Files
yaze/src/app/zelda3/dungeon/room.cc
2023-06-25 10:08:01 -04:00

258 lines
6.1 KiB
C++

#include "room.h"
#include "app/core/common.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_palette.h"
#include "app/gfx/snes_tile.h"
#include "app/gui/canvas.h"
#include "app/rom.h"
namespace yaze {
namespace app {
namespace zelda3 {
namespace dungeon {
void Room::LoadGfxGroups() {
int gfxPointer =
(rom_[gfx_groups_pointer + 1] << 8) + rom_[gfx_groups_pointer];
gfxPointer = core::SnesToPc(gfxPointer);
for (int i = 0; i < 37; i++) {
for (int j = 0; j < 8; j++) {
mainGfx[i][j] = rom_[gfxPointer + (i * 8) + j];
}
}
for (int i = 0; i < 82; i++) {
for (int j = 0; j < 4; j++) {
roomGfx[i][j] = rom_[entrance_gfx_group + (i * 4) + j];
}
}
for (int i = 0; i < 144; i++) {
for (int j = 0; j < 4; j++) {
spriteGfx[i][j] = rom_[sprite_blockset_pointer + (i * 4) + j];
}
}
for (int i = 0; i < 72; i++) {
for (int j = 0; j < 4; j++) {
paletteGfx[i][j] = rom_[dungeons_palettes_groups + (i * 4) + j];
}
}
}
bool Room::SaveGroupsToROM() {
int gfxPointer =
(rom_[gfx_groups_pointer + 1] << 8) + rom_[gfx_groups_pointer];
gfxPointer = core::SnesToPc(gfxPointer);
for (int i = 0; i < 37; i++) {
for (int j = 0; j < 8; j++) {
rom_.Write(gfxPointer + (i * 8) + j, mainGfx[i][j]);
}
}
for (int i = 0; i < 82; i++) {
for (int j = 0; j < 4; j++) {
rom_.Write(entrance_gfx_group + (i * 4) + j, roomGfx[i][j]);
}
}
for (int i = 0; i < 144; i++) {
for (int j = 0; j < 4; j++) {
rom_.Write(sprite_blockset_pointer + (i * 4) + j, spriteGfx[i][j]);
}
}
for (int i = 0; i < 72; i++) {
for (int j = 0; j < 4; j++) {
rom_.Write(dungeons_palettes_groups + (i * 4) + j, paletteGfx[i][j]);
}
}
return false;
}
void Room::LoadChests() {
// ChestList.Clear();
// int cpos = rom_.Read24(core::constants::chests_data_pointer1).SNEStoPC();
// int clength = rom_.Read16(core::constants::chests_length_pointer);
// for (int i = 0; i < clength; i += 3) {
// ushort roomid = (ushort)(rom_.Read16(cpos) & 0x7FFF);
// cpos += 2;
// uchar item = rom_[cpos++]; // get now so cpos is incremented too
// if (roomid == RoomID) {
// ChestList.Add(new DungeonChestItem(ItemReceipt.GetTypeFromID(item)));
// }
// }
}
void Room::LoadBlocks() {}
void Room::LoadTorches() {}
void Room::LoadSecrets() {}
void Room::Resync() {}
void Room::LoadObjectsFromArray(int loc) {}
void Room::LoadSpritesFromArray(int loc) {}
void Room::LoadRoomGraphics(uchar entrance_blockset) {
for (int i = 0; i < 8; i++) {
blocks[i] = mainGfx[BackgroundTileset][i];
if (i >= 6 && i <= 6) {
// 3-6
if (entrance_blockset != 0xFF) {
// 6 is wrong for the entrance? -NOP need to fix that
// TODO: Find why this is wrong - Thats because of the stairs need to
// find a workaround
if (roomGfx[entrance_blockset][i - 3] != 0) {
blocks[i] = roomGfx[entrance_blockset][i - 3];
}
}
}
}
blocks[8] = 115 + 0; // Static Sprites Blocksets (fairy,pot,ect...)
