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use crate::api::dungeon_mode::sprites::DungeonSpriteHandler;
use crate::api::dungeon_mode::traps::TrapId;
use crate::api::dungeon_mode::*;
use crate::api::dungeons::{DungeonGroupId, DungeonId};
use crate::api::enums::{
DungeonObjective, FloorLoopStatus, FloorType, ForcedLossReason, MissionType, MissionTypeGroup,
Weather,
};
use crate::api::iq::IqSkillId;
use crate::api::items::{Item, ItemId};
use crate::api::monsters::MonsterSpeciesId;
use crate::api::overlay::OverlayLoadLease;
use crate::ffi;
use alloc::vec::Vec;
use core::mem::MaybeUninit;
/// The Rust-safe wrapped master struct that contains the state of the dungeon.
/// Can be owned or mutably borrowed from a low-level [`ffi::dungeon`].
///
/// To get a reference to the global dungeon struct, use [`GlobalDungeonData::get`] and then
/// [`GlobalDungeonData::inner`].
///
/// To access the raw struct, use [`Self::inner`].
pub struct Dungeon<T: AsRef<ffi::dungeon> + AsMut<ffi::dungeon>>(T);
/// Dungeon structs.
///
/// To get a reference to the global dungeon struct instead, use [`GlobalDungeonData::get`]
/// and then [`GlobalDungeonData::inner`].
impl Dungeon<ffi::dungeon> {
/// Create a new empty dungeon struct.
/// Note that this struct is mostly zeroed and since we don't know all the field values,
/// it could be (=probably is) invalid.
pub fn new() -> Self {
Self(Default::default())
}
/// Create a new wrapper for an owned dungeon state.
pub fn from_owned(dungeon: ffi::dungeon) -> Self {
Self(dungeon)
}
}
/// Manipulate the dungeon.
impl<T: AsRef<ffi::dungeon> + AsMut<ffi::dungeon>> Dungeon<T> {
/// Dungeon ID.
pub fn id(&self) -> DungeonId {
self.0.as_ref().id.val()
}
/// Set Dungeon ID.
pub fn set_id(&mut self, id: DungeonId) {
self.0.as_mut().id.set_val(id);
}
/// Dungeon group ID.
pub fn group_id(&self) -> DungeonGroupId {
self.0.as_ref().group_id.val()
}
/// Set Dungeon group ID.
pub fn set_group_id(&mut self, id: DungeonGroupId) {
self.0.as_mut().group_id.set_val(id);
}
/// Floor number.
pub fn floor(&self) -> u8 {
self.0.as_ref().floor
}
/// Set Floor number.
pub fn set_floor(&mut self, floor: u8) {
self.0.as_mut().floor = floor;
}
/// Rescue floor number.
pub fn rescue_floor(&self) -> u8 {
self.0.as_ref().rescue_floor
}
/// Set Rescue floor number.
pub fn set_rescue_floor(&mut self, rescue_floor: u8) {
self.0.as_mut().rescue_floor = rescue_floor;
}
/// Whether or not IQ is disabled.
pub fn is_iq_disabled(&self) -> bool {
self.0.as_ref().iq_disabled > 0
}
/// Set whether or not IQ is disabled.
pub fn set_iq_disabled(&mut self, value: bool) {
self.0.as_mut().iq_disabled = value as ffi::bool_
}
/// Whether or not recruiting is enabled.
pub fn is_recruiting_enabled(&self) -> bool {
self.0.as_ref().recruiting_enabled > 0
}
/// Set whether or not recruiting is enabled.
pub fn set_recruiting_enabled(&mut self, value: bool) {
self.0.as_mut().recruiting_enabled = value as ffi::bool_
}
/// Whether or not the current mission is a story mission.
///
/// If not, allows leader changing and continuing without the partner
pub fn is_story_mission(&self) -> bool {
self.0.as_ref().nonstory_flag == 0
}
/// Set whether or not the current mission is a story mission.
///
/// If not, allows leader changing and continuing without the partner
pub fn set_story_mission(&mut self, value: bool) {
self.0.as_mut().nonstory_flag = !value as ffi::bool_
}
/// Whether or not sending home is disabled.
pub fn is_send_home_disabled(&self) -> bool {
self.0.as_ref().send_home_disabled > 0
}
/// Set whether or not sending home is disabled.
pub fn set_send_home_disabled(&mut self, value: bool) {
self.0.as_mut().send_home_disabled = value as ffi::bool_
}
/// Hidden Land flag.
///
/// Disables sending home/leader changing, lose if partner faints. Set for dungeons
/// between DUNGEON_HIDDEN_LAND and DUNGEON_TEMPORAL_PINNACLE.
pub fn is_hidden_land(&self) -> bool {
self.0.as_ref().send_home_disabled > 0
}
/// Set whether or not sending home is disabled.
///
/// Disables sending home/leader changing, lose if partner faints. Set for dungeons
/// between DUNGEON_HIDDEN_LAND and DUNGEON_TEMPORAL_PINNACLE.
pub fn set_hidden_land(&mut self, value: bool) {
self.0.as_mut().send_home_disabled = value as ffi::bool_
}
/// Info about the next mission destination floor, if applicable
pub fn get_mission_destination(&self) -> &ffi::mission_destination_info {
&self.0.as_ref().mission_destination
}
/// Info about the next mission destination floor, if applicable
pub fn get_mission_destination_mut(&mut self) -> &mut ffi::mission_destination_info {
&mut self.0.as_mut().mission_destination
}
/// Gets the fractional turn speed.
///
/// Controls when a monster at a certain speed stage is able to act.
///
/// At normal speed, this will tick up by 4 each turn (can act when x % 4 == 3)
/// At +1 speed, ticks up by 2 each turn (can act when x % 2 == 1)
/// At +2 speed, ticks up by 1 or 2 each turn (can act when x % 4 != 0)
/// At +3 speed, ticks up by 1 each turn (an act every tick)
pub fn get_fractional_turn(&self) -> u16 {
self.0.as_ref().fractional_turn
}
/// Sets the fractional turn speed.
