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yaze/src/app/zelda3/dungeon/room.cc

489 lines
16 KiB
C++

#include "room.h"
#include <dungeon.h>
#include <cstdint>
#include <vector>
#include "absl/strings/str_cat.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/room_object.h"
#include "app/zelda3/dungeon/room_tag.h"
#include "app/zelda3/sprite/sprite.h"
#include "util/macro.h"
namespace yaze {
namespace zelda3 {
void Room::LoadHeader() {
int header_pointer = (rom()->data()[kRoomHeaderPointer + 2] << 16) +
(rom()->data()[kRoomHeaderPointer + 1] << 8) +
(rom()->data()[kRoomHeaderPointer]);
header_pointer = SnesToPc(header_pointer);
int address = (rom()->data()[kRoomHeaderPointerBank] << 16) +
(rom()->data()[(header_pointer + 1) + (room_id_ * 2)] << 8) +
rom()->data()[(header_pointer) + (room_id_ * 2)];
auto header_location = SnesToPc(address);
bg2_ = (background2)((rom()->data()[header_location] >> 5) & 0x07);
collision_ = (CollisionKey)((rom()->data()[header_location] >> 2) & 0x07);
is_light_ = ((rom()->data()[header_location]) & 0x01) == 1;
if (is_light_) {
bg2_ = background2::DarkRoom;
}
palette = ((rom()->data()[header_location + 1] & 0x3F));
blockset = (rom()->data()[header_location + 2]);
spriteset = (rom()->data()[header_location + 3]);
effect_ = (EffectKey)((rom()->data()[header_location + 4]));
tag1_ = (TagKey)((rom()->data()[header_location + 5]));
tag2_ = (TagKey)((rom()->data()[header_location + 6]));
staircase_plane_[0] = ((rom()->data()[header_location + 7] >> 2) & 0x03);
staircase_plane_[1] = ((rom()->data()[header_location + 7] >> 4) & 0x03);
staircase_plane_[2] = ((rom()->data()[header_location + 7] >> 6) & 0x03);
staircase_plane_[3] = ((rom()->data()[header_location + 8]) & 0x03);
holewarp = (rom()->data()[header_location + 9]);
staircase_rooms_[0] = (rom()->data()[header_location + 10]);
staircase_rooms_[1] = (rom()->data()[header_location + 11]);
staircase_rooms_[2] = (rom()->data()[header_location + 12]);
staircase_rooms_[3] = (rom()->data()[header_location + 13]);
CalculateRoomSize();
}
void Room::CalculateRoomSize() {
// Calculate the size of the room based on how many objects are used per room
// Some notes from hacker Zarby89
// vanilla rooms are using in average ~0x80 bytes
// a "normal" person who wants more details than vanilla will use around 0x100
// bytes per rooms you could fit 128 rooms like that in 1 bank
// F8000 I don't remember if that's PC or snes tho
// Check last rooms
// F8000+(roomid*3)
// So we want to search the rom() object at this addressed based on the room
// ID since it's the roomid * 3 we will by pulling 3 bytes at a time We can do
// this with the rom()->ReadByteVector(addr, size)
try {
// Existing room size address calculation...
auto room_size_address = 0xF8000 + (room_id_ * 3);
std::cout << "Room #" << room_id_ << " Address: " << std::hex
<< room_size_address << std::endl;
// Reading bytes for long address construction
uint8_t low = rom()->data()[room_size_address];
uint8_t high = rom()->data()[room_size_address + 1];
uint8_t bank = rom()->data()[room_size_address + 2];
// Constructing the long address
int long_address = (bank << 16) | (high << 8) | low;
std::cout << std::hex << std::setfill('0') << std::setw(6) << long_address
<< std::endl;
room_size_pointer_ = long_address;
if (long_address == 0x0A8000) {
// Blank room disregard in size calculation
std::cout << "Size of Room #" << room_id_ << ": 0 bytes" << std::endl;
room_size_ = 0;
} else {
// use the long address to calculate the size of the room
// we will use the room_id_ to calculate the next room's address
// and subtract the two to get the size of the room
int next_room_address = 0xF8000 + ((room_id_ + 1) * 3);
std::cout << "Next Room Address: " << std::hex << next_room_address
<< std::endl;
// Reading bytes for long address construction
uint8_t next_low = rom()->data()[next_room_address];
uint8_t next_high = rom()->data()[next_room_address + 1];
