#ifndef GUARD_DUNGEON_INFO_H #define GUARD_DUNGEON_INFO_H #include "structs/str_dungeon_location.h" #include "data_serializer.h" extern const u16 *const gRandomItemsSets[]; extern const u8 gUnknown_8108EC0[]; const u8 *GetDungeonName1(u8 dungeon); const u8 *GetDungeonName2(u8 dungeon); bool8 IsStairDirectionUp(u8 dungeon); s16 GetTurnLimit(u8 dungeon); bool8 IsEnterWithoutGameSave(u8 dungeon); bool8 HasCheckpoint(u8 dungeon); bool8 IsLevelResetDungeon(u8 dungeon); u32 GetMaxItemsAllowed(u8 dungeon); bool8 IsMoneyAllowed(u8 dungeon); s8 GetRescuesAllowed(u8 dungeon); u8 IsRecruitingEnabled(u8 dungeon); bool8 CanLeaderSwitch(u8 dungeon); s16 GetRandomMovementChance(u8 dungeon); bool8 sub_809017C(DungeonLocation* a1); void GeneralizeMazeDungeonLoc(DungeonLocation *dst, const DungeonLocation *src); void PrintYellowDungeonNametoBuffer(u8 *buffer, DungeonLocation *dungeonLocation); void PrintDungeonLocationtoBuffer(u8 *buffer, DungeonLocation *dungeonLocation); void CopyDungeonName1toBuffer(u8 *buffer, DungeonLocation *dungeonLocation); s32 GetDungeonFloorCount(u8 dungeon); s32 GetDungeonStartingFloor(u8 dungeon); void WriteDungeonLocationBits(DataSerializer* r0, DungeonLocation* src); void ReadDungeonLocationBits(DataSerializer* r0, DungeonLocation* dst); bool8 DoEnemiesEvolveWhenKOed(u8 dungeon); #define DUNGEON_REQUIREMENTS_PASS 0 #define DUNGEON_REQUIREMENTS_FAIL 1 #define DUNGEON_REQUIREMENTS_ASK 2 u32 BufferDungeonRequirementsText(u8 dungeonIndex, s32 speciesId_, u8 *buffer, bool32 param_4_, bool32 param_5_); u32 GetDungeonLocMissionDifficulty(DungeonLocation *dungeon); u8 GetRandomItemForValidDungeonLoc(DungeonLocation *dungeon, u32 param_2); bool8 IsNotValidDungeon(u8 dungeon); #endif // GUARD_DUNGEON_INFO_H