///
/// Controls when a monster at a certain speed stage is able to act.
///
/// At normal speed, this will tick up by 4 each turn (can act when x % 4 == 3)
/// At +1 speed, ticks up by 2 each turn (can act when x % 2 == 1)
/// At +2 speed, ticks up by 1 or 2 each turn (can act when x % 4 != 0)
/// At +3 speed, ticks up by 1 each turn (an act every tick)
pub fn set_fractional_turn(&mut self, value: u16) {
self.0.as_mut().fractional_turn = value
}
/// Enemy spawn counter.
///
/// Counts from 0-35, spawns happen at 0.
pub fn get_enemy_spawn_counter(&self) -> u16 {
self.0.as_ref().enemy_spawn_counter
}
/// Sets the enemy spawn counter.
///
/// Counts from 0-35, spawns happen at 0.
pub fn set_enemy_spawn_counter(&mut self, value: u16) {
self.0.as_mut().enemy_spawn_counter = value
}
/// Countdown to the wind blowing you out of the dungeon.
pub fn get_wind_turns(&self) -> i16 {
self.0.as_ref().wind_turns
}
/// Sets the wind countdown.
pub fn set_wind_turns(&mut self, value: i16) {
self.0.as_mut().wind_turns = value
}
/// Enemy density. 0, prevents the enemy_spawn_counter for increasing
pub fn get_enemy_density(&self) -> u16 {
self.0.as_ref().enemy_density
}
/// Sets the enemy density. 0, prevents the enemy_spawn_counter for increasing
pub fn set_enemy_density(&mut self, value: u16) {
self.0.as_mut().enemy_density = value
}
/// If you've stolen from Kecleon (actual dungeon state)
pub fn is_thief_alert(&self) -> bool {
self.0.as_ref().thief_alert as ffi::bool_ > 0
}
/// Sets the thief alert state.
pub fn set_thief_alert(&mut self, value: bool) {
self.0.as_mut().thief_alert = value as ffi::bool_
}
/// If you've stolen from Kecleon (triggers music and other events?)
pub fn is_thief_alert_event(&self) -> bool {
self.0.as_ref().thief_alert_event as ffi::bool_ > 0
}
/// Sets the thief alert event state.
pub fn set_thief_alert_event(&mut self, value: bool) {
self.0.as_mut().thief_alert_event = value as ffi::bool_
}
/// You Entered a Monster House (actual dungeon state)
pub fn is_monster_house_triggered(&self) -> bool {
self.0.as_ref().monster_house_triggered as ffi::bool_ > 0
}
/// Sets the monster house triggered state.
pub fn set_monster_house_triggered(&mut self, value: bool) {
self.0.as_mut().monster_house_triggered = value as ffi::bool_
}
/// You Entered a Monster House (triggers music and other events?)
pub fn is_monster_house_triggered_event(&self) -> bool {
self.0.as_ref().monster_house_triggered_event as ffi::bool_ > 0
}
/// Sets the monster house triggered event state.
pub fn set_monster_house_triggered_event(&mut self, value: bool) {
self.0.as_mut().monster_house_triggered_event = value as ffi::bool_
}
/// Objective of the current dungeon. Returns None if the objective is invalid.
pub fn get_dungeon_objective(&self) -> Option<DungeonObjective> {
self.0.as_ref().dungeon_objective.val().try_into().ok()
}
/// Set objective of the current dungeon
pub fn set_dungeon_objective(&mut self, objective: DungeonObjective) {
self.0
.as_mut()
.dungeon_objective
.set_val(objective as ffi::dungeon_objective::Type)
}
/// Gets the number of times the player can still be rescued in this dungeon.
pub fn get_rescue_attempts_left(&self) -> i8 {
self.0.as_ref().rescue_attempts_left
}
/// Sets the number of times the player can still be rescued in this dungeon.
pub fn set_rescue_attempts_left(&mut self, value: i8) {
self.0.as_mut().rescue_attempts_left = value
}
/// Dungeon generation info.
pub fn get_dungeon_generation_info(&self) -> &ffi::dungeon_generation_info {
&self.0.as_ref().gen_info
}
/// Dungeon generation info.
pub fn get_dungeon_generation_info_mut(&mut self) -> &mut ffi::dungeon_generation_info {
&mut self.0.as_mut().gen_info
}
/// Get the current weather. Returns None if the weather is invalid.
pub fn get_weather(&self) -> Option<Weather> {
self.0.as_ref().weather.val().try_into().ok()
}
/// Sets the current weather
pub fn set_weather(&mut self, weather: Weather) {
self.0
.as_mut()
.weather
.set_val(weather as ffi::weather_id::Type)
}
/// Get the natural weather of this floor. Returns None if the weather is invalid.
pub fn get_natural_weather(&self) -> Option<Weather> {
self.0.as_ref().natural_weather.val().try_into().ok()
}
/// sets the natural weather of this floor.
pub fn set_natural_weather(&mut self, weather: Weather) {
self.0
.as_mut()
.weather
.set_val(weather as ffi::weather_id::Type)
}
/// Turns left for each weather type in enum weather_id (except [`Weather::Random`]). If
/// multiple of these are nonzero, the one with the highest number of turns left is chosen.
/// Ties are broken in enum order
pub fn get_weather_turns(&self) -> &[u16; 8] {
&self.0.as_ref().weather_turns
}
/// Turns left for each weather type in enum weather_id (except [`Weather::Random`]). If
/// multiple of these are nonzero, the one with the highest number of turns left is chosen.
