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55 lines
1.9 KiB
C
55 lines
1.9 KiB
C
#ifndef GUARD_DUNGEON_H
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#define GUARD_DUNGEON_H
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#include "structs/str_dungeon.h"
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// size: 0x8
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typedef struct DungeonName
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{
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const u8 *name1;
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const u8 *name2;
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} DungeonName;
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// size: 0x10
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typedef struct DungeonDataEntry
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{
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/* 0x0 */ bool8 stairDirectionUp;
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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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/* 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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/* 0x7 */ bool8 keepMoney;
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/* 0x8 */ bool8 leaderCanSwitch;
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/* 0x9 */ bool8 hasCheckpoint;
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/* 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).
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/* 0xC */ s16 turnLimit;
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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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} DungeonDataEntry;
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extern DungeonDataEntry gDungeons[];
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extern DungeonName gDungeonNames[];
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s32 GetDungeonFloorCount(u8 dungeon);
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const u8 *GetDungeonName1(u8 dungeon);
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bool8 IsStairDirectionUp(u8 dungeon);
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u32 GetMaxItemsAllowed(u8 dungeon);
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s8 GetRescuesAllowed(u8 dungeon);
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bool8 HasCheckpoint(u8 dungeon);
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s16 GetRandomMovementChance(u8 dungeon);
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void PrintYellowDungeonNametoBuffer(u8 *buffer, DungeonLocation *dungeonLocation);
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void PrintDungeonLocationtoBuffer(u8 *buffer, DungeonLocation *dungeonLocation);
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u32 sub_80908D8(DungeonLocation *dungeon);
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u8 sub_8090910(DungeonLocation *dungeon, u32 param_2);
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bool8 IsNotValidDungeon(u8 dungeon);
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u8 IsRecruitingEnabled(u8 dungeon);
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#endif // GUARD_DUNGEON_H
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