#include "dungeon_object_editor.h" #include #include #include #include "absl/strings/str_format.h" #include "app/core/window.h" #include "app/gfx/arena.h" #include "app/gfx/snes_palette.h" namespace yaze { namespace zelda3 { DungeonObjectEditor::DungeonObjectEditor(Rom* rom) : rom_(rom) , renderer_(std::make_unique(rom)) , config_{} , editing_state_{} , selection_state_{} { // Initialize editor auto status = InitializeEditor(); if (!status.ok()) { // Log error but don't fail construction } } absl::Status DungeonObjectEditor::InitializeEditor() { if (rom_ == nullptr) { return absl::InvalidArgumentError("ROM is null"); } // Set default configuration config_.snap_to_grid = true; config_.grid_size = 16; config_.show_grid = true; config_.show_preview = true; config_.auto_save = false; config_.auto_save_interval = 300; config_.validate_objects = true; config_.show_collision_bounds = false; // Set default editing state editing_state_.current_mode = Mode::kSelect; editing_state_.current_layer = 0; editing_state_.current_object_type = 0x10; // Default to wall editing_state_.preview_size = kDefaultObjectSize; // Initialize empty room current_room_ = std::make_unique(0, rom_); return absl::OkStatus(); } absl::Status DungeonObjectEditor::LoadRoom(int room_id) { if (rom_ == nullptr) { return absl::InvalidArgumentError("ROM is null"); } if (room_id < 0 || room_id >= NumberOfRooms) { return absl::InvalidArgumentError("Invalid room ID"); } // Create undo point before loading auto status = CreateUndoPoint(); if (!status.ok()) { // Continue anyway, but log the issue } // Load room from ROM current_room_ = std::make_unique(room_id, rom_); // Clear selection ClearSelection(); // Reset editing state editing_state_.current_layer = 0; editing_state_.is_editing_size = false; editing_state_.is_editing_position = false; // Notify callbacks if (room_changed_callback_) { room_changed_callback_(); } return absl::OkStatus(); } absl::Status DungeonObjectEditor::SaveRoom() { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Validate room before saving if (config_.validate_objects) { auto validation_status = ValidateRoom(); if (!validation_status.ok()) { return validation_status; } } // TODO: Implement actual room saving to ROM // This would involve writing the room data back to the ROM file return absl::OkStatus(); } absl::Status DungeonObjectEditor::ClearRoom() { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Create undo point before clearing auto status = CreateUndoPoint(); if (!status.ok()) { return status; } // Clear all objects current_room_->ClearTileObjects(); // Clear selection ClearSelection(); // Notify callbacks if (room_changed_callback_) { room_changed_callback_(); } return absl::OkStatus(); } absl::Status DungeonObjectEditor::InsertObject(int x, int y, int object_type, int size, int layer) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Validate parameters if (object_type < 0 || object_type > 0x3FF) { return absl::InvalidArgumentError("Invalid object type"); } if (size < kMinObjectSize || size > kMaxObjectSize) { return absl::InvalidArgumentError("Invalid object size"); } if (layer < kMinLayer || layer > kMaxLayer) { return absl::InvalidArgumentError("Invalid layer"); } // Snap coordinates to grid if enabled if (config_.snap_to_grid) { x = SnapToGrid(x); y = SnapToGrid(y); } // Create undo point auto status = CreateUndoPoint(); if (!status.ok()) { return status; } // Create new object RoomObject new_object(object_type, x, y, size, layer); new_object.set_rom(rom_); new_object.EnsureTilesLoaded(); // Check for collisions if validation is enabled if (config_.validate_objects) { for (const auto& existing_obj : current_room_->GetTileObjects()) { if (ObjectsCollide(new_object, existing_obj)) { return absl::FailedPreconditionError("Object placement would cause collision"); } } } // Add object to room current_room_->AddTileObject(new_object); // Select the new object ClearSelection(); selection_state_.selected_objects.push_back(current_room_->GetTileObjectCount() - 1); // Notify callbacks if (object_changed_callback_) { object_changed_callback_(current_room_->GetTileObjectCount() - 