Begin OWMapTile refactoring
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@@ -18,6 +18,12 @@ namespace yaze {
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namespace app {
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namespace zelda3 {
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struct OWMapTiles {
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std::vector<std::vector<ushort>> light_world; // 64 maps * (32*32 tiles)
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std::vector<std::vector<ushort>> dark_world; // 64 maps * (32*32 tiles)
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std::vector<std::vector<ushort>> special_world; // 32 maps * (32*32 tiles)
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}
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class Overworld {
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public:
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void Load(ROM& rom);
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@@ -42,6 +48,8 @@ class Overworld {
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std::vector<std::vector<ushort>> allmapsTilesDW; // 64 maps * (32*32 tiles)
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std::vector<std::vector<ushort>> allmapsTilesSP; // 32 maps * (32*32 tiles)
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OWMapTiles map_tiles_;
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gfx::Bitmap mapblockset16;
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gfx::Bitmap currentOWgfx16;
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gfx::Bitmap overworldMapBitmap;
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