Files
yaze/src/app/zelda3/dungeon/dungeon_object_editor.cc
scawful ccd4e8cf4b Integrate Dungeon Editor System and Object Editor for Enhanced Dungeon Management
- Introduced a new DungeonEditorSystem to streamline dungeon editing functionalities, including room properties management and object editing.
- Enhanced the DungeonEditor class to initialize the new editor system and manage room properties effectively.
- Added comprehensive object editing capabilities with a dedicated DungeonObjectEditor, supporting object insertion, deletion, and real-time preview.
- Implemented improved UI components for editing dungeon settings, including integrated editing panels for various object types.
- Enhanced error handling and validation throughout the dungeon editing process to ensure robust functionality.
- Updated integration tests to cover new features and validate the overall performance of the dungeon editing system.
2025-09-24 22:48:47 -04:00

1023 lines
28 KiB
C++

#include "dungeon_object_editor.h"
#include <algorithm>
#include <chrono>
#include <cmath>
#include "absl/strings/str_format.h"
#include "app/core/window.h"
#include "app/gfx/arena.h"
#include "app/gfx/snes_palette.h"
namespace yaze {
namespace zelda3 {
DungeonObjectEditor::DungeonObjectEditor(Rom* rom)
: rom_(rom)
, renderer_(std::make_unique<ObjectRenderer>(rom))
, config_{}
, editing_state_{}
, selection_state_{} {
// Initialize editor
auto status = InitializeEditor();
if (!status.ok()) {
// Log error but don't fail construction
}
}
absl::Status DungeonObjectEditor::InitializeEditor() {
if (rom_ == nullptr) {
return absl::InvalidArgumentError("ROM is null");
}
// Set default configuration
config_.snap_to_grid = true;
config_.grid_size = 16;
config_.show_grid = true;
config_.show_preview = true;
config_.auto_save = false;
config_.auto_save_interval = 300;
config_.validate_objects = true;
config_.show_collision_bounds = false;
// Set default editing state
editing_state_.current_mode = Mode::kSelect;
editing_state_.current_layer = 0;
editing_state_.current_object_type = 0x10; // Default to wall
editing_state_.preview_size = kDefaultObjectSize;
// Initialize empty room
current_room_ = std::make_unique<Room>(0, rom_);
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::LoadRoom(int room_id) {
if (rom_ == nullptr) {
return absl::InvalidArgumentError("ROM is null");
}
if (room_id < 0 || room_id >= NumberOfRooms) {
return absl::InvalidArgumentError("Invalid room ID");
}
// Create undo point before loading
auto status = CreateUndoPoint();
if (!status.ok()) {
// Continue anyway, but log the issue
}
// Load room from ROM
current_room_ = std::make_unique<Room>(room_id, rom_);
// Clear selection
ClearSelection();
// Reset editing state
editing_state_.current_layer = 0;
editing_state_.is_editing_size = false;
editing_state_.is_editing_position = false;
// Notify callbacks
if (room_changed_callback_) {
room_changed_callback_();
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::SaveRoom() {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Validate room before saving
if (config_.validate_objects) {
auto validation_status = ValidateRoom();
if (!validation_status.ok()) {
return validation_status;
}
}
// TODO: Implement actual room saving to ROM
// This would involve writing the room data back to the ROM file
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::ClearRoom() {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Create undo point before clearing
auto status = CreateUndoPoint();
if (!status.ok()) {
return status;
}
// Clear all objects
current_room_->ClearTileObjects();
// Clear selection
ClearSelection();
// Notify callbacks
if (room_changed_callback_) {
room_changed_callback_();
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::InsertObject(int x, int y, int object_type, int size, int layer) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Validate parameters
if (object_type < 0 || object_type > 0x3FF) {
return absl::InvalidArgumentError("Invalid object type");
}
if (size < kMinObjectSize || size > kMaxObjectSize) {
return absl::InvalidArgumentError("Invalid object size");
}
if (layer < kMinLayer || layer > kMaxLayer) {
return absl::InvalidArgumentError("Invalid layer");
}
// Snap coordinates to grid if enabled
if (config_.snap_to_grid) {
x = SnapToGrid(x);
y = SnapToGrid(y);
}
// Create undo point
auto status = CreateUndoPoint();
if (!status.ok()) {
return status;
}
// Create new object
RoomObject new_object(object_type, x, y, size, layer);
new_object.set_rom(rom_);
new_object.EnsureTilesLoaded();
