Remove dungeon.h and overworld.h headers; integrate their structures directly into zelda.h and update include paths in related source files.
This commit is contained in:
@@ -1,78 +0,0 @@
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#ifndef YAZE_BASE_DUNGEON_H_
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#define YAZE_BASE_DUNGEON_H_
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdbool.h>
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#include <stdint.h>
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typedef struct dungeon_sprite {
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const char* name;
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uint8_t id;
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uint8_t subtype;
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} dungeon_sprite;
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typedef enum background2 {
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Off,
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Parallax,
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Dark,
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OnTop,
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Translucent,
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Addition,
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Normal,
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Transparent,
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DarkRoom
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} background2;
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typedef struct object_door {
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short id;
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uint8_t x;
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uint8_t y;
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uint8_t size;
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uint8_t type;
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uint8_t layer;
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} object_door;
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typedef struct staircase {
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uint8_t id;
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uint8_t room;
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const char* label;
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} staircase;
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typedef struct chest {
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uint8_t x;
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uint8_t y;
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uint8_t item;
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bool picker;
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bool big_chest;
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} chest;
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typedef struct chest_data {
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uint8_t id;
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bool size;
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} chest_data;
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typedef struct destination {
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uint8_t index;
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uint8_t target;
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uint8_t target_layer;
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} destination;
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typedef struct zelda3_dungeon_room {
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background2 bg2;
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dungeon_sprite* sprites;
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object_door* doors;
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staircase* staircases;
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chest* chests;
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chest_data* chests_in_room;
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destination pits;
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destination stairs[4];
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} zelda3_dungeon_room;
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#ifdef __cplusplus
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}
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#endif
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#endif // YAZE_BASE_DUNGEON_H_
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@@ -1,40 +0,0 @@
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#ifndef YAZE_OVERWORLD_H
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#define YAZE_OVERWORLD_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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/**
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* @brief Primitive of an overworld map.
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*/
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typedef struct zelda3_overworld_map {
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uint8_t id; /**< ID of the overworld map. */
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uint8_t parent_id;
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uint8_t quadrant_id;
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uint8_t world_id;
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uint8_t game_state;
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uint8_t area_graphics;
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uint8_t area_palette;
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uint8_t sprite_graphics[3];
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uint8_t sprite_palette[3];
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uint8_t area_music[4];
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uint8_t static_graphics[16];
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} zelda3_overworld_map;
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/**
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* @brief Primitive of the overworld.
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*/
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typedef struct zelda3_overworld {
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void *impl; // yaze::Overworld*
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zelda3_overworld_map **maps; /**< Pointer to the overworld maps. */
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} zelda3_overworld;
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#ifdef __cplusplus
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}
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#endif
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#endif // YAZE_OVERWORLD_H
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@@ -8,8 +8,6 @@ extern "C" {
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#include <stddef.h>
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#include <stdint.h>
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#include "dungeon.h"
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#include "overworld.h"
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#include "snes.h"
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#include "zelda.h"
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90
incl/zelda.h
90
incl/zelda.h
@@ -6,6 +6,7 @@ extern "C" {
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#endif
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#include <stdint.h>
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#include <stdbool.h>
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/**
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* @brief Different versions of the game supported by yaze.
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@@ -94,6 +95,95 @@ zelda3_rom* yaze_load_rom(const char* filename);
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void yaze_unload_rom(zelda3_rom* rom);
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void yaze_save_rom(zelda3_rom* rom, const char* filename);
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/**
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* @brief Primitive of an overworld map.
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*/
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typedef struct zelda3_overworld_map {
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uint8_t id; /**< ID of the overworld map. */
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uint8_t parent_id;
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uint8_t quadrant_id;
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uint8_t world_id;
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uint8_t game_state;
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uint8_t area_graphics;
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uint8_t area_palette;
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uint8_t sprite_graphics[3];
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uint8_t sprite_palette[3];
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uint8_t area_music[4];
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uint8_t static_graphics[16];
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} zelda3_overworld_map;
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/**
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* @brief Primitive of the overworld.
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*/
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typedef struct zelda3_overworld {
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void *impl; // yaze::Overworld*
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zelda3_overworld_map **maps; /**< Pointer to the overworld maps. */
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} zelda3_overworld;
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typedef struct dungeon_sprite {
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const char* name;
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uint8_t id;
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uint8_t subtype;
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} dungeon_sprite;
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typedef enum background2 {
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Off,
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Parallax,
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Dark,
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OnTop,
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Translucent,
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Addition,
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Normal,
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Transparent,
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DarkRoom
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} background2;
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typedef struct object_door {
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short id;
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uint8_t x;
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uint8_t y;
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uint8_t size;
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uint8_t type;
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uint8_t layer;
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} object_door;
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typedef struct staircase {
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uint8_t id;
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uint8_t room;
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const char* label;
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} staircase;
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typedef struct chest {
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uint8_t x;
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uint8_t y;
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uint8_t item;
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bool picker;
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bool big_chest;
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} chest;
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typedef struct chest_data {
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uint8_t id;
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bool size;
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} chest_data;
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typedef struct destination {
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uint8_t index;
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uint8_t target;
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uint8_t target_layer;
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} destination;
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typedef struct zelda3_dungeon_room {
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background2 bg2;
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dungeon_sprite* sprites;
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object_door* doors;
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staircase* staircases;
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chest* chests;
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chest_data* chests_in_room;
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destination pits;
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destination stairs[4];
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} zelda3_dungeon_room;
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#ifdef __cplusplus
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}
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#endif
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@@ -1,6 +1,6 @@
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#include "room.h"
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#include <dungeon.h>
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#include <yaze.h>
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#include <cstdint>
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#include <vector>
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@@ -1,7 +1,7 @@
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#ifndef YAZE_APP_ZELDA3_DUNGEON_ROOM_H
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#define YAZE_APP_ZELDA3_DUNGEON_ROOM_H
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#include <dungeon.h>
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#include <yaze.h>
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#include <cstdint>
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#include <string_view>
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@@ -8,7 +8,6 @@
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#include "app/core/controller.h"
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#include "app/rom.h"
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#include "app/zelda3/overworld/overworld.h"
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#include "dungeon.h"
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#include "util/flag.h"
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#include "yaze_config.h"
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