/// Ties are broken in enum order
pub fn get_weather_turns_mut(&mut self) -> &mut [u16; 8] {
&mut self.0.as_mut().weather_turns
}
/// Turns left for artificial permaweather from weather-setting abilities like Drought,
/// Sand Stream, Drizzle, and Snow Warning; one counter for each weather type in enum
/// weather_id (except WEATHER_RANDOM). Any nonzero value triggers that weather condition
/// (it's usually set to 1 or 0). If the weather's source is removed, this value becomes the
/// normal number of turns left for that weather condition. Priority in the event of multiple
/// nonzero counters is the same as with weather_turns.
pub fn get_artificial_permaweather_turns(&self) -> &[u16; 8] {
&self.0.as_ref().artificial_permaweather_turns
}
/// Turns left for artificial permaweather from weather-setting abilities like Drought,
/// Sand Stream, Drizzle, and Snow Warning; one counter for each weather type in enum
/// weather_id (except WEATHER_RANDOM). Any nonzero value triggers that weather condition
/// (it's usually set to 1 or 0). If the weather's source is removed, this value becomes the
/// normal number of turns left for that weather condition. Priority in the event of multiple
/// nonzero counters is the same as with weather_turns.
pub fn set_artificial_permaweather_turns(&mut self) -> &mut [u16; 8] {
&mut self.0.as_mut().artificial_permaweather_turns
}
/// For damaging weather conditions like sandstorm. Counts down from 9-0, damage on 9.
pub fn get_weather_damage_counter(&self) -> u8 {
self.0.as_ref().weather_damage_counter
}
/// Sets the weather damage counter.
pub fn set_weather_damage_counter(&mut self, counter: u8) {
self.0.as_mut().weather_damage_counter = counter
}
/// Number of turns left for the Mud Sport condition.
pub fn get_mud_sport_turns(&self) -> u8 {
self.0.as_ref().mud_sport_turns
}
/// Sets the number of turns left for the Mud Sport condition.
pub fn set_mud_sport_turns(&mut self, counter: u8) {
self.0.as_mut().mud_sport_turns = counter
}
/// Number of turns left for the Water Sport condition.
pub fn get_water_sport_turns(&self) -> u8 {
self.0.as_ref().water_sport_turns
}
/// Sets the number of turns left for the Water Sport condition.
pub fn set_water_sport_turns(&mut self, counter: u8) {
self.0.as_mut().water_sport_turns = counter
}
/// Whether or not current weather is nullified by Cloud Nine or Air Lock.
pub fn is_weather_nullified(&self) -> bool {
self.0.as_ref().nullify_weather > 0
}
/// Sets whether or not current weather is nullified by Cloud Nine or Air Lock.
pub fn set_weather_nullified(&mut self, nullified: bool) {
self.0.as_mut().nullify_weather = nullified as ffi::bool_
}
/// Whether or not Gravity is in effect.
pub fn is_gravity_in_effect(&self) -> bool {
self.0.as_ref().gravity > 0
}
/// Sets whether or not Gravity is in effect.
pub fn set_gravity_in_effect(&mut self, gravity: bool) {
self.0.as_mut().gravity = gravity as ffi::bool_
}
/// Entity that is taking its turn at this moment.
pub fn get_current_active_entity(&self) -> Option<&DungeonEntity> {
let ptr = self.0.as_ref().current_active_entity;
if ptr.is_null() {
None
} else {
Some(unsafe { &*ptr })
}
}
/// Entity that is taking its turn at this moment.
pub fn get_current_active_entity_mut(&self) -> Option<&mut DungeonEntity> {
let ptr = self.0.as_ref().current_active_entity;
if ptr.is_null() {
None
} else {
Some(unsafe { &mut *ptr })
}
}
/// Monster that will become the leader of the team after changing leaders.
pub fn get_new_leader(&self) -> Option<&DungeonEntity> {
let ptr = self.0.as_ref().new_leader;
if ptr.is_null() {
None
} else {
Some(unsafe { &*ptr })
}
}
/// Monster that will become the leader of the team after changing leaders.
pub fn get_new_leader_mut(&self) -> Option<&mut DungeonEntity> {
let ptr = self.0.as_ref().new_leader;
if ptr.is_null() {
None
} else {
Some(unsafe { &mut *ptr })
}
}
/// Get whether the floor will be advanced at the end of the turn (unless the leader fainted).
pub fn get_end_floor_flag(&self) -> bool {
self.0.as_ref().end_floor_flag > 0
}
/// Set whether the floor will be advanced at the end of the turn (unless the leader fainted).
pub fn set_end_floor_flag(&mut self, flag: bool) {
self.0.as_mut().end_floor_flag = flag as ffi::bool_
}
/// Get whether the floor will be advanced at the end of the turn (even if the leader fainted).
pub fn get_end_floor_flag_force(&self) -> bool {
self.0.as_ref().end_floor_no_death_check_flag > 0
}
/// Set whether the floor will be advanced at the end of the turn (even if the leader fainted).
pub fn set_end_floor_flag_force(&mut self, flag: bool) {
self.0.as_mut().end_floor_no_death_check_flag = flag as ffi::bool_
}
/// False if the leader isn't doing anything right now. True if it's currently performing
/// an action (such as walking or attacking)
pub fn get_leader_action_flag(&self) -> bool {
self.0.as_ref().no_action_in_progress == 0
}
/// Gets the table of all entities.
pub fn get_entities(&self) -> EntityTableRef {
EntityTableRef(&self.0.as_ref().entity_table)
}
/// Gets the table of all entities, mutably.
pub fn get_entities_mut(&mut self) -> EntityTableMut {
EntityTableMut(&mut self.0.as_mut().entity_table)
}
/// Gets the tile grid.
pub fn get_tiles(&self) -> DungeonTileGridRef<56, 32> {
DungeonTileGridRef(&self.0.as_ref().tile_ptrs)
}
/// Gets the tile grid, mutably.
pub fn get_tiles_mut(&mut self) -> DungeonTileGridMut<56, 32> {
DungeonTileGridMut(&mut self.0.as_mut().tile_ptrs)
}
/// Dungeon floor properties.
pub fn get_floor_properties(&self) -> &ffi::floor_properties {
&self.0.as_ref().floor_properties
}
/// Dungeon floor properties.
pub fn get_floor_properties_mut(&mut self) -> &mut ffi::floor_properties {
&mut self.0.as_mut().floor_properties
}
/// Color table. Used to apply a tint to the colors shown on screen.
/// Changes depending on the current weather.
pub fn get_color_table(&self) -> &[ffi::rgb; 256] {
&self.0.as_ref().color_table
}
/// Color table, mutably. Used to apply a tint to the colors shown on screen.
