150 lines
4.5 KiB
C++
150 lines
4.5 KiB
C++
#ifndef YAZE_APP_ZELDA3_OVERWORLD_MAP_H
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#define YAZE_APP_ZELDA3_OVERWORLD_MAP_H
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#include <imgui/imgui.h>
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include <unordered_map>
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#include <vector>
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#include "absl/status/status.h"
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#include "app/core/common.h"
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#include "app/editor/context/gfx_context.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/rom.h"
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namespace yaze {
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namespace app {
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namespace zelda3 {
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static constexpr int kTileOffsets[] = {0, 8, 4096, 4104};
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using editor::GfxContext;
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class OverworldMap : public GfxContext {
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public:
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OverworldMap() = default;
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OverworldMap(int index, ROM& rom, std::vector<gfx::Tile16>& tiles16);
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absl::Status BuildMap(int count, int game_state, int world,
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OWBlockset& world_blockset);
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void LoadAreaGraphics();
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absl::Status LoadPalette();
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absl::Status BuildTileset();
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absl::Status BuildTiles16Gfx(int count);
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absl::Status BuildBitmap(OWBlockset& world_blockset);
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void DrawAnimatedTiles();
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auto current_tile16_blockset() const { return current_blockset_; }
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auto current_graphics() const { return current_gfx_; }
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auto current_palette() const { return current_palette_; }
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auto bitmap_data() const { return bitmap_data_; }
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auto is_large_map() const { return large_map_; }
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auto is_initialized() const { return initialized_; }
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auto parent() const { return parent_; }
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auto mutable_current_palette() { return ¤t_palette_; }
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auto area_graphics() const { return area_graphics_; }
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auto area_palette() const { return area_palette_; }
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auto sprite_graphics(int i) const { return sprite_graphics_[i]; }
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auto sprite_palette(int i) const { return sprite_palette_[i]; }
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auto message_id() const { return message_id_; }
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auto area_music(int i) const { return area_music_[i]; }
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auto static_graphics(int i) const { return static_graphics_[i]; }
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auto large_index() const { return large_index_; }
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auto mutable_area_graphics() { return &area_graphics_; }
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auto mutable_area_palette() { return &area_palette_; }
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auto mutable_sprite_graphics(int i) { return &sprite_graphics_[i]; }
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auto mutable_sprite_palette(int i) { return &sprite_palette_[i]; }
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auto mutable_message_id() { return &message_id_; }
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auto mutable_area_music(int i) { return &area_music_[i]; }
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auto mutable_static_graphics(int i) { return &static_graphics_[i]; }
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auto set_area_graphics(uint8_t value) { area_graphics_ = value; }
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auto set_area_palette(uint8_t value) { area_palette_ = value; }
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auto set_sprite_graphics(int i, uint8_t value) {
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sprite_graphics_[i] = value;
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}
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auto set_sprite_palette(int i, uint8_t value) { sprite_palette_[i] = value; }
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auto set_message_id(uint16_t value) { message_id_ = value; }
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void SetAsLargeMap(int parent_index, int quadrant) {
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parent_ = parent_index;
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large_index_ = quadrant;
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large_map_ = true;
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}
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void SetAsSmallMap(int index = -1) {
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if (index != -1)
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parent_ = index;
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else
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parent_ = index_;
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large_index_ = 0;
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large_map_ = false;
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}
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void Destroy() {
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current_blockset_.clear();
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current_gfx_.clear();
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bitmap_data_.clear();
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tiles16_.clear();
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}
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private:
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void LoadAreaInfo();
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void LoadWorldIndex();
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void LoadSpritesBlocksets();
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void LoadMainBlocksets();
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void LoadAreaGraphicsBlocksets();
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void LoadDeathMountainGFX();
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void ProcessGraphicsBuffer(int index, int static_graphics_offset, int size);
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absl::StatusOr<gfx::SnesPalette> GetPalette(const std::string& group,
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int index, int previousIndex,
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int limit);
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bool built_ = false;
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bool large_map_ = false;
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bool initialized_ = false;
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int index_ = 0; // Map index
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int parent_ = 0; // Parent map index
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int large_index_ = 0; // Quadrant ID [0-3]
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int world_ = 0; // World ID [0-2]
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int game_state_ = 0; // Game state [0-2]
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int world_index_ = 0; // Spr Pal Modifier
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uint16_t message_id_ = 0;
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uint8_t area_graphics_ = 0;
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uint8_t area_palette_ = 0;
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uchar sprite_graphics_[3];
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uchar sprite_palette_[3];
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uchar area_music_[4];
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uchar static_graphics_[16];
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ROM rom_;
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Bytes all_gfx_;
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Bytes current_blockset_;
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Bytes current_gfx_;
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Bytes bitmap_data_;
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OWMapTiles map_tiles_;
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gfx::SnesPalette current_palette_;
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std::vector<gfx::Tile16> tiles16_;
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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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#endif |