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35 lines
1.5 KiB
C
35 lines
1.5 KiB
C
#ifndef PMDSKY_FIXED_ROOM_DATA_H
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#define PMDSKY_FIXED_ROOM_DATA_H
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#include "dungeon_mode.h"
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// Entry in the fixed room properties table
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struct fixed_room_properties_entry {
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// 0x0: If MUSIC_NONE_0x0, the music will be taken from the mappa file for the floor
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u16 music;
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u8 field_0x2;
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u8 field_0x3;
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bool8 illuminated; // 0x4: Floor will be fully illuminated (darkness level 0)
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bool8 enable_lategame_traps; // 0x5: Allows Summon, Pitfall, and Pokémon traps to work
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// 0x6: Monsters can use moves on this floor. Does not affect the regular attack.
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// If false, NPCs won't use any moves at all (not even the regular attack)
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bool8 moves_enabled;
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bool8 orbs_allowed; // 0x7: Orbs can be used. Ignored for IDs past FIXED_SEALED_CHAMBER.
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// 0x8: Warping, being blown away, and leaping are allowed on this floor.
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// Ignored for IDs past FIXED_SEALED_CHAMBER.
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bool8 tile_jumps_allowed;
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// 0x9: Trawl Orbs work on this floor. Ignored for IDs past FIXED_SEALED_CHAMBER.
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bool8 trawl_orbs_allowed;
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// 0xA: This floor will be exited immediately after all enemies have been defeated.
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// If false, the fixed room must have stairs placed somewhere to be considered valid.
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bool8 exit_after_enemies_defeated;
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u8 field_0xb;
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};
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extern struct fixed_room_properties_entry FIXED_ROOM_PROPERTIES_TABLE[];
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// Checks if moves (excluding the regular attack) are usable in the given fixed room.
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bool8 AreMovesEnabled(enum fixed_room_id fixed_room_id);
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#endif //PMDSKY_FIXED_ROOM_DATA_H
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