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.
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@@ -11,14 +11,13 @@
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#include "app/snes.h"
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#include "util/hex.h"
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namespace yaze {
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namespace zelda3 {
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namespace yaze::zelda3 {
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absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
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absl::StatusOr<std::vector<DungeonMap>> LoadDungeonMaps(
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Rom &rom, DungeonMapLabels &dungeon_map_labels) {
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std::vector<zelda3::DungeonMap> dungeon_maps;
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std::vector<std::array<uint8_t, 25>> current_floor_rooms_d;
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std::vector<std::array<uint8_t, 25>> current_floor_gfx_d;
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std::vector<DungeonMap> dungeon_maps;
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std::vector<std::array<uint8_t, kNumRooms>> current_floor_rooms_d;
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std::vector<std::array<uint8_t, kNumRooms>> current_floor_gfx_d;
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int total_floors_d;
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uint8_t nbr_floor_d;
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uint8_t nbr_basement_d;
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@@ -26,24 +25,20 @@ absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
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for (int d = 0; d < kNumDungeons; d++) {
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current_floor_rooms_d.clear();
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current_floor_gfx_d.clear();
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ASSIGN_OR_RETURN(int ptr,
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rom.ReadWord(zelda3::kDungeonMapRoomsPtr + (d * 2)));
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ASSIGN_OR_RETURN(int ptr_gfx,
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rom.ReadWord(zelda3::kDungeonMapGfxPtr + (d * 2)));
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ASSIGN_OR_RETURN(int ptr, rom.ReadWord(kDungeonMapRoomsPtr + (d * 2)));
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ASSIGN_OR_RETURN(int ptr_gfx, rom.ReadWord(kDungeonMapGfxPtr + (d * 2)));
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ptr |= 0x0A0000; // Add bank to the short ptr
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ptr_gfx |= 0x0A0000; // Add bank to the short ptr
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int pc_ptr = SnesToPc(ptr); // Contains data for the next 25 rooms
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int pc_ptr_gfx = SnesToPc(ptr_gfx); // Contains data for the next 25 rooms
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ASSIGN_OR_RETURN(uint16_t boss_room_d,
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rom.ReadWord(zelda3::kDungeonMapBossRooms + (d * 2)));
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rom.ReadWord(kDungeonMapBossRooms + (d * 2)));
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ASSIGN_OR_RETURN(nbr_basement_d,
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rom.ReadByte(zelda3::kDungeonMapFloors + (d * 2)));
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ASSIGN_OR_RETURN(nbr_basement_d, rom.ReadByte(kDungeonMapFloors + (d * 2)));
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nbr_basement_d &= 0x0F;
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ASSIGN_OR_RETURN(nbr_floor_d,
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rom.ReadByte(zelda3::kDungeonMapFloors + (d * 2)));
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ASSIGN_OR_RETURN(nbr_floor_d, rom.ReadByte(kDungeonMapFloors + (d * 2)));
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nbr_floor_d &= 0xF0;
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nbr_floor_d = nbr_floor_d >> 4;
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@@ -53,19 +48,15 @@ absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
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for (int i = 0; i < total_floors_d; i++) {
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dungeon_map_labels[d].emplace_back();
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std::array<uint8_t, 25> rdata;
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std::array<uint8_t, 25> gdata;
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std::array<uint8_t, kNumRooms> rdata;
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std::array<uint8_t, kNumRooms> gdata;
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// for each room on the floor
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for (int j = 0; j < 25; j++) {
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for (int j = 0; j < kNumRooms; j++) {
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gdata[j] = 0xFF;
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rdata[j] = rom.data()[pc_ptr + j + (i * 25)]; // Set the rooms
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rdata[j] = rom.data()[pc_ptr + j + (i * kNumRooms)]; // Set the rooms
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if (rdata[j] == 0x0F) {
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gdata[j] = 0xFF;
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} else {
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gdata[j] = rom.data()[pc_ptr_gfx++];
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}
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gdata[j] = rdata[j] == 0x0F ? 0xFF : rom.data()[pc_ptr_gfx++];
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std::string label = util::HexByte(rdata[j]);
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dungeon_map_labels[d][i][j] = label;
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@@ -84,18 +75,18 @@ absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
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absl::Status SaveDungeonMaps(Rom &rom, std::vector<DungeonMap> &dungeon_maps) {
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for (int d = 0; d < kNumDungeons; d++) {
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int ptr = zelda3::kDungeonMapRoomsPtr + (d * 2);
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int ptr_gfx = zelda3::kDungeonMapGfxPtr + (d * 2);
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int ptr = kDungeonMapRoomsPtr + (d * 2);
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int ptr_gfx = kDungeonMapGfxPtr + (d * 2);
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int pc_ptr = SnesToPc(ptr);
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int pc_ptr_gfx = SnesToPc(ptr_gfx);
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const int nbr_floors = dungeon_maps[d].nbr_of_floor;
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const int nbr_basements = dungeon_maps[d].nbr_of_basement;