uint8_t next_bank = rom()->data()[next_room_address + 2];
// Constructing the long address
int next_long_address = (next_bank << 16) | (next_high << 8) | next_low;
std::cout << std::hex << std::setfill('0') << std::setw(6)
<< next_long_address << std::endl;
// Calculate the size of the room
int room_size = next_long_address - long_address;
room_size_ = room_size;
std::cout << "Size of Room #" << room_id_ << ": " << std::dec << room_size
<< " bytes" << std::endl;
}
} catch (const std::exception &e) {
std::cout << "Error: " << e.what() << std::endl;
}
}
void Room::LoadRoomFromROM() {
auto rom_data = rom()->vector();
int header_pointer = SnesToPc(kRoomHeaderPointer);
message_id_ = messages_id_dungeon + (room_id_ * 2);
int address = (rom()->data()[kRoomHeaderPointerBank] << 16) +
(rom()->data()[(header_pointer + 1) + (room_id_ * 2)] << 8) +
rom()->data()[(header_pointer) + (room_id_ * 2)];
int hpos = SnesToPc(address);
hpos++;
uint8_t b = rom_data[hpos];
layer2_mode_ = (b >> 5);
layer_merging_ = kLayerMergeTypeList[(b & 0x0C) >> 2];
is_dark_ = (b & 0x01) == 0x01;
hpos++;
palette_ = rom_data[hpos];
hpos++;
background_tileset_ = rom_data[hpos];
hpos++;
sprite_tileset_ = rom_data[hpos];
hpos++;
layer2_behavior_ = rom_data[hpos];
hpos++;
tag1_ = (TagKey)rom_data[hpos];
hpos++;
tag2_ = (TagKey)rom_data[hpos];
hpos++;
b = rom_data[hpos];
pits_.target_layer = (uint8_t)(b & 0x03);
stair1_.target_layer = (uint8_t)((b >> 2) & 0x03);
stair2_.target_layer = (uint8_t)((b >> 4) & 0x03);
stair3_.target_layer = (uint8_t)((b >> 6) & 0x03);
hpos++;
stair4_.target_layer = (uint8_t)(rom_data[hpos] & 0x03);
hpos++;
pits_.target = rom_data[hpos];
hpos++;
stair1_.target = rom_data[hpos];
hpos++;
stair2_.target = rom_data[hpos];
hpos++;
stair3_.target = rom_data[hpos];
hpos++;
stair4_.target = rom_data[hpos];
hpos++;
// Load room objects
int object_pointer = SnesToPc(room_object_pointer);
int room_address = object_pointer + (room_id_ * 3);
int objects_location = SnesToPc(room_address);
// Load sprites
// int spr_ptr = 0x040000 | rooms_sprite_pointer;
// int sprite_address =
// SnesToPc(dungeon_spr_ptrs | spr_ptr + (room_id_ * 2));
}
void Room::LoadRoomGraphics(uint8_t entrance_blockset) {
const auto &main_gfx = rom()->main_blockset_ids;
const auto &room_gfx = rom()->room_blockset_ids;
const auto &sprite_gfx = rom()->spriteset_ids;
current_gfx16_.reserve(0x4000);
for (int i = 0; i < 8; i++) {
blocks_[i] = main_gfx[blockset][i];
if (i >= 6 && i <= 6) {
// 3-6
if (entrance_blockset != 0xFF) {
if (room_gfx[entrance_blockset][i - 3] != 0) {
blocks_[i] = room_gfx[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] = (uint8_t)(sprite_gfx[spriteset + 64][i] + 115);
} // 12-16 sprites
}
constexpr int kGfxBufferOffset = 92 * 2048;
constexpr int kGfxBufferStride = 512;
constexpr int kGfxBufferAnimatedFrameOffset = 7 * 2048;
constexpr int kGfxBufferAnimatedFrameStride = 512;
constexpr int kGfxBufferRoomOffset = 2048;
constexpr int kGfxBufferRoomSpriteOffset = 512;
constexpr int kGfxBufferRoomSpriteStride = 2048;
constexpr int kGfxBufferRoomSpriteLastLineOffset = 0x88;
void Room::CopyRoomGraphicsToBuffer() {
auto gfx_buffer_data = rom()->graphics_buffer();
// Copy room graphics to buffer
int sheet_pos = 0;
for (int i = 0; i < 16; i++) {
int data = 0;
int block_offset = blocks_[i] * kGfxBufferRoomOffset;
while (data < kGfxBufferRoomOffset) {
uint8_t map_byte = gfx_buffer_data[data + block_offset];
if (i < 4) {
map_byte += kGfxBufferRoomSpriteLastLineOffset;
}
current_gfx16_[data + sheet_pos] = map_byte;
data++;
}
sheet_pos += kGfxBufferRoomOffset;
}
LoadAnimatedGraphics();
}
void Room::LoadAnimatedGraphics() {
int gfx_ptr = SnesToPc(rom()->version_constants().kGfxAnimatedPointer);
auto gfx_buffer_data = rom()->graphics_buffer();
auto rom_data = rom()->vector();
int data = 0;
while (data < 512) {
uint8_t map_byte =
gfx_buffer_data[data + (92 * 2048) + (512 * animated_frame_)];
current_gfx16_[data + (7 * 2048)] = map_byte;
