489 lines
16 KiB
C++
489 lines
16 KiB
C++
#include "room.h"
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#include <dungeon.h>
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#include <cstdint>
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#include <vector>
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#include "absl/strings/str_cat.h"
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#include "app/core/constants.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/room_object.h"
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#include "app/zelda3/dungeon/room_tag.h"
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#include "app/zelda3/sprite/sprite.h"
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namespace yaze {
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namespace zelda3 {
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void Room::LoadHeader() {
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int header_pointer = (rom()->data()[kRoomHeaderPointer + 2] << 16) +
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(rom()->data()[kRoomHeaderPointer + 1] << 8) +
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(rom()->data()[kRoomHeaderPointer]);
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header_pointer = core::SnesToPc(header_pointer);
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int address = (rom()->data()[kRoomHeaderPointerBank] << 16) +
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(rom()->data()[(header_pointer + 1) + (room_id_ * 2)] << 8) +
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rom()->data()[(header_pointer) + (room_id_ * 2)];
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auto header_location = core::SnesToPc(address);
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bg2_ = (z3_dungeon_room::background2)((rom()->data()[header_location] >> 5) &
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0x07);
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collision_ = (CollisionKey)((rom()->data()[header_location] >> 2) & 0x07);
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is_light_ = ((rom()->data()[header_location]) & 0x01) == 1;
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if (is_light_) {
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bg2_ = z3_dungeon_room::background2::DarkRoom;
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}
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palette = ((rom()->data()[header_location + 1] & 0x3F));
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blockset = (rom()->data()[header_location + 2]);
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spriteset = (rom()->data()[header_location + 3]);
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effect_ = (EffectKey)((rom()->data()[header_location + 4]));
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tag1_ = (TagKey)((rom()->data()[header_location + 5]));
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tag2_ = (TagKey)((rom()->data()[header_location + 6]));
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staircase_plane_[0] = ((rom()->data()[header_location + 7] >> 2) & 0x03);
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staircase_plane_[1] = ((rom()->data()[header_location + 7] >> 4) & 0x03);
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staircase_plane_[2] = ((rom()->data()[header_location + 7] >> 6) & 0x03);
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staircase_plane_[3] = ((rom()->data()[header_location + 8]) & 0x03);
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holewarp = (rom()->data()[header_location + 9]);
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staircase_rooms_[0] = (rom()->data()[header_location + 10]);
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staircase_rooms_[1] = (rom()->data()[header_location + 11]);
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staircase_rooms_[2] = (rom()->data()[header_location + 12]);
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staircase_rooms_[3] = (rom()->data()[header_location + 13]);
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CalculateRoomSize();
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}
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void Room::CalculateRoomSize() {
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// Calculate the size of the room based on how many objects are used per room
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// Some notes from hacker Zarby89
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// vanilla rooms are using in average ~0x80 bytes
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// a "normal" person who wants more details than vanilla will use around 0x100
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// bytes per rooms you could fit 128 rooms like that in 1 bank
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// F8000 I don't remember if that's PC or snes tho
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// Check last rooms
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// F8000+(roomid*3)
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// So we want to search the rom() object at this addressed based on the room
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// ID since it's the roomid * 3 we will by pulling 3 bytes at a time We can do
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// this with the rom()->ReadByteVector(addr, size)
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try {
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// Existing room size address calculation...
