1#ifndef YAZE_ZELDA3_DUNGEON_EDITOR_DUNGEON_STATE_H
2#define YAZE_ZELDA3_DUNGEON_EDITOR_DUNGEON_STATE_H
23 bool IsChestOpen(
int room_id,
int chest_index)
const override {
39 bool IsDoorOpen(
int room_id,
int door_index)
const override {
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Interface for accessing dungeon game state.
Editor implementation of DungeonState.
void SetFloorBombable(int room_id, bool bombed)
bool IsChestOpen(int room_id, int chest_index) const override
std::map< int, bool > rupee_floor_states_
bool IsBigChestOpen() const override
bool IsWallMoved(int room_id) const override
bool crystal_switch_blue_
bool IsFloorBombable(int room_id) const override
std::map< std::pair< int, int >, bool > chest_states_
EditorDungeonState(Rom *rom, GameData *game_data)
void SetDoorOpen(int room_id, int door_index, bool open)
void SetRupeeFloorActive(int room_id, bool active)
void SetChestOpen(int room_id, int chest_index, bool open)
bool IsDoorSwitchActive(int room_id) const override
void SetWallMoved(int room_id, bool moved)
std::map< int, bool > floor_bombable_states_
bool IsRupeeFloorActive(int room_id) const override
bool IsCrystalSwitchBlue() const override
std::map< int, bool > wall_moved_states_
std::map< int, bool > door_switch_states_
void SetCrystalSwitchBlue(bool blue)
void SetDoorSwitchActive(int room_id, bool active)
bool IsDoorOpen(int room_id, int door_index) const override
void SetBigChestOpen(bool open)
std::map< std::pair< int, int >, bool > door_states_