// Check for collisions if validation is enabled
if (config_.validate_objects) {
for (const auto& existing_obj : current_room_->GetTileObjects()) {
if (ObjectsCollide(new_object, existing_obj)) {
return absl::FailedPreconditionError("Object placement would cause collision");
}
}
}
// Add object to room
current_room_->AddTileObject(new_object);
// Select the new object
ClearSelection();
selection_state_.selected_objects.push_back(current_room_->GetTileObjectCount() - 1);
// Notify callbacks
if (object_changed_callback_) {
object_changed_callback_(current_room_->GetTileObjectCount() - 1, new_object);
}
if (selection_changed_callback_) {
selection_changed_callback_(selection_state_);
}
if (room_changed_callback_) {
room_changed_callback_();
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::DeleteObject(size_t object_index) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
if (object_index >= current_room_->GetTileObjectCount()) {
return absl::OutOfRangeError("Object index out of range");
}
// Create undo point
auto status = CreateUndoPoint();
if (!status.ok()) {
return status;
}
// Remove object from room
current_room_->RemoveTileObject(object_index);
// Update selection indices
for (auto& selected_index : selection_state_.selected_objects) {
if (selected_index > object_index) {
selected_index--;
} else if (selected_index == object_index) {
// Remove the deleted object from selection
selection_state_.selected_objects.erase(
std::remove(selection_state_.selected_objects.begin(),
selection_state_.selected_objects.end(), object_index),
selection_state_.selected_objects.end());
}
}
// Notify callbacks
if (selection_changed_callback_) {
selection_changed_callback_(selection_state_);
}
if (room_changed_callback_) {
room_changed_callback_();
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::DeleteSelectedObjects() {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
if (selection_state_.selected_objects.empty()) {
return absl::FailedPreconditionError("No objects selected");
}
// Create undo point
auto status = CreateUndoPoint();
if (!status.ok()) {
return status;
}
// Sort selected indices in descending order to avoid index shifting issues
std::vector<size_t> sorted_selection = selection_state_.selected_objects;
std::sort(sorted_selection.begin(), sorted_selection.end(), std::greater<size_t>());
// Delete objects in reverse order
for (size_t index : sorted_selection) {
if (index < current_room_->GetTileObjectCount()) {
current_room_->RemoveTileObject(index);
}
}
// Clear selection
ClearSelection();
// Notify callbacks
if (room_changed_callback_) {
room_changed_callback_();
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::MoveObject(size_t object_index, int new_x, int new_y) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
if (object_index >= current_room_->GetTileObjectCount()) {
return absl::OutOfRangeError("Object index out of range");
}
// Snap coordinates to grid if enabled
if (config_.snap_to_grid) {
new_x = SnapToGrid(new_x);
new_y = SnapToGrid(new_y);
}
// Create undo point
auto status = CreateUndoPoint();
if (!status.ok()) {
return status;
}
// Get the object
auto& object = current_room_->GetTileObject(object_index);
// Check for collisions if validation is enabled
if (config_.validate_objects) {
RoomObject test_object = object;
test_object.set_x(new_x);
test_object.set_y(new_y);
for (size_t i = 0; i < current_room_->GetTileObjects().size(); i++) {
if (i != object_index && ObjectsCollide(test_object, current_room_->GetTileObjects()[i])) {
return absl::FailedPreconditionError("Object move would cause collision");
}
}
}
// Move the object
object.set_x(new_x);
object.set_y(new_y);
// Notify callbacks
if (object_changed_callback_) {
object_changed_callback_(object_index, object);
}
if (room_changed_callback_) {
room_changed_callback_();
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::ResizeObject(size_t object_index, int new_size) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
if (object_index >= current_room_->GetTileObjectCount()) {
return absl::OutOfRangeError("Object index out of range");
}
if (new_size < kMinObjectSize || new_size > kMaxObjectSize) {
return absl::InvalidArgumentError("Invalid object size");
}
// Create undo point
auto status = CreateUndoPoint();
if (!status.ok()) {
return status;
}
// Resize the object
auto& object = current_room_->GetTileObject(object_index);
object.set_size(new_size);
// Notify callbacks
if (object_changed_callback_) {
object_changed_callback_(object_index, object);
}
if (room_changed_callback_) {
