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yaze/src/app/zelda3/dungeon/room_entrance.h

331 lines
15 KiB
C++

#ifndef YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H
#define YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H
#include <cstdint>
#include "app/rom.h"
namespace yaze {
namespace app {
namespace zelda3 {
namespace dungeon {
// ============================================================================
// Dungeon Entrances Related Variables
// ============================================================================
// 0x14577 word value for each room
constexpr int entrance_room = 0x14813;
// 8 bytes per room, HU, FU, HD, FD, HL, FL, HR, FR
constexpr int entrance_scrolledge = 0x1491D; // 0x14681
constexpr int entrance_yscroll = 0x14D45; // 0x14AA9 2 bytes each room
constexpr int entrance_xscroll = 0x14E4F; // 0x14BB3 2 bytes
constexpr int entrance_yposition = 0x14F59; // 0x14CBD 2bytes
constexpr int entrance_xposition = 0x15063; // 0x14DC7 2bytes
constexpr int entrance_cameraytrigger = 0x1516D; // 0x14ED1 2bytes
constexpr int entrance_cameraxtrigger = 0x15277; // 0x14FDB 2bytes
constexpr int entrance_blockset = 0x15381; // 0x150E5 1byte
constexpr int entrance_floor = 0x15406; // 0x1516A 1byte
constexpr int entrance_dungeon = 0x1548B; // 0x151EF 1byte (dungeon id)
constexpr int entrance_door = 0x15510; // 0x15274 1byte
// 1 byte, ---b ---a b = bg2, a = need to check
constexpr int entrance_ladderbg = 0x15595; // 0x152F9
constexpr int entrance_scrolling = 0x1561A; // 0x1537E 1byte --h- --v-
constexpr int entrance_scrollquadrant = 0x1569F; // 0x15403 1byte
constexpr int entrance_exit = 0x15724; // 0x15488 2byte word
constexpr int entrance_music = 0x1582E; // 0x15592
// word value for each room
constexpr int startingentrance_room = 0x15B6E; // 0x158D2
// 8 bytes per room, HU, FU, HD, FD, HL, FL, HR, FR
constexpr int startingentrance_scrolledge = 0x15B7C; // 0x158E0
constexpr int startingentrance_yscroll = 0x15BB4; // 0x14AA9 //2bytes each room
constexpr int startingentrance_xscroll = 0x15BC2; // 0x14BB3 //2bytes
constexpr int startingentrance_yposition = 0x15BD0; // 0x14CBD 2bytes
constexpr int startingentrance_xposition = 0x15BDE; // 0x14DC7 2bytes
constexpr int startingentrance_cameraytrigger = 0x15BEC; // 0x14ED1 2bytes
constexpr int startingentrance_cameraxtrigger = 0x15BFA; // 0x14FDB 2bytes
constexpr int startingentrance_blockset = 0x15C08; // 0x150E5 1byte
constexpr int startingentrance_floor = 0x15C0F; // 0x1516A 1byte
constexpr int startingentrance_dungeon = 0x15C16; // 0x151EF 1byte (dungeon id)
constexpr int startingentrance_door = 0x15C2B; // 0x15274 1byte
// 1 byte, ---b ---a b = bg2, a = need to check
constexpr int startingentrance_ladderbg = 0x15C1D; // 0x152F9
// 1byte --h- --v-
constexpr int startingentrance_scrolling = 0x15C24; // 0x1537E
constexpr int startingentrance_scrollquadrant = 0x15C2B; // 0x15403 1byte
constexpr int startingentrance_exit = 0x15C32; // 0x15488 //2byte word
constexpr int startingentrance_music = 0x15C4E; // 0x15592
constexpr int startingentrance_entrance = 0x15C40;
constexpr int items_data_start = 0xDDE9; // save purpose
constexpr int items_data_end = 0xE6B2; // save purpose
constexpr int initial_equipement = 0x271A6;
// item id you get instead if you already have that item
constexpr int chests_backupitems = 0x3B528;
constexpr int chests_yoffset = 0x4836C;