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for (int i = 0; i < nbr_floors + nbr_basements; i++) {
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for (int j = 0; j < 25; j++) {
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RETURN_IF_ERROR(rom.WriteByte(pc_ptr + j + (i * 25),
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for (int j = 0; j < kNumRooms; j++) {
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RETURN_IF_ERROR(rom.WriteByte(pc_ptr + j + (i * kNumRooms),
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dungeon_maps[d].floor_rooms[i][j]));
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RETURN_IF_ERROR(rom.WriteByte(pc_ptr_gfx + j + (i * 25),
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RETURN_IF_ERROR(rom.WriteByte(pc_ptr_gfx + j + (i * kNumRooms),
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dungeon_maps[d].floor_gfx[i][j]));
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pc_ptr_gfx++;
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}
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@@ -113,10 +104,10 @@ absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom,
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tile16_blockset.atlas.Create(256, 192, 8,
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std::vector<uint8_t>(256 * 192, 0x00));
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for (int i = 0; i < 186; i++) {
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int addr = zelda3::kDungeonMapTile16;
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if (rom.data()[zelda3::kDungeonMapExpCheck] != 0xB9) {
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addr = zelda3::kDungeonMapTile16Expanded;
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for (int i = 0; i < kNumDungeonMapTile16; i++) {
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int addr = kDungeonMapTile16;
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if (rom.data()[kDungeonMapExpCheck] != 0xB9) {
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addr = kDungeonMapTile16Expanded;
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}
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ASSIGN_OR_RETURN(auto tl, rom.ReadWord(addr + (i * 8)));
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@@ -144,10 +135,10 @@ absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom,
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}
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absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom) {
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for (int i = 0; i < 186; i++) {
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int addr = zelda3::kDungeonMapTile16;
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if (rom.data()[zelda3::kDungeonMapExpCheck] != 0xB9) {
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addr = zelda3::kDungeonMapTile16Expanded;
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for (int i = 0; i < kNumDungeonMapTile16; i++) {
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int addr = kDungeonMapTile16;
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if (rom.data()[kDungeonMapExpCheck] != 0xB9) {
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addr = kDungeonMapTile16Expanded;
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}
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gfx::TileInfo t1 = tile16_blockset.tile_info[i][0];
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@@ -171,6 +162,7 @@ absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom) {
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}
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absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
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gfx::Tilemap &tile16_blockset,
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std::array<gfx::Bitmap, 4> &sheets,
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std::vector<uint8_t> &gfx_bin_data) {
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std::string bin_file = core::FileDialogWrapper::ShowOpenFileDialog();
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@@ -179,29 +171,28 @@ absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
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}
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std::ifstream file(bin_file, std::ios::binary);
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if (file.is_open()) {
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// Read the gfx data into a buffer
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std::vector<uint8_t> bin_data((std::istreambuf_iterator<char>(file)),
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std::istreambuf_iterator<char>());
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auto converted_bin = gfx::SnesTo8bppSheet(bin_data, 4, 4);
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gfx_bin_data = converted_bin;
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// if (LoadDungeonMapTile16(converted_bin, true).ok()) {
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// std::vector<std::vector<uint8_t>> gfx_sheets;
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// for (int i = 0; i < 4; i++) {
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// gfx_sheets.emplace_back(converted_bin.begin() + (i * 0x1000),
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// converted_bin.begin() + ((i + 1) * 0x1000));
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// sheets[i] = gfx::Bitmap(128, 32, 8, gfx_sheets[i]);
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// sheets[i].SetPalette(*rom.mutable_dungeon_palette(3));
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// core::Renderer::Get().RenderBitmap(&sheets[i]);
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// }
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// } else {
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// return absl::InternalError("Failed to load dungeon map tile16");
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// }
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file.close();
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if (!file.is_open()) {
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return absl::InternalError("Failed to open file");
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}
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// Read the gfx data into a buffer
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std::vector<uint8_t> bin_data((std::istreambuf_iterator<char>(file)),
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std::istreambuf_iterator<char>());
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auto converted_bin = gfx::SnesTo8bppSheet(bin_data, 4, 4);
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gfx_bin_data = converted_bin;
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if (LoadDungeonMapTile16(tile16_blockset, rom, converted_bin, true).ok()) {
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std::vector<std::vector<uint8_t>> gfx_sheets;
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for (int i = 0; i < 4; i++) {