/// Changes depending on the current weather.
pub fn get_color_table_mut(&mut self) -> &mut [ffi::rgb; 256] {
&mut self.0.as_mut().color_table
}
/// Whether the current floor should continue or end and why. Returns None for invalid values.
pub fn get_floor_loop_status(&self) -> Option<FloorLoopStatus> {
self.0.as_ref().floor_loop_status.val().try_into().ok()
}
/// Whether the current floor should continue or end and why.
pub fn set_floor_loop_status(&mut self, loop_status: FloorLoopStatus) {
self.0
.as_mut()
.floor_loop_status
.set_val(loop_status as ffi::floor_loop_status::Type);
}
/// If true, the message log won't be shown and the yellow beam animation won't
/// appear over team members after the leader faints
pub fn is_skip_faint_animation_flag_set(&self) -> bool {
self.0.as_ref().skip_faint_animation_flag > 0
}
/// If true, the message log won't be shown and the yellow beam animation won't
/// appear over team members after the leader faints
pub fn set_skip_faint_animation_flag(&mut self, flag: bool) {
self.0.as_mut().skip_faint_animation_flag = flag as ffi::bool_
}
/// True if the leader is running. Causes the leader's action for the next turn
/// to be set to [`ffi::action::ACTION_WALK`] until it hits an obstacle.
pub fn is_leader_running(&self) -> bool {
self.0.as_ref().leader_running > 0
}
/// True if the leader is running. Causes the leader's action for the next turn
/// to be set to [`ffi::action::ACTION_WALK`] until it hits an obstacle.
pub fn set_leader_running(&mut self, running: bool) {
self.0.as_mut().leader_running = running as ffi::bool_
}
/// List of spawn entries for this floor.
pub fn get_spawn_entries(&self) -> &[ffi::monster_spawn_entry; 16] {
&self.0.as_ref().spawn_entries
}
/// List of spawn entries for this floor, mutably.
pub fn get_spawn_entries_mut(&mut self) -> &mut [ffi::monster_spawn_entry; 16] {
&mut self.0.as_mut().spawn_entries
}
/// List of the indices in the complete monster spawn table for this floor that were
/// spawned in this floor.
pub fn get_spawn_table_entries_chosen(&self) -> &[u16; 16] {
&self.0.as_ref().spawn_table_entries_chosen
}
/// List of the indices in the complete monster spawn table for this floor that were
/// spawned in this floor.
pub fn get_spawn_table_entries_chosen_mut(&mut self) -> &mut [u16; 16] {
&mut self.0.as_mut().spawn_table_entries_chosen
}
/// Highest level among all the enemies that spawn on this floor
pub fn get_highest_enemy_level(&self) -> u16 {
self.0.as_ref().highest_enemy_level
}
/// Highest level among all the enemies that spawn on this floor
pub fn set_highest_enemy_level(&mut self, level: u16) {
self.0.as_mut().highest_enemy_level = level
}
}
/// Equivalent to [`Dungeon::new`].
impl Default for Dungeon<ffi::dungeon> {
fn default() -> Self {
Self::new()
}
}
impl<T: AsRef<ffi::dungeon> + AsMut<ffi::dungeon>> Dungeon<T> {
/// Access the raw struct.
pub fn inner(&self) -> &ffi::dungeon {
self.0.as_ref()
}
/// Access the raw struct mutably.
pub fn inner_mut(&mut self) -> &mut ffi::dungeon {
self.0.as_mut()
}
}
impl AsRef<ffi::dungeon> for ffi::dungeon {
fn as_ref(&self) -> &ffi::dungeon {
self
}
}
impl AsMut<ffi::dungeon> for ffi::dungeon {
fn as_mut(&mut self) -> &mut ffi::dungeon {
self
}
}
/// Note that this struct is mostly zeroed and since we don't know all the field values,
/// it could be (=probably is) invalid.
impl Default for ffi::dungeon {
// This is the default implementation of bindgen.
fn default() -> Self {
let mut s = ::core::mem::MaybeUninit::<Self>::uninit();
unsafe {
::core::ptr::write_bytes(s.as_mut_ptr(), 0, 1);
s.assume_init()
}
}
}
/// Helper struct for dealing with the current floor, the global dungeon and the mission state.
///
/// This is essentially an extension and wrapper of [`Dungeon`] that works on the
/// global dungeon struct only.
///
/// To generate dungeons and manipulate floors layouts, you can get the game's
/// builtin generator with [`Self::get_builtin_dungeon_generator`], or configure the global
/// state of the current floor correctly and use [`Self::generate_floor`].
pub struct GlobalDungeonData<'a>(
&'a OverlayLoadLease<29>,
Dungeon<&'a mut ffi::dungeon>,
DungeonEffectsEmitter<'a>,
DungeonSpriteHandler<'a>,
);
impl<'a> GlobalDungeonData<'a> {
/// Checks if the global dungeon pointer is null.
pub fn is_global_dungeon_ptr_null(_ov29: &OverlayLoadLease<29>) -> bool {
// SAFETY: We have a lease and know OV29 is loaded.
unsafe { ffi::GetDungeonPtrMaster() }.is_null()
}
/// Returns a mutable reference to the global dungeon struct wrapped in this struct.
///
/// # Safety
/// This is unsafe, since it borrows the global dungeon struct (essentially a `static mut`)
/// mutably.
///
/// You need to make sure no other borrows over the global dungeon struct
/// (or any of it's values) exist.
pub unsafe fn get(ov29: &'a OverlayLoadLease<29>) -> Self {
let ptr = ffi::GetDungeonPtrMaster();
assert!(!ptr.is_null(), "Global dungeon pointer is null!");
Self(
ov29,
Dungeon(&mut *ffi::GetDungeonPtrMaster()),
DungeonEffectsEmitter(ov29),
DungeonSpriteHandler(ov29),
)
}
/// This will allocate a new dungeon struct and update the global dungeon pointer to it.
///
/// # Safety
/// This is unsafe, since it borrows the global dungeon struct (essentially a `static mut`)
/// mutably. It also invalidates any previously borrowed global dungeon struct.