constexpr int chests_xoffset = 0x4836C + (76 * 1);
constexpr int chests_itemsgfx = 0x4836C + (76 * 2);
constexpr int chests_itemswide = 0x4836C + (76 * 3);
constexpr int chests_itemsproperties = 0x4836C + (76 * 4);
constexpr int chests_sramaddress = 0x4836C + (76 * 5);
constexpr int chests_sramvalue = 0x4836C + (76 * 7);
constexpr int chests_msgid = 0x442DD;
constexpr int dungeons_startrooms = 0x7939;
constexpr int dungeons_endrooms = 0x792D;
constexpr int dungeons_bossrooms = 0x10954; // short value
// Bed Related Values (Starting location)
constexpr int bedPositionX = 0x039A37; // short value
constexpr int bedPositionY = 0x039A32; // short value
// short value (on 2 different bytes)
constexpr int bedPositionResetXLow = 0x02DE53;
constexpr int bedPositionResetXHigh = 0x02DE58;
// short value (on 2 different bytes)
constexpr int bedPositionResetYLow = 0x02DE5D;
constexpr int bedPositionResetYHigh = 0x02DE62;
constexpr int bedSheetPositionX = 0x0480BD; // short value
constexpr int bedSheetPositionY = 0x0480B8; // short value
class RoomEntrance {
public:
RoomEntrance() = default;
RoomEntrance(ROM& rom, uint8_t entrance_id, bool is_spawn_point = false)
: entrance_id_(entrance_id) {
room_ =
static_cast<short>((rom[entrance_room + (entrance_id * 2) + 1] << 8) +
rom[entrance_room + (entrance_id * 2)]);
y_position_ = static_cast<ushort>(
(rom[entrance_yposition + (entrance_id * 2) + 1] << 8) +
rom[entrance_yposition + (entrance_id * 2)]);
x_position_ = static_cast<ushort>(
(rom[entrance_xposition + (entrance_id * 2) + 1] << 8) +
rom[entrance_xposition + (entrance_id * 2)]);
camera_x_ = static_cast<ushort>(
(rom[entrance_xscroll + (entrance_id * 2) + 1] << 8) +
rom[entrance_xscroll + (entrance_id * 2)]);
camera_y_ = static_cast<ushort>(
(rom[entrance_yscroll + (entrance_id * 2) + 1] << 8) +
rom[entrance_yscroll + (entrance_id * 2)]);
camera_trigger_y_ = static_cast<ushort>(
(rom[(entrance_cameraytrigger + (entrance_id * 2)) + 1] << 8) +
rom[entrance_cameraytrigger + (entrance_id * 2)]);
camera_trigger_x_ = static_cast<ushort>(
(rom[(entrance_cameraxtrigger + (entrance_id * 2)) + 1] << 8) +
rom[entrance_cameraxtrigger + (entrance_id * 2)]);
blockset_ = rom[entrance_blockset + entrance_id];
music_ = rom[entrance_music + entrance_id];
dungeon_id_ = rom[entrance_dungeon + entrance_id];
floor_ = rom[entrance_floor + entrance_id];
door_ = rom[entrance_door + entrance_id];
ladder_bg_ = rom[entrance_ladderbg + entrance_id];
scrolling_ = rom[entrance_scrolling + entrance_id];
scroll_quadrant_ = rom[entrance_scrollquadrant + entrance_id];
exit_ =
static_cast<short>((rom[entrance_exit + (entrance_id * 2) + 1] << 8) +
rom[entrance_exit + (entrance_id * 2)]);
camera_boundary_qn_ = rom[entrance_scrolledge + 0 + (entrance_id * 8)];
camera_boundary_fn_ = rom[entrance_scrolledge + 1 + (entrance_id * 8)];
camera_boundary_qs_ = rom[entrance_scrolledge + 2 + (entrance_id * 8)];
camera_boundary_fs_ = rom[entrance_scrolledge + 3 + (entrance_id * 8)];
camera_boundary_qw_ = rom[entrance_scrolledge + 4 + (entrance_id * 8)];
camera_boundary_fw_ = rom[entrance_scrolledge + 5 + (entrance_id * 8)];
camera_boundary_qe_ = rom[entrance_scrolledge + 6 + (entrance_id * 8)];
camera_boundary_fe_ = rom[entrance_scrolledge + 7 + (entrance_id * 8)];
if (is_spawn_point) {
room_ = static_cast<short>(
(rom[startingentrance_room + (entrance_id * 2) + 1] << 8) +