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gfx_sheets.emplace_back(converted_bin.begin() + (i * 0x1000),
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converted_bin.begin() + ((i + 1) * 0x1000));
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sheets[i] = gfx::Bitmap(128, 32, 8, gfx_sheets[i]);
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sheets[i].SetPalette(*rom.mutable_dungeon_palette(3));
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core::Renderer::Get().RenderBitmap(&sheets[i]);
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}
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}
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file.close();
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return absl::OkStatus();
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}
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} // namespace zelda3
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} // namespace yaze
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} // namespace yaze::zelda3
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@@ -9,8 +9,7 @@
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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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namespace zelda3 {
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namespace yaze::zelda3 {
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constexpr int kDungeonMapRoomsPtr = 0x57605; // 14 pointers of map data
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constexpr int kDungeonMapFloors = 0x575D9; // 14 words values
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@@ -34,7 +33,11 @@ constexpr int kCrystalVertices = 0x04FF98;
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constexpr int kNumDungeons = 14;
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constexpr int kNumRooms = 25;
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constexpr int kNumDungeonMapTile16 = 186;
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/**
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* @brief DungeonMap represents the map menu for a dungeon.
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*/
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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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@@ -54,24 +57,58 @@ struct DungeonMap {
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};
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using DungeonMapLabels =
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std::array<std::vector<std::array<std::string, 25>>, kNumDungeons>;
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std::array<std::vector<std::array<std::string, kNumRooms>>, kNumDungeons>;
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absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
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/**
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* @brief Load the dungeon maps from the ROM.
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*
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* @param rom
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* @param dungeon_map_labels
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* @return absl::StatusOr<std::vector<DungeonMap>>
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*/
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absl::StatusOr<std::vector<DungeonMap>> LoadDungeonMaps(
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Rom &rom, DungeonMapLabels &dungeon_map_labels);
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/**
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* @brief Save the dungeon maps to the ROM.
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*
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* @param rom
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* @param dungeon_maps
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*/
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absl::Status SaveDungeonMaps(Rom &rom, std::vector<DungeonMap> &dungeon_maps);
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/**
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* @brief Load the dungeon map tile16 from the ROM.
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*
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* @param tile16_blockset
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* @param rom
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* @param gfx_data
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* @param bin_mode
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*/
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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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/**
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* @brief Save the dungeon map tile16 to the ROM.
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*
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* @param tile16_blockset
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* @param rom
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*/
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absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom);
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/**
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* @brief Load the dungeon map gfx from binary.
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*
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* @param rom
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* @param tile16_blockset
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* @param sheets
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* @param gfx_bin_data
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*/
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absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
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gfx::Tilemap &tile16_blockset,
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std::array<gfx::Bitmap, 4> &sheets,
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std::vector<uint8_t> &gfx_bin_data);
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} // namespace zelda3
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} // namespace yaze
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} // namespace yaze::zelda3
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#endif // YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
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@@ -5,6 +5,7 @@ set(
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app/zelda3/overworld/overworld.cc
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app/zelda3/screen/inventory.cc
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app/zelda3/screen/title_screen.cc
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app/zelda3/screen/dungeon_map.cc
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app/zelda3/sprite/sprite.cc
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app/zelda3/sprite/sprite_builder.cc
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app/zelda3/music/tracker.cc
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