blocks[9] = 115 + 10;
blocks[10] = 115 + 6;
blocks[11] = 115 + 7;
for (int i = 0; i < 4; i++) {
blocks[12 + i] = (uchar)(spriteGfx[SpriteTileset + 64][i] + 115);
} // 12-16 sprites
auto newPdata = rom_.GetGraphicsBuffer();
uchar* sheetsData = current_graphics_.GetData();
// Into "room gfx16" 16 of them
int sheetPos = 0;
for (int i = 0; i < 16; i++) {
int d = 0;
int ioff = blocks[i] * 2048;
while (d < 2048) {
// NOTE LOAD BLOCKSETS SOMEWHERE FIRST
uchar mapByte = newPdata[d + ioff];
if (i < 4) // removed switch
{
mapByte += 0x88;
} // Last line of 6, first line of 7 ?
sheetsData[d + sheetPos] = mapByte;
d++;
}
sheetPos += 2048;
}
LoadAnimatedGraphics();
}
void Room::LoadAnimatedGraphics() {
int gfxanimatedPointer = core::SnesToPc(gfx_animated_pointer);
auto newPdata = rom_.GetGraphicsBuffer();
uchar* sheetsData = current_graphics_.GetData();
int data = 0;
while (data < 512) {
uchar mapByte = newPdata[data + (92 * 2048) + (512 * animated_frame)];
sheetsData[data + (7 * 2048)] = mapByte;
mapByte =
newPdata[data + (rom_[gfxanimatedPointer + BackgroundTileset] * 2048) +
(512 * animated_frame)];
sheetsData[data + (7 * 2048) - 512] = mapByte;
data++;
}
}
void Room::LoadRoomFromROM() {
// Load dungeon header
int headerPointer = core::SnesToPc(room_header_pointer);
MessageID = messages_id_dungeon + (RoomID * 2);
int hpos = core::SnesToPc((rom_[room_header_pointers_bank] << 16) |
headerPointer + (RoomID * 2));
hpos++;
uchar b = rom_[hpos];
Layer2Mode = (uchar)(b >> 5);
// TODO(@scawful): Make LayerMerging object.
// LayerMerging = LayerMergeType.ListOf[(b & 0x0C) >> 2];
IsDark = (b & 0x01) == 0x01;
hpos++;
Palette = rom_[hpos];
hpos++;
BackgroundTileset = rom_[hpos];
hpos++;
SpriteTileset = rom_[hpos];
hpos++;
Layer2Behavior = rom_[hpos];
hpos++;
Tag1 = rom_[hpos];
hpos++;
Tag2 = rom_[hpos];
hpos++;
b = rom_[hpos];
Pits.TargetLayer = (uchar)(b & 0x03);
Stair1.TargetLayer = (uchar)((b >> 2) & 0x03);
Stair2.TargetLayer = (uchar)((b >> 4) & 0x03);
Stair3.TargetLayer = (uchar)((b >> 6) & 0x03);
hpos++;
Stair4.TargetLayer = (uchar)(rom_[hpos] & 0x03);
hpos++;
Pits.Target = rom_[hpos];
hpos++;
Stair1.Target = rom_[hpos];
hpos++;
Stair2.Target = rom_[hpos];
hpos++;
Stair3.Target = rom_[hpos];
hpos++;
Stair4.Target = rom_[hpos];
hpos++;
// Load room objects
int objectPointer = core::SnesToPc(room_object_pointer);
int room_address = objectPointer + (RoomID * 3);
int objects_location = core::SnesToPc(room_address);
LoadObjectsFromArray(objects_location);
// Load sprites
int spr_ptr = 0x040000 | rooms_sprite_pointer;
int sprite_address =
core::SnesToPc(dungeon_spr_ptrs | spr_ptr + (RoomID * 2));
LoadSpritesFromArray(sprite_address);
// Load other stuff
LoadChests();
LoadBlocks();
LoadTorches();
LoadSecrets();
Resync();
}
} // namespace dungeon
} // namespace zelda3
} // namespace app
} // namespace yaze