rom[startingentrance_room + (entrance_id * 2)]);
y_position_ = static_cast<ushort>(
(rom[startingentrance_yposition + (entrance_id * 2) + 1] << 8) +
rom[startingentrance_yposition + (entrance_id * 2)]);
x_position_ = static_cast<ushort>(
(rom[startingentrance_xposition + (entrance_id * 2) + 1] << 8) +
rom[startingentrance_xposition + (entrance_id * 2)]);
camera_x_ = static_cast<ushort>(
(rom[startingentrance_xscroll + (entrance_id * 2) + 1] << 8) +
rom[startingentrance_xscroll + (entrance_id * 2)]);
camera_y_ = static_cast<ushort>(
(rom[startingentrance_yscroll + (entrance_id * 2) + 1] << 8) +
rom[startingentrance_yscroll + (entrance_id * 2)]);
camera_trigger_y_ = static_cast<ushort>(
(rom[startingentrance_cameraytrigger + (entrance_id * 2) + 1] << 8) +
rom[startingentrance_cameraytrigger + (entrance_id * 2)]);
camera_trigger_x_ = static_cast<ushort>(
(rom[startingentrance_cameraxtrigger + (entrance_id * 2) + 1] << 8) +
rom[startingentrance_cameraxtrigger + (entrance_id * 2)]);
blockset_ = rom[startingentrance_blockset + entrance_id];
music_ = rom[startingentrance_music + entrance_id];
dungeon_id_ = rom[startingentrance_dungeon + entrance_id];
floor_ = rom[startingentrance_floor + entrance_id];
door_ = rom[startingentrance_door + entrance_id];
ladder_bg_ = rom[startingentrance_ladderbg + entrance_id];
scrolling_ = rom[startingentrance_scrolling + entrance_id];
scroll_quadrant_ = rom[startingentrance_scrollquadrant + entrance_id];
exit_ = static_cast<short>(
((rom[startingentrance_exit + (entrance_id * 2) + 1] & 0x01) << 8) +
rom[startingentrance_exit + (entrance_id * 2)]);
camera_boundary_qn_ =
rom[startingentrance_scrolledge + 0 + (entrance_id * 8)];
camera_boundary_fn_ =
rom[startingentrance_scrolledge + 1 + (entrance_id * 8)];
camera_boundary_qs_ =
rom[startingentrance_scrolledge + 2 + (entrance_id * 8)];
camera_boundary_fs_ =
rom[startingentrance_scrolledge + 3 + (entrance_id * 8)];
camera_boundary_qw_ =
rom[startingentrance_scrolledge + 4 + (entrance_id * 8)];
camera_boundary_fw_ =
rom[startingentrance_scrolledge + 5 + (entrance_id * 8)];
camera_boundary_qe_ =
rom[startingentrance_scrolledge + 6 + (entrance_id * 8)];
camera_boundary_fe_ =
rom[startingentrance_scrolledge + 7 + (entrance_id * 8)];
}
}
void Save(ROM& rom, int entrance_id, bool is_spawn_point = false) {
if (!is_spawn_point) {
rom.WriteShort(entrance_room + (entrance_id * 2), room_);
rom.WriteShort(entrance_yposition + (entrance_id * 2), y_position_);
rom.WriteShort(entrance_xposition + (entrance_id * 2), x_position_);
rom.WriteShort(entrance_yscroll + (entrance_id * 2), camera_y_);
rom.WriteShort(entrance_xscroll + (entrance_id * 2), camera_x_);
rom.WriteShort(entrance_cameraxtrigger + (entrance_id * 2),
camera_trigger_x_);
rom.WriteShort(entrance_cameraytrigger + (entrance_id * 2),
camera_trigger_y_);
rom.WriteShort(entrance_exit + (entrance_id * 2), exit_);
rom.Write(entrance_blockset + entrance_id, (uint8_t)(blockset_ & 0xFF));
rom.Write(entrance_music + entrance_id, (uint8_t)(music_ & 0xFF));
rom.Write(entrance_dungeon + entrance_id, (uint8_t)(dungeon_id_ & 0xFF));
rom.Write(entrance_door + entrance_id, (uint8_t)(door_ & 0xFF));
rom.Write(entrance_floor + entrance_id, (uint8_t)(floor_ & 0xFF));
rom.Write(entrance_ladderbg + entrance_id, (uint8_t)(ladder_bg_ & 0xFF));
rom.Write(entrance_scrolling + entrance_id, (uint8_t)(scrolling_ & 0xFF));
