From c25be2b76de535dae281e85a1b856197a2464985 Mon Sep 17 00:00:00 2001 From: scawful Date: Sat, 19 Aug 2023 02:09:37 -0400 Subject: [PATCH] Move object names, start RoomObject Subtypes --- src/app/core/constants.h | 448 ------------------------- src/app/zelda3/dungeon/object_names.h | 465 ++++++++++++++++++++++++++ src/app/zelda3/dungeon/room.h | 30 +- src/app/zelda3/dungeon/room_object.cc | 3 +- src/app/zelda3/dungeon/room_object.h | 74 +++- 5 files changed, 547 insertions(+), 473 deletions(-) create mode 100644 src/app/zelda3/dungeon/object_names.h diff --git a/src/app/core/constants.h b/src/app/core/constants.h index 9eceeb39..2f0de137 100644 --- a/src/app/core/constants.h +++ b/src/app/core/constants.h @@ -669,454 +669,6 @@ static const absl::string_view SecretItemNames[] = { "Hole", "Warp", "Staircase", "Bombable", "Switch"}; -static const absl::string_view Type1RoomObjectNames[] = { - "Ceiling ↔", - "Wall (top, north) ↔", - "Wall (top, south) ↔", - "Wall (bottom, north) ↔", - "Wall (bottom, south) ↔", - "Wall columns (north) ↔", - "Wall columns (south) ↔", - "Deep wall (north) ↔", - "Deep wall (south) ↔", - "Diagonal wall A ◤ (top) ↔", - "Diagonal wall A ◣ (top) ↔", - "Diagonal wall A ◥ (top) ↔", - "Diagonal wall A ◢ (top) ↔", - "Diagonal wall B ◤ (top) ↔", - "Diagonal wall B ◣ (top) ↔", - "Diagonal wall B ◥ (top) ↔", - "Diagonal wall B ◢ (top) ↔", - "Diagonal wall C ◤ (top) ↔", - "Diagonal wall C ◣ (top) ↔", - "Diagonal wall C ◥ (top) ↔", - "Diagonal wall C ◢ (top) ↔", - "Diagonal wall A ◤ (bottom) ↔", - "Diagonal wall A ◣ (bottom) ↔", - "Diagonal wall A ◥ (bottom) ↔", - "Diagonal wall A ◢ (bottom) ↔", - "Diagonal wall B ◤ (bottom) ↔", - "Diagonal wall B ◣ (bottom) ↔", - "Diagonal wall B ◥ (bottom) ↔", - "Diagonal wall B ◢ (bottom) ↔", - "Diagonal wall C ◤ (bottom) ↔", - "Diagonal wall C ◣ (bottom) ↔", - "Diagonal wall C ◥ (bottom) ↔", - "Diagonal wall C ◢ (bottom) ↔", - "Platform stairs ↔", - "Rail ↔", - "Pit edge ┏━┓ A (north) ↔", - "Pit edge ┏━┓ B (north) ↔", - "Pit edge ┏━┓ C (north) ↔", - "Pit edge ┏━┓ D (north) ↔", - "Pit edge ┏━┓ E (north) ↔", - "Pit edge ┗━┛ (south) ↔", - "Pit edge ━━━ (south) ↔", - "Pit edge ━━━ (north) ↔", - "Pit edge ━━┛ (south) ↔", - "Pit edge ┗━━ (south) ↔", - "Pit edge ━━┓ (north) ↔", - "Pit edge ┏━━ (north) ↔", - "Rail wall (north) ↔", - "Rail wall (south) ↔", - "Nothing", - "Nothing", - "Carpet ↔", - "Carpet trim ↔", - "Weird door", // TODO: WEIRD DOOR OBJECT NEEDS INVESTIGATION - "Drapes (north) ↔", - "Drapes (west, odd) ↔", - "Statues ↔", - "Columns ↔", - "Wall decors (north) ↔", - "Wall decors (south) ↔", - "Chairs in pairs ↔", - "Tall torches ↔", - "Supports (north) ↔", - "Water edge ┏━┓ (concave) ↔", - "Water edge ┗━┛ (concave) ↔", - "Water edge ┏━┓ (convex) ↔", - "Water edge ┗━┛ (convex) ↔", - "Water edge ┏━┛ (concave) ↔", - "Water edge ┗━┓ (concave) ↔", - "Water edge ┗━┓ (convex) ↔", - "Water edge ┏━┛ (convex) ↔", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Supports (south) ↔", - "Bar ↔", - "Shelf A ↔", - "Shelf B ↔", - "Shelf C ↔", - "Somaria path ↔", - "Cannon hole A (north) ↔", - "Cannon hole A (south) ↔", - "Pipe path ↔", - "Nothing", - "Wall torches (north) ↔", - "Wall torches (south) ↔", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Cannon hole B (north) ↔", - "Cannon hole B (south) ↔", - "Thick rail ↔", - "Blocks ↔", - "Long rail ↔", - "Ceiling ↕", - "Wall (top, west) ↕", - "Wall (top, east) ↕", - "Wall (bottom, west) ↕", - "Wall (bottom, east) ↕", - "Wall columns (west) ↕", - "Wall columns (east) ↕", - "Deep wall (west) ↕", - "Deep wall (east) ↕", - "Rail ↕", - "Pit edge (west) ↕", - "Pit edge (east) ↕", - "Rail wall (west) ↕", - "Rail wall (east) ↕", - "Nothing", - "Nothing", - "Carpet ↕", - "Carpet trim ↕", - "Nothing", - "Drapes (west) ↕", - "Drapes (east) ↕", - "Columns ↕", - "Wall decors (west) ↕", - "Wall decors (east) ↕", - "Supports (west) ↕", - "Water edge (west) ↕", - "Water edge (east) ↕", - "Supports (east) ↕", - "Somaria path ↕", - "Pipe path ↕", - "Nothing", - "Wall torches (west) ↕", - "Wall torches (east) ↕", - "Wall decors tight A (west) ↕", - "Wall decors tight A (east) ↕", - "Wall decors tight B (west) ↕", - "Wall decors tight B (east) ↕", - "Cannon hole (west) ↕", - "Cannon hole (east) ↕", - "Tall torches ↕", - "Thick rail ↕", - "Blocks ↕", - "Long rail ↕", - "Jump ledge (west) ↕", - "Jump ledge (east) ↕", - "Rug trim (west) ↕", - "Rug trim (east) ↕", - "Bar ↕", - "Wall flair (west) ↕", - "Wall flair (east) ↕", - "Blue pegs ↕", - "Orange pegs ↕", - "Invisible floor ↕", - "Fake pots ↕", - "Hammer pegs ↕", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Diagonal ceiling A ◤", - "Diagonal ceiling A ◣", - "Diagonal ceiling A ◥", - "Diagonal ceiling A ◢", - "Pit ⇲", - "Diagonal layer 2 mask A ◤", - "Diagonal layer 2 mask A ◣", - "Diagonal layer 2 mask A ◥", - "Diagonal layer 2 mask A ◢", - "Diagonal layer 2 mask B ◤", // TODO: VERIFY - "Diagonal layer 2 mask B ◣", // TODO: VERIFY - "Diagonal layer 2 mask B ◥", // TODO: VERIFY - "Diagonal layer 2 mask B ◢", // TODO: VERIFY - "Nothing", - "Nothing", - "Nothing", - "Jump ledge (north) ↔", - "Jump ledge (south) ↔", - "Rug ↔", - "Rug trim (north) ↔", - "Rug trim (south) ↔", - "Archery game curtains ↔", - "Wall flair (north) ↔", - "Wall flair (south) ↔", - "Blue pegs ↔", - "Orange pegs ↔", - "Invisible floor ↔", - "Fake pressure plates ↔", - "Fake pots ↔", - "Hammer pegs ↔", - "Nothing", - "Nothing", - "Ceiling (large) ⇲", - "Chest platform (tall) ⇲", - "Layer 2 pit mask (large) ⇲", - "Layer 2 pit mask (medium) ⇲", - "Floor 1 ⇲", - "Floor 3 ⇲", - "Layer 2 mask (large) ⇲", - "Floor 4 ⇲", - "Water floor ⇲ ", - "Flood water (medium) ⇲ ", - "Conveyor floor ⇲ ", - "Nothing", - "Nothing", - "Moving wall (west) ⇲", - "Moving wall (east) ⇲", - "Nothing", - "Nothing", - "Icy floor A ⇲", - "Icy floor B ⇲", - "Moving wall flag", // TODO: WTF IS THIS? - "Moving wall flag", // TODO: WTF IS THIS? - "Moving wall flag", // TODO: WTF IS THIS? - "Moving wall flag", // TODO: WTF IS THIS? - "Layer 2 mask (medium) ⇲", - "Flood water (large) ⇲", - "Layer 2 swim mask ⇲", - "Flood water B (large) ⇲", - "Floor 2 ⇲", - "Chest platform (short) ⇲", - "Table / rock ⇲", - "Spike blocks ⇲", - "Spiked floor ⇲", - "Floor 7 ⇲", - "Tiled floor ⇲", - "Rupee floor ⇲", - "Conveyor upwards ⇲", - "Conveyor downwards ⇲", - "Conveyor leftwards ⇲", - "Conveyor rightwards ⇲", - "Heavy current water ⇲", - "Floor 10 ⇲", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", - "Nothing", -}; - -static const absl::string_view Type2RoomObjectNames[] = { - "Corner (top, concave) ▛", - "Corner (top, concave) ▙", - "Corner (top, concave) ▜", - "Corner (top, concave) ▟", - "Corner (top, convex) ▟", - "Corner (top, convex) ▜", - "Corner (top, convex) ▙", - "Corner (top, convex) ▛", - "Corner (bottom, concave) ▛", - "Corner (bottom, concave) ▙", - "Corner (bottom, concave) ▜", - "Corner (bottom, concave) ▟", - "Corner (bottom, convex) ▟", - "Corner (bottom, convex) ▜", - "Corner (bottom, convex) ▙", - "Corner (bottom, convex) ▛", - "Kinked corner north (bottom) ▜", - "Kinked corner south (bottom) ▟", - "Kinked corner north (bottom) ▛", - "Kinked