Enhance Dungeon Editor with Object Rendering and Layout Management
- Introduced new object rendering features in DungeonEditor, allowing for improved visualization of dungeon objects with options to show outlines, render objects, and display object information. - Implemented a caching mechanism for rendered objects to optimize performance. - Added functionality to load and manage room layouts, including walls, floors, and other structural elements, enhancing the overall editing experience. - Refactored object handling in Room and RoomObject classes to support new rendering logic and ensure compatibility with the updated layout system. - Introduced ObjectParser for efficient parsing of object data directly from ROM, improving reliability and performance in object rendering.
This commit is contained in:
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src/app/zelda3/dungeon/room_layout.cc
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212
src/app/zelda3/dungeon/room_layout.cc
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#include "room_layout.h"
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#include "absl/strings/str_format.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/snes.h"
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namespace yaze {
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namespace zelda3 {
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absl::StatusOr<gfx::Tile16> RoomLayoutObject::GetTile() const {
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// This would typically look up the actual tile data from the graphics sheets
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// For now, we'll create a placeholder tile based on the object type
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gfx::TileInfo tile_info;
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tile_info.id_ = static_cast<uint16_t>(id_);
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tile_info.palette_ = 0; // Default palette
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tile_info.vertical_mirror_ = false;
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tile_info.horizontal_mirror_ = false;
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tile_info.over_ = false;
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// Create a 16x16 tile with the same tile info for all 4 sub-tiles
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return gfx::Tile16(tile_info, tile_info, tile_info, tile_info);
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}
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std::string RoomLayoutObject::GetTypeName() const {
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switch (type_) {
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case Type::kWall:
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return "Wall";
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case Type::kFloor:
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return "Floor";
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case Type::kCeiling:
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return "Ceiling";
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case Type::kPit:
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return "Pit";
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case Type::kWater:
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return "Water";
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case Type::kStairs:
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return "Stairs";
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case Type::kDoor:
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return "Door";
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case Type::kUnknown:
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default:
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return "Unknown";
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}
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}
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absl::Status RoomLayout::LoadLayout(int room_id) {
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if (rom_ == nullptr) {
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return absl::InvalidArgumentError("ROM is null");
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}
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auto rom_data = rom_->vector();
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// Load room layout from room_object_layout_pointer
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// This follows the same pattern as the room object loading
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int layout_pointer = (rom_data[room_object_layout_pointer + 2] << 16) +
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(rom_data[room_object_layout_pointer + 1] << 8) +
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(rom_data[room_object_layout_pointer]);
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layout_pointer = SnesToPc(layout_pointer);
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// Get the layout address for this room
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int layout_address = layout_pointer + (room_id * 3);
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int layout_location = SnesToPc(layout_address);
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if (layout_location < 0 || layout_location + 2 >= (int)rom_->size()) {
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return absl::OutOfRangeError(
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absl::StrFormat("Layout address out of range: %#06x", layout_location));
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}
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// Read the layout data (3 bytes: bank, high, low)
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uint8_t bank = rom_data[layout_location + 2];
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uint8_t high = rom_data[layout_location + 1];
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uint8_t low = rom_data[layout_location];
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// Construct the layout data address
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int layout_data_address = SnesToPc((bank << 16) | (high << 8) | low);
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if (layout_data_address < 0 || layout_data_address >= (int)rom_->size()) {
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return absl::OutOfRangeError(absl::StrFormat(
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"Layout data address out of range: %#06x", layout_data_address));
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}
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// Read layout data - this contains the room's wall/floor structure
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// The format varies by room type, but typically contains tile IDs for each
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// position
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std::vector<uint8_t> layout_data;
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layout_data.reserve(width_ * height_);
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// Read the layout data (assuming 1 byte per tile position)
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for (int i = 0; i < width_ * height_; ++i) {
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if (layout_data_address + i < (int)rom_->size()) {
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layout_data.push_back(rom_data[layout_data_address + i]);
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} else {
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layout_data.push_back(0); // Default to empty space
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}
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}
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return ParseLayoutData(layout_data);
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}
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absl::Status RoomLayout::ParseLayoutData(const std::vector<uint8_t>& data) {
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objects_.clear();