room_changed_callback_();
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::HandleScrollWheel(int delta, int x, int y, bool ctrl_pressed) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Convert screen coordinates to room coordinates
auto [room_x, room_y] = ScreenToRoomCoordinates(x, y);
// Handle size editing with scroll wheel
if (editing_state_.current_mode == Mode::kInsert ||
(editing_state_.current_mode == Mode::kEdit && !selection_state_.selected_objects.empty())) {
return HandleSizeEdit(delta, room_x, room_y);
}
// Handle layer switching with Ctrl+scroll
if (ctrl_pressed) {
int layer_delta = delta > 0 ? 1 : -1;
int new_layer = editing_state_.current_layer + layer_delta;
new_layer = std::max(kMinLayer, std::min(kMaxLayer, new_layer));
if (new_layer != editing_state_.current_layer) {
SetCurrentLayer(new_layer);
}
return absl::OkStatus();
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::HandleSizeEdit(int delta, int x, int y) {
// Handle size editing for preview object
if (editing_state_.current_mode == Mode::kInsert) {
int new_size = GetNextSize(editing_state_.preview_size, delta);
if (IsValidSize(new_size)) {
editing_state_.preview_size = new_size;
UpdatePreviewObject();
}
return absl::OkStatus();
}
// Handle size editing for selected objects
if (editing_state_.current_mode == Mode::kEdit && !selection_state_.selected_objects.empty()) {
for (size_t object_index : selection_state_.selected_objects) {
if (object_index < current_room_->GetTileObjectCount()) {
auto& object = current_room_->GetTileObject(object_index);
int new_size = GetNextSize(object.size_, delta);
if (IsValidSize(new_size)) {
auto status = ResizeObject(object_index, new_size);
if (!status.ok()) {
return status;
}
}
}
}
return absl::OkStatus();
}
return absl::OkStatus();
}
int DungeonObjectEditor::GetNextSize(int current_size, int delta) {
// Define size increments based on object type
// This is a simplified implementation - in practice, you'd have
// different size rules for different object types
if (delta > 0) {
// Increase size
if (current_size < 0x40) {
return current_size + 0x10; // Large increments for small sizes
} else if (current_size < 0x80) {
return current_size + 0x08; // Medium increments
} else {
return current_size + 0x04; // Small increments for large sizes
}
} else {
// Decrease size
if (current_size > 0x80) {
return current_size - 0x04; // Small decrements for large sizes
} else if (current_size > 0x40) {
return current_size - 0x08; // Medium decrements
} else {
return current_size - 0x10; // Large decrements for small sizes
}
}
}
bool DungeonObjectEditor::IsValidSize(int size) {
return size >= kMinObjectSize && size <= kMaxObjectSize;
}
absl::Status DungeonObjectEditor::HandleMouseClick(int x, int y, bool left_button, bool right_button, bool shift_pressed) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Convert screen coordinates to room coordinates
auto [room_x, room_y] = ScreenToRoomCoordinates(x, y);
if (left_button) {
switch (editing_state_.current_mode) {
case Mode::kSelect:
if (shift_pressed) {
// Add to selection
auto object_index = FindObjectAt(room_x, room_y);
if (object_index.has_value()) {
return AddToSelection(object_index.value());
}
} else {
// Select object
return SelectObject(x, y);
}
break;
case Mode::kInsert:
// Insert object at clicked position
return InsertObject(room_x, room_y, editing_state_.current_object_type,
editing_state_.preview_size, editing_state_.current_layer);
case Mode::kDelete:
// Delete object at clicked position
{
auto object_index = FindObjectAt(room_x, room_y);
if (object_index.has_value()) {
return DeleteObject(object_index.value());
}
}
break;
case Mode::kEdit:
// Select object for editing
return SelectObject(x, y);
default:
break;
}
}
if (right_button) {
// Context menu or alternate action
switch (editing_state_.current_mode) {
case Mode::kSelect:
// Show context menu for object
{
auto object_index = FindObjectAt(room_x, room_y);
if (object_index.has_value()) {
// TODO: Show context menu
}
}
break;
default:
break;
}
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::HandleMouseDrag(int start_x, int start_y, int current_x, int current_y) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Convert screen coordinates to room coordinates
auto [start_room_x, start_room_y] = ScreenToRoomCoordinates(start_x, start_y);
auto [current_room_x, current_room_y] = ScreenToRoomCoordinates(current_x, current_y);
if (editing_state_.current_mode == Mode::kSelect && !selection_state_.selected_objects.empty()) {
// Move selected objects