corner south (bottom) ▙", - "Kinked corner west (bottom) ▙", - "Kinked corner west (bottom) ▛", - "Kinked corner east (bottom) ▟", - "Kinked corner east (bottom) ▜", - "Deep corner (concave) ▛", - "Deep corner (concave) ▙", - "Deep corner (concave) ▜", - "Deep corner (concave) ▟", - "Large brazier", - "Statue", - "Star tile (disabled)", - "Star tile (enabled)", - "Small torch (lit)", - "Barrel", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Table", - "Fairy statue", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Chair", - "Bed", - "Fireplace", - "Mario portrait", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Interroom stairs (up)", - "Interroom stairs (down)", - "Interroom stairs B (down)", - "Intraroom stairs north B", // TODO: VERIFY LAYER HANDLING - "Intraroom stairs north (separate layers)", - "Intraroom stairs north (merged layers)", - "Intraroom stairs north (swim layer)", - "Block", - "Water ladder (north)", - "Water ladder (south)", // TODO: NEEDS IN GAME VERIFICATION - "Dam floodgate", - "Interroom spiral stairs up (top)", - "Interroom spiral stairs down (top)", - "Interroom spiral stairs up (bottom)", - "Interroom spiral stairs down (bottom)", - "Sanctuary wall (north)", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Pew", - "Magic bat altar", -}; - -static const absl::string_view Type3RoomObjectNames[] = { - "Waterfall face (empty)", - "Waterfall face (short)", - "Waterfall face (long)", - "Somaria path endpoint", - "Somaria path intersection ╋", - "Somaria path corner ┏", - "Somaria path corner ┗", - "Somaria path corner ┓", - "Somaria path corner ┛", - "Somaria path intersection ┳", - "Somaria path intersection ┻", - "Somaria path intersection ┣", - "Somaria path intersection ┫", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Somaria path 2-way endpoint", - "Somaria path crossover", - "Babasu hole (north)", - "Babasu hole (south)", - "9 blue rupees", - "Telepathy tile", - "Warp door", // TODO: NEEDS IN GAME VERIFICATION THAT THIS IS USELESS - "Kholdstare's shell", - "Hammer peg", - "Prison cell", - "Big key lock", - "Chest", - "Chest (open)", - "Intraroom stairs south", // TODO: VERIFY LAYER HANDLING - "Intraroom stairs south (separate layers)", - "Intraroom stairs south (merged layers)", - "Interroom straight stairs up (north, top)", - "Interroom straight stairs down (north, top)", - "Interroom straight stairs up (south, top)", - "Interroom straight stairs down (south, top)", - "Deep corner (convex) ▟", - "Deep corner (convex) ▜", - "Deep corner (convex) ▙", - "Deep corner (convex) ▛", - "Interroom straight stairs up (north, bottom)", - "Interroom straight stairs down (north, bottom)", - "Interroom straight stairs up (south, bottom)", - "Interroom straight stairs down (south, bottom)", - "Lamp cones", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Liftable large block", - "Agahnim's altar", - "Agahnim's boss room", - "Pot", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Big chest", - "Big chest (open)", - "Intraroom stairs south (swim layer)", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Pipe end (south)", - "Pipe end (north)", - "Pipe end (east)", - "Pipe end (west)", - "Pipe corner ▛", - "Pipe corner ▙", - "Pipe corner ▜", - "Pipe corner ▟", - "Pipe-rock intersection ⯊", - "Pipe-rock intersection ⯋", - "Pipe-rock intersection ◖", - "Pipe-rock intersection ◗", - "Pipe crossover", - "Bombable floor", - "Fake bombable floor", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Warp tile", - "Tool rack", - "Furnace", - "Tub (wide)", - "Anvil", - "Warp