- Replaced instances of Renderer::GetInstance() with Renderer::Get() for consistency across the codebase. - Updated various rendering methods to streamline bitmap updates and enhance performance. - Removed unused includes and comments to improve code clarity and maintainability.
512 lines
17 KiB
C++
512 lines
17 KiB
C++
#include "room.h"
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#include <yaze.h>
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#include <cstdint>
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#include <vector>
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#include "absl/strings/str_cat.h"
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#include "app/core/platform/renderer.h"
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#include "app/gfx/arena.h"
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#include "app/rom.h"
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#include "app/snes.h"
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#include "app/zelda3/dungeon/room_object.h"
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#include "app/zelda3/sprite/sprite.h"
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#include "util/log.h"
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namespace yaze {
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namespace zelda3 {
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RoomSize CalculateRoomSize(Rom *rom, int room_id) {
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// Calculate the size of the room based on how many objects are used per room
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// Some notes from hacker Zarby89
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// vanilla rooms are using in average ~0x80 bytes
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// a "normal" person who wants more details than vanilla will use around 0x100
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// bytes per rooms you could fit 128 rooms like that in 1 bank
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// F8000 I don't remember if that's PC or snes tho
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// Check last rooms
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// F8000+(roomid*3)
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// So we want to search the rom() object at this addressed based on the room
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// ID since it's the roomid * 3 we will by pulling 3 bytes at a time We can do
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// this with the rom()->ReadByteVector(addr, size)
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// Existing room size address calculation...
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RoomSize room_size;
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room_size.room_size_pointer = 0;
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room_size.room_size = 0;
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auto room_size_address = 0xF8000 + (room_id * 3);
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util::logf("Room #%#03X Addresss: %#06X", room_id, room_size_address);
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// Reading bytes for long address construction
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uint8_t low = rom->data()[room_size_address];
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uint8_t high = rom->data()[room_size_address + 1];
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uint8_t bank = rom->data()[room_size_address + 2];
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// Constructing the long address
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int long_address = (bank << 16) | (high << 8) | low;
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util::logf("%#06X", long_address);
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room_size.room_size_pointer = long_address;
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if (long_address == 0x0A8000) {
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// Blank room disregard in size calculation
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util::logf("Size of Room #%#03X: 0 bytes", room_id);
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room_size.room_size = 0;
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} else {
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// use the long address to calculate the size of the room
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// we will use the room_id_ to calculate the next room's address
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// and subtract the two to get the size of the room
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int next_room_address = 0xF8000 + ((room_id + 1) * 3);
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util::logf("Next Room Address: %#06X", next_room_address);
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// Reading bytes for long address construction
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uint8_t next_low = rom->data()[next_room_address];
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uint8_t next_high = rom->data()[next_room_address + 1];
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uint8_t next_bank = rom->data()[next_room_address + 2];
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// Constructing the long address
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int next_long_address = (next_bank << 16) | (next_high << 8) | next_low;
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util::logf("%#06X", next_long_address);
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// Calculate the size of the room
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int actual_room_size = next_long_address - long_address;
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room_size.room_size = actual_room_size;
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util::logf("Size of Room #%#03X: %d bytes", room_id, actual_room_size);
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}
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return room_size;
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}
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Room LoadRoomFromRom(Rom *rom, int room_id) {
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Room room(room_id, rom);
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int header_pointer = (rom->data()[kRoomHeaderPointer + 2] << 16) +
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(rom->data()[kRoomHeaderPointer + 1] << 8) +
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(rom->data()[kRoomHeaderPointer]);
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header_pointer = SnesToPc(header_pointer);
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int address = (rom->data()[kRoomHeaderPointerBank] << 16) +
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(rom->data()[(header_pointer + 1) + (room_id * 2)] << 8) +
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rom->data()[(header_pointer) + (room_id * 2)];
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auto header_location = SnesToPc(address);
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room.bg2_ = (background2)((rom->data()[header_location] >> 5) & 0x07);
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room.collision_ = (CollisionKey)((rom->data()[header_location] >> 2) & 0x07);
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room.is_light_ = ((rom->data()[header_location]) & 0x01) == 1;
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if (room.is_light_) {
