Enhance Dungeon Map functionality and refactor code structure

- Added dungeon_map.cc to the build configuration for improved organization.
- Refactored namespace usage to yaze::zelda3 for better clarity.
- Updated LoadDungeonMaps and SaveDungeonMaps functions to use kNumRooms constant for room handling.
- Improved error handling in LoadDungeonMapGfxFromBinary function and added comments for better documentation.
This commit is contained in:
scawful
2025-05-19 17:28:45 -04:00
parent 095b3df27e
commit 3c734207be
3 changed files with 94 additions and 65 deletions

View File

@@ -11,14 +11,13 @@
#include "app/snes.h"
#include "util/hex.h"
namespace yaze {
namespace zelda3 {
namespace yaze::zelda3 {
absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
absl::StatusOr<std::vector<DungeonMap>> LoadDungeonMaps(
Rom &rom, DungeonMapLabels &dungeon_map_labels) {
std::vector<zelda3::DungeonMap> dungeon_maps;
std::vector<std::array<uint8_t, 25>> current_floor_rooms_d;
std::vector<std::array<uint8_t, 25>> current_floor_gfx_d;
std::vector<DungeonMap> dungeon_maps;
std::vector<std::array<uint8_t, kNumRooms>> current_floor_rooms_d;
std::vector<std::array<uint8_t, kNumRooms>> current_floor_gfx_d;
int total_floors_d;
uint8_t nbr_floor_d;
uint8_t nbr_basement_d;
@@ -26,24 +25,20 @@ absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
for (int d = 0; d < kNumDungeons; d++) {
current_floor_rooms_d.clear();
current_floor_gfx_d.clear();
ASSIGN_OR_RETURN(int ptr,
rom.ReadWord(zelda3::kDungeonMapRoomsPtr + (d * 2)));
ASSIGN_OR_RETURN(int ptr_gfx,
rom.ReadWord(zelda3::kDungeonMapGfxPtr + (d * 2)));
ASSIGN_OR_RETURN(int ptr, rom.ReadWord(kDungeonMapRoomsPtr + (d * 2)));
ASSIGN_OR_RETURN(int ptr_gfx, rom.ReadWord(kDungeonMapGfxPtr + (d * 2)));
ptr |= 0x0A0000; // Add bank to the short ptr
ptr_gfx |= 0x0A0000; // Add bank to the short ptr
int pc_ptr = SnesToPc(ptr); // Contains data for the next 25 rooms
int pc_ptr_gfx = SnesToPc(ptr_gfx); // Contains data for the next 25 rooms
ASSIGN_OR_RETURN(uint16_t boss_room_d,
rom.ReadWord(zelda3::kDungeonMapBossRooms + (d * 2)));
rom.ReadWord(kDungeonMapBossRooms + (d * 2)));
ASSIGN_OR_RETURN(nbr_basement_d,
rom.ReadByte(zelda3::kDungeonMapFloors + (d * 2)));
ASSIGN_OR_RETURN(nbr_basement_d, rom.ReadByte(kDungeonMapFloors + (d * 2)));
nbr_basement_d &= 0x0F;
ASSIGN_OR_RETURN(nbr_floor_d,
rom.ReadByte(zelda3::kDungeonMapFloors + (d * 2)));
ASSIGN_OR_RETURN(nbr_floor_d, rom.ReadByte(kDungeonMapFloors + (d * 2)));
nbr_floor_d &= 0xF0;
nbr_floor_d = nbr_floor_d >> 4;
@@ -53,19 +48,15 @@ absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
for (int i = 0; i < total_floors_d; i++) {
dungeon_map_labels[d].emplace_back();
std::array<uint8_t, 25> rdata;
std::array<uint8_t, 25> gdata;
std::array<uint8_t, kNumRooms> rdata;
std::array<uint8_t, kNumRooms> gdata;
// for each room on the floor
for (int j = 0; j < 25; j++) {
for (int j = 0; j < kNumRooms; j++) {
gdata[j] = 0xFF;
rdata[j] = rom.data()[pc_ptr + j + (i * 25)]; // Set the rooms
rdata[j] = rom.data()[pc_ptr + j + (i * kNumRooms)]; // Set the rooms
if (rdata[j] == 0x0F) {
gdata[j] = 0xFF;
} else {
gdata[j] = rom.data()[pc_ptr_gfx++];
}
gdata[j] = rdata[j] == 0x0F ? 0xFF : rom.data()[pc_ptr_gfx++];
std::string label = util::HexByte(rdata[j]);
dungeon_map_labels[d][i][j] = label;
@@ -84,18 +75,18 @@ absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
absl::Status SaveDungeonMaps(Rom &rom, std::vector<DungeonMap> &dungeon_maps) {
for (int d = 0; d < kNumDungeons; d++) {
int ptr = zelda3::kDungeonMapRoomsPtr + (d * 2);
int ptr_gfx = zelda3::kDungeonMapGfxPtr + (d * 2);
int ptr = kDungeonMapRoomsPtr + (d * 2);
int ptr_gfx = kDungeonMapGfxPtr + (d * 2);
int pc_ptr = SnesToPc(ptr);
