Refactor DungeonEditor to streamline room loading and size calculation; replace individual room loading methods with a unified LoadRoomFromRom function, and update room size management to utilize a dedicated RoomSize struct for improved clarity and efficiency.
This commit is contained in:
@@ -47,15 +47,17 @@ absl::Status DungeonEditor::Load() {
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for (int i = 0; i < 0x100 + 40; i++) {
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rooms_.emplace_back(zelda3::Room(/*room_id=*/i));
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rooms_[i].LoadHeader();
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rooms_[i].LoadRoomFromROM();
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if (core::FeatureFlags::get().kDrawDungeonRoomGraphics) {
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rooms_[i].LoadRoomGraphics();
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rooms_[i] = zelda3::LoadRoomFromRom(rom(), i);
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auto room_size = zelda3::CalculateRoomSize(rom(), i);
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room_size_pointers_.push_back(room_size.room_size_pointer);
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room_sizes_.push_back(room_size.room_size);
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if (room_size.room_size_pointer != 0x0A8000) {
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room_size_addresses_[i] = room_size.room_size_pointer;
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}
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room_size_pointers_.push_back(rooms_[i].room_size_ptr());
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if (rooms_[i].room_size_ptr() != 0x0A8000) {
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room_size_addresses_[i] = rooms_[i].room_size_ptr();
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if (core::FeatureFlags::get().kDrawDungeonRoomGraphics) {
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rooms_[i].LoadRoomGraphics();
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}
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auto dungeon_palette_ptr = rom()->paletteset_ids[rooms_[i].palette][0];
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@@ -100,14 +102,16 @@ absl::Status DungeonEditor::Update() {
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}
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if (ImGui::BeginTabBar("##DungeonEditorTabBar")) {
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TAB_ITEM("Room Editor")
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status_ = UpdateDungeonRoomView();
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END_TAB_ITEM()
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TAB_ITEM("Usage Statistics")
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if (is_loaded_) {
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DrawUsageStats();
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if (ImGui::BeginTabItem("Room Editor")) {
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status_ = UpdateDungeonRoomView();
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Usage Statistics")) {
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if (is_loaded_) {
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DrawUsageStats();
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}
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ImGui::EndTabItem();
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}
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END_TAB_ITEM()
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ImGui::EndTabBar();
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}
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@@ -161,16 +165,16 @@ void DungeonEditor::LoadDungeonRoomSize() {
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if (i < bank_rooms.second.size() - 1) {
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// Calculate size as difference between current room and next room
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// in the same bank
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rooms_[room_id].set_room_size(bank_rooms.second[i + 1] - room_ptr);
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room_sizes_[room_id] = bank_rooms.second[i + 1] - room_ptr;
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} else {
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// Calculate size for the last room in this bank
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int bank_end_address = (bank_rooms.first << 16) | 0xFFFF;
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rooms_[room_id].set_room_size(bank_end_address - room_ptr + 1);
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room_sizes_[room_id] = bank_end_address - room_ptr + 1;
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}
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total_room_size_ += rooms_[room_id].room_size();
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total_room_size_ += room_sizes_[room_id];
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} else {
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// Room with address 0x0A8000
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rooms_[room_id].set_room_size(0x00);
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room_sizes_[room_id] = 0x00;
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}
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}
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}
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@@ -762,10 +766,10 @@ void DungeonEditor::DrawUsageGrid() {
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color.y = color.y / 255;
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color.z = color.z / 255;
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color.w = 1.0f;
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if (rooms_[row * squaresWide + col].room_size() > 0xFFFF) {
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if (room_sizes_[row * squaresWide + col] > 0xFFFF) {
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color = ImVec4(1.0f, 0.0f, 0.0f, 1.0f); // Or any highlight color
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}
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if (rooms_[row * squaresWide + col].room_size() == 0) {
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if (room_sizes_[row * squaresWide + col] == 0) {
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color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Or any highlight color
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}
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ImGui::PushStyleColor(ImGuiCol_Button, color);
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@@ -782,8 +786,7 @@ void DungeonEditor::DrawUsageGrid() {
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ImGuiCol_Button,
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ImVec4(1.0f, 0.5f, 0.0f, 1.0f)); // Or any highlight color
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}
