { class Subtype3 : public RoomObject {
public: public:
bool allBgs; bool all_bgs;
std::string name; std::string name;
Sorting sort; Sorting sort;