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:
scawful
2025-09-23 22:00:54 -04:00
parent 8da8014170
commit edaf6427c8
12 changed files with 1537 additions and 176 deletions

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#include "room_layout.h"
#include "absl/strings/str_format.h"
#include "app/zelda3/dungeon/room.h"
#include "app/snes.h"
namespace yaze {
namespace zelda3 {
absl::StatusOr<gfx::Tile16> RoomLayoutObject::GetTile() const {
// This would typically look up the actual tile data from the graphics sheets
// For now, we'll create a placeholder tile based on the object type
gfx::TileInfo tile_info;
tile_info.id_ = static_cast<uint16_t>(id_);
tile_info.palette_ = 0; // Default palette
tile_info.vertical_mirror_ = false;
tile_info.horizontal_mirror_ = false;
tile_info.over_ = false;
// Create a 16x16 tile with the same tile info for all 4 sub-tiles
return gfx::Tile16(tile_info, tile_info, tile_info, tile_info);
}
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::Status RoomLayout::LoadLayout(int room_id) {
if (rom_ == nullptr) {
return absl::InvalidArgumentError("ROM is null");
}
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);
// Get the layout address for this room
int layout_address = layout_pointer + (room_id * 3);
int layout_location = SnesToPc(layout_address);
if (layout_location < 0 || layout_location + 2 >= (int)rom_->size()) {
return absl::OutOfRangeError(
absl::StrFormat("Layout address out of range: %#06x", layout_location));
}
// Read the layout data (3 bytes: bank, high, low)
uint8_t bank = rom_data[layout_location + 2];
uint8_t high = rom_data[layout_location + 1];
uint8_t low = rom_data[layout_location];
// Construct the layout data address
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 - 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 (assuming 1 byte per tile position)
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 {
layout_data.push_back(0); // Default to empty space
}
}
return ParseLayoutData(layout_data);
}
absl::Status RoomLayout::ParseLayoutData(const std::vector<uint8_t>& data) {
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;
uint8_t tile_id = data[index];
// Determine object type based on tile ID
RoomLayoutObject::Type type = RoomLayoutObject::Type::kUnknown;
if (tile_id == 0) {
// Empty space - skip
continue;
} else if (tile_id >= 0x01 && tile_id <= 0x20) {
// Wall tiles
type = RoomLayoutObject::Type::kWall;
} else if (tile_id >= 0x21 && tile_id <= 0x40) {
// Floor tiles
type = RoomLayoutObject::Type::kFloor;
} else if (tile_id >= 0x41 && tile_id <= 0x60) {
// Ceiling tiles
type = RoomLayoutObject::Type::kCeiling;
} else if (tile_id >= 0x61 && tile_id <= 0x80) {
// Water tiles
type = RoomLayoutObject::Type::kWater;
} else if (tile_id >= 0x81 && tile_id <= 0xA0) {
// Stairs
type = RoomLayoutObject::Type::kStairs;
} else if (tile_id >= 0xA1 && tile_id <= 0xC0) {
// Doors
type = RoomLayoutObject::Type::kDoor;
}
// Create layout object
objects_.emplace_back(tile_id, x, y, type, 0);
}
}
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