for (size_t object_index : selection_state_.selected_objects) {
if (object_index < current_room_->GetTileObjectCount()) {
auto& object = current_room_->GetTileObject(object_index);
// Calculate offset from start position
int offset_x = current_room_x - start_room_x;
int offset_y = current_room_y - start_room_y;
// Move object
auto status = MoveObject(object_index, object.x_ + offset_x, object.y_ + offset_y);
if (!status.ok()) {
return status;
}
}
}
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::SelectObject(int screen_x, int screen_y) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Convert screen coordinates to room coordinates
auto [room_x, room_y] = ScreenToRoomCoordinates(screen_x, screen_y);
// Find object at position
auto object_index = FindObjectAt(room_x, room_y);
if (object_index.has_value()) {
// Select the found object
ClearSelection();
selection_state_.selected_objects.push_back(object_index.value());
// Notify callbacks
if (selection_changed_callback_) {
selection_changed_callback_(selection_state_);
}
return absl::OkStatus();
} else {
// Clear selection if no object found
return ClearSelection();
}
}
absl::Status DungeonObjectEditor::ClearSelection() {
selection_state_.selected_objects.clear();
selection_state_.is_multi_select = false;
selection_state_.is_dragging = false;
// Notify callbacks
if (selection_changed_callback_) {
selection_changed_callback_(selection_state_);
}
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::AddToSelection(size_t object_index) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
if (object_index >= current_room_->GetTileObjectCount()) {
return absl::OutOfRangeError("Object index out of range");
}
// Check if already selected
auto it = std::find(selection_state_.selected_objects.begin(),
selection_state_.selected_objects.end(), object_index);
if (it == selection_state_.selected_objects.end()) {
selection_state_.selected_objects.push_back(object_index);
selection_state_.is_multi_select = true;
// Notify callbacks
if (selection_changed_callback_) {
selection_changed_callback_(selection_state_);
}
}
return absl::OkStatus();
}
void DungeonObjectEditor::SetMode(Mode mode) {
editing_state_.current_mode = mode;
// Update preview object based on mode
UpdatePreviewObject();
}
void DungeonObjectEditor::SetCurrentLayer(int layer) {
if (layer >= kMinLayer && layer <= kMaxLayer) {
editing_state_.current_layer = layer;
UpdatePreviewObject();
}
}
void DungeonObjectEditor::SetCurrentObjectType(int object_type) {
if (object_type >= 0 && object_type <= 0x3FF) {
editing_state_.current_object_type = object_type;
UpdatePreviewObject();
}
}
std::optional<size_t> DungeonObjectEditor::FindObjectAt(int room_x, int room_y) {
if (current_room_ == nullptr) {
return std::nullopt;
}
// Search from back to front (last objects are on top)
for (int i = static_cast<int>(current_room_->GetTileObjectCount()) - 1; i >= 0; i--) {
if (IsObjectAtPosition(current_room_->GetTileObject(i), room_x, room_y)) {
return static_cast<size_t>(i);
}
}
return std::nullopt;
}
bool DungeonObjectEditor::IsObjectAtPosition(const RoomObject& object, int x, int y) {
// Convert object position to pixel coordinates
int obj_x = object.x_ * 16;
int obj_y = object.y_ * 16;
// Check if point is within object bounds
// This is a simplified implementation - in practice, you'd check
// against the actual tile data
int obj_width = 16; // Default object width
int obj_height = 16; // Default object height
// Adjust size based on object size value
if (object.size_ > 0x80) {
obj_width *= 2;
obj_height *= 2;
}
return (x >= obj_x && x < obj_x + obj_width &&
y >= obj_y && y < obj_y + obj_height);
}
bool DungeonObjectEditor::ObjectsCollide(const RoomObject& obj1, const RoomObject& obj2) {
// Simple bounding box collision detection
// In practice, you'd use the actual tile data for more accurate collision
int obj1_x = obj1.x_ * 16;
int obj1_y = obj1.y_ * 16;
int obj1_w = 16;
int obj1_h = 16;
int obj2_x = obj2.x_ * 16;
int obj2_y = obj2.y_ * 16;
int obj2_w = 16;
int obj2_h = 16;
// Adjust sizes based on object size values
if (obj1.size_ > 0x80) {
obj1_w *= 2;
obj1_h *= 2;
}
if (obj2.size_ > 0x80) {
obj2_w *= 2;
obj2_h *= 2;
}
return !(obj1_x + obj1_w <= obj2_x ||
obj2_x + obj2_w <= obj1_x ||
obj1_y + obj1_h <= obj2_y ||
obj2_y + obj2_h <= obj1_y);
}
std::pair<int, int> DungeonObjectEditor::ScreenToRoomCoordinates(int screen_x, int screen_y) {
// Convert screen coordinates to room tile coordinates
// This is a simplified implementation - in practice, you'd account for
// camera position, zoom level, etc.