///
/// You need to make sure no other borrows over the global dungeon struct
/// (or any of it's values) exist.
pub unsafe fn alloc(ov29: &'a OverlayLoadLease<29>) -> Self {
Self(
ov29,
Dungeon(&mut *ffi::DungeonAlloc()),
DungeonEffectsEmitter(ov29),
DungeonSpriteHandler(ov29),
)
}
/// Get the effects handler.
pub fn effects(&'a mut self) -> &'a mut DungeonEffectsEmitter<'a> {
&mut self.2
}
/// Get the sprites handler.
pub fn sprites(&'a mut self) -> &'a mut DungeonSpriteHandler<'a> {
&mut self.3
}
/// Zeros out the struct pointed to by the global dungeon pointer.
///
/// # Safety
/// This is unsafe, since it updates the global dungeon struct (essentially a `static mut`).
pub unsafe fn z_init(&mut self) {
ffi::DungeonZInit()
}
/// Frees the dungeons struct pointer to by the master dungeon pointer,
/// and nullifies the pointer.
///
/// # Safety
/// This is unsafe, since it completely invalidates borrows of the old global dungeon struct
/// and then invalidates the global dungeon pointer.
pub unsafe fn free(self) {
ffi::DungeonFree()
}
/// Returns a reference to the inner dungeon struct.
pub fn inner(&self) -> &Dungeon<&'a mut ffi::dungeon> {
&self.1
}
/// Returns a mutable reference to the inner dungeon struct.
pub fn inner_mut(&mut self) -> &mut Dungeon<&'a mut ffi::dungeon> {
&mut self.1
}
/// Called at the start of a dungeon. Initializes the dungeon struct from specified dungeon
/// data. Includes a loop that does not break until the dungeon is cleared, and another one
/// inside it that runs until the current floor ends.
pub fn run_dungeon(
&mut self,
dungeon_init_data: &mut ffi::dungeon_init,
dungeon: &mut ffi::dungeon,
) -> i32 {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::RunDungeon(dungeon_init_data, dungeon) }
}
/// Returns an abstraction over the game's builtin dungeon generator. This
/// struct implements [`dungeon_generator::DungeonFloorGeneration`], which is the
/// recommended way to work with it, see the documentation of [`dungeon_generator`].
///
/// # Note
/// Note that the builtin dungeon generator works on the global dungeon struct directly.
pub fn get_builtin_dungeon_generator(
&'a mut self,
) -> dungeon_generator::game_builtin::GlobalDungeonStructureGenerator<'a> {
dungeon_generator::game_builtin::GlobalDungeonStructureGenerator(self.0.clone(), self)
}
/// Generates a dungeon floor.
///
/// If not changed by a patch, this function will use the game's default built in generator
/// and generate the floor based on the current global configuration for the floor.
///
/// For more granular control over the floor generation, you can get an abstraction over
/// the builtin generator with [`Self::get_builtin_dungeon_generator`].
///
pub fn generate_floor(&'a mut self) {
self.get_builtin_dungeon_generator()
.generate_floor_internal();
}
/// Gets the floor type. Returns None if the global dungeon struct contains invalid data.
pub fn get_floor_type(&self) -> Option<FloorType> {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetFloorType() }.try_into().ok()
}
/// Checks if the current fixed floor is the "substitute room" (Fixed Room ID 0x6E).
pub fn is_substitute_room(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::FixedRoomIsSubstituteRoom() > 0 }
}
/// Note: unverified, ported from Irdkwia's notes
pub fn is_current_fixed_room_boss_fight(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsCurrentFixedRoomBossFight() > 0 }
}
/// Checks if the current fixed room on the dungeon generation info corresponds to a fixed,
/// full-floor layout.
///
/// The first non-full-floor fixed room is 0xA5, which is for Sealed Chambers.
pub fn is_full_floor_fixed_room(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsFullFloorFixedRoom() > 0 }
}
/// Checks if the current dungeon floor number is even.
/// This is probably, among other things(?), used to determine whether male or female monsters
/// should be spawned.
/// Has a special check to return false for Labyrinth Cave B10F (the Gabite boss fight).
pub fn is_even_floor(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::FloorNumberIsEven() > 0 }
}
/// Returns the tile at the given coordinates.
///
/// If the coordinates are out-of-bounds, this seems to return a copy of a default tile.
pub fn get_tile(&self, x: i32, y: i32) -> &DungeonTile {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { &*ffi::GetTileSafe(x, y) }
}
/// Returns the tile at the given coordinates.
///
/// If the coordinates are out-of-bounds, this seems to return a copy of a default tile.
pub fn get_tile_mut(&mut self, x: i32, y: i32) -> &mut DungeonTile {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { &mut *ffi::GetTileSafe(x, y) }
}
/// Checks if gravity is active on the floor.
pub fn is_gravity_active(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GravityIsActive() > 0 }
}
/// Checks if the current floor is a secret bazaar or a secret room.
pub fn is_secret_floor(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsSecretFloor() > 0 }
}
/// Checks if the current floor is the Secret Bazaar.
pub fn is_secret_bazaar(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsSecretBazaar() > 0 }
}
/// Checks if the current floor is the Secret Room fixed floor (from hidden stairs).
pub fn is_secret_room(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsSecretRoom() > 0 }
}
/// Checks if the current floor is a normal layout.
