Add Save/Load for Dungeon Maps and Dungeon Map Tile16
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@@ -5,7 +5,8 @@
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#include <vector>
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#include "absl/status/status.h"
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#include "app/gfx/tilesheet.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/tilemap.h"
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#include "app/rom.h"
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namespace yaze {
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@@ -31,17 +32,20 @@ constexpr int kTriforceFaces = 0x04FFE4; // group of 5
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constexpr int kCrystalVertices = 0x04FF98;
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constexpr int kNumDungeons = 14;
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constexpr int kNumRooms = 25;
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struct DungeonMap {
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unsigned short boss_room = 0xFFFF;
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unsigned char nbr_of_floor = 0;
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unsigned char nbr_of_basement = 0;
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std::vector<std::array<uint8_t, 25>> floor_rooms;
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std::vector<std::array<uint8_t, 25>> floor_gfx;
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std::vector<std::array<uint8_t, kNumRooms>> floor_rooms;
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std::vector<std::array<uint8_t, kNumRooms>> floor_gfx;
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DungeonMap(unsigned short boss_room, unsigned char nbr_of_floor,
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unsigned char nbr_of_basement,
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const std::vector<std::array<uint8_t, 25>> &floor_rooms,
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const std::vector<std::array<uint8_t, 25>> &floor_gfx)
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const std::vector<std::array<uint8_t, kNumRooms>> &floor_rooms,
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const std::vector<std::array<uint8_t, kNumRooms>> &floor_gfx)
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: boss_room(boss_room),
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nbr_of_floor(nbr_of_floor),
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nbr_of_basement(nbr_of_basement),
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@@ -49,12 +53,22 @@ struct DungeonMap {
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floor_gfx(floor_gfx) {}
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};
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absl::Status LoadDungeonMapTile16(const std::vector<uint8_t> &gfx_data,
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using DungeonMapLabels =
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std::array<std::vector<std::array<std::string, 25>>, kNumDungeons>;
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absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
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Rom &rom, DungeonMapLabels &dungeon_map_labels);
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absl::Status SaveDungeonMaps(Rom &rom, std::vector<DungeonMap> &dungeon_maps);
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absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom,
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const std::vector<uint8_t> &gfx_data,
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bool bin_mode);
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absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom);
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absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
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std::array<gfx::Bitmap, 4> &sheets,
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gfx::Tilesheet &tile16_sheet,
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std::vector<uint8_t> &gfx_bin_data);
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} // namespace zelda3
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