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if (Button(absl::StrFormat("%#x",
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rooms_[row * squaresWide + col].room_size())
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if (Button(absl::StrFormat("%#x", room_sizes_[row * squaresWide + col])
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.c_str(),
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ImVec2(55, 30))) {
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// Switch over to the room editor tab
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@@ -814,8 +817,9 @@ void DungeonEditor::DrawUsageGrid() {
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Text("Floor1: %#02x", room.floor1);
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Text("Floor2: %#02x", room.floor2);
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Text("Message ID: %#04x", room.message_id_);
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Text("Size: %#016llx", room.room_size());
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Text("Size Pointer: %#016llx", room.room_size_ptr());
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Text("Size: %#016llx", room_sizes_[row * squaresWide + col]);
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Text("Size Pointer: %#016llx",
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room_size_pointers_[row * squaresWide + col]);
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ImGui::EndTooltip();
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}
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@@ -135,6 +135,7 @@ class DungeonEditor : public Editor {
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absl::flat_hash_map<uint16_t, int> palette_usage_;
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std::vector<int64_t> room_size_pointers_;
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std::vector<int64_t> room_sizes_;
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uint16_t selected_blockset_ = 0xFFFF; // 0xFFFF indicates no selection
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uint16_t selected_spriteset_ = 0xFFFF;
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@@ -10,53 +10,11 @@
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#include "app/zelda3/dungeon/room_object.h"
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#include "app/zelda3/sprite/sprite.h"
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#include "util/log.h"
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#include "util/macro.h"
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namespace yaze {
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namespace zelda3 {
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void Room::LoadHeader() {
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int header_pointer = (rom()->data()[kRoomHeaderPointer + 2] << 16) +
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(rom()->data()[kRoomHeaderPointer + 1] << 8) +
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(rom()->data()[kRoomHeaderPointer]);
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header_pointer = SnesToPc(header_pointer);
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int address = (rom()->data()[kRoomHeaderPointerBank] << 16) +
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(rom()->data()[(header_pointer + 1) + (room_id_ * 2)] << 8) +
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rom()->data()[(header_pointer) + (room_id_ * 2)];
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auto header_location = SnesToPc(address);
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bg2_ = (background2)((rom()->data()[header_location] >> 5) & 0x07);
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collision_ = (CollisionKey)((rom()->data()[header_location] >> 2) & 0x07);
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is_light_ = ((rom()->data()[header_location]) & 0x01) == 1;
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if (is_light_) {
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bg2_ = background2::DarkRoom;
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}
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palette = ((rom()->data()[header_location + 1] & 0x3F));
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blockset = (rom()->data()[header_location + 2]);
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spriteset = (rom()->data()[header_location + 3]);
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effect_ = (EffectKey)((rom()->data()[header_location + 4]));
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tag1_ = (TagKey)((rom()->data()[header_location + 5]));
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tag2_ = (TagKey)((rom()->data()[header_location + 6]));
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staircase_plane_[0] = ((rom()->data()[header_location + 7] >> 2) & 0x03);
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staircase_plane_[1] = ((rom()->data()[header_location + 7] >> 4) & 0x03);
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staircase_plane_[2] = ((rom()->data()[header_location + 7] >> 6) & 0x03);
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staircase_plane_[3] = ((rom()->data()[header_location + 8]) & 0x03);
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holewarp = (rom()->data()[header_location + 9]);
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staircase_rooms_[0] = (rom()->data()[header_location + 10]);
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staircase_rooms_[1] = (rom()->data()[header_location + 11]);
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staircase_rooms_[2] = (rom()->data()[header_location + 12]);
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staircase_rooms_[3] = (rom()->data()[header_location + 13]);
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CalculateRoomSize();
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}
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void Room::CalculateRoomSize() {
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RoomSize CalculateRoomSize(Rom *rom, int room_id) {
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// Calculate the size of the room based on how many objects are used per room
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// Some notes from hacker Zarby89
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// vanilla rooms are using in average ~0x80 bytes
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@@ -68,120 +26,165 @@ void Room::CalculateRoomSize() {
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// So we want to search the rom() object at this addressed based on the room
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// ID since it's the roomid * 3 we will by pulling 3 bytes at a time We can do
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// this with the rom()->ReadByteVector(addr, size)
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try {
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// Existing room size address calculation...
