90 lines
2.4 KiB
C++
90 lines
2.4 KiB
C++
#include "inventory.h"
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#include "app/gfx/bitmap.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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namespace yaze {
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namespace app {
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namespace zelda3 {
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void Inventory::Create() {
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data_.reserve(256 * 256);
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for (int i = 0; i < 256 * 256; i++) {
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data_.push_back(0xFF);
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}
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PRINT_IF_ERROR(BuildTileset())
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for (int i = 0; i < 0x500; i += 0x08) {
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tiles_.push_back(gfx::GetTilesInfo(rom()->toint16(i + kBowItemPos)));
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tiles_.push_back(gfx::GetTilesInfo(rom()->toint16(i + kBowItemPos + 0x02)));
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tiles_.push_back(gfx::GetTilesInfo(rom()->toint16(i + kBowItemPos + 0x04)));
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tiles_.push_back(gfx::GetTilesInfo(rom()->toint16(i + kBowItemPos + 0x08)));
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}
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const int offsets[] = {0x00, 0x08, 0x800, 0x808};
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auto xx = 0;
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auto yy = 0;
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int i = 0;
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for (const auto& tile : tiles_) {
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int offset = offsets[i];
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for (auto y = 0; y < 0x08; ++y) {
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for (auto x = 0; x < 0x08; ++x) {
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int mx = x;
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int my = y;
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if (tile.horizontal_mirror_ != 0) {
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mx = 0x07 - x;
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}
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if (tile.vertical_mirror_ != 0) {
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my = 0x07 - y;
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}
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int xpos = ((tile.id_ % 0x10) * 0x08);
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int ypos = (((tile.id_ / 0x10)) * 0x400);
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int source = ypos + xpos + (x + (y * 0x80));
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auto destination = xx + yy + offset + (mx + (my * 0x100));
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data_[destination] = (test_[source] & 0x0F) + tile.palette_ * 0x08;
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}
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}
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if (i == 4) {
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i = 0;
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xx += 0x10;
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if (xx >= 0x100) {
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yy += 0x1000;
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xx = 0;
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}
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} else {
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i++;
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}
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}
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bitmap_.Create(256, 256, 128, data_);
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bitmap_.ApplyPalette(palette_);
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rom()->RenderBitmap(&bitmap_);
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}
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absl::Status Inventory::BuildTileset() {
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tilesheets_.reserve(6 * 0x2000);
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for (int i = 0; i < 6 * 0x2000; i++) tilesheets_.push_back(0xFF);
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ASSIGN_OR_RETURN(tilesheets_, rom()->Load2BppGraphics())
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Bytes test;
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for (int i = 0; i < 0x4000; i++) {
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test_.push_back(tilesheets_[i]);
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}
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for (int i = 0x8000; i < +0x8000 + 0x2000; i++) {
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test_.push_back(tilesheets_[i]);
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}
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tilesheets_bmp_.Create(128, 0x130, 64, test_);
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palette_ = rom()->GetPaletteGroup("hud")[0];
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tilesheets_bmp_.ApplyPalette(palette_);
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rom()->RenderBitmap(&tilesheets_bmp_);
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return absl::OkStatus();
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}
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} // namespace zelda3
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} // namespace app
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} // namespace yaze
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