Files
yaze/src/app/zelda3/dungeon/room.h
scawful d41c3ca81a Add Room class for Dungeon editing
Loads basic properties from the dungeon room header by the room ID.
2023-03-28 12:08:55 -05:00

129 lines
3.4 KiB
C++

#ifndef YAZE_APP_ZELDA3_DUNGEON_ROOM_H
#define YAZE_APP_ZELDA3_DUNGEON_ROOM_H
#include "app/core/common.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_palette.h"
#include "app/gfx/snes_tile.h"
#include "app/rom.h"
#include "gui/canvas.h"
namespace yaze {
namespace app {
namespace zelda3 {
namespace dungeon {
class DungeonDestination {
public:
DungeonDestination(uint8_t i) : Index(i) {}
uint8_t Index;
uint8_t Target = 0;
uint8_t TargetLayer = 0;
// RoomObject* AssociatedObject = nullptr;
// bool IsAssociated() { return AssociatedObject != nullptr; }
// int RealX() { return AssociatedObject ? AssociatedObject->RealX : 0; }
// int RealY() { return AssociatedObject ? AssociatedObject->RealY : 0; }
// void Reset() { AssociatedObject = nullptr; }
std::string ToString() {
return std::to_string(Index) + ": To " + std::to_string(Target);
}
};
constexpr int dungeons_palettes_groups = 0x75460; // JP 0x67DD0
constexpr int dungeons_main_bg_palette_pointers = 0xDEC4B; // JP Same
constexpr int dungeons_palettes = 0xDD734;
constexpr int room_items_pointers = 0xDB69; // JP 0xDB67
constexpr int rooms_sprite_pointer = 0x4C298; // JP Same //2byte bank 09D62E
constexpr int room_header_pointer = 0xB5DD; // LONG
constexpr int room_header_pointers_bank = 0xB5E7; // JP Same
constexpr int gfx_groups_pointer = 0x6237;
constexpr int room_object_layout_pointer = 0x882D;
constexpr int room_object_pointer = 0x874C; // Long pointer
constexpr int chests_length_pointer = 0xEBF6;
constexpr int chests_data_pointer1 = 0xEBFB;
constexpr int messages_id_dungeon = 0x3F61D;
constexpr int blocks_length = 0x8896; // Word value
constexpr int blocks_pointer1 = 0x15AFA;
constexpr int blocks_pointer2 = 0x15B01;
constexpr int blocks_pointer3 = 0x15B08;
constexpr int blocks_pointer4 = 0x15B0F;
constexpr int torch_data = 0x2736A; // JP 0x2704A
constexpr int torches_length_pointer = 0x88C1;
constexpr int sprite_blockset_pointer = 0x5B57;
constexpr int sprites_data = 0x4D8B0;
constexpr int sprites_data_empty_room = 0x4D8AE;
constexpr int sprites_end_data = 0x4EC9E;
constexpr int pit_pointer = 0x394AB;
constexpr int pit_count = 0x394A6;
constexpr int doorPointers = 0xF83C0;
// doors
constexpr int door_gfx_up = 0x4D9E;
constexpr int door_gfx_down = 0x4E06;
constexpr int door_gfx_cavexit_down = 0x4E06;
constexpr int door_gfx_left = 0x4E66;
constexpr int door_gfx_right = 0x4EC6;
constexpr int door_pos_up = 0x197E;
constexpr int door_pos_down = 0x1996;
constexpr int door_pos_left = 0x19AE;
constexpr int door_pos_right = 0x19C6;
constexpr int dungeon_spr_ptrs = 0x090000;
class Room {
public:
Room() = default;
private:
void LoadChests();
void LoadBlocks();
void LoadTorches();
void LoadSecrets();
void Resync();
void LoadObjectsFromArray(int loc);
void LoadSpritesFromArray(int loc);
void LoadRoomFromROM();
DungeonDestination Pits;
DungeonDestination Stair1;
DungeonDestination Stair2;
DungeonDestination Stair3;
DungeonDestination Stair4;
int RoomID = 0;
int MessageID = 0;
ushort MessageID;
uchar BackgroundTileset;
uchar SpriteTileset;
uchar Layer2Behavior;
uchar Palette;
uchar Floor1Graphics;
uchar Floor2Graphics;
uchar Layer2Mode;
// LayerMergeType LayerMerging;
uchar Tag1;
uchar Tag2;
bool IsDark;
ROM rom_;
};
} // namespace dungeon
} // namespace zelda3
} // namespace app
} // namespace yaze
#endif