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auto room_size_address = 0xF8000 + (room_id_ * 3);
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util::logf("Room #%#03X Addresss: %#06X", room_id_, room_size_address);
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// Existing room size address calculation...
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RoomSize room_size;
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room_size.room_size_pointer = 0;
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room_size.room_size = 0;
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auto room_size_address = 0xF8000 + (room_id * 3);
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util::logf("Room #%#03X Addresss: %#06X", room_id, room_size_address);
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// Reading bytes for long address construction
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uint8_t low = rom->data()[room_size_address];
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uint8_t high = rom->data()[room_size_address + 1];
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uint8_t bank = rom->data()[room_size_address + 2];
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// Constructing the long address
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int long_address = (bank << 16) | (high << 8) | low;
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util::logf("%#06X", long_address);
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room_size.room_size_pointer = long_address;
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if (long_address == 0x0A8000) {
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// Blank room disregard in size calculation
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util::logf("Size of Room #%#03X: 0 bytes", room_id);
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room_size.room_size = 0;
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} else {
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// use the long address to calculate the size of the room
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// we will use the room_id_ to calculate the next room's address
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// and subtract the two to get the size of the room
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int next_room_address = 0xF8000 + ((room_id + 1) * 3);
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util::logf("Next Room Address: %#06X", next_room_address);
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// Reading bytes for long address construction
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uint8_t low = rom()->data()[room_size_address];
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uint8_t high = rom()->data()[room_size_address + 1];
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uint8_t bank = rom()->data()[room_size_address + 2];
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uint8_t next_low = rom->data()[next_room_address];
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uint8_t next_high = rom->data()[next_room_address + 1];
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uint8_t next_bank = rom->data()[next_room_address + 2];
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// Constructing the long address
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int long_address = (bank << 16) | (high << 8) | low;
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util::logf("%#06X", long_address);
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room_size_pointer_ = long_address;
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int next_long_address = (next_bank << 16) | (next_high << 8) | next_low;
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util::logf("%#06X", next_long_address);
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if (long_address == 0x0A8000) {
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// Blank room disregard in size calculation
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util::logf("Size of Room #%#03X: 0 bytes", room_id_);
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room_size_ = 0;
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} else {
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// use the long address to calculate the size of the room
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// we will use the room_id_ to calculate the next room's address
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// and subtract the two to get the size of the room
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int next_room_address = 0xF8000 + ((room_id_ + 1) * 3);
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util::logf("Next Room Address: %#06X", next_room_address);
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// Reading bytes for long address construction
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uint8_t next_low = rom()->data()[next_room_address];
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uint8_t next_high = rom()->data()[next_room_address + 1];
