Refactor dungeon structures to use typedefs for clarity and consistency

This commit is contained in:
scawful
2024-11-10 22:37:00 -05:00
parent 0f3fd1fb5d
commit 6e7f99f520

View File

@@ -5,43 +5,44 @@
extern "C" {
#endif
#include <stdbool.h>
#include <stdint.h>
struct z3_object_door {
typedef struct z3_object_door {
short id;
uint8_t x;
uint8_t y;
uint8_t size;
uint8_t type;
uint8_t layer;
};
} z3_object_door;
struct z3_dungeon_destination {
typedef struct z3_dungeon_destination {
uint8_t index;
uint8_t target;
uint8_t target_layer;
};
} z3_dungeon_destination;
struct z3_staircase {
typedef struct z3_staircase {
uint8_t id;
uint8_t room;
const char *label;
};
} z3_staircase;
struct z3_chest {
typedef struct z3_chest {
uint8_t x;
uint8_t y;
uint8_t item;
bool picker;
bool big_chest;
};
} z3_chest;
struct z3_chest_data {
typedef struct z3_chest_data {
uint8_t id;
bool size;
};
} z3_chest_data;
enum z3_dungeon_background2 {
typedef enum z3_dungeon_background2 {
Off,
Parallax,
Dark,
@@ -51,7 +52,7 @@ enum z3_dungeon_background2 {
Normal,
Transparent,
DarkRoom
};
} z3_dungeon_background2;
#ifdef __cplusplus
}