///
/// "Normal" means any layout that is NOT one of the following:
/// - Hidden stairs floors
/// - Golden Chamber
/// - Challenge Request floor
/// - Outlaw hideout
/// - Treasure Memo floor
/// - Full-room fixed floors (ID < 0xA5) [0xA5 == Sealed Chamber]
pub fn is_normal_floor(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsNormalFloor() > 0 }
}
/// Gets the boost_hidden_stairs_spawn_chance field on the dungeon struct.
pub fn should_boost_hidden_stairs_spawn_chance(&self) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::ShouldBoostHiddenStairsSpawnChance() > 0 }
}
/// Sets the boost_hidden_stairs_spawn_chance field on the dungeon struct to the given value.
pub fn set_should_boost_hidden_stairs_spawn_chance(&mut self, value: bool) {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::SetShouldBoostHiddenStairsSpawnChance(value as ffi::bool_) }
}
/// Clears the tile (terrain and spawns) on which Hidden Stairs are spawned, if applicable.
pub fn clear_hidden_stairs(&mut self) {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::ClearHiddenStairs() }
}
/// Checks if a position (x, y) is out of bounds on the map:
/// !((0 <= x <= 55) && (0 <= y <= 31)).
pub fn is_pos_out_of_bounds(&self, x: i32, y: i32) -> bool {
// SAFETY:We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::PosIsOutOfBounds(x, y) > 0 }
}
/// Checks if the current floor is either the Secret Bazaar or a Secret Room.
pub fn is_hidden_stairs_floor(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsHiddenStairsFloor() > 0 }
}
/// Checks if the current floor is an active mission destination of type
/// [`MissionType::TakeItemFromOutlaw`], [`MissionType::ArrestOutlaw`] or
/// [`MissionType::ChallengeRequest`].
pub fn is_outlaw_or_challenge_request_floor(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsOutlawOrChallengeRequestFloor() > 0 }
}
/// Checks if the current floor is a mission destination floor.
pub fn is_destination_floor(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsDestinationFloor() > 0 }
}
/// Checks if the current floor is an active mission destination of a given type group.
pub fn is_current_mission_type(&self, mission_type_group: MissionTypeGroup) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsCurrentMissionType(mission_type_group as ffi::mission_type::Type) > 0 }
}
/// Checks if the current floor is an active mission destination of a given type.
pub fn is_current_mission_type_exact(&self, mission_type: MissionType) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe {
ffi::IsCurrentMissionTypeExact(
mission_type.group() as ffi::mission_type::Type,
mission_type.c_subtype(),
) > 0
}
}
/// Checks if the current floor is a mission destination for a Monster House outlaw mission.
pub fn is_outlaw_monster_house_floor(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsOutlawMonsterHouseFloor() > 0 }
}
/// Checks if the current floor is a Golden Chamber floor.
pub fn is_golden_chamber(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsGoldenChamber() > 0 }
}
/// Checks if the current floor is a boss floor for a Legendary Challenge Letter mission.
pub fn is_legendary_challenge_floor(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsLegendaryChallengeFloor() > 0 }
}
/// Checks if the current floor is the boss floor in Star Cave Pit for Jirachi's
/// Challenge Letter mission.
pub fn is_jirachi_challenge_floor(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsJirachiChallengeFloor() > 0 }
}
/// Checks if the current floor is a mission destination floor with a special monster.
///
/// See [`Self::floor_has_mission_monster`] for details.
pub fn is_destination_floor_with_monster(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsDestinationFloorWithMonster() > 0 }
}
/// Returns the index of the room that contains the stairs.
pub fn get_stairs_room(&self) -> u8 {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetStairsRoom() }
}
/// Checks if a given floor is a mission destination with a special monster, either a target to rescue or an enemy to defeat.
///
/// Mission types with a monster on the destination floor:
/// - Rescue client
/// - Rescue target
/// - Escort to target
/// - Deliver item
/// - Search for target
/// - Take item from outlaw
/// - Arrest outlaw
/// - Challenge Request
pub fn floor_has_mission_monster(&self) -> bool {
Self::floor_has_mission_monster_static(&self.1.inner().mission_destination, self.0)
}
/// Static version of [`Self::floor_has_mission_monster`]. See it for details.
pub fn floor_has_mission_monster_static(
mission_destination: &ffi::mission_destination_info,
_ov29: &OverlayLoadLease<29>,
) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::FloorHasMissionMonster(force_mut_ptr!(mission_destination)) > 0 }
}
/// Checks if the target enemy of the mission on the current floor has been defeated.
pub fn is_mission_target_enemy_defeated(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::MissionTargetEnemyIsDefeated() > 0 }
}
/// Set the flag for whether or not the target enemy of the current mission has been defeated.
pub fn set_mission_target_enemy_defeated(&mut self, flag: bool) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::SetMissionTargetEnemyDefeated(flag as ffi::bool_) }
}
/// Checks if the current floor is a mission destination floor with a fixed room.
///
/// The entire floor can be a fixed room layout, or it can just contain a Sealed Chamber.
pub fn is_destination_floor_with_fixed_room(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsDestinationFloorWithFixedRoom() > 0 }
}
/// Get the ID of the item that needs to be retrieve on the current floor for a mission,
/// if one exists.
pub fn get_item_to_retrieve(&self) -> ItemId {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetItemToRetrieve() }
}
/// Get the ID of the item that needs to be delivered to a mission client on the current floor,
/// if one exists.
pub fn get_item_to_deliver(&self) -> ItemId {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetItemToDeliver() }
}
/// Get the ID of the special target item for a Sealed Chamber or Treasure Memo mission on
/// the current floor.
pub fn get_special_target_item(&self) -> ItemId {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetSpecialTargetItem() }
}
/// Checks if the current floor is a mission destination floor with a special item.
///
/// This excludes missions involving taking an item from an outlaw.
pub fn is_destination_floor_with_item(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsDestinationFloorWithItem() > 0 }
}
/// Checks if the current floor is a mission destination floor with a "hidden outlaw" that
/// behaves like a normal enemy.
pub fn is_destination_floor_with_hidden_outlaw(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsDestinationFloorWithHiddenOutlaw() > 0 }
}
/// Checks if the current floor is a mission destination floor with a "fleeing outlaw" that
/// runs away.
pub fn is_destination_floor_with_fleeing_outlaw(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::IsDestinationFloorWithFleeingOutlaw() > 0 }
}
/// Get the monster ID of the target enemy to be defeated on the current floor for a mission,
/// if one exists.
pub fn get_mission_target_enemy(&self) -> MonsterSpeciesId {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetMissionTargetEnemy() }
}
/// Get the monster ID of the specified minion group on the current floor for a mission,
/// if it exists.