int pc_ptr_gfx = SnesToPc(ptr_gfx);
const int nbr_floors = dungeon_maps[d].nbr_of_floor;
const int nbr_basements = dungeon_maps[d].nbr_of_basement;
for (int i = 0; i < nbr_floors + nbr_basements; i++) {
for (int j = 0; j < 25; j++) {
RETURN_IF_ERROR(rom.WriteByte(pc_ptr + j + (i * 25),
for (int j = 0; j < kNumRooms; j++) {
RETURN_IF_ERROR(rom.WriteByte(pc_ptr + j + (i * kNumRooms),
dungeon_maps[d].floor_rooms[i][j]));
RETURN_IF_ERROR(rom.WriteByte(pc_ptr_gfx + j + (i * 25),
RETURN_IF_ERROR(rom.WriteByte(pc_ptr_gfx + j + (i * kNumRooms),
dungeon_maps[d].floor_gfx[i][j]));
pc_ptr_gfx++;
}
@@ -113,10 +104,10 @@ absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom,
tile16_blockset.atlas.Create(256, 192, 8,
std::vector<uint8_t>(256 * 192, 0x00));
for (int i = 0; i < 186; i++) {
int addr = zelda3::kDungeonMapTile16;
if (rom.data()[zelda3::kDungeonMapExpCheck] != 0xB9) {
addr = zelda3::kDungeonMapTile16Expanded;
for (int i = 0; i < kNumDungeonMapTile16; i++) {
int addr = kDungeonMapTile16;
if (rom.data()[kDungeonMapExpCheck] != 0xB9) {
addr = kDungeonMapTile16Expanded;
}
ASSIGN_OR_RETURN(auto tl, rom.ReadWord(addr + (i * 8)));
@@ -144,10 +135,10 @@ absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom,
}
absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom) {
for (int i = 0; i < 186; i++) {
int addr = zelda3::kDungeonMapTile16;
if (rom.data()[zelda3::kDungeonMapExpCheck] != 0xB9) {
addr = zelda3::kDungeonMapTile16Expanded;
for (int i = 0; i < kNumDungeonMapTile16; i++) {
int addr = kDungeonMapTile16;
if (rom.data()[kDungeonMapExpCheck] != 0xB9) {
addr = kDungeonMapTile16Expanded;
}
gfx::TileInfo t1 = tile16_blockset.tile_info[i][0];
@@ -171,6 +162,7 @@ absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom) {
}
absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
gfx::Tilemap &tile16_blockset,
std::array<gfx::Bitmap, 4> &sheets,
std::vector<uint8_t> &gfx_bin_data) {
std::string bin_file = core::FileDialogWrapper::ShowOpenFileDialog();
@@ -179,29 +171,28 @@ absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
}
std::ifstream file(bin_file, std::ios::binary);
if (file.is_open()) {
// Read the gfx data into a buffer
std::vector<uint8_t> bin_data((std::istreambuf_iterator<char>(file)),
std::istreambuf_iterator<char>());
auto converted_bin = gfx::SnesTo8bppSheet(bin_data, 4, 4);
gfx_bin_data = converted_bin;
// if (LoadDungeonMapTile16(converted_bin, true).ok()) {
// std::vector<std::vector<uint8_t>> gfx_sheets;
// for (int i = 0; i < 4; i++) {
// gfx_sheets.emplace_back(converted_bin.begin() + (i * 0x1000),
// converted_bin.begin() + ((i + 1) * 0x1000));
// sheets[i] = gfx::Bitmap(128, 32, 8, gfx_sheets[i]);
// sheets[i].SetPalette(*rom.mutable_dungeon_palette(3));
// core::Renderer::Get().RenderBitmap(&sheets[i]);
// }
// } else {
// return absl::InternalError("Failed to load dungeon map tile16");
// }
file.close();
if (!file.is_open()) {
return absl::InternalError("Failed to open file");
}
// Read the gfx data into a buffer
std::vector<uint8_t> bin_data((std::istreambuf_iterator<char>(file)),
std::istreambuf_iterator<char>());
auto converted_bin = gfx::SnesTo8bppSheet(bin_data, 4, 4);
gfx_bin_data = converted_bin;
if (LoadDungeonMapTile16(tile16_blockset, rom, converted_bin, true).ok()) {
std::vector<std::vector<uint8_t>> gfx_sheets;
for (int i = 0; i < 4; i++) {
gfx_sheets.emplace_back(converted_bin.begin() + (i * 0x1000),
converted_bin.begin() + ((i + 1) * 0x1000));
sheets[i] = gfx::Bitmap(128, 32, 8, gfx_sheets[i]);
sheets[i].SetPalette(*rom.mutable_dungeon_palette(3));
core::Renderer::Get().RenderBitmap(&sheets[i]);
}
}
file.close();
return absl::OkStatus();
}
} // namespace zelda3
} // namespace yaze
} // namespace yaze::zelda3