1, new_object); } if (selection_changed_callback_) { selection_changed_callback_(selection_state_); } if (room_changed_callback_) { room_changed_callback_(); } return absl::OkStatus(); } absl::Status DungeonObjectEditor::DeleteObject(size_t object_index) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } if (object_index >= current_room_->GetTileObjectCount()) { return absl::OutOfRangeError("Object index out of range"); } // Create undo point auto status = CreateUndoPoint(); if (!status.ok()) { return status; } // Remove object from room current_room_->RemoveTileObject(object_index); // Update selection indices for (auto& selected_index : selection_state_.selected_objects) { if (selected_index > object_index) { selected_index--; } else if (selected_index == object_index) { // Remove the deleted object from selection selection_state_.selected_objects.erase( std::remove(selection_state_.selected_objects.begin(), selection_state_.selected_objects.end(), object_index), selection_state_.selected_objects.end()); } } // Notify callbacks if (selection_changed_callback_) { selection_changed_callback_(selection_state_); } if (room_changed_callback_) { room_changed_callback_(); } return absl::OkStatus(); } absl::Status DungeonObjectEditor::DeleteSelectedObjects() { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } if (selection_state_.selected_objects.empty()) { return absl::FailedPreconditionError("No objects selected"); } // Create undo point auto status = CreateUndoPoint(); if (!status.ok()) { return status; } // Sort selected indices in descending order to avoid index shifting issues std::vector sorted_selection = selection_state_.selected_objects; std::sort(sorted_selection.begin(), sorted_selection.end(), std::greater()); // Delete objects in reverse order for (size_t index : sorted_selection) { if (index < current_room_->GetTileObjectCount()) { current_room_->RemoveTileObject(index); } } // Clear selection ClearSelection(); // Notify callbacks if (room_changed_callback_) { room_changed_callback_(); } return absl::OkStatus(); } absl::Status DungeonObjectEditor::MoveObject(size_t object_index, int new_x, int new_y) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } if (object_index >= current_room_->GetTileObjectCount()) { return absl::OutOfRangeError("Object index out of range"); } // Snap coordinates to grid if enabled if (config_.snap_to_grid) { new_x = SnapToGrid(new_x); new_y = SnapToGrid(new_y); } // Create undo point auto status = CreateUndoPoint(); if (!status.ok()) { return status; } // Get the object auto& object = current_room_->GetTileObject(object_index); // Check for collisions if validation is enabled if (config_.validate_objects) { RoomObject test_object = object; test_object.set_x(new_x); test_object.set_y(new_y); for (size_t i = 0; i < current_room_->GetTileObjects().size(); i++) { if (i != object_index && ObjectsCollide(test_object, current_room_->GetTileObjects()[i])) { return absl::FailedPreconditionError("Object move would cause collision"); } } } // Move the object object.set_x(new_x); object.set_y(new_y); // Notify callbacks if (object_changed_callback_) { object_changed_callback_(object_index, object); } if (room_changed_callback_) { room_changed_callback_(); } return absl::OkStatus(); } absl::Status DungeonObjectEditor::ResizeObject(size_t object_index, int new_size) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } if (object_index >= current_room_->GetTileObjectCount()) { return absl::OutOfRangeError("Object index out of range"); } if (new_size < kMinObjectSize || new_size > kMaxObjectSize) { return absl::InvalidArgumentError("Invalid object size"); } // Create undo point auto status = CreateUndoPoint(); if (!status.ok()) { return status; } // Resize the object auto& object = current_room_->GetTileObject(object_index); object.set_size(new_size); // Notify callbacks if (object_changed_callback_) { object_changed_callback_(object_index, object); } if (room_changed_callback_) { room_changed_callback_(); } return absl::OkStatus(); } absl::Status DungeonObjectEditor::HandleScrollWheel(int delta, int x, int y, bool ctrl_pressed) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Convert screen coordinates to room coordinates auto [room_x, room_y] = ScreenToRoomCoordinates(x, y); // Handle size editing with scroll wheel if (editing_state_.current_mode == Mode::kInsert || (editing_state_.current_mode == Mode::kEdit && !selection_state_.selected_objects.empty())) { return HandleSizeEdit(delta, room_x, room_y); } // Handle layer switching with Ctrl+scroll if (ctrl_pressed) { int layer_delta = delta > 0 ? 