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

@@ -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