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* Add handling for revised player house and room structure (v2.0) * Update player room load/dump file type filters
49 lines
2.0 KiB
C#
49 lines
2.0 KiB
C#
using System.Collections.Generic;
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namespace NHSE.Core
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{
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public class PlayerRoom1 : IPlayerRoom
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{
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public const int SIZE = 0x65C8;
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public virtual string Extension => "nhpr";
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public readonly byte[] Data;
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public PlayerRoom1(byte[] data) => Data = data;
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public byte[] Write() => Data;
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/*
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s_d8bc748b ItemLayerList[8]; // @0x0 size 0xc80, align 4
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s_c20a4615 ItemSwitchList[8]; // @0x6400 size 0x34, align 4
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GSaveAudioInfo AudioInfo; // @0x65a0 size 0x4, align 2
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GSaveRoomFloorWall RoomFloorWall; // @0x65a4 size 0x24, align 4
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*/
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public const int LayerCount = 8;
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public RoomItemLayer[] GetItemLayers() => RoomItemLayer.GetArray(Data.Slice(0, LayerCount * RoomItemLayer.SIZE));
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public void SetItemLayers(IReadOnlyList<RoomItemLayer> value) => RoomItemLayer.SetArray(value).CopyTo(Data, 0);
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public bool GetIsActive(int layer, int x, int y) => FlagUtil.GetFlag(Data, 0x6400 + (layer * 0x34), (y * 20) + x);
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public void SetIsActive(int layer, int x, int y, bool value = true) => FlagUtil.SetFlag(Data, 0x6400 + (layer * 0x34), (y * 20) + x, value);
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public GSaveAudioInfo AudioInfo
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{
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get => Data.Slice(0x65A0, GSaveAudioInfo.SIZE).ToStructure<GSaveAudioInfo>();
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set => value.ToBytes().CopyTo(Data, 0x65A0);
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}
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public GSaveRoomFloorWall RoomFloorWall
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{
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get => Data.Slice(0x65A4, GSaveRoomFloorWall.SIZE).ToStructure<GSaveRoomFloorWall>();
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set => value.ToBytes().CopyTo(Data, 0x65A4);
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}
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public IPlayerRoom Upgrade()
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{
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var data = new byte[PlayerRoom2.SIZE];
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Data.CopyTo(data, 0);
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return new PlayerRoom2(data);
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}
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}
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}
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