1 : -1; int new_layer = editing_state_.current_layer + layer_delta; new_layer = std::max(kMinLayer, std::min(kMaxLayer, new_layer)); if (new_layer != editing_state_.current_layer) { SetCurrentLayer(new_layer); } return absl::OkStatus(); } return absl::OkStatus(); } absl::Status DungeonObjectEditor::HandleSizeEdit(int delta, int x, int y) { // Handle size editing for preview object if (editing_state_.current_mode == Mode::kInsert) { int new_size = GetNextSize(editing_state_.preview_size, delta); if (IsValidSize(new_size)) { editing_state_.preview_size = new_size; UpdatePreviewObject(); } return absl::OkStatus(); } // Handle size editing for selected objects if (editing_state_.current_mode == Mode::kEdit && !selection_state_.selected_objects.empty()) { for (size_t object_index : selection_state_.selected_objects) { if (object_index < current_room_->GetTileObjectCount()) { auto& object = current_room_->GetTileObject(object_index); int new_size = GetNextSize(object.size_, delta); if (IsValidSize(new_size)) { auto status = ResizeObject(object_index, new_size); if (!status.ok()) { return status; } } } } return absl::OkStatus(); } return absl::OkStatus(); } int DungeonObjectEditor::GetNextSize(int current_size, int delta) { // Define size increments based on object type // This is a simplified implementation - in practice, you'd have // different size rules for different object types if (delta > 0) { // Increase size if (current_size < 0x40) { return current_size + 0x10; // Large increments for small sizes } else if (current_size < 0x80) { return current_size + 0x08; // Medium increments } else { return current_size + 0x04; // Small increments for large sizes } } else { // Decrease size if (current_size > 0x80) { return current_size - 0x04; // Small decrements for large sizes } else if (current_size > 0x40) { return current_size - 0x08; // Medium decrements } else { return current_size - 0x10; // Large decrements for small sizes } } } bool DungeonObjectEditor::IsValidSize(int size) { return size >= kMinObjectSize && size <= kMaxObjectSize; } absl::Status DungeonObjectEditor::HandleMouseClick(int x, int y, bool left_button, bool right_button, bool shift_pressed) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Convert screen coordinates to room coordinates auto [room_x, room_y] = ScreenToRoomCoordinates(x, y); if (left_button) { switch (editing_state_.current_mode) { case Mode::kSelect: if (shift_pressed) { // Add to selection auto object_index = FindObjectAt(room_x, room_y); if (object_index.has_value()) { return AddToSelection(object_index.value()); } } else { // Select object return SelectObject(x, y); } break; case Mode::kInsert: // Insert object at clicked position return InsertObject(room_x, room_y, editing_state_.current_object_type, editing_state_.preview_size, editing_state_.current_layer); case Mode::kDelete: // Delete object at clicked position { auto object_index = FindObjectAt(room_x, room_y); if (object_index.has_value()) { return DeleteObject(object_index.value()); } } break; case Mode::kEdit: // Select object for editing return SelectObject(x, y); default: break; } } if (right_button) { // Context menu or alternate action switch (editing_state_.current_mode) { case Mode::kSelect: // Show context menu for object { auto object_index = FindObjectAt(room_x, room_y); if (object_index.has_value()) { // TODO: Show context menu } } break; default: break; } } return absl::OkStatus(); } absl::Status DungeonObjectEditor::HandleMouseDrag(int start_x, int start_y, int current_x, int current_y) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Convert