chore: Refactor room object loading and drawing methods
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@@ -5,6 +5,25 @@ namespace app {
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namespace zelda3 {
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namespace dungeon {
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ObjectOption operator|(ObjectOption lhs, ObjectOption rhs) {
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return static_cast<ObjectOption>(static_cast<int>(lhs) |
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static_cast<int>(rhs));
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}
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ObjectOption operator&(ObjectOption lhs, ObjectOption rhs) {
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return static_cast<ObjectOption>(static_cast<int>(lhs) &
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static_cast<int>(rhs));
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}
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ObjectOption operator^(ObjectOption lhs, ObjectOption rhs) {
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return static_cast<ObjectOption>(static_cast<int>(lhs) ^
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static_cast<int>(rhs));
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}
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ObjectOption operator~(ObjectOption option) {
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return static_cast<ObjectOption>(~static_cast<int>(option));
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}
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SubtypeInfo FetchSubtypeInfo(uint16_t object_id) {
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SubtypeInfo info;
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@@ -31,7 +50,7 @@ SubtypeInfo FetchSubtypeInfo(uint16_t object_id) {
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return info;
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}
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void RoomObject::DrawTile(Tile t, int xx, int yy,
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void RoomObject::DrawTile(gfx::Tile16 t, int xx, int yy,
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std::vector<uint8_t>& current_gfx16,
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std::vector<uint8_t>& tiles_bg1_buffer,
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std::vector<uint8_t>& tiles_bg2_buffer,
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