#ifndef YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H #define YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H #include #include #include "absl/status/status.h" #include "app/gfx/bitmap.h" #include "app/gfx/tilemap.h" #include "app/rom.h" namespace yaze::zelda3 { constexpr int kDungeonMapRoomsPtr = 0x57605; // 14 pointers of map data constexpr int kDungeonMapFloors = 0x575D9; // 14 words values constexpr int kDungeonMapGfxPtr = 0x57BE4; // 14 pointers of gfx data // data start for floors/gfx MUST skip 575D9 to 57621 (pointers) constexpr int kDungeonMapDataStart = 0x57039; // IF Byte = 0xB9 dungeon maps are not expanded constexpr int kDungeonMapExpCheck = 0x56652; // $0A:E652 constexpr int kDungeonMapTile16 = 0x57009; // $0A:F009 constexpr int kDungeonMapTile16Expanded = 0x109010; // $21:9010 // 14 words values 0x000F = no boss constexpr int kDungeonMapBossRooms = 0x56807; constexpr int kTriforceVertices = 0x04FFD2; // group of 3, X, Y ,Z constexpr int kTriforceFaces = 0x04FFE4; // group of 5 constexpr int kCrystalVertices = 0x04FF98; constexpr int kNumDungeons = 14; constexpr int kNumRooms = 25; constexpr int kNumDungeonMapTile16 = 186; /** * @brief DungeonMap represents the map menu for a dungeon. */ struct DungeonMap { unsigned short boss_room = 0xFFFF; unsigned char nbr_of_floor = 0; unsigned char nbr_of_basement = 0; std::vector> floor_rooms; std::vector> floor_gfx; DungeonMap(unsigned short boss_room, unsigned char nbr_of_floor, unsigned char nbr_of_basement, const std::vector> &floor_rooms, const std::vector> &floor_gfx) : boss_room(boss_room), nbr_of_floor(nbr_of_floor), nbr_of_basement(nbr_of_basement), floor_rooms(floor_rooms), floor_gfx(floor_gfx) {} }; using DungeonMapLabels = std::array>, kNumDungeons>; /** * @brief Load the dungeon maps from the ROM. * * @param rom * @param dungeon_map_labels * @return absl::StatusOr> */ absl::StatusOr> LoadDungeonMaps( Rom &rom, DungeonMapLabels &dungeon_map_labels); /** * @brief Save the dungeon maps to the ROM. * * @param rom * @param dungeon_maps */ absl::Status SaveDungeonMaps(Rom &rom, std::vector &dungeon_maps); /** * @brief Load the dungeon map tile16 from the ROM. * * @param tile16_blockset * @param rom * @param gfx_data * @param bin_mode */ absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom, const std::vector &gfx_data, bool bin_mode); /** * @brief Save the dungeon map tile16 to the ROM. * * @param tile16_blockset * @param rom */ absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom); /** * @brief Load the dungeon map gfx from binary. * * @param rom * @param tile16_blockset * @param sheets * @param gfx_bin_data */ absl::Status LoadDungeonMapGfxFromBinary(Rom &rom, gfx::Tilemap &tile16_blockset, std::array &sheets, std::vector &gfx_bin_data); } // namespace yaze::zelda3 #endif // YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H