2020-06-02 18:56:12 +00:00
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#ifndef GUARD_DUNGEON_H
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#define GUARD_DUNGEON_H
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2023-01-08 09:23:00 +00:00
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#include "dungeon_global_data.h"
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2020-06-02 18:56:12 +00:00
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struct DungeonName
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{
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const u8 *name1;
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const u8 *name2;
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};
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2023-01-08 09:23:00 +00:00
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struct DungeonDataEntry
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2020-06-02 18:56:12 +00:00
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{
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2023-02-14 05:02:52 +00:00
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/* 0x0 */ bool8 stairDirectionUp;
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2023-02-14 21:17:59 +00:00
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// If enabled, enemies will evolve when a team member is KOed (and doesn't revive) if their evolution spawns on the floor.
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// False for all dungeons, but the code still works if this flag is enabled.
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/* 0x1 */ bool8 enemiesEvolveWhenKOed;
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2023-02-12 05:49:57 +00:00
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/* 0x2 */ bool8 recruitingEnabled;
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/* 0x3 */ s8 rescuesAllowed;
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/* 0x4 */ u8 maxItemsAllowed;
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/* 0x5 */ u8 maxPartyMembers;
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/* 0x6 */ bool8 levelResetTo1;
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2023-02-14 20:09:39 +00:00
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/* 0x7 */ bool8 keepMoney;
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/* 0x8 */ bool8 leaderCanSwitch;
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2023-02-14 05:02:52 +00:00
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/* 0x9 */ bool8 hasCheckpoint;
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2023-02-14 20:09:39 +00:00
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/* 0xA */ bool8 enterWithoutGameSave; // If false, the dungeon will force a quicksave before entering.
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2023-02-12 05:49:57 +00:00
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/* 0xB */ u8 HMMask; // HM mask for dungeon entry requirements (Fly, Dive, Waterfall, Surf, Water).
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/* 0xC */ s16 turnLimit;
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2023-02-14 21:17:59 +00:00
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// The chance that a wild Pokémon's moveRandomly flag will be set when spawning,
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// causing them to move randomly inside a room instead of exploring rooms.
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/* 0xE */ s16 randomMovementChance;
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2020-06-02 18:56:12 +00:00
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};
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2023-01-08 09:23:00 +00:00
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extern struct DungeonDataEntry gDungeons[];
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2020-06-02 18:56:12 +00:00
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extern struct DungeonName gDungeonNames[];
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2020-11-23 21:22:16 +00:00
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const u8 *GetDungeonName1(u8 dungeon);
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2022-11-03 05:05:20 +00:00
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u32 sub_80908D8(struct DungeonLocation *dungeon);
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u8 sub_8090910(struct DungeonLocation *dungeon, u32 param_2);
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bool8 sub_809095C(u8 dungeon);
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2023-02-12 05:49:57 +00:00
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s8 GetRescuesAllowed(u8 dungeon);
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2023-02-14 05:02:52 +00:00
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bool8 HasCheckpoint(u8 dungeon);
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2020-06-02 18:56:12 +00:00
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#endif //GUARD_DUNGEON_H
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