feat: Implement object encoding/decoding for dungeon objects and add unit tests
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@@ -248,5 +248,127 @@ int RoomObject::GetTileCount() const {
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return tile_count_;
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}
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// ============================================================================
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// Object Encoding/Decoding Implementation (Phase 1, Task 1.1)
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// ============================================================================
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int RoomObject::DetermineObjectType(uint8_t b1, uint8_t b3) {
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// Type 3: Objects with ID >= 0xF00
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// These have b3 >= 0xF8 (top nibble is 0xF)
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if (b3 >= 0xF8) {
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return 3;
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}
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// Type 2: Objects with ID >= 0x100
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// These have b1 >= 0xFC (marker for Type2 encoding)
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if (b1 >= 0xFC) {
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return 2;
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}
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// Type 1: Standard objects (ID 0x00-0xFF)
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return 1;
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}
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RoomObject RoomObject::DecodeObjectFromBytes(uint8_t b1, uint8_t b2, uint8_t b3,
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uint8_t layer) {
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int type = DetermineObjectType(b1, b3);
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uint8_t x = 0;
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uint8_t y = 0;
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uint8_t size = 0;
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uint16_t id = 0;
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switch (type) {
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case 1: {
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// Type1: xxxxxxss yyyyyyss iiiiiiii
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// X position: bits 2-7 of byte 1
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x = (b1 & 0xFC) >> 2;
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// Y position: bits 2-7 of byte 2
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y = (b2 & 0xFC) >> 2;
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// Size: bits 0-1 of byte 1 (high), bits 0-1 of byte 2 (low)
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size = ((b1 & 0x03) << 2) | (b2 & 0x03);
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// ID: byte 3 (0x00-0xFF)
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id = b3;
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break;
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}
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case 2: {
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// Type2: 111111xx xxxxyyyy yyiiiiii
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// X position: bits 0-1 of byte 1 (high), bits 4-7 of byte 2 (low)
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x = ((b1 & 0x03) << 4) | ((b2 & 0xF0) >> 4);
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// Y position: bits 0-3 of byte 2 (high), bits 6-7 of byte 3 (low)
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y = ((b2 & 0x0F) << 2) | ((b3 & 0xC0) >> 6);
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// Size: 0 (Type2 objects don't use size parameter)
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size = 0;
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// ID: bits 0-5 of byte 3, OR with 0x100 to mark as Type2
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id = (b3 & 0x3F) | 0x100;
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break;
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}
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case 3: {
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// Type3: xxxxxxii yyyyyyii 11111iii
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// X position: bits 2-7 of byte 1
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x = (b1 & 0xFC) >> 2;
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// Y position: bits 2-7 of byte 2
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y = (b2 & 0xFC) >> 2;
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// Size: 0 (Type3 objects don't use size parameter)
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size = 0;
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// ID: Complex reconstruction
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// Top 8 bits from byte 3 (shifted left by 4)
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// Bits 2-3 from byte 2
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// Bits 0-1 from byte 1
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// Plus 0x80 offset
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id = ((b3 & 0xFF) << 4) | ((b2 & 0x03) << 2) | (b1 & 0x03) | 0x80;
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break;
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}
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default:
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// Should never happen, but default to Type1
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id = b3;
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x = (b1 & 0xFC) >> 2;
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y = (b2 & 0xFC) >> 2;
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size = ((b1 & 0x03) << 2) | (b2 & 0x03);
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break;
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}
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return RoomObject(static_cast<int16_t>(id), x, y, size, layer);
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}
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RoomObject::ObjectBytes RoomObject::EncodeObjectToBytes() const {
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ObjectBytes bytes;
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// Determine type based on object ID
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if (id_ >= 0xF00) {
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// Type 3: xxxxxxii yyyyyyii 11111iii
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bytes.b1 = (x_ << 2) | (id_ & 0x03);
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bytes.b2 = (y_ << 2) | ((id_ >> 2) & 0x03);
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bytes.b3 = (id_ >> 4) & 0xFF;
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} else if (id_ >= 0x100) {
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// Type 2: 111111xx xxxxyyyy yyiiiiii
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bytes.b1 = 0xFC | ((x_ & 0x30) >> 4);
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bytes.b2 = ((x_ & 0x0F) << 4) | ((y_ & 0x3C) >> 2);
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bytes.b3 = ((y_ & 0x03) << 6) | (id_ & 0x3F);
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} else {
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// Type 1: xxxxxxss yyyyyyss iiiiiiii
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// Clamp size to 0-15 range
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uint8_t clamped_size = size_ > 15 ? 0 : size_;
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bytes.b1 = (x_ << 2) | ((clamped_size >> 2) & 0x03);
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bytes.b2 = (y_ << 2) | (clamped_size & 0x03);
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bytes.b3 = static_cast<uint8_t>(id_);
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}
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return bytes;
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}
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} // namespace zelda3
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} // namespace yaze
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@@ -103,6 +103,35 @@ class RoomObject {
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// Get tile count without loading all tiles
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int GetTileCount() const;
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// ============================================================================
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// Object Encoding/Decoding (Phase 1, Task 1.1)
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// ============================================================================
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// 3-byte object encoding structure
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struct ObjectBytes {
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uint8_t b1;
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uint8_t b2;
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uint8_t b3;
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};
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// Decode object from 3-byte ROM format
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// Type1: xxxxxxss yyyyyyss iiiiiiii (ID 0x00-0xFF)
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// Type2: 111111xx xxxxyyyy yyiiiiii (ID 0x100-0x1FF)
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// Type3: xxxxxxii yyyyyyii 11111iii (ID 0xF00-0xFFF)
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static RoomObject DecodeObjectFromBytes(uint8_t b1, uint8_t b2, uint8_t b3,
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uint8_t layer);
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// Encode object to 3-byte ROM format
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ObjectBytes EncodeObjectToBytes() const;
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// Determine object type from bytes (1, 2, or 3)
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static int DetermineObjectType(uint8_t b1, uint8_t b3);
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// Get layer from LayerType enum
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uint8_t GetLayerValue() const { return static_cast<uint8_t>(layer_); }
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// ============================================================================
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void AddTiles(int nbr, int pos) {
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// Reads nbr Tile16 entries from ROM object data starting at pos (8 bytes per Tile16)
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for (int i = 0; i < nbr; i++) {
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