Add Room class for Dungeon editing
Loads basic properties from the dungeon room header by the room ID.
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109
src/app/zelda3/dungeon/room.cc
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109
src/app/zelda3/dungeon/room.cc
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#include "room.h"
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#include "app/core/common.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "app/rom.h"
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#include "gui/canvas.h"
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namespace yaze {
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namespace app {
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namespace zelda3 {
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namespace dungeon {
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void Room::LoadChests() {}
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void Room::LoadBlocks() {}
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void Room::LoadTorches() {}
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void Room::LoadSecrets() {}
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void Room::LoadObjectsFromArray(int loc) {}
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void Room::LoadSpritesFromArray(int loc) {}
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void Room::LoadRoomFromROM() {
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// Load dungeon header
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int headerPointer = core::SnesToPc(room_header_pointer);
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MessageID = messages_id_dungeon + (RoomID * 2);
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int hpos = core::SnesToPc((rom_[room_header_pointers_bank] << 16) |
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headerPointer + (RoomID * 2));
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hpos++;
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uchar b = rom_[hpos];
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Layer2Mode = (uchar)(b >> 5);
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// TODO(@scawful): Make LayerMerging object.
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// LayerMerging = LayerMergeType.ListOf[(b & 0x0C) >> 2];
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IsDark = (b & 0x01) == 0x01;
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hpos++;
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Palette = rom_[hpos];
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hpos++;
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BackgroundTileset = rom_[hpos];
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hpos++;
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SpriteTileset = rom_[hpos];
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hpos++;
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Layer2Behavior = rom_[hpos];
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hpos++;
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Tag1 = rom_[hpos];
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hpos++;
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Tag2 = rom_[hpos];
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hpos++;
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b = rom_[hpos];
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Pits.TargetLayer = (uchar)(b & 0x03);
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Stair1.TargetLayer = (uchar)((b >> 2) & 0x03);
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Stair2.TargetLayer = (uchar)((b >> 4) & 0x03);
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Stair3.TargetLayer = (uchar)((b >> 6) & 0x03);
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hpos++;
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Stair4.TargetLayer = (uchar)(rom_[hpos] & 0x03);
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hpos++;
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Pits.Target = rom_[hpos];
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hpos++;
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Stair1.Target = rom_[hpos];
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hpos++;
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Stair2.Target = rom_[hpos];
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hpos++;
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Stair3.Target = rom_[hpos];
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hpos++;
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Stair4.Target = rom_[hpos];
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hpos++;
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// Load room objects
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int objectPointer = core::SnesToPc(room_object_pointer);
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int room_address = objectPointer + (RoomID * 3);
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int objects_location = core::SnesToPc(room_address);
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LoadObjectsFromArray(objects_location);
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// Load sprites
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int spr_ptr = 0x040000 | rooms_sprite_pointer;
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int sprite_address =
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core::SnesToPc(dungeon_spr_ptrs | spr_ptr + (RoomID * 2));
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LoadSpritesFromArray(sprite_address);
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// Load other stuff
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LoadChests();
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LoadBlocks();
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LoadTorches();
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LoadSecrets();
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Resync();
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}
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} // namespace dungeon
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} // namespace zelda3
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} // namespace app
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} // namespace yaze
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