331 lines
15 KiB
C++
331 lines
15 KiB
C++
#ifndef YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H
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#define YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H
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#include <cstdint>
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#include "app/rom.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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// ============================================================================
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// Dungeon Entrances Related Variables
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// ============================================================================
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// 0x14577 word value for each room
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constexpr int entrance_room = 0x14813;
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// 8 bytes per room, HU, FU, HD, FD, HL, FL, HR, FR
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constexpr int entrance_scrolledge = 0x1491D; // 0x14681
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constexpr int entrance_yscroll = 0x14D45; // 0x14AA9 2 bytes each room
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constexpr int entrance_xscroll = 0x14E4F; // 0x14BB3 2 bytes
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constexpr int entrance_yposition = 0x14F59; // 0x14CBD 2bytes
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constexpr int entrance_xposition = 0x15063; // 0x14DC7 2bytes
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constexpr int entrance_cameraytrigger = 0x1516D; // 0x14ED1 2bytes
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constexpr int entrance_cameraxtrigger = 0x15277; // 0x14FDB 2bytes
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constexpr int entrance_blockset = 0x15381; // 0x150E5 1byte
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constexpr int entrance_floor = 0x15406; // 0x1516A 1byte
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constexpr int entrance_dungeon = 0x1548B; // 0x151EF 1byte (dungeon id)
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constexpr int entrance_door = 0x15510; // 0x15274 1byte
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// 1 byte, ---b ---a b = bg2, a = need to check
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constexpr int entrance_ladderbg = 0x15595; // 0x152F9
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constexpr int entrance_scrolling = 0x1561A; // 0x1537E 1byte --h- --v-
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constexpr int entrance_scrollquadrant = 0x1569F; // 0x15403 1byte
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constexpr int entrance_exit = 0x15724; // 0x15488 2byte word
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constexpr int entrance_music = 0x1582E; // 0x15592
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// word value for each room
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constexpr int startingentrance_room = 0x15B6E; // 0x158D2
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// 8 bytes per room, HU, FU, HD, FD, HL, FL, HR, FR
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constexpr int startingentrance_scrolledge = 0x15B7C; // 0x158E0
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constexpr int startingentrance_yscroll = 0x15BB4; // 0x14AA9 //2bytes each room
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constexpr int startingentrance_xscroll = 0x15BC2; // 0x14BB3 //2bytes
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constexpr int startingentrance_yposition = 0x15BD0; // 0x14CBD 2bytes
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constexpr int startingentrance_xposition = 0x15BDE; // 0x14DC7 2bytes
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constexpr int startingentrance_cameraytrigger = 0x15BEC; // 0x14ED1 2bytes
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constexpr int startingentrance_cameraxtrigger = 0x15BFA; // 0x14FDB 2bytes
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constexpr int startingentrance_blockset = 0x15C08; // 0x150E5 1byte
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constexpr int startingentrance_floor = 0x15C0F; // 0x1516A 1byte
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constexpr int startingentrance_dungeon = 0x15C16; // 0x151EF 1byte (dungeon id)
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constexpr int startingentrance_door = 0x15C2B; // 0x15274 1byte
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// 1 byte, ---b ---a b = bg2, a = need to check
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constexpr int startingentrance_ladderbg = 0x15C1D; // 0x152F9
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// 1byte --h- --v-
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constexpr int startingentrance_scrolling = 0x15C24; // 0x1537E
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constexpr int startingentrance_scrollquadrant = 0x15C2B; // 0x15403 1byte
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constexpr int startingentrance_exit = 0x15C32; // 0x15488 //2byte word
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constexpr int startingentrance_music = 0x15C4E; // 0x15592
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constexpr int startingentrance_entrance = 0x15C40;
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constexpr int items_data_start = 0xDDE9; // save purpose
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constexpr int items_data_end = 0xE6B2; // save purpose
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constexpr int initial_equipement = 0x271A6;
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// item id you get instead if you already have that item
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constexpr int chests_backupitems = 0x3B528;
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constexpr int chests_yoffset = 0x4836C;
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constexpr int chests_xoffset = 0x4836C + (76 * 1);
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constexpr int chests_itemsgfx = 0x4836C + (76 * 2);
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constexpr int chests_itemswide = 0x4836C + (76 * 3);
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constexpr int chests_itemsproperties = 0x4836C + (76 * 4);
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constexpr int chests_sramaddress = 0x4836C + (76 * 5);
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constexpr int chests_sramvalue = 0x4836C + (76 * 7);
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constexpr int chests_msgid = 0x442DD;
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constexpr int dungeons_startrooms = 0x7939;
