Create DungeonMap class and move constants
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54
src/app/zelda3/screen/dungeon_map.h
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54
src/app/zelda3/screen/dungeon_map.h
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#ifndef YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
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#define YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
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#include <array>
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#include <vector>
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namespace yaze {
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namespace app {
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namespace 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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constexpr int kDungeonMapGfxPtr = 0x57BE4; // 14 pointers of gfx data
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// data start for floors/gfx MUST skip 575D9 to 57621 (pointers)
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constexpr int kDungeonMapDataStart = 0x57039;
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// IF Byte = 0xB9 dungeon maps are not expanded
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constexpr int kDungeonMapExpCheck = 0x56652;
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constexpr int kDungeonMapTile16 = 0x57009;
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constexpr int kDungeonMapTile16Expanded = 0x109010;
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// 14 words values 0x000F = no boss
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constexpr int kDungeonMapBossRooms = 0x56807;
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constexpr int kTriforceVertices = 0x04FFD2; // group of 3, X, Y ,Z
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constexpr int TriforceFaces = 0x04FFE4; // group of 5
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constexpr int crystalVertices = 0x04FF98;
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class DungeonMap {
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public:
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unsigned short boss_room = 0xFFFF;
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unsigned char nbr_of_floor = 0;
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unsigned char nbr_of_basement = 0;
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std::vector<std::array<uint8_t, 25>> floor_rooms;
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std::vector<std::array<uint8_t, 25>> floor_gfx;
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DungeonMap(unsigned short boss_room, unsigned char nbr_of_floor,
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unsigned char nbr_of_basement,
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const std::vector<std::array<uint8_t, 25>>& floor_rooms,
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const std::vector<std::array<uint8_t, 25>>& floor_gfx)
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: boss_room(boss_room),
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nbr_of_floor(nbr_of_floor),
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nbr_of_basement(nbr_of_basement),
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floor_rooms(floor_rooms),
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floor_gfx(floor_gfx) {}
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};
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} // namespace zelda3
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} // namespace app
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} // namespace yaze
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#endif // YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
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