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auto room_size_address = 0xF8000 + (room_id_ * 3);
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std::cout << "Room #" << room_id_ << " Address: " << std::hex
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<< room_size_address << std::endl;
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// Reading bytes for long address construction
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uint8_t low = rom()->data()[room_size_address];
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uint8_t high = rom()->data()[room_size_address + 1];
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uint8_t bank = rom()->data()[room_size_address + 2];
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// Constructing the long address
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int long_address = (bank << 16) | (high << 8) | low;
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std::cout << std::hex << std::setfill('0') << std::setw(6) << long_address
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<< std::endl;
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room_size_pointer_ = long_address;
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if (long_address == 0x0A8000) {
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// Blank room disregard in size calculation
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std::cout << "Size of Room #" << room_id_ << ": 0 bytes" << std::endl;
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room_size_ = 0;
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} else {
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// use the long address to calculate the size of the room
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// we will use the room_id_ to calculate the next room's address
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// and subtract the two to get the size of the room
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int next_room_address = 0xF8000 + ((room_id_ + 1) * 3);
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std::cout << "Next Room Address: " << std::hex << next_room_address
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<< std::endl;
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// Reading bytes for long address construction
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uint8_t next_low = rom()->data()[next_room_address];
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uint8_t next_high = rom()->data()[next_room_address + 1];
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uint8_t next_bank = rom()->data()[next_room_address + 2];
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// Constructing the long address
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int next_long_address = (next_bank << 16) | (next_high << 8) | next_low;
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std::cout << std::hex << std::setfill('0') << std::setw(6)
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<< next_long_address << std::endl;
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// Calculate the size of the room
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int room_size = next_long_address - long_address;
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room_size_ = room_size;
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std::cout << "Size of Room #" << room_id_ << ": " << std::dec << room_size
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<< " bytes" << std::endl;
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}
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} catch (const std::exception &e) {
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std::cout << "Error: " << e.what() << std::endl;
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}
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}
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void Room::LoadRoomFromROM() {
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auto rom_data = rom()->vector();
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int header_pointer = core::SnesToPc(kRoomHeaderPointer);
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message_id_ = messages_id_dungeon + (room_id_ * 2);
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int address = (rom()->data()[kRoomHeaderPointerBank] << 16) +
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(rom()->data()[(header_pointer + 1) + (room_id_ * 2)] << 8) +
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rom()->data()[(header_pointer) + (room_id_ * 2)];
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int hpos = core::SnesToPc(address);
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hpos++;
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uint8_t b = rom_data[hpos];
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layer2_mode_ = (b >> 5);
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layer_merging_ = kLayerMergeTypeList[(b & 0x0C) >> 2];
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is_dark_ = (b & 0x01) == 0x01;
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hpos++;
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palette_ = rom_data[hpos];
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hpos++;
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background_tileset_ = rom_data[hpos];
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hpos++;
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sprite_tileset_ = rom_data[hpos];
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hpos++;
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layer2_behavior_ = rom_data[hpos];
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hpos++;
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tag1_ = (TagKey)rom_data[hpos];
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hpos++;
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tag2_ = (TagKey)rom_data[hpos];
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hpos++;
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b = rom_data[hpos];
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pits_.target_layer = (uchar)(b & 0x03);
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stair1_.target_layer = (uchar)((b >> 2) & 0x03);
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stair2_.target_layer = (uchar)((b >> 4) & 0x03);
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stair3_.target_layer = (uchar)((b >> 6) & 0x03);
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hpos++;
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stair4_.target_layer = (uchar)(rom_data[hpos] & 0x03);
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hpos++;
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pits_.target = rom_data[hpos];
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hpos++;
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stair1_.target = rom_data[hpos];
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hpos++;
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stair2_.target = rom_data[hpos];
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hpos++;
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stair3_.target = rom_data[hpos];
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hpos++;
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stair4_.target = rom_data[hpos];
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hpos++;
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// Load room objects
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int object_pointer = core::SnesToPc(room_object_pointer);
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int room_address = object_pointer + (room_id_ * 3);
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int objects_location = core::SnesToPc(room_address);
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// Load sprites
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// int spr_ptr = 0x040000 | rooms_sprite_pointer;
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// int sprite_address =
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// core::SnesToPc(dungeon_spr_ptrs | spr_ptr + (room_id_ * 2));
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}
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void Room::LoadRoomGraphics(uchar entrance_blockset) {
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const auto &main_gfx = rom()->main_blockset_ids;
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const auto &room_gfx = rom()->room_blockset_ids;
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const auto &sprite_gfx = rom()->spriteset_ids;
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current_gfx16_.reserve(0x4000);
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for (int i = 0; i < 8; i++) {
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blocks_[i] = main_gfx[blockset][i];
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if (i >= 6 && i <= 6) {
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// 3-6
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if (entrance_blockset != 0xFF) {
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if (room_gfx[entrance_blockset][i - 3] != 0) {
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blocks_[i] = room_gfx[entrance_blockset][i - 3];
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}
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}
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}
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}
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blocks_[8] = 115 + 0; // Static Sprites Blocksets (fairy,pot,ect...)