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constexpr int dungeons_endrooms = 0x792D;
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constexpr int dungeons_bossrooms = 0x10954; // short value
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// Bed Related Values (Starting location)
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constexpr int bedPositionX = 0x039A37; // short value
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constexpr int bedPositionY = 0x039A32; // short value
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// short value (on 2 different bytes)
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constexpr int bedPositionResetXLow = 0x02DE53;
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constexpr int bedPositionResetXHigh = 0x02DE58;
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// short value (on 2 different bytes)
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constexpr int bedPositionResetYLow = 0x02DE5D;
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constexpr int bedPositionResetYHigh = 0x02DE62;
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constexpr int bedSheetPositionX = 0x0480BD; // short value
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constexpr int bedSheetPositionY = 0x0480B8; // short value
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class RoomEntrance {
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public:
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RoomEntrance() = default;
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RoomEntrance(ROM& rom, uint8_t entrance_id, bool is_spawn_point = false)
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: entrance_id_(entrance_id) {
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room_ =
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static_cast<short>((rom[entrance_room + (entrance_id * 2) + 1] << 8) +
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rom[entrance_room + (entrance_id * 2)]);
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y_position_ = static_cast<ushort>(
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(rom[entrance_yposition + (entrance_id * 2) + 1] << 8) +
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rom[entrance_yposition + (entrance_id * 2)]);
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x_position_ = static_cast<ushort>(
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(rom[entrance_xposition + (entrance_id * 2) + 1] << 8) +
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rom[entrance_xposition + (entrance_id * 2)]);
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camera_x_ = static_cast<ushort>(
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(rom[entrance_xscroll + (entrance_id * 2) + 1] << 8) +
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rom[entrance_xscroll + (entrance_id * 2)]);
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camera_y_ = static_cast<ushort>(
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(rom[entrance_yscroll + (entrance_id * 2) + 1] << 8) +
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rom[entrance_yscroll + (entrance_id * 2)]);
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camera_trigger_y_ = static_cast<ushort>(
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(rom[(entrance_cameraytrigger + (entrance_id * 2)) + 1] << 8) +
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rom[entrance_cameraytrigger + (entrance_id * 2)]);
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camera_trigger_x_ = static_cast<ushort>(
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(rom[(entrance_cameraxtrigger + (entrance_id * 2)) + 1] << 8) +
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rom[entrance_cameraxtrigger + (entrance_id * 2)]);
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blockset_ = rom[entrance_blockset + entrance_id];
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music_ = rom[entrance_music + entrance_id];
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dungeon_id_ = rom[entrance_dungeon + entrance_id];
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floor_ = rom[entrance_floor + entrance_id];
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door_ = rom[entrance_door + entrance_id];
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ladder_bg_ = rom[entrance_ladderbg + entrance_id];
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scrolling_ = rom[entrance_scrolling + entrance_id];
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scroll_quadrant_ = rom[entrance_scrollquadrant + entrance_id];
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exit_ =
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static_cast<short>((rom[entrance_exit + (entrance_id * 2) + 1] << 8) +
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rom[entrance_exit + (entrance_id * 2)]);
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camera_boundary_qn_ = rom[entrance_scrolledge + 0 + (entrance_id * 8)];
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camera_boundary_fn_ = rom[entrance_scrolledge + 1 + (entrance_id * 8)];
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camera_boundary_qs_ = rom[entrance_scrolledge + 2 + (entrance_id * 8)];
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camera_boundary_fs_ = rom[entrance_scrolledge + 3 + (entrance_id * 8)];
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camera_boundary_qw_ = rom[entrance_scrolledge + 4 + (entrance_id * 8)];
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camera_boundary_fw_ = rom[entrance_scrolledge + 5 + (entrance_id * 8)];
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camera_boundary_qe_ = rom[entrance_scrolledge + 6 + (entrance_id * 8)];
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camera_boundary_fe_ = rom[entrance_scrolledge + 7 + (entrance_id * 8)];
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if (is_spawn_point) {
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room_ = static_cast<short>(
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(rom[startingentrance_room + (entrance_id * 2) + 1] << 8) +
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rom[startingentrance_room + (entrance_id * 2)]);
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y_position_ = static_cast<ushort>(
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(rom[startingentrance_yposition + (entrance_id * 2) + 1] << 8) +
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rom[startingentrance_yposition + (entrance_id * 2)]);
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x_position_ = static_cast<ushort>(
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(rom[startingentrance_xposition + (entrance_id * 2) + 1] << 8) +
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rom[startingentrance_xposition + (entrance_id * 2)]);
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camera_x_ = static_cast<ushort>(
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(rom[startingentrance_xscroll + (entrance_id * 2) + 1] << 8) +
