Add Dungeon Room and Object Selection Features
- Introduced new classes for DungeonRoomSelector and DungeonObjectSelector to enhance room and object management within the dungeon editor. - Implemented UI components for selecting rooms and entrances, allowing users to easily navigate and manage dungeon layouts. - Added functionality for rendering room graphics and object previews, improving the visual editing experience. - Updated the DungeonEditor class to integrate the new selectors, streamlining the overall editing workflow. - Enhanced error handling and validation in room and object management processes to ensure robust functionality.
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@@ -873,9 +873,24 @@ void Sprite::DrawSpriteTile(int x, int y, int srcx, int srcy, int pal,
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return;
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}
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// Validate input parameters
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if (sizex <= 0 || sizey <= 0) {
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return;
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}
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if (srcx < 0 || srcy < 0 || pal < 0) {
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return;
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}
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x += 16;
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y += 16;
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int drawid_ = (srcx + (srcy * 16)) + 512;
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// Validate drawid_ is within reasonable bounds
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if (drawid_ < 0 || drawid_ > 4096) {
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return;
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}
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for (auto yl = 0; yl < sizey * 8; yl++) {
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for (auto xl = 0; xl < (sizex * 8) / 2; xl++) {
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int mx = xl;
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@@ -893,12 +908,21 @@ void Sprite::DrawSpriteTile(int x, int y, int srcx, int srcy, int pal,
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int tx = ((drawid_ / 0x10) * 0x400) +
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((drawid_ - ((drawid_ / 0x10) * 0x10)) * 8);
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auto pixel = current_gfx_[tx + (yl * 0x80) + xl];
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// Validate graphics buffer access
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int gfx_index = tx + (yl * 0x80) + xl;
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if (gfx_index < 0 || gfx_index >= static_cast<int>(current_gfx_.size())) {
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continue; // Skip this pixel if out of bounds
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}
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auto pixel = current_gfx_[gfx_index];
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// nx,ny = object position, xx,yy = tile position, xl,yl = pixel
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// position
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int index = (x) + (y * 64) + (mx + (my * 0x80));
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if (index >= 0 && index <= 4096) {
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// Validate preview buffer access
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if (index >= 0 && index < static_cast<int>(preview_gfx_.size()) &&
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index <= 4096) {
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preview_gfx_[index] = (uint8_t)((pixel & 0x0F) + 112 + (pal * 8));
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}
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}
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