#include "zelda3/dungeon/chest_edit.h"#include <cstdint>#include "absl/strings/str_format.h"#include "zelda3/dungeon/dungeon_limits.h"#include "zelda3/dungeon/object_layer_semantics.h"Go to the source code of this file.
Namespaces | |
| namespace | yaze |
| namespace | yaze::zelda3 |
| Zelda 3 specific classes and functions. | |
| namespace | yaze::zelda3::anonymous_namespace{chest_edit.cc} |
Functions | |
| bool | yaze::zelda3::anonymous_namespace{chest_edit.cc}::IsChest (const RoomObject &object) |
| std::vector< size_t > | yaze::zelda3::anonymous_namespace{chest_edit.cc}::StreamObjectIndices (const std::vector< RoomObject > &objects, bool include_locks=false) |
| absl::Status | yaze::zelda3::anonymous_namespace{chest_edit.cc}::ValidateRoomEventSlots (const std::vector< RoomObject > &objects) |
| std::optional< size_t > | yaze::zelda3::ChestIndexForObject (const std::vector< RoomObject > &objects, size_t object_index) |
| absl::Status | yaze::zelda3::ValidateChestObjectMapping (const std::vector< RoomObject > &objects, const std::vector< chest_data > &chests) |
| absl::StatusOr< std::vector< chest_data > > | yaze::zelda3::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) |