198 lines
5.1 KiB
C++
198 lines
5.1 KiB
C++
#ifndef YAZE_APP_ZELDA3_DUNGEON_ROOM_H
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#define YAZE_APP_ZELDA3_DUNGEON_ROOM_H
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#include <cstdint>
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#include <vector>
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#include "app/core/common.h"
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#include "app/core/constants.h"
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#include "app/gfx/bitmap.h"
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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/gui/canvas.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/room_names.h"
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#include "app/zelda3/dungeon/room_object.h"
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#include "app/zelda3/sprite/sprite.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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constexpr int entrance_gfx_group = 0x5D97;
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constexpr int dungeons_main_bg_palette_pointers = 0xDEC4B; // JP Same
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constexpr int dungeons_palettes = 0xDD734;
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constexpr int room_items_pointers = 0xDB69; // JP 0xDB67
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constexpr int rooms_sprite_pointer = 0x4C298; // JP Same //2byte bank 09D62E
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constexpr int kRoomHeaderPointer = 0xB5DD; // LONG
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constexpr int kRoomHeaderPointerBank = 0xB5E7; // JP Same
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constexpr int gfx_groups_pointer = 0x6237;
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constexpr int room_object_layout_pointer = 0x882D;
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constexpr int room_object_pointer = 0x874C; // Long pointer
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constexpr int chests_length_pointer = 0xEBF6;
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constexpr int chests_data_pointer1 = 0xEBFB;
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constexpr int messages_id_dungeon = 0x3F61D;
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constexpr int blocks_length = 0x8896; // Word value
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constexpr int blocks_pointer1 = 0x15AFA;
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constexpr int blocks_pointer2 = 0x15B01;
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constexpr int blocks_pointer3 = 0x15B08;
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constexpr int blocks_pointer4 = 0x15B0F;
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constexpr int torch_data = 0x2736A; // JP 0x2704A
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constexpr int torches_length_pointer = 0x88C1;
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constexpr int sprite_blockset_pointer = 0x5B57;
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constexpr int sprites_data = 0x4D8B0;
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constexpr int sprites_data_empty_room = 0x4D8AE;
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constexpr int sprites_end_data = 0x4EC9E;
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constexpr int pit_pointer = 0x394AB;
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constexpr int pit_count = 0x394A6;
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constexpr int doorPointers = 0xF83C0;
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// doors
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constexpr int door_gfx_up = 0x4D9E;
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constexpr int door_gfx_down = 0x4E06;
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constexpr int door_gfx_cavexit_down = 0x4E06;
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constexpr int door_gfx_left = 0x4E66;
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constexpr int door_gfx_right = 0x4EC6;
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constexpr int door_pos_up = 0x197E;
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constexpr int door_pos_down = 0x1996;
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constexpr int door_pos_left = 0x19AE;
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constexpr int door_pos_right = 0x19C6;
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constexpr int dungeon_spr_ptrs = 0x090000;
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constexpr ushort stairsObjects[] = {0x139, 0x138, 0x13B, 0x12E, 0x12D};
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void DrawDungeonRoomBG1(std::vector<uint8_t>& tiles_bg1_buffer,
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std::vector<uint8_t>& current_gfx16,
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std::vector<uint8_t>& room_bg1_ptr);
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void DrawDungeonRoomBG2(std::vector<uint8_t>& tiles_bg2_buffer,
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std::vector<uint8_t>& current_gfx16,
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std::vector<uint8_t>& room_bg2_ptr);
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class DungeonDestination {
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public:
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DungeonDestination() = default;
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~DungeonDestination() = default;
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DungeonDestination(uint8_t i) : Index(i) {}
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uint8_t Index;
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uint8_t Target = 0;
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uint8_t TargetLayer = 0;
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// RoomObject* AssociatedObject = nullptr;
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};
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struct object_door {
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object_door() = default;
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object_door(short id, uint8_t x, uint8_t y, uint8_t size, uint8_t layer)
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: id_(id), x_(x), y_(y), size_(size), layer_(layer) {}
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short 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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uint8_t type_;
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uint8_t layer_;
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};
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struct ChestData {
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ChestData() = default;
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ChestData(uchar i, bool s) : id_(i), size_(s){};
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uchar id_;
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bool size_;
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};
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struct StaircaseRooms {};
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class Room : public SharedROM {
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public:
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Room() = default;
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Room(int room_id) : room_id_(room_id) {}
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~Room() = default;
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void LoadHeader();
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void LoadRoomGraphics(uchar entrance_blockset = 0xFF);
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void CopyRoomGraphicsToBuffer();
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void LoadAnimatedGraphics();
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void LoadSprites();
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void LoadChests();
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void LoadObjects();
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void LoadRoomFromROM();
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auto blocks() const { return blocks_; }
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RoomObject AddObject(short oid, uint8_t x, uint8_t y, uint8_t size,
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uint8_t layer) {
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return RoomObject(oid, x, y, size, layer);
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}
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uint8_t floor1 = 0;
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uint8_t floor2 = 0;
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uint8_t blockset = 0;
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uint8_t spriteset = 0;
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uint8_t palette = 0;
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uint8_t layout = 0;
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uint16_t message_id_ = 0;
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gfx::Bitmap current_graphics_;
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std::vector<uint8_t> bg1_buffer_;
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std::vector<uint8_t> bg2_buffer_;
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std::vector<uint8_t> current_gfx16_;
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private:
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bool is_loaded_ = false;
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int animated_frame = 0;
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int room_id_ = 0;
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bool light;
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Background2 bg2;
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uint8_t staircase_plane[4];
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uint8_t staircase_rooms[4];
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uint8_t BackgroundTileset;
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uint8_t SpriteTileset;
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uint8_t Layer2Behavior;
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uint8_t Palette;
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uint8_t Floor1Graphics;
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uint8_t Floor2Graphics;
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uint8_t Layer2Mode;
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std::array<uint8_t, 16> blocks_;
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std::array<uchar, 16> ChestList;
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std::vector<zelda3::Sprite> sprites_;
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std::vector<StaircaseRooms> staircaseRooms;
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DungeonDestination Pits;
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DungeonDestination Stair1;
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DungeonDestination Stair2;
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DungeonDestination Stair3;
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DungeonDestination Stair4;
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uchar Tag1;
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uchar Tag2;
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bool IsDark;
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bool floor;
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// std::vector<Chest> chest_list;
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std::vector<ChestData> chests_in_room;
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std::vector<RoomObject> tilesObjects;
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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 |