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room.bg2_ = background2::DarkRoom;
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}
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room.palette = ((rom->data()[header_location + 1] & 0x3F));
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room.blockset = (rom->data()[header_location + 2]);
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room.spriteset = (rom->data()[header_location + 3]);
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room.effect_ = (EffectKey)((rom->data()[header_location + 4]));
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room.tag1_ = (TagKey)((rom->data()[header_location + 5]));
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room.tag2_ = (TagKey)((rom->data()[header_location + 6]));
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room.staircase_plane_[0] = ((rom->data()[header_location + 7] >> 2) & 0x03);
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room.staircase_plane_[1] = ((rom->data()[header_location + 7] >> 4) & 0x03);
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room.staircase_plane_[2] = ((rom->data()[header_location + 7] >> 6) & 0x03);
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room.staircase_plane_[3] = ((rom->data()[header_location + 8]) & 0x03);
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room.holewarp = (rom->data()[header_location + 9]);
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room.staircase_rooms_[0] = (rom->data()[header_location + 10]);
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room.staircase_rooms_[1] = (rom->data()[header_location + 11]);
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room.staircase_rooms_[2] = (rom->data()[header_location + 12]);
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room.staircase_rooms_[3] = (rom->data()[header_location + 13]);
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// =====
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int header_pointer_2 = (rom->data()[kRoomHeaderPointer + 2] << 16) +
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(rom->data()[kRoomHeaderPointer + 1] << 8) +
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(rom->data()[kRoomHeaderPointer]);
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header_pointer_2 = SnesToPc(header_pointer_2);
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int address_2 = (rom->data()[kRoomHeaderPointerBank] << 16) +
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(rom->data()[(header_pointer_2 + 1) + (room_id * 2)] << 8) +
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rom->data()[(header_pointer_2) + (room_id * 2)];
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room.message_id_ = messages_id_dungeon + (room_id * 2);
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auto hpos = SnesToPc(address_2);
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hpos++;
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uint8_t b = rom->data()[hpos];
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room.layer2_mode_ = (b >> 5);
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room.layer_merging_ = kLayerMergeTypeList[(b & 0x0C) >> 2];
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room.is_dark_ = (b & 0x01) == 0x01;
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hpos++;
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room.palette_ = rom->data()[hpos];
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hpos++;
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room.background_tileset_ = rom->data()[hpos];
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hpos++;
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room.sprite_tileset_ = rom->data()[hpos];
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hpos++;
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room.layer2_behavior_ = rom->data()[hpos];
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hpos++;
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room.tag1_ = (TagKey)rom->data()[hpos];
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hpos++;
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room.tag2_ = (TagKey)rom->data()[hpos];
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hpos++;
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b = rom->data()[hpos];
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room.pits_.target_layer = (uint8_t)(b & 0x03);
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room.stair1_.target_layer = (uint8_t)((b >> 2) & 0x03);
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room.stair2_.target_layer = (uint8_t)((b >> 4) & 0x03);
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room.stair3_.target_layer = (uint8_t)((b >> 6) & 0x03);
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hpos++;
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room.stair4_.target_layer = (uint8_t)(rom->data()[hpos] & 0x03);
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hpos++;
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room.pits_.target = rom->data()[hpos];
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hpos++;
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room.stair1_.target = rom->data()[hpos];
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hpos++;
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room.stair2_.target = rom->data()[hpos];
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hpos++;
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room.stair3_.target = rom->data()[hpos];
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hpos++;
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room.stair4_.target = rom->data()[hpos];
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hpos++;
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// Load room objects
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int object_pointer = SnesToPc(room_object_pointer);
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int room_address = object_pointer + (room_id * 3);
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int objects_location = SnesToPc(room_address);
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// Load sprites
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int spr_ptr = 0x040000 | rooms_sprite_pointer;
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int sprite_address = SnesToPc(dungeon_spr_ptrs | spr_ptr + (room_id * 2));
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return room;
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}
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void Room::LoadRoomGraphics(uint8_t entrance_blockset) {
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const auto &room_gfx = rom()->room_blockset_ids;
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const auto &sprite_gfx = rom()->spriteset_ids;
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for (int i = 0; i < 8; i++) {
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blocks_[i] = rom()->main_blockset_ids[blockset][i];
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if (i >= 6 && i <= 6) {
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// 3-6
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if (entrance_blockset != 0xFF &&
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room_gfx[entrance_blockset][i - 3] != 0) {
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blocks_[i] = room_gfx[entrance_blockset][i - 3];
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}
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}
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}
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blocks_[8] = 115 + 0; // Static Sprites Blocksets (fairy,pot,ect...)
