#ifndef GUARD_DUNGEON_H #define GUARD_DUNGEON_H #include "dungeon_global_data.h" struct DungeonName { const u8 *name1; const u8 *name2; }; struct DungeonDataEntry { /* 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; /* 0x2 */ bool8 recruitingEnabled; /* 0x3 */ s8 rescuesAllowed; /* 0x4 */ u8 maxItemsAllowed; /* 0x5 */ u8 maxPartyMembers; /* 0x6 */ bool8 levelResetTo1; /* 0x7 */ bool8 keepMoney; /* 0x8 */ bool8 leaderCanSwitch; /* 0x9 */ bool8 hasCheckpoint; /* 0xA */ bool8 enterWithoutGameSave; // If false, the dungeon will force a quicksave before entering. /* 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; }; extern struct DungeonDataEntry gDungeons[]; extern struct DungeonName gDungeonNames[]; const u8 *GetDungeonName1(u8 dungeon); u32 sub_80908D8(struct DungeonLocation *dungeon); u8 sub_8090910(struct DungeonLocation *dungeon, u32 param_2); bool8 sub_809095C(u8 dungeon); s8 GetRescuesAllowed(u8 dungeon); bool8 HasCheckpoint(u8 dungeon); #endif //GUARD_DUNGEON_H