1#ifndef YAZE_ZELDA3_DUNGEON_DRAW_ROUTINES_SPECIAL_ROUTINES_H
2#define YAZE_ZELDA3_DUNGEON_DRAW_ROUTINES_SPECIAL_ROUTINES_H
8namespace draw_routines {
21void DrawChest(
const DrawContext& ctx,
int chest_index);
void DrawTableRock4x4_1to16(const DrawContext &ctx)
Draw 4x4 table rock pattern.
void DrawInterRoomFatStairsDownA(const DrawContext &ctx)
Draw inter-room fat stairs going down A (Type 2 object 0x12E)
void DrawSingle2x2(const DrawContext &ctx)
Draw a single 2x2 block (column-major order)
void DrawWaterfall47(const DrawContext &ctx)
Draw waterfall object 0x47 pattern.
void DrawHorizontalTurtleRockPipe(const DrawContext &ctx)
Draw horizontal Turtle Rock pipe (6x4)
void DrawAutoStairs(const DrawContext &ctx)
Draw auto stairs (Type 2/3 objects 0x130-0x133, 0x21B-0x21D, 0x233)
void DrawSpittingWaterFace(const DrawContext &ctx)
Draw spitting water face (Type 3 object 0x201)
void DrawLargeCanvasObject(const DrawContext &ctx, int width, int height)
Draw large canvas object with arbitrary dimensions.
void DrawChest(const DrawContext &ctx, int chest_index)
Draw chest object (big or small) with open/closed state support.
void DrawBed4x5(const DrawContext &ctx)
Draw a 4x5 bed pattern (row-major)
void DrawSingle4x4(const DrawContext &ctx)
Draw a single 4x4 block (column-major order)
void DrawUtility3x5(const DrawContext &ctx)
Draw utility 3x5 pattern (special row pattern)
void DrawDoorSwitcherer(const DrawContext &ctx)
Draw door switcher object with state-based graphics.
void Draw4x4BlocksIn4x4SuperSquare(const DrawContext &ctx)
Draw 4x4 solid blocks in a super square grid.
void DrawBigHole4x4_1to16(const DrawContext &ctx)
Draw 4x4 big hole pattern.
void Draw4x4FloorTwoIn4x4SuperSquare(const DrawContext &ctx)
Draw two 4x4 floor pattern variant.
void DrawSolidWallDecor3x4(const DrawContext &ctx)
Draw solid wall decor 3x4.
void DrawLightBeamOnFloor(const DrawContext &ctx)
Draw floor light beam composed of three 4x4 blocks.
void DrawWaterFace(const DrawContext &ctx)
Draw a generic 2x2 water-face helper pattern.
void DrawChestPlatformVerticalWall(const DrawContext &ctx)
Draw chest platform vertical wall section.
void DrawClosedChestPlatform(const DrawContext &ctx)
Draw closed chest platform (Type 1 object 0xC1)
void DrawSpike2x2In4x4SuperSquare(const DrawContext &ctx)
Draw 2x2 spike pattern in super square units.
void DrawSingle4x3(const DrawContext &ctx)
Draw a single 4x3 block (column-major order)
void DrawBigLightBeamOnFloor(const DrawContext &ctx)
Draw big floor light beam (8x8 footprint)
void DrawSpiralStairs(const DrawContext &ctx, bool going_up, bool is_upper)
Draw spiral stairs (Type 2 objects 0x138-0x13B)
void DrawSomariaLine(const DrawContext &ctx)
Draw Somaria line in various directions.
void DrawWaterfall48(const DrawContext &ctx)
Draw waterfall object 0x48 pattern.
void DrawVerticalTurtleRockPipe(const DrawContext &ctx)
Draw vertical Turtle Rock pipe (two stacked 4x3 sections)
void DrawBombableFloor(const DrawContext &ctx)
Draw bombable floor (Type 3 object 0x247)
void DrawDrenchingWaterFace(const DrawContext &ctx)
Draw drenching water face (Type 3 object 0x202)
void DrawEmptyWaterFace(const DrawContext &ctx)
Draw empty water face (Type 3 object 0x200)
void DrawBossShell4x4(const DrawContext &ctx)
Draw boss shell 4x4.
void CustomDraw(const DrawContext &ctx)
Custom draw routine for special objects.
void Draw4x4FloorIn4x4SuperSquare(const DrawContext &ctx)
Draw 4x4 floor pattern in super square units.
void DrawInterRoomFatStairsUp(const DrawContext &ctx)
Draw inter-room fat stairs going up (Type 2 object 0x12D)
void Draw3x3FloorIn4x4SuperSquare(const DrawContext &ctx)
Draw 3x3 floor pattern in super square units.
void DrawArcheryGameTargetDoor(const DrawContext &ctx)
Draw archery game target door (two 3x3 sections)
void DrawStraightInterRoomStairs(const DrawContext &ctx)
Draw straight inter-room stairs (Type 3 objects 0x21E-0x229)
void DrawGanonTriforceFloorDecor(const DrawContext &ctx)
Draw Ganon triforce floor decor (three 4x4 sections)
void RegisterSpecialRoutines(std::vector< DrawRoutineInfo > ®istry)
Register all special/miscellaneous draw routines to the registry.
void DrawInterRoomFatStairsDownB(const DrawContext &ctx)
Draw inter-room fat stairs going down B (Type 2 object 0x12F)
void DrawMovingWall(const DrawContext &ctx, bool is_west)
Draw moving wall (Type 1 objects 0xCD, 0xCE)
void DrawUtility6x3(const DrawContext &ctx)
Draw utility 6x3 pattern via RoomDraw_1x3N_rightwards.
void DrawRightwards3x6(const DrawContext &ctx)
Draw a 6x3 pattern via RoomDraw_1x3N_rightwards semantics.
void DrawChestPlatformHorizontalWall(const DrawContext &ctx)
Draw chest platform horizontal wall section.
void DrawWaterOverlay8x8_1to16(const DrawContext &ctx)
Draw water overlay 8x8 pattern.
void DrawRupeeFloor(const DrawContext &ctx)
Draw the blue rupee floor pattern (6x8 with gaps)
void Draw4x4FloorOneIn4x4SuperSquare(const DrawContext &ctx)
Draw single 4x4 floor pattern variant.
void DrawNothing(const DrawContext &ctx)
Draw nothing - represents invisible logic objects or placeholders.
void DrawActual4x4(const DrawContext &ctx)
Draw an actual 4x4 tile8 pattern (column-major order)
void DrawBigKeyLock(const DrawContext &ctx)
Draw big key lock (Type 3 object 0x218)
void DrawPrisonCell(const DrawContext &ctx)
Draw prison cell with bars (Type 3 objects 0x20D, 0x217)