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blocks_[9] = 115 + 10;
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blocks_[10] = 115 + 6;
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blocks_[11] = 115 + 7;
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for (int i = 0; i < 4; i++) {
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blocks_[12 + i] = (uint8_t)(sprite_gfx[spriteset + 64][i] + 115);
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} // 12-16 sprites
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}
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constexpr int kGfxBufferOffset = 92 * 2048;
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constexpr int kGfxBufferStride = 512;
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constexpr int kGfxBufferAnimatedFrameOffset = 7 * 2048;
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constexpr int kGfxBufferAnimatedFrameStride = 512;
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constexpr int kGfxBufferRoomOffset = 2048;
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constexpr int kGfxBufferRoomSpriteOffset = 512;
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constexpr int kGfxBufferRoomSpriteStride = 2048;
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constexpr int kGfxBufferRoomSpriteLastLineOffset = 0x88;
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void Room::CopyRoomGraphicsToBuffer() {
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auto gfx_buffer_data = rom()->mutable_graphics_buffer();
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// Copy room graphics to buffer
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int sheet_pos = 0;
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for (int i = 0; i < 16; i++) {
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int data = 0;
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int block_offset = blocks_[i] * kGfxBufferRoomOffset;
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while (data < kGfxBufferRoomOffset) {
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uint8_t map_byte = (*gfx_buffer_data)[data + block_offset];
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if (i < 4) {
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map_byte += kGfxBufferRoomSpriteLastLineOffset;
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}
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current_gfx16_[data + sheet_pos] = map_byte;
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data++;
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}
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sheet_pos += kGfxBufferRoomOffset;
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}
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LoadAnimatedGraphics();
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}
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void Room::RenderRoomGraphics() {
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CopyRoomGraphicsToBuffer();
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gfx::Arena::Get().bg1().DrawFloor(rom()->vector(), tile_address,
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tile_address_floor, floor1_graphics_);
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gfx::Arena::Get().bg2().DrawFloor(rom()->vector(), tile_address,
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tile_address_floor, floor2_graphics_);
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gfx::Arena::Get().bg1().DrawBackground(std::span<uint8_t>(current_gfx16_));
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gfx::Arena::Get().bg2().DrawBackground(std::span<uint8_t>(current_gfx16_));
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auto bg1_palette =
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rom()->mutable_palette_group()->get_group("dungeon_main")[0].palette(0);
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if (!gfx::Arena::Get().bg1().bitmap().is_active()) {
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core::Renderer::Get().CreateAndRenderBitmap(
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0x200, 0x200, 0x200, gfx::Arena::Get().bg1().bitmap().vector(),
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gfx::Arena::Get().bg1().bitmap(), bg1_palette);
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core::Renderer::Get().CreateAndRenderBitmap(
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0x200, 0x200, 0x200, gfx::Arena::Get().bg2().bitmap().vector(),
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gfx::Arena::Get().bg2().bitmap(), bg1_palette);
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} else {
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// Update the bitmap
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core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().bg1().bitmap());
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core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().bg2().bitmap());
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}
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}
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void Room::LoadAnimatedGraphics() {
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int gfx_ptr = SnesToPc(rom()->version_constants().kGfxAnimatedPointer);
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auto gfx_buffer_data = rom()->mutable_graphics_buffer();
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auto rom_data = rom()->vector();
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int data = 0;
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while (data < 512) {
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uint8_t map_byte =
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(*gfx_buffer_data)[data + (92 * 2048) + (512 * animated_frame_)];
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current_gfx16_[data + (7 * 2048)] = map_byte;
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map_byte =
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(*gfx_buffer_data)[data +
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(rom_data[gfx_ptr + background_tileset_] * 2048) +
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(512 * animated_frame_)];