int room_x = screen_x / 16; // 16 pixels per tile
int room_y = screen_y / 16;
return {room_x, room_y};
}
std::pair<int, int> DungeonObjectEditor::RoomToScreenCoordinates(int room_x, int room_y) {
// Convert room tile coordinates to screen coordinates
int screen_x = room_x * 16;
int screen_y = room_y * 16;
return {screen_x, screen_y};
}
int DungeonObjectEditor::SnapToGrid(int coordinate) {
if (!config_.snap_to_grid) {
return coordinate;
}
return (coordinate / config_.grid_size) * config_.grid_size;
}
void DungeonObjectEditor::UpdatePreviewObject() {
if (editing_state_.current_mode == Mode::kInsert) {
preview_object_ = RoomObject(editing_state_.current_object_type,
editing_state_.preview_x,
editing_state_.preview_y,
editing_state_.preview_size,
editing_state_.current_layer);
preview_object_->set_rom(rom_);
preview_object_->EnsureTilesLoaded();
preview_visible_ = true;
} else {
preview_visible_ = false;
}
}
absl::Status DungeonObjectEditor::CreateUndoPoint() {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Create undo point
UndoPoint undo_point;
undo_point.objects = current_room_->GetTileObjects();
undo_point.selection = selection_state_;
undo_point.editing = editing_state_;
undo_point.timestamp = std::chrono::steady_clock::now();
// Add to undo history
undo_history_.push_back(undo_point);
// Limit undo history size
if (undo_history_.size() > kMaxUndoHistory) {
undo_history_.erase(undo_history_.begin());
}
// Clear redo history when new action is performed
redo_history_.clear();
return absl::OkStatus();
}
absl::Status DungeonObjectEditor::Undo() {
if (!CanUndo()) {
return absl::FailedPreconditionError("Nothing to undo");
}
// Move current state to redo history
UndoPoint current_state;
current_state.objects = current_room_->GetTileObjects();
current_state.selection = selection_state_;
current_state.editing = editing_state_;
current_state.timestamp = std::chrono::steady_clock::now();
redo_history_.push_back(current_state);
// Apply undo point
UndoPoint undo_point = undo_history_.back();
undo_history_.pop_back();
return ApplyUndoPoint(undo_point);
}
absl::Status DungeonObjectEditor::Redo() {
if (!CanRedo()) {
return absl::FailedPreconditionError("Nothing to redo");
}
// Move current state to undo history
UndoPoint current_state;
current_state.objects = current_room_->GetTileObjects();
current_state.selection = selection_state_;
current_state.editing = editing_state_;
current_state.timestamp = std::chrono::steady_clock::now();
undo_history_.push_back(current_state);
// Apply redo point
UndoPoint redo_point = redo_history_.back();
redo_history_.pop_back();
return ApplyUndoPoint(redo_point);
}
absl::Status DungeonObjectEditor::ApplyUndoPoint(const UndoPoint& undo_point) {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Restore room state
current_room_->SetTileObjects(undo_point.objects);
// Restore editor state
selection_state_ = undo_point.selection;
editing_state_ = undo_point.editing;
// Update preview
UpdatePreviewObject();
// Notify callbacks
if (selection_changed_callback_) {
selection_changed_callback_(selection_state_);
}
if (room_changed_callback_) {
room_changed_callback_();
}
return absl::OkStatus();
}
bool DungeonObjectEditor::CanUndo() const {
return !undo_history_.empty();
}
bool DungeonObjectEditor::CanRedo() const {
return !redo_history_.empty();
}
void DungeonObjectEditor::ClearHistory() {
undo_history_.clear();
redo_history_.clear();
}
absl::StatusOr<gfx::Bitmap> DungeonObjectEditor::RenderRoom() {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded");
}
// Create a palette for rendering
gfx::SnesPalette palette;
for (int i = 0; i < 16; i++) {
int intensity = i * 16;
palette.AddColor(gfx::SnesColor(intensity, intensity, intensity));
}
// Render room objects
auto result = renderer_->RenderObjects(current_room_->GetTileObjects(), palette);