tile (disabled)", - "Pressure plate", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Blue peg", - "Orange peg", - "Fortune teller room", - "Unknown", // TODO: NEEDS IN GAME CHECKING - "Bar corner ▛", - "Bar corner ▙", - "Bar corner ▜", - "Bar corner ▟", - "Decorative bowl", - "Tub (tall)", - "Bookcase", - "Range", - "Suitcase", - "Bar bottles", - "Arrow game hole (west)", - "Arrow game hole (east)", - "Vitreous goo gfx", - "Fake pressure plate", - "Medusa head", - "4-way shooter block", - "Pit", - "Wall crack (north)", - "Wall crack (south)", - "Wall crack (west)", - "Wall crack (east)", - "Large decor", - "Water grate (north)", - "Water grate (south)", - "Water grate (west)", - "Water grate (east)", - "Window sunlight", - "Floor sunlight", - "Trinexx's shell", - "Layer 2 mask (full)", - "Boss entrance", - "Minigame chest", - "Ganon door", - "Triforce wall ornament", - "Triforce floor tiles", - "Freezor hole", - "Pile of bones", - "Vitreous goo damage", - "Arrow tile ↑", - "Arrow tile ↓", - "Arrow tile →", - "Nothing", -}; static const absl::string_view TileTypeNames[] = { "$00 Nothing (standard floor)", diff --git a/src/app/zelda3/dungeon/object_names.h b/src/app/zelda3/dungeon/object_names.h new file mode 100644 index 00000000..15a731b3 --- /dev/null +++ b/src/app/zelda3/dungeon/object_names.h @@ -0,0 +1,465 @@ +#ifndef YAZE_APP_ZELDA3_DUNGEON_OBJECT_NAMES_H +#define YAZE_APP_ZELDA3_DUNGEON_OBJECT_NAMES_H + +#include "absl/strings/string_view.h" + +namespace yaze { +namespace app { +namespace zelda3 { +namespace dungeon { + +static const absl::string_view Type1RoomObjectNames[] = { + "Ceiling ↔", + "Wall (top, north) ↔", + "Wall (top, south) ↔", + "Wall (bottom, north) ↔", + "Wall (bottom, south) ↔", + "Wall columns (north) ↔", + "Wall columns (south) ↔", + "Deep wall (north) ↔", + "Deep wall (south) ↔", + "Diagonal wall A ◤ (top) ↔", + "Diagonal wall A ◣ (top) ↔", + "Diagonal wall A ◥ (top) ↔", + "Diagonal wall A ◢ (top) ↔", + "Diagonal wall B ◤ (top) ↔", + "Diagonal wall B ◣ (top) ↔", + "Diagonal wall B ◥ (top) ↔", + "Diagonal wall B ◢ (top) ↔", + "Diagonal wall C ◤ (top) ↔", + "Diagonal wall C ◣ (top) ↔", + "Diagonal wall C ◥ (top) ↔", + "Diagonal wall C ◢ (top) ↔", + "Diagonal wall A ◤ (bottom) ↔", + "Diagonal wall A ◣ (bottom) ↔", + "Diagonal wall A ◥ (bottom) ↔", + "Diagonal wall A ◢ (bottom) ↔", + "Diagonal wall B ◤ (bottom) ↔", + "Diagonal wall B ◣ (bottom) ↔", + "Diagonal wall B ◥ (bottom) ↔", + "Diagonal wall B ◢ (bottom) ↔", + "Diagonal wall C ◤ (bottom) ↔", + "Diagonal wall C ◣ (bottom) ↔", + "Diagonal wall C ◥ (bottom) ↔", + "Diagonal wall C ◢ (bottom) ↔", + "Platform stairs ↔", + "Rail ↔", + "Pit edge ┏━┓ A (north) ↔", + "Pit edge ┏━┓ B (north) ↔", + "Pit edge ┏━┓ C (north) ↔", + "Pit edge ┏━┓ D (north) ↔", + "Pit edge ┏━┓ E (north) ↔", + "Pit edge ┗━┛ (south) ↔", + "Pit edge ━━━ (south) ↔", + "Pit edge ━━━ (north) ↔", + "Pit edge ━━┛ (south) ↔", + "Pit edge ┗━━ (south) ↔", + "Pit edge ━━┓ (north) ↔", + "Pit edge ┏━━ (north) ↔", + "Rail wall (north) ↔", + "Rail wall (south) ↔", + "Nothing", + "Nothing", + "Carpet ↔", + "Carpet trim ↔", + "Weird door", // TODO: WEIRD DOOR OBJECT NEEDS INVESTIGATION + "Drapes (north) ↔", + "Drapes (west, odd) ↔", + "Statues ↔", + "Columns ↔", + "Wall decors (north) ↔", + "Wall decors (south) ↔", + "Chairs in pairs ↔", + "Tall torches ↔", + "Supports (north) ↔", + "Water edge ┏━┓ (concave) ↔", + "Water edge ┗━┛ (concave) ↔", + "Water edge ┏━┓ (convex) ↔", + "Water edge ┗━┛ (convex) ↔", + "Water edge ┏━┛ (concave) ↔", + "Water edge ┗━┓ (concave) ↔", + "Water