Interface for accessing dungeon game state. More...
#include <dungeon_state.h>

Public Member Functions | |
| virtual | ~DungeonState ()=default |
| virtual bool | IsChestOpen (int room_id, int chest_index) const =0 |
| virtual bool | IsBigChestOpen () const =0 |
| virtual bool | IsDoorOpen (int room_id, int door_index) const =0 |
| virtual bool | IsDoorSwitchActive (int room_id) const =0 |
| virtual bool | IsWallMoved (int room_id) const =0 |
| virtual bool | IsFloorBombable (int room_id) const =0 |
| virtual bool | IsRupeeFloorActive (int room_id) const =0 |
| virtual bool | IsCrystalSwitchBlue () const =0 |
Interface for accessing dungeon game state.
This interface abstracts the access to game state variables (SRAM/RAM) that affect object rendering and logic. This allows the editor to simulate game state without a full emulator running.
Definition at line 16 of file dungeon_state.h.
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virtualdefault |
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pure virtual |
Implemented in yaze::zelda3::EditorDungeonState.
Referenced by yaze::zelda3::draw_routines::DrawChest().
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pure virtual |
Implemented in yaze::zelda3::EditorDungeonState.
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pure virtual |
Implemented in yaze::zelda3::EditorDungeonState.
Referenced by yaze::zelda3::draw_routines::DrawBigKeyLock().
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pure virtual |
Implemented in yaze::zelda3::EditorDungeonState.
Referenced by yaze::zelda3::draw_routines::DrawDoorSwitcherer().
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pure virtual |
Implemented in yaze::zelda3::EditorDungeonState.
Referenced by yaze::zelda3::draw_routines::DrawMovingWall().
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pure virtual |
Implemented in yaze::zelda3::EditorDungeonState.
Referenced by yaze::zelda3::draw_routines::DrawBombableFloor().
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pure virtual |
Implemented in yaze::zelda3::EditorDungeonState.
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pure virtual |
Implemented in yaze::zelda3::EditorDungeonState.