overworld editor cleanup
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@@ -4,13 +4,11 @@
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#include <cstdint>
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#include <string>
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namespace yaze {
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/**
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* @namespace yaze::zelda3
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* @brief Zelda 3 specific classes and functions.
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*/
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namespace zelda3 {
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namespace yaze::zelda3{
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/**
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* @class GameEntity
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@@ -40,6 +38,7 @@ class GameEntity {
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auto set_y(int y) { y_ = y; }
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GameEntity() = default;
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virtual ~GameEntity() {}
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virtual void UpdateMapProperties(uint16_t map_id) = 0;
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};
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@@ -443,7 +442,6 @@ static const std::string TileTypeNames[] = {
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"$FE Door X top? (unused?)",
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"$FF Door X top? (unused?)"};
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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_COMMON_H
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@@ -676,7 +676,6 @@ absl::Status Overworld::EnsureMapBuilt(int map_index) {
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world_type = 2;
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}
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util::logf("Building map %d on-demand", map_index);
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return overworld_maps_[map_index].BuildMap(size, game_state_, world_type,
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tiles16_, GetMapTiles(world_type));
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}
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@@ -2,20 +2,23 @@
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#define YAZE_APP_DATA_OVERWORLD_H
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#include <array>
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#include <cstdint>
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#include <vector>
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#include <mutex>
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#include "absl/status/status.h"
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#include "absl/status/statusor.h"
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#include "app/gfx/types/snes_tile.h"
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#include "app/rom.h"
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#include "imgui.h"
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#include "zelda3/common.h"
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#include "zelda3/overworld/overworld_entrance.h"
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#include "zelda3/overworld/overworld_exit.h"
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#include "zelda3/overworld/overworld_item.h"
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#include "zelda3/overworld/overworld_map.h"
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#include "zelda3/sprite/sprite.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 GravesYTilePos = 0x49968; // short (0x0F entries)
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constexpr int GravesXTilePos = 0x49986; // short (0x0F entries)
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@@ -130,7 +133,6 @@ class Overworld {
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absl::Status LoadOverworldMaps();
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void LoadTileTypes();
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// absl::Status LoadItems();
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absl::Status LoadSprites();
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absl::Status LoadSpritesFromMap(int sprite_start, int sprite_count,
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int sprite_index);
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@@ -365,7 +367,6 @@ class Overworld {
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std::array<int, kNumOverworldMaps> map_pointers2;
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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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#endif
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@@ -3,9 +3,9 @@
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#include "absl/status/statusor.h"
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#include "app/rom.h"
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#include "util/macro.h"
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#include "zelda3/common.h"
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#include <cstdint>
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#include <vector>
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#include "zelda3/overworld/overworld_map.h"
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namespace yaze::zelda3 {
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@@ -46,7 +46,7 @@ absl::Status OverworldMap::BuildMap(int count, int game_state, int world,
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// For large maps in vanilla ROMs, we need to handle special world graphics
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// This ensures proper rendering of special overworld areas like Zora's Domain
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if (large_map_ && asm_version == 0xFF) {
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if (large_map_ && (asm_version == 0xFF || asm_version == 0x00)) {
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if (parent_ != index_ && !initialized_) {
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if (index_ >= kSpecialWorldMapIdStart && index_ <= 0x8A &&
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index_ != 0x88) {
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