1#ifndef YAZE_ZELDA3_DUNGEON_CHEST_EDIT_H_
2#define YAZE_ZELDA3_DUNGEON_CHEST_EDIT_H_
8#include "absl/status/status.h"
9#include "absl/status/statusor.h"
19 const std::vector<RoomObject>& objects,
size_t object_index);
24 const std::vector<chest_data>& chests);
38 const std::vector<RoomObject>& before_objects,
39 const std::vector<chest_data>& before_chests,
40 const std::vector<RoomObject>& after_objects,
41 const std::vector<std::optional<size_t>>& source_indices,
42 const std::vector<std::optional<chest_data>>& chest_overrides = {});
Zelda 3 specific classes and functions.
absl::Status ValidateChestObjectMapping(const std::vector< RoomObject > &objects, const std::vector< chest_data > &chests)
std::optional< size_t > ChestIndexForObject(const std::vector< RoomObject > &objects, size_t object_index)
absl::StatusOr< std::vector< chest_data > > PlanChestObjectEdit(const std::vector< RoomObject > &before_objects, const std::vector< chest_data > &before_chests, const std::vector< RoomObject > &after_objects, const std::vector< std::optional< size_t > > &source_indices, const std::vector< std::optional< chest_data > > &chest_overrides)
The Legend of Zelda: A Link to the Past - Data Structures and Constants.