feat: Introduce Layout Override Feature in DungeonCanvasViewer

- Added a new "Layout Override" section in the DungeonCanvasViewer, allowing users to enable or disable layout overrides for dungeon rooms.
- Implemented a checkbox to toggle the override and a slider to select the layout ID when enabled.
- Removed the previously disabled room layout drawing code to streamline the rendering process.
- Updated the layout management to ensure proper handling of layout IDs and visibility settings.
- Enhanced the overall user interface for better control over dungeon layout visualization.
This commit is contained in:
scawful
2025-10-10 10:14:50 -04:00
parent db517abbb3
commit b64ef74b10
17 changed files with 258 additions and 1980 deletions

View File

@@ -1,250 +1,75 @@
#include "room_layout.h"
#include "absl/strings/str_format.h"
#include "app/zelda3/dungeon/room.h"
#include "app/snes.h"
namespace yaze {
namespace zelda3 {
namespace yaze::zelda3 {
absl::StatusOr<gfx::Tile16> RoomLayoutObject::GetTile(const uint8_t* room_gfx_buffer) const {
// Map layout code to actual VRAM tile ID
// Layout codes (id_) are indices into a layout tilemap
// The actual tile graphics are in the room's graphics buffer
// For dungeon layouts, the tile ID from the layout data directly maps to
// a tile in the room's graphics sheets (current_gfx16_)
// Layout codes typically range from 0x00 to 0xFF
// Use the layout code directly as tile ID
// The palette will be determined by the tile's position and room palette
uint16_t tile_id = static_cast<uint16_t>(id_);
// Determine palette based on object type
uint8_t palette = 0;
switch (type_) {
case Type::kWall:
palette = 2; // Walls typically use palette 2
break;
case Type::kFloor:
palette = 0; // Floors use palette 0
break;
case Type::kWater:
palette = 4; // Water uses palette 4
break;
case Type::kDoor:
palette = 3; // Doors use palette 3
break;
default:
palette = 0;
break;
}
gfx::TileInfo tile_info;
tile_info.id_ = tile_id;
tile_info.palette_ = palette;
tile_info.vertical_mirror_ = false;
tile_info.horizontal_mirror_ = false;
tile_info.over_ = false;
namespace {
constexpr uint16_t kLayerTerminator = 0xFFFF;
// Create a Tile16 with the same 8x8 tile in all 4 positions
// This makes the layout tile appear as a single repeated pattern
return gfx::Tile16(tile_info, tile_info, tile_info, tile_info);
uint16_t ReadWord(const Rom* rom, int pc_addr) {
const auto& data = rom->data();
return static_cast<uint16_t>(data[pc_addr] | (data[pc_addr + 1] << 8));
}
}
std::string RoomLayoutObject::GetTypeName() const {
switch (type_) {
case Type::kWall:
return "Wall";
case Type::kFloor:
return "Floor";
case Type::kCeiling:
return "Ceiling";
case Type::kPit:
return "Pit";
case Type::kWater:
return "Water";
case Type::kStairs:
return "Stairs";
case Type::kDoor:
return "Door";
case Type::kUnknown:
default:
return "Unknown";
absl::StatusOr<int> RoomLayout::GetLayoutAddress(int layout_id) const {
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
if (layout_id < 0 || layout_id >= static_cast<int>(kRoomLayoutPointers.size())) {
return absl::InvalidArgumentError(absl::StrFormat("Invalid layout id %d", layout_id));
}
uint32_t snes_addr = kRoomLayoutPointers[layout_id];
int pc_addr = SnesToPc(static_cast<int>(snes_addr));
if (pc_addr < 0 || pc_addr >= static_cast<int>(rom_->size())) {
return absl::OutOfRangeError(absl::StrFormat("Layout pointer %d out of range", layout_id));
}
return pc_addr;
}
absl::Status RoomLayout::LoadLayout(int room_id) {
if (rom_ == nullptr) {
return absl::InvalidArgumentError("ROM is null");
}
// Validate room ID based on Link to the Past ROM structure
if (room_id < 0 || room_id >= NumberOfRooms) {
return absl::InvalidArgumentError(
absl::StrFormat("Invalid room ID: %d (must be 0-%d)", room_id, NumberOfRooms - 1));
}
auto rom_data = rom_->vector();
// Load room layout from room_object_layout_pointer
// This follows the same pattern as the room object loading
int layout_pointer = (rom_data[room_object_layout_pointer + 2] << 16) +
(rom_data[room_object_layout_pointer + 1] << 8) +
(rom_data[room_object_layout_pointer]);
layout_pointer = SnesToPc(layout_pointer);
// Enhanced bounds checking for layout pointer
if (layout_pointer < 0 || layout_pointer >= (int)rom_->size()) {
return absl::OutOfRangeError(
absl::StrFormat("Layout pointer out of range: %#06x", layout_pointer));
}
// Get the layout address for this room
int layout_address = layout_pointer + (room_id * 3);
// Enhanced bounds checking for layout address
if (layout_address < 0 || layout_address + 2 >= (int)rom_->size()) {
return absl::OutOfRangeError(
absl::StrFormat("Layout address out of range: %#06x", layout_address));
}
// Read the layout data (3 bytes: bank, high, low)
uint8_t bank = rom_data[layout_address + 2];