///
/// Note that a single minion group can correspond to multiple actual minions of the same
/// species. There can be up to 2 minion groups.
pub fn get_mission_enemy_minion_group(&self, minion_group_index: i32) -> MonsterSpeciesId {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetMissionEnemyMinionGroup(minion_group_index) }
}
/// Gets the value of [`ffi::dungeon::target_monster_not_found_flag`].
pub fn get_target_monster_not_found_flag(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetTargetMonsterNotFoundFlag() > 0 }
}
/// Sets [`ffi::dungeon::target_monster_not_found_flag`] to the specified value.
pub fn set_target_monster_not_found_flag(&mut self, value: bool) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::SetTargetMonsterNotFoundFlag(value as ffi::bool_) }
}
/// Gets a reference to the entity that is currently leading the team, or None if none of
/// the first 4 entities is a valid monster with its is_team_leader flag set.
// Needs a mut reference, since:
// It also sets LEADER_PTR to the result before returning it.
pub fn get_leader(&mut self) -> Option<&DungeonEntity> {
let ptr = unsafe { ffi::GetLeader() };
if ptr.is_null() {
None
} else {
Some(unsafe { &*ptr })
}
}
/// Gets a mutable reference to the entity that is currently leading the team, or None if none
/// of the first 4 entities is a valid monster with its is_team_leader flag set.
pub fn get_leader_mut(&mut self) -> Option<&mut DungeonEntity> {
let ptr = unsafe { ffi::GetLeader() };
if ptr.is_null() {
None
} else {
Some(unsafe { &mut *ptr })
}
}
/// Returns true if certain special restrictions are enabled.
///
/// If true, you will get kicked out of the dungeon if a team member that passes the
/// [`DungeonId::is_special_joined_at_location2`] check faints.
///
/// Returns `!ffi::dungeon::nonstory_flag || ffi::dungeon::hidden_land_flag`
///
pub fn story_restrictions_enabled(&self) -> bool {
unsafe { ffi::StoryRestrictionsEnabled() > 0 }
}
/// Returns true if the specified monster is included in the floor's monster spawn list
/// (the modified list after a maximum of 14 different species were chosen).
pub fn is_on_monster_spawn_list(&self, monster_id: MonsterSpeciesId) -> bool {
unsafe { ffi::IsOnMonsterSpawnList(monster_id) > 0 }
}
/// Loads fixed room data from BALANCE/fixed.bin into the buffer pointed to by
/// `FIXED_ROOM_DATA_PTR` (see symbol table).
///
/// # Safety
/// This modifies a global buffer. `FIXED_ROOM_DATA_PTR` needs to be valid, no references
/// to it's content must exist.
pub unsafe fn load_fixed_room_data(&mut self) {
ffi::LoadFixedRoomData()
}
/// Loads fixed room data from BALANCE/fixed.bin into the buffer pointed to by
/// `FIXED_ROOM_DATA_PTR` (see symbol table).
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn load_fixed_room(
&mut self,
param_1: i32,
param_2: i32,
param_3: i32,
param_4: ffi::undefined4,
) -> i32 {
ffi::LoadFixedRoom(param_1, param_2, param_3, param_4)
}
/// Sets the forced loss reason to a given value.
pub fn set_forced_loss_reason(&mut self, reason: ForcedLossReason) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::SetForcedLossReason(reason as ffi::forced_loss_reason::Type) }
}
/// Gets the forced loss reason, returns None if it's invalid.
pub fn get_forced_loss_reason(&self) -> Option<ForcedLossReason> {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetForcedLossReason() }.try_into().ok()
}
/// Tries to change the current leader to the monster specified by [`ffi::dungeon::new_leader`].
/// Accounts for situations that can prevent changing leaders, such as having stolen from a
/// Kecleon shop. If one of those situations prevents changing leaders, prints the
/// corresponding message to the message log.
pub fn change_leader(&mut self) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::ChangeLeader() }
}
/// Handles a fainted monster (reviving does not count as fainting).
///
/// # Arguments
/// * `fainted_entity`: Fainted entity
/// * `faint_reason`: Faint reason (move ID or greater than the max move id for other causes)
/// * `killer`: Entity responsible of the fainting
pub fn handle_faint(
&mut self,
fainted_entity: &mut DungeonEntity,
faint_reason: ffi::faint_reason,
killer: &mut DungeonEntity,
) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::HandleFaint(fainted_entity, faint_reason, killer) }
}
/// Returns a reference to the minimap_display_data struct in the dungeon struct, if it
/// exists.
pub fn get_minimap_data(&self) -> Option<&ffi::minimap_display_data> {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
let ptr = unsafe { ffi::GetMinimapData() };
if ptr.is_null() {
None
} else {
Some(unsafe { &*ptr })
}
}
/// Returns a mutable reference to the minimap_display_data struct in the dungeon struct, if it
/// exists.
pub fn get_minimap_data_mut(&mut self) -> Option<&mut ffi::minimap_display_data> {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
let ptr = unsafe { ffi::GetMinimapData() };
if ptr.is_null() {
None
} else {
Some(unsafe { &mut *ptr })
}
}
/// Sets [`ffi::minimap_display_data::field_0xE447`] to the specified value
pub fn set_minimap_data_e447(&mut self, value: u8) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::SetMinimapDataE447(value) }
}
/// Gets the value of [`ffi::minimap_display_data::field_0xE447`].
pub fn get_minimap_data_e447(&mut self) -> u8 {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetMinimapDataE447() }
}
/// Sets [`ffi::minimap_display_data::field_0xE448`] to the specified value
pub fn set_minimap_data_e448(&mut self, value: u8) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::SetMinimapDataE448(value) }
}
/// Opens the message log window.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn open_message_log(&mut self, param_1: ffi::undefined4, param_2: ffi::undefined4) {
ffi::OpenMessageLog(param_1, param_2)
}
/// Checks if a given dungeon tip was not displayed yet and if so, displays it.