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blocks_[9] = 115 + 10;
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blocks_[10] = 115 + 6;
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blocks_[11] = 115 + 7;
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for (int i = 0; i < 4; i++) {
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blocks_[12 + i] = (uchar)(sprite_gfx[spriteset + 64][i] + 115);
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} // 12-16 sprites
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}
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constexpr int kGfxBufferOffset = 92 * 2048;
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constexpr int kGfxBufferStride = 512;
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constexpr int kGfxBufferAnimatedFrameOffset = 7 * 2048;
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constexpr int kGfxBufferAnimatedFrameStride = 512;
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constexpr int kGfxBufferRoomOffset = 2048;
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constexpr int kGfxBufferRoomSpriteOffset = 512;
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constexpr int kGfxBufferRoomSpriteStride = 2048;
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constexpr int kGfxBufferRoomSpriteLastLineOffset = 0x88;
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void Room::CopyRoomGraphicsToBuffer() {
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auto gfx_buffer_data = rom()->graphics_buffer();
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// Copy room graphics to buffer
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int sheet_pos = 0;
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for (int i = 0; i < 16; i++) {
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int data = 0;
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int block_offset = blocks_[i] * kGfxBufferRoomOffset;
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while (data < kGfxBufferRoomOffset) {
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uchar map_byte = gfx_buffer_data[data + block_offset];
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if (i < 4) {
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map_byte += kGfxBufferRoomSpriteLastLineOffset;
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}
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current_gfx16_[data + sheet_pos] = map_byte;
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data++;
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}
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sheet_pos += kGfxBufferRoomOffset;
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}
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LoadAnimatedGraphics();
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}
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void Room::LoadAnimatedGraphics() {
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int gfx_ptr = core::SnesToPc(rom()->version_constants().kGfxAnimatedPointer);
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auto gfx_buffer_data = rom()->graphics_buffer();
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auto rom_data = rom()->vector();
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int data = 0;
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while (data < 512) {
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uchar map_byte =
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gfx_buffer_data[data + (92 * 2048) + (512 * animated_frame_)];
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current_gfx16_[data + (7 * 2048)] = map_byte;
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map_byte =
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gfx_buffer_data[data +
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(rom_data[gfx_ptr + background_tileset_] * 2048) +
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(512 * animated_frame_)];
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current_gfx16_[data + (7 * 2048) - 512] = map_byte;
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data++;
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}
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}
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void Room::LoadObjects() {
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auto rom_data = rom()->vector();
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int object_pointer = (rom_data[room_object_pointer + 2] << 16) +
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(rom_data[room_object_pointer + 1] << 8) +
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(rom_data[room_object_pointer]);
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object_pointer = core::SnesToPc(object_pointer);
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int room_address = object_pointer + (room_id_ * 3);
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int tile_address = (rom_data[room_address + 2] << 16) +
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(rom_data[room_address + 1] << 8) + rom_data[room_address];
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int objects_location = core::SnesToPc(tile_address);
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if (objects_location == 0x52CA2) {
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std::cout << "Room ID : " << room_id_ << std::endl;
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}
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if (is_floor_) {
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floor1_graphics_ = static_cast<uint8_t>(rom_data[objects_location] & 0x0F);
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floor2_graphics_ =
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static_cast<uint8_t>((rom_data[objects_location] >> 4) & 0x0F);
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}
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layout = static_cast<uint8_t>((rom_data[objects_location + 1] >> 2) & 0x07);
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LoadChests();
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z3_staircases_.clear();
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int nbr_of_staircase = 0;
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int pos = objects_location + 2;
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uint8_t b1 = 0;
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uint8_t b2 = 0;
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uint8_t b3 = 0;
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uint8_t posX = 0;
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uint8_t posY = 0;
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uint8_t sizeX = 0;
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uint8_t sizeY = 0;
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uint8_t sizeXY = 0;
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short oid = 0;
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int layer = 0;
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bool door = false;
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bool end_read = false;
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while (!end_read) {
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b1 = rom_data[pos];
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b2 = rom_data[pos + 1];
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if (b1 == 0xFF && b2 == 0xFF) {
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pos += 2; // We jump to layer2
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layer++;
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door = false;
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if (layer == 3) {
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break;
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}
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continue;
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}
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if (b1 == 0xF0 && b2 == 0xFF) {
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pos += 2; // We jump to layer2
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door = true;
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continue;
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}
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b3 = rom_data[pos + 2];
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if (door) {
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pos += 2;
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} else {
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pos += 3;
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}
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if (!door) {
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if (b3 >= 0xF8) {
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oid = static_cast<short>((b3 << 4) |
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0x80 + (((b2 & 0x03) << 2) + ((b1 & 0x03))));
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posX = static_cast<uint8_t>((b1 & 0xFC) >> 2);
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posY = static_cast<uint8_t>((b2 & 0xFC) >> 2);
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sizeXY = static_cast<uint8_t>((((b1 & 0x03) << 2) + (b2 & 0x03)));