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rom[startingentrance_xscroll + (entrance_id * 2)]);
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camera_y_ = static_cast<ushort>(
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(rom[startingentrance_yscroll + (entrance_id * 2) + 1] << 8) +
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rom[startingentrance_yscroll + (entrance_id * 2)]);
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camera_trigger_y_ = static_cast<ushort>(
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(rom[startingentrance_cameraytrigger + (entrance_id * 2) + 1] << 8) +
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rom[startingentrance_cameraytrigger + (entrance_id * 2)]);
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camera_trigger_x_ = static_cast<ushort>(
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(rom[startingentrance_cameraxtrigger + (entrance_id * 2) + 1] << 8) +
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rom[startingentrance_cameraxtrigger + (entrance_id * 2)]);
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blockset_ = rom[startingentrance_blockset + entrance_id];
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music_ = rom[startingentrance_music + entrance_id];
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dungeon_id_ = rom[startingentrance_dungeon + entrance_id];
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floor_ = rom[startingentrance_floor + entrance_id];
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door_ = rom[startingentrance_door + entrance_id];
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ladder_bg_ = rom[startingentrance_ladderbg + entrance_id];
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scrolling_ = rom[startingentrance_scrolling + entrance_id];
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scroll_quadrant_ = rom[startingentrance_scrollquadrant + entrance_id];
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exit_ = static_cast<short>(
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((rom[startingentrance_exit + (entrance_id * 2) + 1] & 0x01) << 8) +
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rom[startingentrance_exit + (entrance_id * 2)]);
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camera_boundary_qn_ =
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rom[startingentrance_scrolledge + 0 + (entrance_id * 8)];
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camera_boundary_fn_ =
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rom[startingentrance_scrolledge + 1 + (entrance_id * 8)];
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camera_boundary_qs_ =
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rom[startingentrance_scrolledge + 2 + (entrance_id * 8)];
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camera_boundary_fs_ =
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rom[startingentrance_scrolledge + 3 + (entrance_id * 8)];
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camera_boundary_qw_ =
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rom[startingentrance_scrolledge + 4 + (entrance_id * 8)];
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camera_boundary_fw_ =
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rom[startingentrance_scrolledge + 5 + (entrance_id * 8)];
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camera_boundary_qe_ =
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rom[startingentrance_scrolledge + 6 + (entrance_id * 8)];
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camera_boundary_fe_ =
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rom[startingentrance_scrolledge + 7 + (entrance_id * 8)];
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}
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}
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void Save(ROM& rom, int entrance_id, bool is_spawn_point = false) {
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if (!is_spawn_point) {
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rom.WriteShort(entrance_room + (entrance_id * 2), room_);
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rom.WriteShort(entrance_yposition + (entrance_id * 2), y_position_);
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rom.WriteShort(entrance_xposition + (entrance_id * 2), x_position_);
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rom.WriteShort(entrance_yscroll + (entrance_id * 2), camera_y_);
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rom.WriteShort(entrance_xscroll + (entrance_id * 2), camera_x_);
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rom.WriteShort(entrance_cameraxtrigger + (entrance_id * 2),
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camera_trigger_x_);
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rom.WriteShort(entrance_cameraytrigger + (entrance_id * 2),
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camera_trigger_y_);
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rom.WriteShort(entrance_exit + (entrance_id * 2), exit_);
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rom.Write(entrance_blockset + entrance_id, (uint8_t)(blockset_ & 0xFF));
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rom.Write(entrance_music + entrance_id, (uint8_t)(music_ & 0xFF));
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rom.Write(entrance_dungeon + entrance_id, (uint8_t)(dungeon_id_ & 0xFF));
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rom.Write(entrance_door + entrance_id, (uint8_t)(door_ & 0xFF));
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rom.Write(entrance_floor + entrance_id, (uint8_t)(floor_ & 0xFF));
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rom.Write(entrance_ladderbg + entrance_id, (uint8_t)(ladder_bg_ & 0xFF));
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rom.Write(entrance_scrolling + entrance_id, (uint8_t)(scrolling_ & 0xFF));
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rom.Write(entrance_scrollquadrant + entrance_id,
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(uint8_t)(scroll_quadrant_ & 0xFF));
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rom.Write(entrance_scrolledge + 0 + (entrance_id * 8),
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camera_boundary_qn_);
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rom.Write(entrance_scrolledge + 1 + (entrance_id * 8),
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camera_boundary_fn_);
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rom.Write(entrance_scrolledge + 2 + (entrance_id * 8),
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camera_boundary_qs_);
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rom.Write(entrance_scrolledge + 3 + (entrance_id * 8),
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camera_boundary_fs_);
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rom.Write(entrance_scrolledge + 4 + (entrance_id * 8),