if (!result.ok()) {
return result.status();
}
return result.value();
}
absl::Status DungeonObjectEditor::ValidateRoom() {
if (current_room_ == nullptr) {
return absl::FailedPreconditionError("No room loaded for validation");
}
// Validate objects don't overlap if collision checking is enabled
if (config_.validate_objects) {
const auto& objects = current_room_->GetTileObjects();
for (size_t i = 0; i < objects.size(); i++) {
for (size_t j = i + 1; j < objects.size(); j++) {
if (ObjectsCollide(objects[i], objects[j])) {
return absl::FailedPreconditionError(
absl::StrFormat("Objects at indices %d and %d collide", i, j));
}
}
}
}
return absl::OkStatus();
}
void DungeonObjectEditor::SetObjectChangedCallback(ObjectChangedCallback callback) {
object_changed_callback_ = callback;
}
void DungeonObjectEditor::SetRoomChangedCallback(RoomChangedCallback callback) {
room_changed_callback_ = callback;
}
void DungeonObjectEditor::SetSelectionChangedCallback(SelectionChangedCallback callback) {
selection_changed_callback_ = callback;
}
void DungeonObjectEditor::SetConfig(const EditorConfig& config) {
config_ = config;
}
void DungeonObjectEditor::SetROM(Rom* rom) {
rom_ = rom;
if (renderer_) {
renderer_->SetROM(rom);
}
// Reinitialize editor with new ROM
InitializeEditor();
}
// Factory function
std::unique_ptr<DungeonObjectEditor> CreateDungeonObjectEditor(Rom* rom) {
return std::make_unique<DungeonObjectEditor>(rom);
}
// Object Categories implementation
namespace ObjectCategories {
std::vector<ObjectCategory> GetObjectCategories() {
return {
{"Walls", {0x10, 0x11, 0x12, 0x13}, "Basic wall objects"},
{"Floors", {0x20, 0x21, 0x22, 0x23}, "Floor tile objects"},
{"Decorations", {0x30, 0x31, 0x32, 0x33}, "Decorative objects"},
{"Interactive", {0xF9, 0xFA, 0xFB}, "Interactive objects like chests"},
{"Stairs", {0x13, 0x14, 0x15, 0x16}, "Staircase objects"},
{"Doors", {0x17, 0x18, 0x19, 0x1A}, "Door objects"},
{"Special", {0x200, 0x201, 0x202, 0x203}, "Special dungeon objects"}
};
}
absl::StatusOr<std::vector<int>> GetObjectsInCategory(const std::string& category_name) {
auto categories = GetObjectCategories();
for (const auto& category : categories) {
if (category.name == category_name) {
return category.object_ids;
}
}
return absl::NotFoundError("Category not found");
}
absl::StatusOr<std::string> GetObjectCategory(int object_id) {
auto categories = GetObjectCategories();
for (const auto& category : categories) {
for (int id : category.object_ids) {
if (id == object_id) {
return category.name;
}
}
}
return absl::NotFoundError("Object category not found");
}
absl::StatusOr<ObjectInfo> GetObjectInfo(int object_id) {
ObjectInfo info;
info.id = object_id;
// This is a simplified implementation - in practice, you'd have
// a comprehensive database of object information
if (object_id >= 0x10 && object_id <= 0x1F) {
info.name = "Wall";
info.description = "Basic wall object";
info.valid_sizes = {{0x12, 0x12}};
info.valid_layers = {0, 1, 2};
info.is_interactive = false;
info.is_collidable = true;
} else if (object_id >= 0x20 && object_id <= 0x2F) {
info.name = "Floor";
info.description = "Floor tile object";
info.valid_sizes = {{0x12, 0x12}};
info.valid_layers = {0, 1, 2};
info.is_interactive = false;
info.is_collidable = false;
} else if (object_id == 0xF9) {
info.name = "Small Chest";
info.description = "Small treasure chest";
info.valid_sizes = {{0x12, 0x12}};
info.valid_layers = {0, 1};
info.is_interactive = true;
info.is_collidable = true;
} else {
info.name = "Unknown Object";
info.description = "Unknown object type";
info.valid_sizes = {{0x12, 0x12}};
info.valid_layers = {0};
info.is_interactive = false;
info.is_collidable = true;
}
return info;
}
} // namespace ObjectCategories
} // namespace zelda3
} // namespace yaze