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#include <game.h>
class RandomTileData {
public:
enum Type {
CHECK_NONE = 0,
CHECK_HORZ = 1,
CHECK_VERT = 2,
CHECK_BOTH = 3
};
enum Special {
SP_NONE = 0,
SP_VDOUBLE_TOP = 1,
SP_VDOUBLE_BOTTOM = 2
};
class NameList {
public:
u32 count;
u32 offsets[1]; // variable size
const char *getName(int index) {
return ((char*)this) + offsets[index];
}
bool contains(const char *name) {
for (int i = 0; i < count; i++) {
if (strcmp(name, getName(i)) == 0)
return true;
}
return false;
}
};
class Entry {
public:
u8 lowerBound, upperBound;
u8 count, type;
u32 tileNumOffset;
u8 *getTileNums() {
return ((u8*)this) + tileNumOffset;
}
};
class Section {
public:
u32 nameListOffset;
u32 entryCount;
Entry entries[1]; // variable size
NameList *getNameList() {
return (NameList*)(((u32)this) + nameListOffset);
}
};
u32 magic;
u32 sectionCount;
u32 offsets[1]; // variable size
Section *getSection(int id) {
return (Section*)(((char*)this) + offsets[id]);
}
Section *getSection(const char *name);
static RandomTileData *instance;
};
class RTilemapClass : public TilemapClass {
public:
// NEWER ADDITIONS
RandomTileData::Section *sections[4];
};
RandomTileData::Section *RandomTileData::getSection(const char *name) {
for (int i = 0; i < sectionCount; i++) {
RandomTileData::Section *sect = getSection(i);
if (sect->getNameList()->contains(name))
return sect;
}
return 0;
}
// Real tile handling code
RandomTileData *RandomTileData::instance = 0;
dDvdLoader_c RandTileLoader;
// This is a bit hacky but I'm lazy
bool LoadLevelInfo();
extern "C" bool RandTileLoadHook() {
// OSReport("Trying to load...");
void *buf = RandTileLoader.load("/NewerRes/RandTiles.bin");
bool LIresult = LoadLevelInfo();
if (buf == 0) {
// OSReport("Failed.\n");
return false;
} else {
// OSReport("Successfully loaded RandTiles.bin [%p].\n", buf);
RandomTileData::instance = (RandomTileData*)buf;
return LIresult;
}
}
extern "C" void IdentifyTilesets(RTilemapClass *self) {
self->_C0C = 0xFFFFFFFF;
for (int i = 0; i < 4; i++) {
const char *tilesetName = BGDatClass::instance->getTilesetName(self->areaID, i);
self->sections[i] = RandomTileData::instance->getSection(tilesetName);
// OSReport("[%d] Chose %p for %s\n", i, self->sections[i], tilesetName);
}
}
extern "C" void TryAndRandomise(RTilemapClass *self, BGRender *bgr) {
int fullTile = bgr->tileToPlace & 0x3FF;
int tile = fullTile & 0xFF;
int tileset = fullTile >> 8;
RandomTileData::Section *rtSect = self->sections[tileset];
if (rtSect == 0)
return;
for (int i = 0; i < rtSect->entryCount; i++) {
RandomTileData::Entry *entry = &rtSect->entries[i];
if (tile >= entry->lowerBound && tile <= entry->upperBound) {
// Found it!!
// Try to make one until we meet the conditions
u8 type = entry->type & 3;
u8 special = entry->type >> 2;
u8 *tileNums = entry->getTileNums();
u16 chosen = 0xFF;
// If it's the top special, then ignore this tile, we'll place that one
// once we choose the bottom one
if (special == RandomTileData::SP_VDOUBLE_TOP)
break;
u16 *top = 0, *left = 0, *right = 0, *bottom = 0;
if (type == RandomTileData::CHECK_HORZ || type == RandomTileData::CHECK_BOTH) {
left = self->getPointerToTile((bgr->curX - 1) * 16, bgr->curY * 16);
right = self->getPointerToTile((bgr->curX + 1) * 16, bgr->curY * 16);
}
if (type == RandomTileData::CHECK_VERT || type == RandomTileData::CHECK_BOTH) {
top = self->getPointerToTile(bgr->curX * 16, (bgr->curY - 1) * 16);
bottom = self->getPointerToTile(bgr->curX * 16, (bgr->curY + 1) * 16);
}
int attempts = 0;
while (true) {
// is there even a point to using that special random function?
chosen = (tileset << 8) | tileNums[MakeRandomNumberForTiles(entry->count)];
// avoid infinite loops
attempts++;
if (attempts > 5)
break;
if (top != 0 && *top == chosen)
continue;
if (bottom != 0 && *bottom == chosen)
continue;
if (left != 0 && *left == chosen)
continue;
if (right != 0 && *right == chosen)
continue;
break;
}
bgr->tileToPlace = chosen;
if (special == RandomTileData::SP_VDOUBLE_BOTTOM) {
if (top == 0)
top = self->getPointerToTile(bgr->curX * 16, (bgr->curY - 1) * 16);
*top = (chosen - 0x10);
}
return;
}
}
}
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