edge ┗━┓ (convex) ↔", + "Water edge ┏━┛ (convex) ↔", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Supports (south) ↔", + "Bar ↔", + "Shelf A ↔", + "Shelf B ↔", + "Shelf C ↔", + "Somaria path ↔", + "Cannon hole A (north) ↔", + "Cannon hole A (south) ↔", + "Pipe path ↔", + "Nothing", + "Wall torches (north) ↔", + "Wall torches (south) ↔", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Cannon hole B (north) ↔", + "Cannon hole B (south) ↔", + "Thick rail ↔", + "Blocks ↔", + "Long rail ↔", + "Ceiling ↕", + "Wall (top, west) ↕", + "Wall (top, east) ↕", + "Wall (bottom, west) ↕", + "Wall (bottom, east) ↕", + "Wall columns (west) ↕", + "Wall columns (east) ↕", + "Deep wall (west) ↕", + "Deep wall (east) ↕", + "Rail ↕", + "Pit edge (west) ↕", + "Pit edge (east) ↕", + "Rail wall (west) ↕", + "Rail wall (east) ↕", + "Nothing", + "Nothing", + "Carpet ↕", + "Carpet trim ↕", + "Nothing", + "Drapes (west) ↕", + "Drapes (east) ↕", + "Columns ↕", + "Wall decors (west) ↕", + "Wall decors (east) ↕", + "Supports (west) ↕", + "Water edge (west) ↕", + "Water edge (east) ↕", + "Supports (east) ↕", + "Somaria path ↕", + "Pipe path ↕", + "Nothing", + "Wall torches (west) ↕", + "Wall torches (east) ↕", + "Wall decors tight A (west) ↕", + "Wall decors tight A (east) ↕", + "Wall decors tight B (west) ↕", + "Wall decors tight B (east) ↕", + "Cannon hole (west) ↕", + "Cannon hole (east) ↕", + "Tall torches ↕", + "Thick rail ↕", + "Blocks ↕", + "Long rail ↕", + "Jump ledge (west) ↕", + "Jump ledge (east) ↕", + "Rug trim (west) ↕", + "Rug trim (east) ↕", + "Bar ↕", + "Wall flair (west) ↕", + "Wall flair (east) ↕", + "Blue pegs ↕", + "Orange pegs ↕", + "Invisible floor ↕", + "Fake pots ↕", + "Hammer pegs ↕", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Diagonal ceiling A ◤", + "Diagonal ceiling A ◣", + "Diagonal ceiling A ◥", + "Diagonal ceiling A ◢", + "Pit ⇲", + "Diagonal layer 2 mask A ◤", + "Diagonal layer 2 mask A ◣", + "Diagonal layer 2 mask A ◥", + "Diagonal layer 2 mask A ◢", + "Diagonal layer 2 mask B ◤", // TODO: VERIFY + "Diagonal layer 2 mask B ◣", // TODO: VERIFY + "Diagonal layer 2 mask B ◥", // TODO: VERIFY + "Diagonal layer 2 mask B ◢", // TODO: VERIFY + "Nothing", + "Nothing", + "Nothing", + "Jump ledge (north) ↔", + "Jump ledge (south) ↔", + "Rug ↔", + "Rug trim (north) ↔", + "Rug trim (south) ↔", + "Archery game curtains ↔", + "Wall flair (north) ↔", + "Wall flair (south) ↔", + "Blue pegs ↔", + "Orange pegs ↔", + "Invisible floor ↔", + "Fake pressure plates ↔", + "Fake pots ↔", + "Hammer pegs ↔", + "Nothing", + "Nothing", + "Ceiling (large) ⇲", + "Chest platform (tall) ⇲", + "Layer 2 pit mask (large) ⇲", + "Layer 2 pit mask (medium) ⇲", + "Floor 1 ⇲", + "Floor 3 ⇲", + "Layer 2 mask (large) ⇲", + "Floor 4 ⇲", + "Water floor ⇲ ", + "Flood water (medium) ⇲ ", + "Conveyor floor ⇲ ", + "Nothing", + "Nothing", + "Moving wall (west) ⇲", + "Moving wall (east) ⇲", + "Nothing", + "Nothing", + "Icy floor A ⇲", + "Icy floor B ⇲", + "Moving wall flag", // TODO: WTF IS THIS? + "Moving wall flag", // TODO: WTF IS THIS? + "Moving wall flag", // TODO: WTF IS THIS? + "Moving wall flag", // TODO: WTF IS THIS? + "Layer 2 mask (medium) ⇲", + "Flood water (large) ⇲", + "Layer 2 swim mask ⇲", + "Flood water B (large) ⇲", + "Floor 2 ⇲", + "Chest platform (short) ⇲", + "Table / rock ⇲", + "Spike blocks ⇲", + "Spiked floor ⇲", + "Floor 7 ⇲", + "Tiled floor ⇲", + "Rupee floor ⇲", + "Conveyor upwards ⇲", + "Conveyor downwards ⇲", + "Conveyor leftwards ⇲", + "Conveyor rightwards ⇲", + "Heavy current water ⇲", + "Floor 10 ⇲", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", + "Nothing", +}; + +static const absl::string_view Type2RoomObjectNames[] = { + "Corner (top, concave) ▛", + "Corner (top, concave) ▙", + "Corner (top, concave) ▜", + "Corner (top, concave) ▟", + "Corner (top, convex) ▟", + "Corner (top, convex) ▜", + "Corner (top, convex) ▙", + "Corner (top, convex) ▛", + "Corner (bottom, concave) ▛", + "Corner (bottom, concave) ▙", + "Corner (bottom, concave) ▜", + "Corner (bottom, concave) ▟", + "Corner (bottom, convex) ▟", + "Corner (bottom, convex) ▜", + "Corner (bottom, convex) ▙", + "Corner (bottom, convex) ▛", + "Kinked corner north (bottom) ▜", + "Kinked corner south (bottom) ▟", + "Kinked corner north (bottom) ▛", + "Kinked corner south (bottom) ▙", + "Kinked corner west (bottom) ▙", + "Kinked corner west (bottom) ▛", + "Kinked corner east (bottom) ▟", + "Kinked corner east (bottom) ▜", + "Deep corner (concave) ▛", + "Deep corner (concave) ▙", + "Deep corner (concave) ▜", + "Deep corner (concave) ▟", + "Large brazier", + "Statue", + "Star tile (disabled)", + "Star tile (enabled)", + "Small torch (lit)", + "Barrel", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Table", + "Fairy statue", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Chair", + "Bed", + "Fireplace", + "Mario portrait", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Interroom stairs (up)", + "Interroom stairs (down)", + "Interroom stairs B (down)", + "Intraroom stairs north B", // TODO: VERIFY LAYER HANDLING + "Intraroom stairs north (separate layers)", + "Intraroom stairs north (merged layers)", + "Intraroom stairs north (swim layer)", + "Block", + "Water ladder (north)", + "Water ladder (south)", // TODO: NEEDS IN GAME VERIFICATION + "Dam floodgate", + "Interroom spiral stairs up (top)", + "Interroom spiral stairs down (top)", + "Interroom spiral stairs up (bottom)", + "Interroom spiral stairs down (bottom)", + "Sanctuary wall (north)", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Pew", + "Magic bat altar", +}; + +static const absl::string_view Type3RoomObjectNames[] = { + "Waterfall face (empty)", + "Waterfall face (short)", + "Waterfall face (long)", + "Somaria path endpoint", + "Somaria path intersection ╋", + "Somaria path corner ┏", + "Somaria path corner ┗", + "Somaria path corner ┓", + "Somaria path corner ┛", + "Somaria path intersection ┳", + "Somaria path intersection ┻", + "Somaria path intersection ┣", + "Somaria path intersection ┫", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Somaria path 2-way endpoint", + "Somaria path crossover", + "Babasu hole (north)", + "Babasu hole (south)", + "9 blue rupees", + "Telepathy tile", + "Warp door", // TODO: NEEDS IN GAME VERIFICATION THAT THIS IS USELESS + "Kholdstare's shell", + "Hammer peg", + "Prison cell", + "Big key lock", + "Chest", + "Chest (open)", + "Intraroom stairs south", // TODO: VERIFY LAYER HANDLING + "Intraroom stairs south (separate layers)", + "Intraroom stairs south (merged layers)", + "Interroom straight stairs up (north, top)", + "Interroom straight stairs down (north, top)", + "Interroom straight stairs up (south, top)", + "Interroom straight stairs down (south, top)", + "Deep corner (convex) ▟", + "Deep corner (convex) ▜", + "Deep corner (convex) ▙", + "Deep corner (convex) ▛", + "Interroom straight stairs up (north, bottom)", + "Interroom straight stairs down (north, bottom)", + "Interroom straight stairs up (south, bottom)", + "Interroom straight stairs down (south, bottom)", + "Lamp cones", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Liftable