Refactor dungeon room structures and rename classes for consistency
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@@ -86,43 +86,6 @@ constexpr int NumberOfRooms = 296;
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constexpr ushort stairsObjects[] = {0x139, 0x138, 0x13B, 0x12E, 0x12D};
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class DungeonDestination {
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public:
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DungeonDestination() = default;
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~DungeonDestination() = default;
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DungeonDestination(uint8_t i) : Index(i) {}
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uint8_t Index;
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uint8_t Target = 0;
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uint8_t TargetLayer = 0;
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};
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struct Chest {
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uint8_t x = 0;
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uint8_t y = 0;
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uint8_t item = 0;
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bool picker = false;
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bool big_chest = false;
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};
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struct ChestData {
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ChestData() = default;
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ChestData(uchar i, bool s) : id_(i), size_(s) {};
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uchar id_;
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bool size_;
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};
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struct StaircaseRooms {
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StaircaseRooms() = default;
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StaircaseRooms(uchar i, uchar r, const char *label)
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: id_(i), room_(r), label_(label) {};
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uchar id_;
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uchar room_;
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const char *label_;
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};
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class Room : public SharedRom {
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public:
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Room() = default;
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@@ -200,16 +163,16 @@ class Room : public SharedRom {
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std::array<gfx::Bitmap, 3> background_bmps_;
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std::vector<zelda3::Sprite> sprites_;
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std::vector<StaircaseRooms> staircase_rooms_vec_;
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std::vector<z3_staircase> staircase_rooms_vec_;
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Background2 bg2_;
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DungeonDestination pits_;
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DungeonDestination stair1_;
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DungeonDestination stair2_;
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DungeonDestination stair3_;
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DungeonDestination stair4_;
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z3_dungeon_destination pits_;
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z3_dungeon_destination stair1_;
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z3_dungeon_destination stair2_;
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z3_dungeon_destination stair3_;
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z3_dungeon_destination stair4_;
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std::vector<ChestData> chests_in_room_;
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std::vector<z3_chest_data> chests_in_room_;
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std::vector<RoomObject> tile_objects_;
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std::vector<int> room_addresses_;
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