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current_gfx16_[data + (7 * 2048) - 512] = map_byte;
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data++;
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}
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}
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void Room::LoadObjects() {
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auto rom_data = rom()->vector();
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int object_pointer = (rom_data[room_object_pointer + 2] << 16) +
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(rom_data[room_object_pointer + 1] << 8) +
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(rom_data[room_object_pointer]);
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object_pointer = SnesToPc(object_pointer);
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int room_address = object_pointer + (room_id_ * 3);
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int tile_address = (rom_data[room_address + 2] << 16) +
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(rom_data[room_address + 1] << 8) + rom_data[room_address];
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int objects_location = SnesToPc(tile_address);
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if (objects_location == 0x52CA2) {
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std::cout << "Room ID : " << room_id_ << std::endl;
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}
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if (is_floor_) {
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floor1_graphics_ = static_cast<uint8_t>(rom_data[objects_location] & 0x0F);
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floor2_graphics_ =
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static_cast<uint8_t>((rom_data[objects_location] >> 4) & 0x0F);
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}
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layout = static_cast<uint8_t>((rom_data[objects_location + 1] >> 2) & 0x07);
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LoadChests();
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z3_staircases_.clear();
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int nbr_of_staircase = 0;
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int pos = objects_location + 2;
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uint8_t b1 = 0;
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uint8_t b2 = 0;
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uint8_t b3 = 0;
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uint8_t posX = 0;
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uint8_t posY = 0;
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uint8_t sizeX = 0;
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uint8_t sizeY = 0;
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uint8_t sizeXY = 0;
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short oid = 0;
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int layer = 0;
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bool door = false;
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bool end_read = false;
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while (!end_read) {
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b1 = rom_data[pos];
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b2 = rom_data[pos + 1];
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if (b1 == 0xFF && b2 == 0xFF) {
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pos += 2; // We jump to layer2
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layer++;
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door = false;
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if (layer == 3) {
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break;
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}
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continue;
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}
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if (b1 == 0xF0 && b2 == 0xFF) {
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pos += 2; // We jump to layer2
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door = true;
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continue;
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}
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b3 = rom_data[pos + 2];
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if (door) {
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pos += 2;
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} else {
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pos += 3;
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}
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if (!door) {
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if (b3 >= 0xF8) {
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oid = static_cast<short>((b3 << 4) |
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0x80 + (((b2 & 0x03) << 2) + ((b1 & 0x03))));
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posX = static_cast<uint8_t>((b1 & 0xFC) >> 2);
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posY = static_cast<uint8_t>((b2 & 0xFC) >> 2);
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sizeXY = static_cast<uint8_t>((((b1 & 0x03) << 2) + (b2 & 0x03)));
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} else {
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oid = b3;
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posX = static_cast<uint8_t>((b1 & 0xFC) >> 2);
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posY = static_cast<uint8_t>((b2 & 0xFC) >> 2);
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sizeX = static_cast<uint8_t>((b1 & 0x03));
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sizeY = static_cast<uint8_t>((b2 & 0x03));
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sizeXY = static_cast<uint8_t>(((sizeX << 2) + sizeY));
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}
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if (b1 >= 0xFC) {
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oid = static_cast<short>((b3 & 0x3F) + 0x100);
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posX = static_cast<uint8_t>(((b2 & 0xF0) >> 4) + ((b1 & 0x3) << 4));