large block", + "Agahnim's altar", + "Agahnim's boss room", + "Pot", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Big chest", + "Big chest (open)", + "Intraroom stairs south (swim layer)", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Pipe end (south)", + "Pipe end (north)", + "Pipe end (east)", + "Pipe end (west)", + "Pipe corner ▛", + "Pipe corner ▙", + "Pipe corner ▜", + "Pipe corner ▟", + "Pipe-rock intersection ⯊", + "Pipe-rock intersection ⯋", + "Pipe-rock intersection ◖", + "Pipe-rock intersection ◗", + "Pipe crossover", + "Bombable floor", + "Fake bombable floor", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Warp tile", + "Tool rack", + "Furnace", + "Tub (wide)", + "Anvil", + "Warp tile (disabled)", + "Pressure plate", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Blue peg", + "Orange peg", + "Fortune teller room", + "Unknown", // TODO: NEEDS IN GAME CHECKING + "Bar corner ▛", + "Bar corner ▙", + "Bar corner ▜", + "Bar corner ▟", + "Decorative bowl", + "Tub (tall)", + "Bookcase", + "Range", + "Suitcase", + "Bar bottles", + "Arrow game hole (west)", + "Arrow game hole (east)", + "Vitreous goo gfx", + "Fake pressure plate", + "Medusa head", + "4-way shooter block", + "Pit", + "Wall crack (north)", + "Wall crack (south)", + "Wall crack (west)", + "Wall crack (east)", + "Large decor", + "Water grate (north)", + "Water grate (south)", + "Water grate (west)", + "Water grate (east)", + "Window sunlight", + "Floor sunlight", + "Trinexx's shell", + "Layer 2 mask (full)", + "Boss entrance", + "Minigame chest", + "Ganon door", + "Triforce wall ornament", + "Triforce floor tiles", + "Freezor hole", + "Pile of bones", + "Vitreous goo damage", + "Arrow tile ↑", + "Arrow tile ↓", + "Arrow tile →", + "Nothing", +}; + +} // namespace dungeon +} // namespace zelda3 +} // namespace app +} // namespace yaze + +#endif // YAZE_APP_ZELDA3_DUNGEON_OBJECT_NAMES_H \ No newline at end of file diff --git a/src/app/zelda3/dungeon/room.h b/src/app/zelda3/dungeon/room.h index 693460b0..13bab770 100644 --- a/src/app/zelda3/dungeon/room.h +++ b/src/app/zelda3/dungeon/room.h @@ -23,26 +23,6 @@ namespace dungeon { constexpr int entrance_gfx_group = 0x5D97; constexpr int gfx_animated_pointer = 0x10275; // JP 0x10624 //long pointer -class DungeonDestination { - public: - DungeonDestination(uint8_t i) : Index(i) {} - - uint8_t Index; - uint8_t Target = 0; - uint8_t TargetLayer = 0; - // RoomObject* AssociatedObject = nullptr; - - // bool IsAssociated() { return AssociatedObject != nullptr; } - - // int RealX() { return AssociatedObject ? AssociatedObject->RealX : 0; } - - // int RealY() { return AssociatedObject ? AssociatedObject->RealY : 0; } - - std::string ToString() { - return std::to_string(Index) + ": To " + std::to_string(Target); - } -}; - constexpr int dungeons_palettes_groups = 0x75460; // JP 0x67DD0 constexpr int dungeons_main_bg_palette_pointers = 0xDEC4B; // JP Same constexpr int dungeons_palettes = 0xDD734; @@ -98,6 +78,16 @@ void DrawDungeonRoomBG2(std::vector& tiles_bg2_buffer, std::vector& current_gfx16, std::vector& room_bg2_ptr); +class DungeonDestination { + public: + DungeonDestination(uint8_t i) : Index(i) {} + + uint8_t Index; + uint8_t Target = 0; + uint8_t TargetLayer = 0; + // RoomObject* AssociatedObject = nullptr; +}; + struct object_door { object_door(short id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer) : id_(id), x_(x), y_(y), size_(size), layer_(layer) {} diff --git a/src/app/zelda3/dungeon/room_object.cc b/src/app/zelda3/dungeon/room_object.cc index 6c04f86f..52035e4c 