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55 lines
2.2 KiB
C
55 lines
2.2 KiB
C
#ifndef GUARD_DUNGEON_MESSAGE_H
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#define GUARD_DUNGEON_MESSAGE_H
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#include "structs/dungeon_entity.h"
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#include "string_format.h"
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struct MonDialogueSpriteInfo
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{
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s16 species;
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u8 spriteId;
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};
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struct DungeonDialogueStruct
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{
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u16 unk0;
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u8 unk2;
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u8 unk3;
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s16 unk4;
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s16 unk6;
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const u8 *str;
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};
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void sub_80521D0(void);
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void sub_8052210(bool8 a0);
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// These functions display the string if certain conditions are met. The conditions differ depending on the function. The string is then saved to the message log.
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void LogMessageByIdWithPopupCheckUser(Entity *pokemon, const u8 *str);
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void TryDisplayDungeonLoggableMessage2(Entity *pokemon, const u8 *str);
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void TryDisplayDungeonLoggableMessage3(Entity *attacker, Entity *target, const u8 *str);
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void TryDisplayDungeonLoggableMessage4(Entity *attacker, Entity *target, const u8 *str);
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void TryDisplayDungeonLoggableMessage5(Entity *pokemon, DungeonPos *pos, const u8 *str);
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// As opposed to the above - these always display the string and save it in the message log. False/True stand for an unknown argument. Not sure what the practical difference is between these.
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void DisplayDungeonLoggableMessage(Entity *pokemon, const u8 *str);
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void DisplayDungeonLoggableMessageFalse(Entity *pokemon, const u8 *str);
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void DisplayDungeonLoggableMessageTrue(Entity *pokemon, const u8 *str);
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void xxx_draw_string_80524F0(void);
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void sub_80526D0(s32 r0);
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void sub_8052740(s32 a0);
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void DisplayDungeonMessage(struct MonDialogueSpriteInfo *monSpriteInfo, const u8 *str, bool8 a2);
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void DisplayDungeonDialogue(const struct DungeonDialogueStruct *dialogueInfo);
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bool32 DisplayDungeonYesNoMessage(struct MonDialogueSpriteInfo *monSpriteInfo, const u8 *str, bool32 defaultYes);
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s32 DisplayDungeonMenuMessage(struct MonDialogueSpriteInfo *monSpriteInfo, const u8 *str, const MenuItem *menuItems, u16 unkArg);
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void sub_8052D44(s16 *ids, Entity *leader, Entity *partner);
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void TryDisplayGeneralTutorialMessage(void);
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void TryDisplayItemPickupTutorialMessage(u8 itemId);
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void DisplayYouReachedDestFloorStr(void);
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void sub_8052FB8(const u8 *str);
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const u8 *GetCurrentDungeonName(void);
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void ResetMessageLog(void);
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bool32 DisplayMessageLog(void);
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#endif // GUARD_DUNGEON_MESSAGE_H
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