#include <array>
#include <cstddef>
#include <cstdint>
#include <optional>
#include <vector>
#include "zelda3/dungeon/game_tilemap_comparison.h"
#include "zelda3/dungeon/room.h"
#include "zelda3/dungeon/room_object.h"
Go to the source code of this file.
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| enum class | yaze::zelda3::CollisionSource : uint8_t {
yaze::zelda3::kTilemap = 0
, yaze::zelda3::kStar
, yaze::zelda3::kStairs
, yaze::zelda3::kLayerStairs
,
yaze::zelda3::kWater
, yaze::zelda3::kManipulable
, yaze::zelda3::kTorch
, yaze::zelda3::kChest
,
yaze::zelda3::kBigKeyLock
, yaze::zelda3::kDoor
, yaze::zelda3::kLockedDoor
, yaze::zelda3::kDoorLayerToggle
,
yaze::zelda3::kDoorSwitch
, yaze::zelda3::kCrystalPeg
} |
| |
| enum class | yaze::zelda3::CustomTileTypeSource : uint8_t { yaze::zelda3::kVanilla
, yaze::zelda3::kHook
, yaze::zelda3::kUnrecognizedHook
} |
| |
| enum class | yaze::zelda3::StaircaseSlotStatus {
yaze::zelda3::kResolved
, yaze::zelda3::kTriggerUnavailable
, yaze::zelda3::kOverlappingStairs
, yaze::zelda3::kOutsideRoom
,
yaze::zelda3::kTooManyStairs
} |
| |
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| const char * | yaze::zelda3::CollisionSourceName (CollisionSource source) |
| |
| const char * | yaze::zelda3::CustomTileTypeSourceName (CustomTileTypeSource source) |
| |
| CustomTileTypeTable | yaze::zelda3::ResolveCustomTileTypeTable (const Rom &rom) |
| |
| std::array< uint8_t, kTileAttributeTableSize > | yaze::zelda3::LoadUnderworldTileAttributeTable (const Rom &rom, uint8_t blockset) |
| |
| std::array< uint8_t, kTileAttributeTableSize > | yaze::zelda3::LoadUnderworldTileAttributeTable (const Rom &rom, uint8_t blockset, const CustomTileTypeTable &custom) |
| |
| RoomCollisionMaps | yaze::zelda3::ComputeBasicCollisionMaps (const std::array< uint8_t, kTileAttributeTableSize > &table, const RoomTilemaps &tilemaps) |
| |
| RoomCollisionMaps | yaze::zelda3::ComputeRoomCollisionMaps (const Rom &rom, const RoomCollisionInput &input, const UnderworldRoomLoadState &state) |
| |
| std::vector< StaircaseSlotResolution > | yaze::zelda3::ResolveVanillaStaircaseSlots (const Rom &rom, const RoomCollisionInput &input, const UnderworldRoomLoadState &state) |
| |
| RoomCollisionInput | yaze::zelda3::MakeRoomCollisionInput (const Room &room) |
| |
| RoomCollisionInput | yaze::zelda3::MakeRoomCollisionInput (const Room &room, const RoomTilemaps &tilemaps) |
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