pmd-red/include/dungeon.h

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#ifndef GUARD_DUNGEON_H
#define GUARD_DUNGEON_H
#include "dungeon_global_data.h"
// size: 0x8
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struct DungeonName
{
const u8 *name1;
const u8 *name2;
};
// size: 0x10
struct DungeonDataEntry
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{
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/* 0x0 */ bool8 stairDirectionUp;
// If enabled, enemies will evolve when a team member is KOed (and doesn't revive) if their evolution spawns on the floor.
// False for all dungeons, but the code still works if this flag is enabled.
/* 0x1 */ bool8 enemiesEvolveWhenKOed;
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/* 0x2 */ bool8 recruitingEnabled;
/* 0x3 */ s8 rescuesAllowed;
/* 0x4 */ u8 maxItemsAllowed;
/* 0x5 */ u8 maxPartyMembers;
/* 0x6 */ bool8 levelResetTo1;
/* 0x7 */ bool8 keepMoney;
/* 0x8 */ bool8 leaderCanSwitch;
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/* 0x9 */ bool8 hasCheckpoint;
/* 0xA */ bool8 enterWithoutGameSave; // If false, the dungeon will force a quicksave before entering.
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/* 0xB */ u8 HMMask; // HM mask for dungeon entry requirements (Fly, Dive, Waterfall, Surf, Water).
/* 0xC */ s16 turnLimit;
// The chance that a wild Pokémon's moveRandomly flag will be set when spawning,
// causing them to move randomly inside a room instead of exploring rooms.
/* 0xE */ s16 randomMovementChance;
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};
extern struct DungeonDataEntry gDungeons[];
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extern struct DungeonName gDungeonNames[];
const u8 *GetDungeonName1(u8 dungeon);
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u32 sub_80908D8(struct DungeonLocation *dungeon);
u8 sub_8090910(struct DungeonLocation *dungeon, u32 param_2);
bool8 sub_809095C(u8 dungeon);
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s8 GetRescuesAllowed(u8 dungeon);
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bool8 HasCheckpoint(u8 dungeon);
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#endif //GUARD_DUNGEON_H