uint8_t high = rom_data[layout_address + 1];
uint8_t low = rom_data[layout_address];
// Construct the layout data address with validation
int layout_data_address = SnesToPc((bank << 16) | (high << 8) | low);
if (layout_data_address < 0 || layout_data_address >= (int)rom_->size()) {
return absl::OutOfRangeError(absl::StrFormat(
"Layout data address out of range: %#06x", layout_data_address));
}
// Read layout data with enhanced error handling
return LoadLayoutData(layout_data_address);
}
absl::Status RoomLayout::LoadLayoutData(int layout_data_address) {
auto rom_data = rom_->vector();
// Read layout data - this contains the room's wall/floor structure
// The format varies by room type, but typically contains tile IDs for each position
std::vector<uint8_t> layout_data;
layout_data.reserve(width_ * height_);
// Read the layout data with comprehensive bounds checking
for (int i = 0; i < width_ * height_; ++i) {
if (layout_data_address + i < (int)rom_->size()) {
layout_data.push_back(rom_data[layout_data_address + i]);
} else {
// Log warning but continue with default value
layout_data.push_back(0); // Default to empty space
}
}
return ParseLayoutData(layout_data);
}
absl::Status RoomLayout::ParseLayoutData(const std::vector<uint8_t>& data) {
absl::Status RoomLayout::LoadLayout(int layout_id) {
objects_.clear();
objects_.reserve(width_ * height_);
// Parse the layout data to create layout objects
// This is a simplified implementation - in reality, the format is more
// complex
for (int y = 0; y < height_; ++y) {
for (int x = 0; x < width_; ++x) {
int index = y * width_ + x;
if (index >= (int)data.size()) continue;
auto addr_result = GetLayoutAddress(layout_id);
if (!addr_result.ok()) {
return addr_result.status();
}
uint8_t tile_id = data[index];
int pos = addr_result.value();
const auto& rom_data = rom_->data();
int layer = 0;
// Determine object type based on tile ID
// NOTE: Layout format needs research - using simplified heuristics
RoomLayoutObject::Type type = RoomLayoutObject::Type::kUnknown;
if (tile_id == 0) {
// Empty space - skip
continue;
while (pos + 2 < static_cast<int>(rom_->size())) {
uint8_t b1 = rom_data[pos];
uint8_t b2 = rom_data[pos + 1];
if (b1 == 0xFF && b2 == 0xFF) {
layer++;
pos += 2;
if (layer >= 3) {
break;
}
// Just mark everything as unknown for now
// The room graphics bitmap handles the actual visual appearance
// Layout objects are just for structural information
type = RoomLayoutObject::Type::kUnknown;
// Create layout object
objects_.emplace_back(tile_id, x, y, type, 0);
continue;
}
if (pos + 2 >= static_cast<int>(rom_->size())) {
break;
}
uint8_t b3 = rom_data[pos + 2];
pos += 3;
RoomObject obj = RoomObject::DecodeObjectFromBytes(b1, b2, b3, static_cast<uint8_t>(layer));
obj.set_rom(rom_);
obj.EnsureTilesLoaded();
objects_.push_back(obj);
}
return absl::OkStatus();
}
RoomLayoutObject RoomLayout::CreateLayoutObject(int16_t tile_id, uint8_t x,
uint8_t y, uint8_t layer) {
// Determine type based on tile ID
RoomLayoutObject::Type type = RoomLayoutObject::Type::kUnknown;
if (tile_id >= 0x01 && tile_id <= 0x20) {
type = RoomLayoutObject::Type::kWall;
} else if (tile_id >= 0x21 && tile_id <= 0x40) {
type = RoomLayoutObject::Type::kFloor;
} else if (tile_id >= 0x41 && tile_id <= 0x60) {
type = RoomLayoutObject::Type::kCeiling;
} else if (tile_id >= 0x61 && tile_id <= 0x80) {
type = RoomLayoutObject::Type::kWater;
} else if (tile_id >= 0x81 && tile_id <= 0xA0) {
type = RoomLayoutObject::Type::kStairs;
} else if (tile_id >= 0xA1 && tile_id <= 0xC0) {
type = RoomLayoutObject::Type::kDoor;
}
return RoomLayoutObject(tile_id, x, y, type, layer);
}
std::vector<RoomLayoutObject> RoomLayout::GetObjectsByType(
RoomLayoutObject::Type type) const {
std::vector<RoomLayoutObject> result;
for (const auto& obj : objects_) {
if (obj.type() == type) {
result.push_back(obj);
}
}
return result;
}
absl::StatusOr<RoomLayoutObject> RoomLayout::GetObjectAt(uint8_t x, uint8_t y,
uint8_t layer) const {
for (const auto& obj : objects_) {
if (obj.x() == x && obj.y() == y && obj.layer() == layer) {
return obj;
}
}
return absl::NotFoundError(
absl::StrFormat("No object found at position (%d, %d, %d)", x, y, layer));
}
bool RoomLayout::HasWall(uint8_t x, uint8_t y, uint8_t layer) const {
for (const auto& obj : objects_) {
if (obj.x() == x && obj.y() == y && obj.layer() == layer &&
obj.type() == RoomLayoutObject::Type::kWall) {
return true;
}
}
return false;
}
bool RoomLayout::HasFloor(uint8_t x, uint8_t y, uint8_t layer) const {
for (const auto& obj : objects_) {
if (obj.x() == x && obj.y() == y && obj.layer() == layer &&
obj.type() == RoomLayoutObject::Type::kFloor) {
return true;
}
}
return false;
}
} // namespace zelda3
} // namespace yaze
} // namespace yaze::zelda3