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} else {
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oid = b3;
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posX = static_cast<uint8_t>((b1 & 0xFC) >> 2);
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posY = static_cast<uint8_t>((b2 & 0xFC) >> 2);
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sizeX = static_cast<uint8_t>((b1 & 0x03));
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sizeY = static_cast<uint8_t>((b2 & 0x03));
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sizeXY = static_cast<uint8_t>(((sizeX << 2) + sizeY));
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}
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if (b1 >= 0xFC) {
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oid = static_cast<short>((b3 & 0x3F) + 0x100);
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posX = static_cast<uint8_t>(((b2 & 0xF0) >> 4) + ((b1 & 0x3) << 4));
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posY = static_cast<uint8_t>(((b2 & 0x0F) << 2) + ((b3 & 0xC0) >> 6));
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sizeXY = 0;
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}
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RoomObject r(oid, posX, posY, sizeXY, static_cast<uint8_t>(layer));
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tile_objects_.push_back(r);
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for (short stair : stairsObjects) {
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if (stair == oid) {
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if (nbr_of_staircase < 4) {
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tile_objects_.back().set_options(ObjectOption::Stairs |
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tile_objects_.back().options());
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z3_staircases_.push_back(z3_dungeon_room::staircase(
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posX, posY,
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absl::StrCat("To ", staircase_rooms_[nbr_of_staircase])
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.data()));
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nbr_of_staircase++;
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} else {
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tile_objects_.back().set_options(ObjectOption::Stairs |
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tile_objects_.back().options());
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z3_staircases_.push_back(
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z3_dungeon_room::staircase(posX, posY, "To ???"));
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}
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}
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}
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if (oid == 0xF99) {
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if (chests_in_room_.size() > 0) {
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tile_objects_.back().set_options(ObjectOption::Chest |
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tile_objects_.back().options());
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// chest_list_.push_back(
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// z3_chest(posX, posY, chests_in_room_.front().itemIn, false));
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chests_in_room_.erase(chests_in_room_.begin());
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}
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} else if (oid == 0xFB1) {
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if (chests_in_room_.size() > 0) {
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tile_objects_.back().set_options(ObjectOption::Chest |
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tile_objects_.back().options());
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// chest_list_.push_back(
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// z3_chest(posX + 1, posY, chests_in_room_.front().item_in, true));
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chests_in_room_.erase(chests_in_room_.begin());
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}
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}
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} else {
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// tile_objects_.push_back(z3_object_door(static_cast<short>((b2 << 8) + b1),
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// 0, 0, 0,
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// static_cast<uint8_t>(layer)));
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}
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}
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}
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void Room::LoadSprites() {
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auto rom_data = rom()->vector();
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int sprite_pointer = (0x04 << 16) +
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(rom_data[rooms_sprite_pointer + 1] << 8) +
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(rom_data[rooms_sprite_pointer]);
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int sprite_address_snes =
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(0x09 << 16) + (rom_data[sprite_pointer + (room_id_ * 2) + 1] << 8) +
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rom_data[sprite_pointer + (room_id_ * 2)];
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int sprite_address = core::SnesToPc(sprite_address_snes);
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bool sortsprites = rom_data[sprite_address] == 1;
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sprite_address += 1;
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while (true) {
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uint8_t b1 = rom_data[sprite_address];
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uint8_t b2 = rom_data[sprite_address + 1];
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uint8_t b3 = rom_data[sprite_address + 2];
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if (b1 == 0xFF) {
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break;
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}
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sprites_.emplace_back(b3, (b2 & 0x1F), (b1 & 0x1F),
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((b2 & 0xE0) >> 5) + ((b1 & 0x60) >> 2),
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(b1 & 0x80) >> 7);
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if (sprites_.size() > 1) {
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Sprite &spr = sprites_.back();
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Sprite &prevSprite = sprites_[sprites_.size() - 2];
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if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1E &&
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spr.layer() == 1 && spr.subtype() == 0x18) {
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prevSprite.set_key_drop(1);
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sprites_.pop_back();
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}
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if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1D &&
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spr.layer() == 1 && spr.subtype() == 0x18) {
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prevSprite.set_key_drop(2);
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sprites_.pop_back();
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}
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}
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sprite_address += 3;
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}
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}
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|
|
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void Room::LoadChests() {
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auto rom_data = rom()->vector();
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|
uint32_t cpos = core::SnesToPc((rom_data[chests_data_pointer1 + 2] << 16) +
|
|
(rom_data[chests_data_pointer1 + 1] << 8) +
|
|
(rom_data[chests_data_pointer1]));
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|
size_t clength = (rom_data[chests_length_pointer + 1] << 8) +
|
|
(rom_data[chests_length_pointer]);
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|
|
|
for (int i = 0; i < clength; i++) {
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|
if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
|
|
0x7FFF) == room_id_) {
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|
// There's a chest in that room !
|
|
bool big = false;
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|
if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
|
|
0x8000) == 0x8000) {
|
|
big = true;
|
|
}
|
|
|
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chests_in_room_.emplace_back(
|
|
z3_dungeon_room::chest_data(rom_data[cpos + (i * 3) + 2], big));
|
|
}
|
|
}
|
|
}
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|
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} // namespace zelda3
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} // namespace yaze
|