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uint8_t next_bank = rom()->data()[next_room_address + 2];
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// Constructing the long address
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int next_long_address = (next_bank << 16) | (next_high << 8) | next_low;
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util::logf("%#06X", next_long_address);
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// Calculate the size of the room
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int room_size = next_long_address - long_address;
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room_size_ = room_size;
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util::logf("Size of Room #%#03X: %d bytes", room_id_, room_size_);
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}
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} catch (const std::exception &e) {
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std::cout << "Error: " << e.what() << std::endl;
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// Calculate the size of the room
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int actual_room_size = next_long_address - long_address;
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room_size.room_size = actual_room_size;
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util::logf("Size of Room #%#03X: %d bytes", room_id, actual_room_size);
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}
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return room_size;
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}
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void Room::LoadRoomFromROM() {
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auto rom_data = rom()->vector();
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int header_pointer = SnesToPc(kRoomHeaderPointer);
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Room LoadRoomFromRom(Rom *rom, int room_id) {
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Room room(room_id);
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message_id_ = messages_id_dungeon + (room_id_ * 2);
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int header_pointer = (rom->data()[kRoomHeaderPointer + 2] << 16) +
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(rom->data()[kRoomHeaderPointer + 1] << 8) +
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(rom->data()[kRoomHeaderPointer]);
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header_pointer = SnesToPc(header_pointer);
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int address = (rom()->data()[kRoomHeaderPointerBank] << 16) +
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(rom()->data()[(header_pointer + 1) + (room_id_ * 2)] << 8) +
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rom()->data()[(header_pointer) + (room_id_ * 2)];
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int address = (rom->data()[kRoomHeaderPointerBank] << 16) +
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(rom->data()[(header_pointer + 1) + (room_id * 2)] << 8) +
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rom->data()[(header_pointer) + (room_id * 2)];
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int hpos = SnesToPc(address);
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auto header_location = SnesToPc(address);
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room.bg2_ = (background2)((rom->data()[header_location] >> 5) & 0x07);
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room.collision_ = (CollisionKey)((rom->data()[header_location] >> 2) & 0x07);
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room.is_light_ = ((rom->data()[header_location]) & 0x01) == 1;
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if (room.is_light_) {
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room.bg2_ = background2::DarkRoom;
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}
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room.palette = ((rom->data()[header_location + 1] & 0x3F));
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room.blockset = (rom->data()[header_location + 2]);
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room.spriteset = (rom->data()[header_location + 3]);
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room.effect_ = (EffectKey)((rom->data()[header_location + 4]));
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room.tag1_ = (TagKey)((rom->data()[header_location + 5]));
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room.tag2_ = (TagKey)((rom->data()[header_location + 6]));
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room.staircase_plane_[0] = ((rom->data()[header_location + 7] >> 2) & 0x03);
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room.staircase_plane_[1] = ((rom->data()[header_location + 7] >> 4) & 0x03);
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room.staircase_plane_[2] = ((rom->data()[header_location + 7] >> 6) & 0x03);
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room.staircase_plane_[3] = ((rom->data()[header_location + 8]) & 0x03);