View File

@@ -9,8 +9,7 @@
#include "app/gfx/tilemap.h"
#include "app/rom.h"
namespace yaze {
namespace zelda3 {
namespace yaze::zelda3 {
constexpr int kDungeonMapRoomsPtr = 0x57605; // 14 pointers of map data
constexpr int kDungeonMapFloors = 0x575D9; // 14 words values
@@ -34,7 +33,11 @@ constexpr int kCrystalVertices = 0x04FF98;
constexpr int kNumDungeons = 14;
constexpr int kNumRooms = 25;
constexpr int kNumDungeonMapTile16 = 186;
/**
* @brief DungeonMap represents the map menu for a dungeon.
*/
struct DungeonMap {
unsigned short boss_room = 0xFFFF;
unsigned char nbr_of_floor = 0;
@@ -54,24 +57,58 @@ struct DungeonMap {
};
using DungeonMapLabels =
std::array<std::vector<std::array<std::string, 25>>, kNumDungeons>;
std::array<std::vector<std::array<std::string, kNumRooms>>, kNumDungeons>;
absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
/**
* @brief Load the dungeon maps from the ROM.
*
* @param rom
* @param dungeon_map_labels
* @return absl::StatusOr<std::vector<DungeonMap>>
*/
absl::StatusOr<std::vector<DungeonMap>> LoadDungeonMaps(
Rom &rom, DungeonMapLabels &dungeon_map_labels);
/**
* @brief Save the dungeon maps to the ROM.
*
* @param rom
* @param dungeon_maps
*/
absl::Status SaveDungeonMaps(Rom &rom, std::vector<DungeonMap> &dungeon_maps);
/**
* @brief Load the dungeon map tile16 from the ROM.
*
* @param tile16_blockset
* @param rom
* @param gfx_data
* @param bin_mode
*/
absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom,
const std::vector<uint8_t> &gfx_data,
bool bin_mode);
/**
* @brief Save the dungeon map tile16 to the ROM.
*
* @param tile16_blockset
* @param rom
*/
absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom);
/**
* @brief Load the dungeon map gfx from binary.
*
* @param rom
* @param tile16_blockset
* @param sheets
* @param gfx_bin_data
*/
absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
gfx::Tilemap &tile16_blockset,
std::array<gfx::Bitmap, 4> &sheets,
std::vector<uint8_t> &gfx_bin_data);
} // namespace zelda3
} // namespace yaze
} // namespace yaze::zelda3
#endif // YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H

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@@ -5,6 +5,7 @@ set(
app/zelda3/overworld/overworld.cc
app/zelda3/screen/inventory.cc
app/zelda3/screen/title_screen.cc
app/zelda3/screen/dungeon_map.cc
app/zelda3/sprite/sprite.cc
app/zelda3/sprite/sprite_builder.cc
app/zelda3/music/tracker.cc