235 lines
4.8 KiB
C++
235 lines
4.8 KiB
C++
#ifndef YAZE_APP_ZELDA3_DUNGEON_ROOM_OBJECT_H
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#define YAZE_APP_ZELDA3_DUNGEON_ROOM_OBJECT_H
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#include <array>
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#include <cstdint>
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#include <stdexcept>
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#include <string>
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#include <vector>
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/object_names.h"
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namespace yaze {
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namespace app {
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namespace zelda3 {
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namespace dungeon {
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enum class SpecialObjectType { Chest, BigChest, InterroomStairs };
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struct Tile {};
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enum Background2 {
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Off,
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Parallax,
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Dark,
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OnTop,
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Translucent,
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Addition,
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Normal,
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Transparent,
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DarkRoom // TODO: Determine if DarkRoom will stay there or not
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};
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enum Sorting {
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All = 0,
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Wall = 1,
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Horizontal = 2,
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Vertical = 4,
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NonScalable = 8,
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Dungeons = 16,
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Floors = 32,
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SortStairs = 64
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};
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enum ObjectOption {
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Nothing = 0,
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Door = 1,
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Chest = 2,
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Block = 4,
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Torch = 8,
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Bgr = 16,
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Stairs = 32
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};
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struct LayerType {
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LayerType(uint8_t t) : type(t) {}
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uint8_t type;
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};
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class RoomObject : public SharedROM {
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public:
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enum LayerType { BG1 = 0, BG2 = 1, BG3 = 2 };
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RoomObject(int16_t id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer = 0)
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: id(id),
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x_(x),
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y_(y),
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size_(size),
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Layer(static_cast<LayerType>(layer)),
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nx(x),
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ny(y),
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ox(x),
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oy(y),
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width(16),
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height(16),
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uniqueID(0) {}
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virtual void Draw() {
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// ... Draw function implementation here
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}
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void getObjectSize() {
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previousSize = size_;
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size_ = 1;
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// Draw();
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getBaseSize();
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UpdateSize();
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size_ = 2;
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// Draw();
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getSizeSized();
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UpdateSize();
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size_ = previousSize;
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// collisionPoint.clear();
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}
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void getBaseSize() {
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basewidth = width;
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baseheight = height;
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}
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void getSizeSized() {
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sizeheight = height - baseheight;
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sizewidth = width - basewidth;
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}
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// virtual void Draw() { collisionPoint.clear(); }
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void UpdateSize() {
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width = 8;
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height = 8;
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}
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void addTiles(int nbr, int pos) {
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auto rom_data = rom()->data();
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for (int i = 0; i < nbr; i++) {
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// tiles.push_back(
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// gfx::Tile16(rom_data[pos + (i * 2)], rom_data[pos + (i * 2) + 1]));
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}
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}
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void DrawTile(Tile t, int xx, int yy, std::vector<uint8_t>& current_gfx16,
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std::vector<uint8_t>& tiles_bg1_buffer,
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std::vector<uint8_t>& tiles_bg2_buffer,
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ushort tileUnder = 0xFFFF);
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protected:
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int16_t id;
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uint8_t x_;
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uint8_t y_;
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uint8_t size_;
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LayerType Layer;
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std::vector<uint8_t> preview_object_data_;
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bool allBgs = false;
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bool lit = false;
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std::vector<gfx::Tile16> tiles;
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int tileIndex = 0;
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std::string name;
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uint8_t nx;
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uint8_t ny;
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uint8_t ox;
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uint8_t oy;
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int width;
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int height;
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int basewidth;
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int baseheight;
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int sizewidth;
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int sizeheight;
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ObjectOption options = ObjectOption::Nothing;
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int offsetX = 0;
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int offsetY = 0;
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bool diagonalFix = false;
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bool selected = false;
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int previewId = 0;
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uint8_t previousSize = 0;
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bool showRectangle = false;
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// std::vector<Point> collisionPoint;
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int uniqueID = 0;
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uint8_t z = 0;
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bool deleted = false;
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};
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class Subtype1 : public RoomObject {
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public:
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std::vector<Tile> tiles;
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std::string name;
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bool allBgs;
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Sorting sort;
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int tile_count_;
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Subtype1(int16_t id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer,
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int tileCount)
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: RoomObject(id, x, y, size, layer), tile_count_(tileCount) {
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auto rom_data = rom()->data();
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name = Type1RoomObjectNames[id & 0xFF];
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int pos =
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core::tile_address +
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static_cast<int16_t>(
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(rom_data[core::subtype1_tiles + ((id & 0xFF) * 2) + 1] << 8) +
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rom_data[core::subtype1_tiles + ((id & 0xFF) * 2)]);
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addTiles(tile_count_, pos);
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sort = (Sorting)(Sorting::Horizontal | Sorting::Wall);
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}
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void Draw() override {
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for (int s = 0; s < size_ + (tile_count_ == 8 ? 1 : 0); s++) {
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for (int i = 0; i < tile_count_; i++) {
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// DrawTile(tiles[i], ((s * 2)) * 8, (i / 2) * 8);
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}
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}
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}
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};
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class Subtype2_Multiple : public RoomObject {
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public:
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int tx = 0;
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int ty = 0;
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std::vector<Tile> tiles;
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std::string name;
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bool allBgs;
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Sorting sort;
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Subtype2_Multiple(int16_t id, uint8_t x, uint8_t y, uint8_t size,
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uint8_t layer)
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: RoomObject(id, x, y, size, layer) {
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// ... Constructor implementation here
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}
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void Draw() override {
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// ... Draw function implementation here
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}
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void setdata(const std::string& name, int tx, int ty, bool allbg = false) {
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// ... setdata function implementation here
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}
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// Other member functions and variables
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};
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class Subtype3 : public RoomObject {
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};
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} // namespace dungeon
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} // namespace zelda3
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} // namespace app
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} // namespace yaze
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#endif // YAZE_APP_ZELDA3_DUNGEON_ROOM_OBJECT_H
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