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posY = static_cast<uint8_t>(((b2 & 0x0F) << 2) + ((b3 & 0xC0) >> 6));
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sizeXY = 0;
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}
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RoomObject r(oid, posX, posY, sizeXY, static_cast<uint8_t>(layer));
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tile_objects_.push_back(r);
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for (short stair : stairsObjects) {
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if (stair == oid) {
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if (nbr_of_staircase < 4) {
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tile_objects_.back().set_options(ObjectOption::Stairs |
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tile_objects_.back().options());
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z3_staircases_.push_back(staircase(
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posX, posY,
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absl::StrCat("To ", staircase_rooms_[nbr_of_staircase])
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.data()));
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nbr_of_staircase++;
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} else {
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tile_objects_.back().set_options(ObjectOption::Stairs |
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tile_objects_.back().options());
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z3_staircases_.push_back(staircase(posX, posY, "To ???"));
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}
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}
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}
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if (oid == 0xF99) {
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if (chests_in_room_.size() > 0) {
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tile_objects_.back().set_options(ObjectOption::Chest |
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tile_objects_.back().options());
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// chest_list_.push_back(
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// z3_chest(posX, posY, chests_in_room_.front().itemIn, false));
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chests_in_room_.erase(chests_in_room_.begin());
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}
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} else if (oid == 0xFB1) {
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if (chests_in_room_.size() > 0) {
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tile_objects_.back().set_options(ObjectOption::Chest |
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tile_objects_.back().options());
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// chest_list_.push_back(
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// z3_chest(posX + 1, posY, chests_in_room_.front().item_in,
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// true));
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chests_in_room_.erase(chests_in_room_.begin());
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}
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}
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} else {
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// tile_objects_.push_back(z3_object_door(static_cast<short>((b2 << 8) +
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// b1),
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// 0, 0, 0,
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// static_cast<uint8_t>(layer)));
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}
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}
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}
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void Room::LoadSprites() {
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auto rom_data = rom()->vector();
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int sprite_pointer = (0x04 << 16) +
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(rom_data[rooms_sprite_pointer + 1] << 8) +
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(rom_data[rooms_sprite_pointer]);
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int sprite_address_snes =
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(0x09 << 16) + (rom_data[sprite_pointer + (room_id_ * 2) + 1] << 8) +
|
|
rom_data[sprite_pointer + (room_id_ * 2)];
|
|
|
|
int sprite_address = SnesToPc(sprite_address_snes);
|
|
bool sortsprites = rom_data[sprite_address] == 1;
|
|
sprite_address += 1;
|
|
|
|
while (true) {
|
|
uint8_t b1 = rom_data[sprite_address];
|
|
uint8_t b2 = rom_data[sprite_address + 1];
|
|
uint8_t b3 = rom_data[sprite_address + 2];
|
|
|
|
if (b1 == 0xFF) {
|
|
break;
|
|
}
|
|
|
|
sprites_.emplace_back(b3, (b2 & 0x1F), (b1 & 0x1F),
|
|
((b2 & 0xE0) >> 5) + ((b1 & 0x60) >> 2),
|
|
(b1 & 0x80) >> 7);
|
|
|
|
if (sprites_.size() > 1) {
|
|
Sprite &spr = sprites_.back();
|
|
Sprite &prevSprite = sprites_[sprites_.size() - 2];
|
|
|
|
if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1E &&
|
|
spr.layer() == 1 && spr.subtype() == 0x18) {
|
|
prevSprite.set_key_drop(1);
|
|
sprites_.pop_back();
|
|
}
|
|
|
|
if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1D &&
|
|
spr.layer() == 1 && spr.subtype() == 0x18) {
|
|
prevSprite.set_key_drop(2);
|
|
sprites_.pop_back();
|
|
}
|
|
}
|
|
|
|
sprite_address += 3;
|
|
}
|
|
}
|
|
|
|
void Room::LoadChests() {
|
|
auto rom_data = rom()->vector();
|
|
uint32_t cpos = SnesToPc((rom_data[chests_data_pointer1 + 2] << 16) +
|
|
(rom_data[chests_data_pointer1 + 1] << 8) +
|
|
(rom_data[chests_data_pointer1]));
|
|
size_t clength = (rom_data[chests_length_pointer + 1] << 8) +
|
|
(rom_data[chests_length_pointer]);
|
|
|
|
for (int i = 0; i < clength; i++) {
|
|
if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
|
|
0x7FFF) == room_id_) {
|
|
// There's a chest in that room !
|
|
bool big = false;
|
|
if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
|
|
0x8000) == 0x8000) {
|
|
big = true;
|
|
}
|
|
|
|
chests_in_room_.emplace_back(
|
|
chest_data(rom_data[cpos + (i * 3) + 2], big));
|
|
}
|
|
}
|
|
}
|
|
|
|
} // namespace zelda3
|
|
} // namespace yaze
|