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room.holewarp = (rom->data()[header_location + 9]);
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room.staircase_rooms_[0] = (rom->data()[header_location + 10]);
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room.staircase_rooms_[1] = (rom->data()[header_location + 11]);
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room.staircase_rooms_[2] = (rom->data()[header_location + 12]);
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room.staircase_rooms_[3] = (rom->data()[header_location + 13]);
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// =====
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int header_pointer_2 = (rom->data()[kRoomHeaderPointer + 2] << 16) +
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(rom->data()[kRoomHeaderPointer + 1] << 8) +
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(rom->data()[kRoomHeaderPointer]);
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header_pointer_2 = SnesToPc(header_pointer_2);
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int address_2 = (rom->data()[kRoomHeaderPointerBank] << 16) +
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(rom->data()[(header_pointer_2 + 1) + (room_id * 2)] << 8) +
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rom->data()[(header_pointer_2) + (room_id * 2)];
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room.message_id_ = messages_id_dungeon + (room_id * 2);
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auto hpos = SnesToPc(address_2);
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hpos++;
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uint8_t b = rom_data[hpos];
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uint8_t b = rom->data()[hpos];
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layer2_mode_ = (b >> 5);
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layer_merging_ = kLayerMergeTypeList[(b & 0x0C) >> 2];
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room.layer2_mode_ = (b >> 5);
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room.layer_merging_ = kLayerMergeTypeList[(b & 0x0C) >> 2];
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is_dark_ = (b & 0x01) == 0x01;
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room.is_dark_ = (b & 0x01) == 0x01;
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hpos++;
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room.palette_ = rom->data()[hpos];
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hpos++;
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palette_ = rom_data[hpos];
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room.background_tileset_ = rom->data()[hpos];
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hpos++;
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background_tileset_ = rom_data[hpos];
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room.sprite_tileset_ = rom->data()[hpos];
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hpos++;
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sprite_tileset_ = rom_data[hpos];
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room.layer2_behavior_ = rom->data()[hpos];
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hpos++;
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layer2_behavior_ = rom_data[hpos];
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room.tag1_ = (TagKey)rom->data()[hpos];
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hpos++;
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tag1_ = (TagKey)rom_data[hpos];
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room.tag2_ = (TagKey)rom->data()[hpos];
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hpos++;
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tag2_ = (TagKey)rom_data[hpos];
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b = rom->data()[hpos];
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room.pits_.target_layer = (uint8_t)(b & 0x03);
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room.stair1_.target_layer = (uint8_t)((b >> 2) & 0x03);
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room.stair2_.target_layer = (uint8_t)((b >> 4) & 0x03);
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room.stair3_.target_layer = (uint8_t)((b >> 6) & 0x03);
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hpos++;
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room.stair4_.target_layer = (uint8_t)(rom->data()[hpos] & 0x03);
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hpos++;
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b = rom_data[hpos];
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pits_.target_layer = (uint8_t)(b & 0x03);
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stair1_.target_layer = (uint8_t)((b >> 2) & 0x03);
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stair2_.target_layer = (uint8_t)((b >> 4) & 0x03);
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stair3_.target_layer = (uint8_t)((b >> 6) & 0x03);
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room.pits_.target = rom->data()[hpos];
