Refactor room handling for consistency and readability by standardizing variable naming and improving code structure
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@@ -97,9 +97,17 @@ class DungeonDestination {
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uint8_t TargetLayer = 0;
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};
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struct Chest {
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uint8_t x = 0;
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uint8_t y = 0;
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uint8_t item = 0;
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bool picker = false;
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bool big_chest = false;
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};
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struct ChestData {
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ChestData() = default;
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ChestData(uchar i, bool s) : id_(i), size_(s){};
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ChestData(uchar i, bool s) : id_(i), size_(s) {};
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uchar id_;
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bool size_;
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@@ -107,12 +115,12 @@ struct ChestData {
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struct StaircaseRooms {
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StaircaseRooms() = default;
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StaircaseRooms(uchar i, uchar r, const char* label)
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: id_(i), room_(r), label_(label){};
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StaircaseRooms(uchar i, uchar r, const char *label)
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: id_(i), room_(r), label_(label) {};
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uchar id_;
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uchar room_;
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const char* label_;
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const char *label_;
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};
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class Room : public SharedRom {
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@@ -120,6 +128,7 @@ class Room : public SharedRom {
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Room() = default;
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Room(int room_id) : room_id_(room_id) {}
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~Room() = default;
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void LoadHeader();
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void LoadRoomFromROM();
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@@ -132,7 +141,7 @@ class Room : public SharedRom {
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void LoadChests();
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auto blocks() const { return blocks_; }
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auto& mutable_blocks() { return blocks_; }
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auto &mutable_blocks() { return blocks_; }
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auto layer1() const { return background_bmps_[0]; }
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auto layer2() const { return background_bmps_[1]; }
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auto layer3() const { return background_bmps_[2]; }
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