map_byte =
gfx_buffer_data[data +
(rom_data[gfx_ptr + background_tileset_] * 2048) +
(512 * animated_frame_)];
current_gfx16_[data + (7 * 2048) - 512] = map_byte;
data++;
}
}
void Room::LoadObjects() {
auto rom_data = rom()->vector();
int object_pointer = (rom_data[room_object_pointer + 2] << 16) +
(rom_data[room_object_pointer + 1] << 8) +
(rom_data[room_object_pointer]);
object_pointer = SnesToPc(object_pointer);
int room_address = object_pointer + (room_id_ * 3);
int tile_address = (rom_data[room_address + 2] << 16) +
(rom_data[room_address + 1] << 8) + rom_data[room_address];
int objects_location = SnesToPc(tile_address);
if (objects_location == 0x52CA2) {
std::cout << "Room ID : " << room_id_ << std::endl;
}
if (is_floor_) {
floor1_graphics_ = static_cast<uint8_t>(rom_data[objects_location] & 0x0F);
floor2_graphics_ =
static_cast<uint8_t>((rom_data[objects_location] >> 4) & 0x0F);
}
layout = static_cast<uint8_t>((rom_data[objects_location + 1] >> 2) & 0x07);
LoadChests();
z3_staircases_.clear();
int nbr_of_staircase = 0;
int pos = objects_location + 2;
uint8_t b1 = 0;
uint8_t b2 = 0;
uint8_t b3 = 0;
uint8_t posX = 0;
uint8_t posY = 0;
uint8_t sizeX = 0;
uint8_t sizeY = 0;
uint8_t sizeXY = 0;
short oid = 0;
int layer = 0;
bool door = false;
bool end_read = false;
while (!end_read) {
b1 = rom_data[pos];
b2 = rom_data[pos + 1];
if (b1 == 0xFF && b2 == 0xFF) {
pos += 2; // We jump to layer2
layer++;
door = false;
if (layer == 3) {
break;
}
continue;
}
if (b1 == 0xF0 && b2 == 0xFF) {
pos += 2; // We jump to layer2
door = true;
continue;
}
b3 = rom_data[pos + 2];
if (door) {
pos += 2;
} else {
pos += 3;
}
if (!door) {
if (b3 >= 0xF8) {
oid = static_cast<short>((b3 << 4) |
0x80 + (((b2 & 0x03) << 2) + ((b1 & 0x03))));
posX = static_cast<uint8_t>((b1 & 0xFC) >> 2);
posY = static_cast<uint8_t>((b2 & 0xFC) >> 2);
sizeXY = static_cast<uint8_t>((((b1 & 0x03) << 2) + (b2 & 0x03)));
} else {
oid = b3;
posX = static_cast<uint8_t>((b1 & 0xFC) >> 2);
posY = static_cast<uint8_t>((b2 & 0xFC) >> 2);
sizeX = static_cast<uint8_t>((b1 & 0x03));
sizeY = static_cast<uint8_t>((b2 & 0x03));
sizeXY = static_cast<uint8_t>(((sizeX << 2) + sizeY));
}
if (b1 >= 0xFC) {
oid = static_cast<short>((b3 & 0x3F) + 0x100);
posX = static_cast<uint8_t>(((b2 & 0xF0) >> 4) + ((b1 & 0x3) << 4));
posY = static_cast<uint8_t>(((b2 & 0x0F) << 2) + ((b3 & 0xC0) >> 6));
sizeXY = 0;
}
RoomObject r(oid, posX, posY, sizeXY, static_cast<uint8_t>(layer));
tile_objects_.push_back(r);
for (short stair : stairsObjects) {
if (stair == oid) {
if (nbr_of_staircase < 4) {
tile_objects_.back().set_options(ObjectOption::Stairs |
tile_objects_.back().options());
z3_staircases_.push_back(staircase(
posX, posY,
absl::StrCat("To ", staircase_rooms_[nbr_of_staircase])
.data()));
nbr_of_staircase++;
} else {
tile_objects_.back().set_options(ObjectOption::Stairs |
tile_objects_.back().options());
z3_staircases_.push_back(staircase(posX, posY, "To ???"));
}
}
}
if (oid == 0xF99) {
if (chests_in_room_.size() > 0) {
tile_objects_.back().set_options(ObjectOption::Chest |
tile_objects_.back().options());
// chest_list_.push_back(
// z3_chest(posX, posY, chests_in_room_.front().itemIn, false));
chests_in_room_.erase(chests_in_room_.begin());
}
} else if (oid == 0xFB1) {
if (chests_in_room_.size() > 0) {
tile_objects_.back().set_options(ObjectOption::Chest |
tile_objects_.back().options());
// chest_list_.push_back(
// z3_chest(posX + 1, posY, chests_in_room_.front().item_in,
// true));
chests_in_room_.erase(chests_in_room_.begin());
}
}
} else {
// tile_objects_.push_back(z3_object_door(static_cast<short>((b2 << 8) +
// b1),
// 0, 0, 0,
// static_cast<uint8_t>(layer)));
}
}
}
void Room::LoadSprites() {
auto rom_data = rom()->vector();
int sprite_pointer = (0x04 << 16) +
(rom_data[rooms_sprite_pointer + 1] << 8) +
(rom_data[rooms_sprite_pointer]);
int sprite_address_snes =
(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