screen coordinates to room coordinates auto [start_room_x, start_room_y] = ScreenToRoomCoordinates(start_x, start_y); auto [current_room_x, current_room_y] = ScreenToRoomCoordinates(current_x, current_y); if (editing_state_.current_mode == Mode::kSelect && !selection_state_.selected_objects.empty()) { // Move selected objects for (size_t object_index : selection_state_.selected_objects) { if (object_index < current_room_->GetTileObjectCount()) { auto& object = current_room_->GetTileObject(object_index); // Calculate offset from start position int offset_x = current_room_x - start_room_x; int offset_y = current_room_y - start_room_y; // Move object auto status = MoveObject(object_index, object.x_ + offset_x, object.y_ + offset_y); if (!status.ok()) { return status; } } } } return absl::OkStatus(); } absl::Status DungeonObjectEditor::SelectObject(int screen_x, int screen_y) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Convert screen coordinates to room coordinates auto [room_x, room_y] = ScreenToRoomCoordinates(screen_x, screen_y); // Find object at position auto object_index = FindObjectAt(room_x, room_y); if (object_index.has_value()) { // Select the found object ClearSelection(); selection_state_.selected_objects.push_back(object_index.value()); // Notify callbacks if (selection_changed_callback_) { selection_changed_callback_(selection_state_); } return absl::OkStatus(); } else { // Clear selection if no object found return ClearSelection(); } } absl::Status DungeonObjectEditor::ClearSelection() { selection_state_.selected_objects.clear(); selection_state_.is_multi_select = false; selection_state_.is_dragging = false; // Notify callbacks if (selection_changed_callback_) { selection_changed_callback_(selection_state_); } return absl::OkStatus(); } absl::Status DungeonObjectEditor::AddToSelection(size_t object_index) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } if (object_index >= current_room_->GetTileObjectCount()) { return absl::OutOfRangeError("Object index out of range"); } // Check if already selected auto it = std::find(selection_state_.selected_objects.begin(), selection_state_.selected_objects.end(), object_index); if (it == selection_state_.selected_objects.end()) { selection_state_.selected_objects.push_back(object_index); selection_state_.is_multi_select = true; // Notify callbacks if (selection_changed_callback_) { selection_changed_callback_(selection_state_); } } return absl::OkStatus(); } void DungeonObjectEditor::SetMode(Mode mode) { editing_state_.current_mode = mode; // Update preview object based on mode UpdatePreviewObject(); } void DungeonObjectEditor::SetCurrentLayer(int layer) { if (layer >= kMinLayer && layer <= kMaxLayer) { editing_state_.current_layer = layer; UpdatePreviewObject(); } } void DungeonObjectEditor::SetCurrentObjectType(int object_type) { if (object_type >= 0 && object_type <= 0x3FF) { editing_state_.current_object_type = object_type; UpdatePreviewObject(); } } std::optional DungeonObjectEditor::FindObjectAt(int room_x, int room_y) { if (current_room_ == nullptr) { return std::nullopt; } // Search from back to front (last objects are on top) for (int i = static_cast(current_room_->GetTileObjectCount()) - 1; i >= 0; i--) { if (IsObjectAtPosition(current_room_->GetTileObject(i), room_x, room_y)) { return static_cast(i); } } return std::nullopt; } bool DungeonObjectEditor::IsObjectAtPosition(const RoomObject& object, int x, int y) { // Convert object position to pixel coordinates int obj_x = object.x_ * 16; int obj_y = object.y_ * 16; // Check if point is within object bounds // This is a simplified implementation - in practice, you'd check // against the actual tile data int obj_width = 16; // Default object width int obj_height = 16; // Default object height // Adjust size based on object size value if (object.size_ > 0x80) { obj_width *= 2; obj_height *= 2; } return (x >= obj_x && x < obj_x + obj_width && y >= obj_y && y < obj_y + obj_height); } bool DungeonObjectEditor::ObjectsCollide(const RoomObject& obj1, const RoomObject& obj2) { // Simple bounding box collision detection // In practice, you'd use the actual tile data for more accurate collision int obj1_x = obj1.x_ * 16; int obj1_y = obj1.y_ * 16; int obj1_w = 16; int obj1_h = 16; int obj2_x = obj2.x_ * 16; int obj2_y = obj2.y_ * 16; int obj2_w = 16; int obj2_h = 16; // Adjust sizes based on object size values if (obj1.size_ > 0x80) { obj1_w *= 2; obj1_h *= 2; } if (obj2.size_ > 0x80) { obj2_w *= 2; obj2_h *= 2; } return !