100644 --- a/src/app/zelda3/dungeon/room_object.cc +++ b/src/app/zelda3/dungeon/room_object.cc @@ -10,6 +10,7 @@ void RoomObject::DrawTile(Tile t, int xx, int yy, std::vector& tiles_bg1_buffer, std::vector& tiles_bg2_buffer, ushort tileUnder) { + bool preview = false; if (width < xx + 8) { width = xx + 8; } @@ -53,7 +54,7 @@ void RoomObject::DrawTile(Tile t, int xx, int yy, } else { if (((xx / 8) + nx + offsetX) + ((ny + offsetY + (yy / 8)) * 64) < 4096 && ((xx / 8) + nx + offsetX) + ((ny + offsetY + (yy / 8)) * 64) >= 0) { - ushort td = 0; // gfx::GetTilesInfo(); // TODO t.GetTileInfo() + ushort td = 0; // gfx::GetTilesInfo(); // TODO t.GetTileInfo() // collisionPoint.Add( // new Point(xx + ((nx + offsetX) * 8), yy + ((ny + +offsetY) * 8))); diff --git a/src/app/zelda3/dungeon/room_object.h b/src/app/zelda3/dungeon/room_object.h index 66b69dad..fded0e7c 100644 --- a/src/app/zelda3/dungeon/room_object.h +++ b/src/app/zelda3/dungeon/room_object.h @@ -10,6 +10,7 @@ #include "app/gfx/snes_palette.h" #include "app/gfx/snes_tile.h" #include "app/rom.h" +#include "app/zelda3/dungeon/object_names.h" namespace yaze { namespace app { @@ -77,6 +78,10 @@ class RoomObject : public SharedROM { height(16), uniqueID(0) {} + virtual void Draw() { + // ... Draw function implementation here + } + void getObjectSize() { previousSize = size_; size_ = 1; @@ -117,10 +122,11 @@ class RoomObject : public SharedROM { } void DrawTile(Tile t, int xx, int yy, std::vector& current_gfx16, - std::vector& tiles_bg1_buffer, std::vector& tiles_bg2_buffer, + std::vector& tiles_bg1_buffer, + std::vector& tiles_bg2_buffer, ushort tileUnder = 0xFFFF); - private: + protected: int16_t id; uint8_t x_; @@ -151,8 +157,6 @@ class RoomObject : public SharedROM { int offsetY = 0; bool diagonalFix = false; bool selected = false; - bool redraw = false; - bool preview = false; int previewId = 0; uint8_t previousSize = 0; bool showRectangle = false; @@ -161,6 +165,68 @@ class RoomObject : public SharedROM { uint8_t z = 0; bool deleted = false; }; + +class Subtype1 : public RoomObject { + public: + std::vector tiles; + std::string name; + bool allBgs; + Sorting sort; + int tile_count_; + + Subtype1(int16_t id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer, + int tileCount) + : RoomObject(id, x, y, size, layer), tile_count_(tileCount) { + auto rom_data = rom()->data(); + name = Type1RoomObjectNames[id & 0xFF]; + int pos = + core::tile_address + + static_cast( + (rom_data[core::subtype1_tiles + ((id & 0xFF) * 2) + 1] << 8) + + rom_data[core::subtype1_tiles + ((id & 0xFF) * 2)]); + addTiles(tile_count_, pos); + sort = (Sorting)(Sorting::Horizontal | Sorting::Wall); + } + + void Draw() override { + for (int s = 0; s < size_ + (tile_count_ == 8 ? 1 : 0); s++) { + for (int i = 0; i < tile_count_; i++) { + // DrawTile(tiles[i], ((s * 2)) * 8, (i / 2) * 8); + } + } + } +}; + +class Subtype2_Multiple : public RoomObject { + public: + int tx = 0; + int ty = 0; + std::vector tiles; + std::string name; + bool allBgs; + Sorting sort; + + Subtype2_Multiple(int16_t id, uint8_t x, uint8_t y, uint8_t size, + uint8_t layer) + : RoomObject(id, x, y, size, layer) { + // ... Constructor implementation here + } + + void Draw() override { + // ... Draw function implementation here + } + + void setdata(const std::string& name, int tx, int ty, bool allbg = false) { + // ... setdata function implementation here + } + + // Other member functions and variables +}; + +class Subtype3 : public RoomObject { + +}; + } // namespace dungeon } // namespace zelda3 } // namespace app