Refactor room handling for consistency and readability by standardizing variable naming and improving code structure

This commit is contained in:
scawful
2024-11-08 00:12:45 -05:00
parent fd881dc1d3
commit 1c8285a498
4 changed files with 69 additions and 64 deletions

View File

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