(obj1_x + obj1_w <= obj2_x || obj2_x + obj2_w <= obj1_x || obj1_y + obj1_h <= obj2_y || obj2_y + obj2_h <= obj1_y); } std::pair DungeonObjectEditor::ScreenToRoomCoordinates(int screen_x, int screen_y) { // Convert screen coordinates to room tile coordinates // This is a simplified implementation - in practice, you'd account for // camera position, zoom level, etc. int room_x = screen_x / 16; // 16 pixels per tile int room_y = screen_y / 16; return {room_x, room_y}; } std::pair DungeonObjectEditor::RoomToScreenCoordinates(int room_x, int room_y) { // Convert room tile coordinates to screen coordinates int screen_x = room_x * 16; int screen_y = room_y * 16; return {screen_x, screen_y}; } int DungeonObjectEditor::SnapToGrid(int coordinate) { if (!config_.snap_to_grid) { return coordinate; } return (coordinate / config_.grid_size) * config_.grid_size; } void DungeonObjectEditor::UpdatePreviewObject() { if (editing_state_.current_mode == Mode::kInsert) { preview_object_ = RoomObject(editing_state_.current_object_type, editing_state_.preview_x, editing_state_.preview_y, editing_state_.preview_size, editing_state_.current_layer); preview_object_->set_rom(rom_); preview_object_->EnsureTilesLoaded(); preview_visible_ = true; } else { preview_visible_ = false; } } absl::Status DungeonObjectEditor::CreateUndoPoint() { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Create undo point UndoPoint undo_point; undo_point.objects = current_room_->GetTileObjects(); undo_point.selection = selection_state_; undo_point.editing = editing_state_; undo_point.timestamp = std::chrono::steady_clock::now(); // Add to undo history undo_history_.push_back(undo_point); // Limit undo history size if (undo_history_.size() > kMaxUndoHistory) { undo_history_.erase(undo_history_.begin()); } // Clear redo history when new action is performed redo_history_.clear(); return absl::OkStatus(); } absl::Status DungeonObjectEditor::Undo() { if (!CanUndo()) { return absl::FailedPreconditionError("Nothing to undo"); } // Move current state to redo history UndoPoint current_state; current_state.objects = current_room_->GetTileObjects(); current_state.selection = selection_state_; current_state.editing = editing_state_; current_state.timestamp = std::chrono::steady_clock::now(); redo_history_.push_back(current_state); // Apply undo point UndoPoint undo_point = undo_history_.back(); undo_history_.pop_back(); return ApplyUndoPoint(undo_point); } absl::Status DungeonObjectEditor::Redo() { if (!CanRedo()) { return absl::FailedPreconditionError("Nothing to redo"); } // Move current state to undo history UndoPoint current_state; current_state.objects = current_room_->GetTileObjects(); current_state.selection = selection_state_; current_state.editing = editing_state_; current_state.timestamp = std::chrono::steady_clock::now(); undo_history_.push_back(current_state); // Apply redo point UndoPoint redo_point = redo_history_.back(); redo_history_.pop_back(); return ApplyUndoPoint(redo_point); } absl::Status DungeonObjectEditor::ApplyUndoPoint(const UndoPoint& undo_point) { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Restore room state current_room_->SetTileObjects(undo_point.objects); // Restore editor state selection_state_ = undo_point.selection; editing_state_ = undo_point.editing; // Update preview UpdatePreviewObject(); // Notify callbacks if (selection_changed_callback_) { selection_changed_callback_(selection_state_); } if (room_changed_callback_) { room_changed_callback_(); } return absl::OkStatus(); } bool DungeonObjectEditor::CanUndo() const { return !undo_history_.empty(); } bool DungeonObjectEditor::CanRedo() const { return !redo_history_.empty(); } void