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hpos++;
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stair4_.target_layer = (uint8_t)(rom_data[hpos] & 0x03);
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room.stair1_.target = rom->data()[hpos];
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hpos++;
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pits_.target = rom_data[hpos];
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room.stair2_.target = rom->data()[hpos];
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hpos++;
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stair1_.target = rom_data[hpos];
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room.stair3_.target = rom->data()[hpos];
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hpos++;
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stair2_.target = rom_data[hpos];
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hpos++;
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stair3_.target = rom_data[hpos];
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hpos++;
|
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stair4_.target = rom_data[hpos];
|
||||
room.stair4_.target = rom->data()[hpos];
|
||||
hpos++;
|
||||
|
||||
// Load room objects
|
||||
int object_pointer = SnesToPc(room_object_pointer);
|
||||
int room_address = object_pointer + (room_id_ * 3);
|
||||
int room_address = object_pointer + (room_id * 3);
|
||||
int objects_location = SnesToPc(room_address);
|
||||
|
||||
// Load sprites
|
||||
// int spr_ptr = 0x040000 | rooms_sprite_pointer;
|
||||
// int sprite_address =
|
||||
// SnesToPc(dungeon_spr_ptrs | spr_ptr + (room_id_ * 2));
|
||||
int spr_ptr = 0x040000 | rooms_sprite_pointer;
|
||||
int sprite_address = SnesToPc(dungeon_spr_ptrs | spr_ptr + (room_id * 2));
|
||||
|
||||
return room;
|
||||
}
|
||||
|
||||
void Room::LoadRoomGraphics(uint8_t entrance_blockset) {
|
||||
@@ -194,10 +197,9 @@ void Room::LoadRoomGraphics(uint8_t entrance_blockset) {
|
||||
blocks_[i] = main_gfx[blockset][i];
|
||||
if (i >= 6 && i <= 6) {
|
||||
// 3-6
|
||||
if (entrance_blockset != 0xFF) {
|
||||
if (room_gfx[entrance_blockset][i - 3] != 0) {
|
||||
blocks_[i] = room_gfx[entrance_blockset][i - 3];
|
||||
}
|
||||
if (entrance_blockset != 0xFF &&
|
||||
room_gfx[entrance_blockset][i - 3] != 0) {
|
||||
blocks_[i] = room_gfx[entrance_blockset][i - 3];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,7 +11,6 @@
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
#include "app/zelda3/sprite/sprite.h"
|
||||
#include "util/macro.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace zelda3 {
|
||||
@@ -196,24 +195,9 @@ enum TagKey {
|
||||
Kill_boss_Again
|
||||
};
|
||||
|
||||
static const std::string RoomEffect[] = {"Nothing",
|
||||
"Nothing",
|
||||
"Moving Floor",
|
||||
"Moving Water",
|
||||
"Trinexx Shell",
|
||||
"Red Flashes",
|
||||
"Light Torch to See Floor",
|
||||
"Ganon's Darkness"};
|
||||
|
||||
class Room : public SharedRom {
|
||||
public:
|
||||
Room() = default;
|
||||
Room(int room_id) : room_id_(room_id) {}
|
||||
~Room() = default;
|
||||
|
||||
void LoadHeader();
|
||||
void CalculateRoomSize();
|
||||
void LoadRoomFromROM();
|
||||
|
||||
void LoadRoomGraphics(uint8_t entrance_blockset = 0xFF);
|
||||
void CopyRoomGraphicsToBuffer();
|
||||
@@ -228,9 +212,6 @@ class Room : public SharedRom {
|
||||
auto &layer1() { return background_bmps_[0]; }
|
||||
auto &layer2() { return background_bmps_[1]; }
|
||||
auto &layer3() { return background_bmps_[2]; }
|
||||
auto room_size() const { return room_size_; }
|
||||
auto room_size_ptr() const { return room_size_pointer_; }
|
||||
auto set_room_size(uint64_t size) { room_size_ = size; }
|
||||
|
||||
uint8_t blockset = 0;
|
||||
uint8_t spriteset = 0;
|
||||
@@ -247,7 +228,6 @@ class Room : public SharedRom {
|
||||
std::vector<uint8_t> bg2_buffer_;
|
||||
std::vector<uint8_t> current_gfx16_;
|
||||
|
||||
private:
|
||||
bool is_light_;
|
||||
bool is_loaded_;
|
||||
bool is_dark_;
|
||||
@@ -267,9 +247,6 @@ class Room : public SharedRom {
|
||||
uint8_t floor2_graphics_;
|
||||
uint8_t layer2_mode_;
|
||||
|
||||
uint64_t room_size_;
|
||||
int64_t room_size_pointer_;
|
||||
|
||||
std::array<uint8_t, 16> blocks_;
|
||||
std::array<chest, 16> chest_list_;
|
||||
|
||||
@@ -293,6 +270,26 @@ class Room : public SharedRom {
|
||||
destination stair4_;
|
||||
};
|
||||
|
||||
// Loads a room from the ROM.
|
||||
Room LoadRoomFromRom(Rom *rom, int room_id);
|
||||
|
||||
struct RoomSize {
|
||||
int64_t room_size_pointer;
|
||||
int64_t room_size;
|
||||
};
|
||||
|
||||
// Calculates the size of a room in the ROM.
|
||||
RoomSize CalculateRoomSize(Rom *rom, int room_id);
|
||||
|
||||
static const std::string RoomEffect[] = {"Nothing",
|
||||
"Nothing",
|
||||
"Moving Floor",
|
||||
"Moving Water",
|
||||
"Trinexx Shell",
|
||||
"Red Flashes",
|
||||
"Light Torch to See Floor",
|
||||
"Ganon's Darkness"};
|
||||
|
||||
constexpr std::string_view kRoomNames[] = {
|
||||
"Ganon",
|
||||
"Hyrule Castle (North Corridor)",
|
||||
|
||||
Reference in New Issue
Block a user