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objects_.reserve(width_ * height_);
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// Parse the layout data to create layout objects
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// This is a simplified implementation - in reality, the format is more
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// complex
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for (int y = 0; y < height_; ++y) {
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for (int x = 0; x < width_; ++x) {
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int index = y * width_ + x;
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if (index >= (int)data.size()) continue;
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uint8_t tile_id = data[index];
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// Determine object type based on tile ID
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RoomLayoutObject::Type type = RoomLayoutObject::Type::kUnknown;
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if (tile_id == 0) {
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// Empty space - skip
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continue;
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} else if (tile_id >= 0x01 && tile_id <= 0x20) {
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// Wall tiles
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type = RoomLayoutObject::Type::kWall;
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} else if (tile_id >= 0x21 && tile_id <= 0x40) {
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// Floor tiles
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type = RoomLayoutObject::Type::kFloor;
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} else if (tile_id >= 0x41 && tile_id <= 0x60) {
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// Ceiling tiles
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type = RoomLayoutObject::Type::kCeiling;
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} else if (tile_id >= 0x61 && tile_id <= 0x80) {
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// Water tiles
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type = RoomLayoutObject::Type::kWater;
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} else if (tile_id >= 0x81 && tile_id <= 0xA0) {
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// Stairs
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type = RoomLayoutObject::Type::kStairs;
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} else if (tile_id >= 0xA1 && tile_id <= 0xC0) {
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// Doors
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type = RoomLayoutObject::Type::kDoor;
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}
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// Create layout object
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objects_.emplace_back(tile_id, x, y, type, 0);
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}
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}
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return absl::OkStatus();
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}
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RoomLayoutObject RoomLayout::CreateLayoutObject(int16_t tile_id, uint8_t x,
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uint8_t y, uint8_t layer) {
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// Determine type based on tile ID
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RoomLayoutObject::Type type = RoomLayoutObject::Type::kUnknown;
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if (tile_id >= 0x01 && tile_id <= 0x20) {
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type = RoomLayoutObject::Type::kWall;
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} else if (tile_id >= 0x21 && tile_id <= 0x40) {
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type = RoomLayoutObject::Type::kFloor;
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} else if (tile_id >= 0x41 && tile_id <= 0x60) {
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type = RoomLayoutObject::Type::kCeiling;
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} else if (tile_id >= 0x61 && tile_id <= 0x80) {
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type = RoomLayoutObject::Type::kWater;
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} else if (tile_id >= 0x81 && tile_id <= 0xA0) {
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type = RoomLayoutObject::Type::kStairs;
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} else if (tile_id >= 0xA1 && tile_id <= 0xC0) {
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type = RoomLayoutObject::Type::kDoor;
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}
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return RoomLayoutObject(tile_id, x, y, type, layer);
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}
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std::vector<RoomLayoutObject> RoomLayout::GetObjectsByType(
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RoomLayoutObject::Type type) const {
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std::vector<RoomLayoutObject> result;
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for (const auto& obj : objects_) {
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if (obj.type() == type) {
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result.push_back(obj);
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}
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}
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return result;
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}
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absl::StatusOr<RoomLayoutObject> RoomLayout::GetObjectAt(uint8_t x, uint8_t y,
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uint8_t layer) const {
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for (const auto& obj : objects_) {
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if (obj.x() == x && obj.y() == y && obj.layer() == layer) {
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return obj;
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}
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}
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return absl::NotFoundError(
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absl::StrFormat("No object found at position (%d, %d, %d)", x, y, layer));
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}
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bool RoomLayout::HasWall(uint8_t x, uint8_t y, uint8_t layer) const {
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for (const auto& obj : objects_) {
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if (obj.x() == x && obj.y() == y && obj.layer() == layer &&
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obj.type() == RoomLayoutObject::Type::kWall) {
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return true;
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}
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}
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return false;
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}
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bool RoomLayout::HasFloor(uint8_t x, uint8_t y, uint8_t layer) const {
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for (const auto& obj : objects_) {
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if (obj.x() == x && obj.y() == y && obj.layer() == layer &&
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obj.type() == RoomLayoutObject::Type::kFloor) {
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return true;
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}
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}
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return false;
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}
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} // namespace zelda3
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} // namespace yaze
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