DungeonObjectEditor::ClearHistory() { undo_history_.clear(); redo_history_.clear(); } absl::StatusOr DungeonObjectEditor::RenderRoom() { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded"); } // Create a palette for rendering gfx::SnesPalette palette; for (int i = 0; i < 16; i++) { int intensity = i * 16; palette.AddColor(gfx::SnesColor(intensity, intensity, intensity)); } // Render room objects auto result = renderer_->RenderObjects(current_room_->GetTileObjects(), palette); if (!result.ok()) { return result.status(); } return result.value(); } absl::Status DungeonObjectEditor::ValidateRoom() { if (current_room_ == nullptr) { return absl::FailedPreconditionError("No room loaded for validation"); } // Validate objects don't overlap if collision checking is enabled if (config_.validate_objects) { const auto& objects = current_room_->GetTileObjects(); for (size_t i = 0; i < objects.size(); i++) { for (size_t j = i + 1; j < objects.size(); j++) { if (ObjectsCollide(objects[i], objects[j])) { return absl::FailedPreconditionError( absl::StrFormat("Objects at indices %d and %d collide", i, j)); } } } } return absl::OkStatus(); } void DungeonObjectEditor::SetObjectChangedCallback(ObjectChangedCallback callback) { object_changed_callback_ = callback; } void DungeonObjectEditor::SetRoomChangedCallback(RoomChangedCallback callback) { room_changed_callback_ = callback; } void DungeonObjectEditor::SetSelectionChangedCallback(SelectionChangedCallback callback) { selection_changed_callback_ = callback; } void DungeonObjectEditor::SetConfig(const EditorConfig& config) { config_ = config; } void DungeonObjectEditor::SetROM(Rom* rom) { rom_ = rom; if (renderer_) { renderer_->SetROM(rom); } // Reinitialize editor with new ROM InitializeEditor(); } // Factory function std::unique_ptr CreateDungeonObjectEditor(Rom* rom) { return std::make_unique(rom); } // Object Categories implementation namespace ObjectCategories { std::vector GetObjectCategories() { return { {"Walls", {0x10, 0x11, 0x12, 0x13}, "Basic wall objects"}, {"Floors", {0x20, 0x21, 0x22, 0x23}, "Floor tile objects"}, {"Decorations", {0x30, 0x31, 0x32, 0x33}, "Decorative objects"}, {"Interactive", {0xF9, 0xFA, 0xFB}, "Interactive objects like chests"}, {"Stairs", {0x13, 0x14, 0x15, 0x16}, "Staircase objects"}, {"Doors", {0x17, 0x18, 0x19, 0x1A}, "Door objects"}, {"Special", {0x200, 0x201, 0x202, 0x203}, "Special dungeon objects"} }; } absl::StatusOr> GetObjectsInCategory(const std::string& category_name) { auto categories = GetObjectCategories(); for (const auto& category : categories) { if (category.name == category_name) { return category.object_ids; } } return absl::NotFoundError("Category not found"); } absl::StatusOr GetObjectCategory(int object_id) { auto categories = GetObjectCategories(); for (const auto& category : categories) { for (int id : category.object_ids) { if (id == object_id) { return category.name; } } } return absl::NotFoundError("Object category not found"); } absl::StatusOr GetObjectInfo(int object_id) { ObjectInfo info; info.id = object_id; // This is a simplified implementation - in practice, you'd have // a comprehensive database of object information if (object_id >= 0x10 && object_id <= 0x1F) { info.name = "Wall"; info.description = "Basic wall object"; info.valid_sizes = {{0x12, 0x12}}; info.valid_layers = {0, 1, 2}; info.is_interactive = false; info.is_collidable = true; } else if (object_id >= 0x20 && object_id <= 0x2F) { info.name = "Floor"; info.description = "Floor tile object"; info.valid_sizes = {{0x12, 0x12}}; info.valid_layers = {0, 1, 2}; info.is_interactive = false; info.is_collidable = false; } else if (object_id == 0xF9) { info.name = "Small Chest"; info.description = "Small treasure chest"; info.valid_sizes = {{0x12, 0x12}}; info.valid_layers = {0, 1}; info.is_interactive = true; info.is_collidable = true; } else { info.name = "Unknown Object"; info.description = "Unknown object type"; info.valid_sizes = {{0x12, 0x12}}; info.valid_layers = {0}; info.is_interactive = false; info.is_collidable = true; } return info; } } // namespace ObjectCategories } // namespace zelda3 } // namespace yaze