1#ifndef YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
2#define YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
7#include "absl/status/status.h"
59 std::vector<std::array<uint8_t, kNumRooms>>
floor_gfx;
63 const std::vector<std::array<uint8_t, kNumRooms>>&
floor_rooms,
64 const std::vector<std::array<uint8_t, kNumRooms>>&
floor_gfx)
73 std::array<std::vector<std::array<std::string, kNumRooms>>,
kNumDungeons>;
95 const std::vector<DungeonMap>& dungeon_maps,
size_t rom_size,
96 bool relocated_tile16);
101 Rom& rom,
const std::vector<DungeonMap>& dungeon_maps);
121 const std::vector<uint8_t>& gfx_data,
142 std::array<gfx::Bitmap, 4>& sheets,
143 std::vector<uint8_t>& gfx_bin_data);
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
static RomSettings & Get()
uint32_t GetAddressOr(const std::string &key, uint32_t default_value) const
constexpr char kDungeonMapTile16Expanded[]
Zelda 3 specific classes and functions.
absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom, GameData *game_data, const std::vector< uint8_t > &gfx_data, bool bin_mode)
Load the dungeon map tile16 from the ROM.
constexpr int kCrystalVertices
constexpr int kDungeonMapDataStart
int GetDungeonMapTile16Expanded()
constexpr int kDungeonMapExpCheck
constexpr int kDungeonMapBossFloors
constexpr int kDungeonMapDataReservedEnd
absl::StatusOr< DungeonMapWritePlan > BuildDungeonMapWritePlan(const std::vector< DungeonMap > &dungeon_maps, size_t rom_size, bool relocated_tile16)
constexpr int kDungeonMapFloors
constexpr int kDungeonMapTile16
constexpr int kDungeonMapTile16Expanded
absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom)
Save the dungeon map tile16 to the ROM.
constexpr int kDungeonMapDataReservedStart
absl::Status LoadDungeonMapGfxFromBinary(Rom &rom, GameData *game_data, gfx::Tilemap &tile16_blockset, std::array< gfx::Bitmap, 4 > &sheets, std::vector< uint8_t > &gfx_bin_data)
Load the dungeon map gfx from binary.
constexpr int kDungeonMapDataLimit
constexpr int kDungeonMapBossRooms
constexpr int kDungeonMapRoomsPtr
constexpr int kNumDungeonMapTile16
constexpr int kTriforceVertices
constexpr int kTriforceFaces
constexpr int kNumDungeons
std::array< std::vector< std::array< std::string, kNumRooms > >, kNumDungeons > DungeonMapLabels
absl::StatusOr< std::vector< DungeonMap > > LoadDungeonMaps(Rom &rom, DungeonMapLabels &dungeon_map_labels)
Load the dungeon maps from the ROM.
constexpr int kDungeonMapGfxPtr
absl::Status SaveDungeonMaps(Rom &rom, std::vector< DungeonMap > &dungeon_maps)
Save the dungeon maps to the ROM.
Tilemap structure for SNES tile-based graphics management.
std::vector< DungeonMapWrite > writes
std::vector< uint8_t > data
DungeonMap represents the map menu for a dungeon.
unsigned char nbr_of_floor
DungeonMap(unsigned short boss_room, unsigned char nbr_of_floor, unsigned char nbr_of_basement, const std::vector< std::array< uint8_t, kNumRooms > > &floor_rooms, const std::vector< std::array< uint8_t, kNumRooms > > &floor_gfx)
std::vector< std::array< uint8_t, kNumRooms > > floor_rooms
unsigned char nbr_of_basement
std::vector< std::array< uint8_t, kNumRooms > > floor_gfx