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camera_boundary_qw_);
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rom.Write(entrance_scrolledge + 5 + (entrance_id * 8),
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camera_boundary_fw_);
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rom.Write(entrance_scrolledge + 6 + (entrance_id * 8),
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camera_boundary_qe_);
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rom.Write(entrance_scrolledge + 7 + (entrance_id * 8),
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camera_boundary_fe_);
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} else {
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rom.WriteShort(startingentrance_room + (entrance_id * 2), room_);
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rom.WriteShort(startingentrance_yposition + (entrance_id * 2),
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y_position_);
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rom.WriteShort(startingentrance_xposition + (entrance_id * 2),
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x_position_);
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rom.WriteShort(startingentrance_yscroll + (entrance_id * 2), camera_y_);
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rom.WriteShort(startingentrance_xscroll + (entrance_id * 2), camera_x_);
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rom.WriteShort(startingentrance_cameraxtrigger + (entrance_id * 2),
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camera_trigger_x_);
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rom.WriteShort(startingentrance_cameraytrigger + (entrance_id * 2),
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camera_trigger_y_);
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rom.WriteShort(startingentrance_exit + (entrance_id * 2), exit_);
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rom.Write(startingentrance_blockset + entrance_id,
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(uint8_t)(blockset_ & 0xFF));
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rom.Write(startingentrance_music + entrance_id, (uint8_t)(music_ & 0xFF));
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rom.Write(startingentrance_dungeon + entrance_id,
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(uint8_t)(dungeon_id_ & 0xFF));
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rom.Write(startingentrance_door + entrance_id, (uint8_t)(door_ & 0xFF));
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rom.Write(startingentrance_floor + entrance_id, (uint8_t)(floor_ & 0xFF));
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rom.Write(startingentrance_ladderbg + entrance_id,
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(uint8_t)(ladder_bg_ & 0xFF));
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rom.Write(startingentrance_scrolling + entrance_id,
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(uint8_t)(scrolling_ & 0xFF));
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rom.Write(startingentrance_scrollquadrant + entrance_id,
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(uint8_t)(scroll_quadrant_ & 0xFF));
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rom.Write(startingentrance_scrolledge + 0 + (entrance_id * 8),
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camera_boundary_qn_);
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rom.Write(startingentrance_scrolledge + 1 + (entrance_id * 8),
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camera_boundary_fn_);
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rom.Write(startingentrance_scrolledge + 2 + (entrance_id * 8),
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camera_boundary_qs_);
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rom.Write(startingentrance_scrolledge + 3 + (entrance_id * 8),
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camera_boundary_fs_);
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rom.Write(startingentrance_scrolledge + 4 + (entrance_id * 8),
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camera_boundary_qw_);
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rom.Write(startingentrance_scrolledge + 5 + (entrance_id * 8),
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camera_boundary_fw_);
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rom.Write(startingentrance_scrolledge + 6 + (entrance_id * 8),
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camera_boundary_qe_);
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rom.Write(startingentrance_scrolledge + 7 + (entrance_id * 8),
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camera_boundary_fe_);
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}
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}
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uint16_t entrance_id_;
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uint16_t x_position_;
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uint16_t y_position_;
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uint16_t camera_x_;
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uint16_t camera_y_;
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uint16_t camera_trigger_x_;
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uint16_t camera_trigger_y_;
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int16_t room_;
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uint8_t blockset_;
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uint8_t floor_;
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uint8_t dungeon_id_;
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uint8_t ladder_bg_;
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uint8_t scrolling_;
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uint8_t scroll_quadrant_;
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int16_t exit_;
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uint8_t music_;
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uint8_t door_;
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uint8_t camera_boundary_qn_;
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uint8_t camera_boundary_fn_;
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uint8_t camera_boundary_qs_;
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uint8_t camera_boundary_fs_;
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uint8_t camera_boundary_qw_;
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uint8_t camera_boundary_fw_;
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uint8_t camera_boundary_qe_;
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uint8_t camera_boundary_fe_;
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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_ENTRANCE_H
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