rom.Write(entrance_scrollquadrant + entrance_id,
(uint8_t)(scroll_quadrant_ & 0xFF));
rom.Write(entrance_scrolledge + 0 + (entrance_id * 8),
camera_boundary_qn_);
rom.Write(entrance_scrolledge + 1 + (entrance_id * 8),
camera_boundary_fn_);
rom.Write(entrance_scrolledge + 2 + (entrance_id * 8),
camera_boundary_qs_);
rom.Write(entrance_scrolledge + 3 + (entrance_id * 8),
camera_boundary_fs_);
rom.Write(entrance_scrolledge + 4 + (entrance_id * 8),
camera_boundary_qw_);
rom.Write(entrance_scrolledge + 5 + (entrance_id * 8),
camera_boundary_fw_);
rom.Write(entrance_scrolledge + 6 + (entrance_id * 8),
camera_boundary_qe_);
rom.Write(entrance_scrolledge + 7 + (entrance_id * 8),
camera_boundary_fe_);
} else {
rom.WriteShort(startingentrance_room + (entrance_id * 2), room_);
rom.WriteShort(startingentrance_yposition + (entrance_id * 2),
y_position_);
rom.WriteShort(startingentrance_xposition + (entrance_id * 2),
x_position_);
rom.WriteShort(startingentrance_yscroll + (entrance_id * 2), camera_y_);
rom.WriteShort(startingentrance_xscroll + (entrance_id * 2), camera_x_);
rom.WriteShort(startingentrance_cameraxtrigger + (entrance_id * 2),
camera_trigger_x_);
rom.WriteShort(startingentrance_cameraytrigger + (entrance_id * 2),
camera_trigger_y_);
rom.WriteShort(startingentrance_exit + (entrance_id * 2), exit_);
rom.Write(startingentrance_blockset + entrance_id,
(uint8_t)(blockset_ & 0xFF));
rom.Write(startingentrance_music + entrance_id, (uint8_t)(music_ & 0xFF));
rom.Write(startingentrance_dungeon + entrance_id,
(uint8_t)(dungeon_id_ & 0xFF));
rom.Write(startingentrance_door + entrance_id, (uint8_t)(door_ & 0xFF));
rom.Write(startingentrance_floor + entrance_id, (uint8_t)(floor_ & 0xFF));
rom.Write(startingentrance_ladderbg + entrance_id,
(uint8_t)(ladder_bg_ & 0xFF));
rom.Write(startingentrance_scrolling + entrance_id,
(uint8_t)(scrolling_ & 0xFF));
rom.Write(startingentrance_scrollquadrant + entrance_id,
(uint8_t)(scroll_quadrant_ & 0xFF));
rom.Write(startingentrance_scrolledge + 0 + (entrance_id * 8),
camera_boundary_qn_);
rom.Write(startingentrance_scrolledge + 1 + (entrance_id * 8),
camera_boundary_fn_);
rom.Write(startingentrance_scrolledge + 2 + (entrance_id * 8),
camera_boundary_qs_);
rom.Write(startingentrance_scrolledge + 3 + (entrance_id * 8),
camera_boundary_fs_);
rom.Write(startingentrance_scrolledge + 4 + (entrance_id * 8),
camera_boundary_qw_);
rom.Write(startingentrance_scrolledge + 5 + (entrance_id * 8),
camera_boundary_fw_);
rom.Write(startingentrance_scrolledge + 6 + (entrance_id * 8),
camera_boundary_qe_);
rom.Write(startingentrance_scrolledge + 7 + (entrance_id * 8),
camera_boundary_fe_);
}
}
uint16_t entrance_id_;
uint16_t x_position_;
uint16_t y_position_;
uint16_t camera_x_;
uint16_t camera_y_;
uint16_t camera_trigger_x_;
uint16_t camera_trigger_y_;
int16_t room_;
uint8_t blockset_;
uint8_t floor_;
uint8_t dungeon_id_;
uint8_t ladder_bg_;
uint8_t scrolling_;
uint8_t scroll_quadrant_;
int16_t exit_;
uint8_t music_;
uint8_t door_;
uint8_t camera_boundary_qn_;
uint8_t camera_boundary_fn_;
uint8_t camera_boundary_qs_;
uint8_t camera_boundary_fs_;
uint8_t camera_boundary_qw_;
uint8_t camera_boundary_fw_;
uint8_t camera_boundary_qe_;
uint8_t camera_boundary_fe_;
};
} // namespace dungeon
} // namespace zelda3
} // namespace app
} // namespace yaze
#endif // YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H