///
/// If `log` is true, the tip will also be written to the message log.
pub fn display_dungeon_tip(&mut self, tip: &mut ffi::message_tip, log: bool) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::DisplayDungeonTip(tip, log as ffi::bool_) }
}
/// Displays a message in a dialogue box that optionally waits for player input before closing.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn display_message(
&mut self,
param_1: ffi::undefined4,
message_id: i32,
wait_for_input: bool,
) {
ffi::DisplayMessage(param_1, message_id, wait_for_input as ffi::bool_)
}
/// Displays a message in a dialogue box that optionally waits for player input before closing.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn display_message2(
&mut self,
param_1: ffi::undefined4,
message_id: i32,
wait_for_input: bool,
) {
ffi::DisplayMessage2(param_1, message_id, wait_for_input as ffi::bool_)
}
/// Attempts to trigger a forced loss of the type set with [`Self::set_forced_loss_reason`].
///
/// Returns whether the forced loss happens or not.
///
/// The flag controls, if the function will not check for the end of the floor condition and
/// will skip other (unknown) actions in case of forced loss.
pub fn try_forced_loss(&mut self, skip_floor_end_check: bool) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::TryForcedLoss(skip_floor_end_check as ffi::bool_) > 0 }
}
/// Sets the Map Surveyor flag in the dungeon struct to true if a team member has Map Surveyor,
/// sets it to false otherwise.
///
/// This function has two variants: in the EU ROM, it will return true if the flag was changed.
/// The NA version will return the new value of the flag instead.
pub fn update_map_surveyor_flag(&mut self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::UpdateMapSurveyorFlag() > 0 }
}
/// Get the id of the monster to be randomly spawned.
pub fn get_monster_id_to_spawn(&mut self, is_for_monster_house: bool) -> MonsterSpeciesId {
let weight_id = is_for_monster_house as i32;
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetMonsterIdToSpawn(weight_id) }
}
/// Get the level of the monster to be spawned, given its id.
///
/// Returns the level of the monster to be spawned, or 1 if the specified ID can't be found on
/// the floor's spawn table.
pub fn get_monster_level_to_spawn(&mut self, monster_id: MonsterSpeciesId) -> u8 {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetMonsterLevelToSpawn(monster_id) }
}
/// Ticks down a turn counter for a status condition. If the counter equals 0x7F,
/// it will not be decreased.
///
/// Returns the new counter value.
pub fn tick_status_turn_counter(&mut self, counter: &mut u8) -> u8 {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::TickStatusTurnCounter(counter) }
}
/// The main function which executes the actions that take place in a fractional turn.
///
/// Called in a loop by [`Self::run_dungeon`] while [`Self::is_floor_over`] returns
/// false.
///
/// The flag should set to true when the function is first called during a floor.
pub fn run_fractional_turn(&mut self, is_first_loop: bool) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::RunFractionalTurn(is_first_loop as ffi::bool_) }
}
/// Handles the leader's turn. Includes a movement speed check that might cause it to return
/// early if the leader isn't fast enough to act in this fractional turn. If that check
/// (and some others) pass, the function does not return until the leader performs an action.
///
/// Returns true, if the leader has performed an action.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn run_leader_turn(&mut self, param_1: ffi::undefined) -> bool {
ffi::RunLeaderTurn(param_1) > 0
}
/// Sets the leader's action field depending on the inputs given by the player.
///
/// This function also accounts for other special situations that can force a certain action,
/// such as when the leader is running. The function also takes care of opening the main menu
/// when X is pressed.
///
/// The function generally doesn't return until the player has an action set.
pub fn set_leader_action(&mut self) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::SetLeaderAction() }
}
/// Called at the beginning of [`Self::run_fractional_turn`]. Executed only if
/// FRACTIONAL_TURN_SEQUENCE\[fractional_turn * 2\] is not 0.
/// First it calls [`Self::try_spawn_monster_and_tick_spawn_counter`], then tries to activate
/// the Plus and Minus abilities for both allies and enemies, and finally calls
/// [`Self::try_forced_loss`].
pub fn try_spawn_monster_and_activate_plus_minus(&mut self) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::TrySpawnMonsterAndActivatePlusMinus() }
}
/// Checks if the current floor should end, and updates [`ffi::dungeon::floor_loop_status`]
/// if required.
///
/// If the player has been defeated, sets [`ffi::dungeon::floor_loop_status`] to
/// [`ffi::floor_loop_status::FLOOR_LOOP_LEADER_FAINTED`].
///
/// If [`ffi::dungeon::end_floor_flag`] is 1 or 2, sets [`ffi::dungeon::floor_loop_status`] to
/// [`ffi::floor_loop_status::FLOOR_LOOP_NEXT_FLOOR`].
pub fn is_floor_over(&self) -> bool {
// SAFETY: We hold a valid reference to the global dungeon struct.
unsafe { ffi::IsFloorOver() > 0 }
}
/// Decrements [`ffi::dungeon::wind_turns`] and displays a wind warning message if required.
pub fn decrement_wind_counter(&self) {
// SAFETY: We hold a valid reference to the global dungeon struct.
unsafe { ffi::DecrementWindCounter() }
}
/// If the current floor number is even, returns female Kecleon's id (default: 0x3D7),
/// otherwise returns male Kecleon's id (default: 0x17F).
pub fn get_kecleon_id_to_spawn_by_floor(&self) -> MonsterSpeciesId {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetKecleonIdToSpawnByFloor() }
}
/// If the monster id parameter is 0x97 (Mew), returns false if either
/// [`ffi::dungeon::mew_cannot_spawn`] or the second parameter are true.
///
/// Called before spawning an enemy, appears to be checking if Mew can spawn on the current floor.
pub fn mew_spawn_check(&self, monster_id: MonsterSpeciesId, force_fail_if_mew: bool) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::MewSpawnCheck(monster_id, force_fail_if_mew as ffi::bool_) > 0 }
}
/// Note: unverified, ported from Irdkwia's notes
pub fn get_random_spawn_monster_id(&self) -> MonsterSpeciesId {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetRandomSpawnMonsterID() }
}
/// Returns an entity reference to the first team member which has the specified iq skill.
pub fn get_team_member_with_iq_skill(&self, iq_skill: IqSkillId) -> Option<&DungeonEntity> {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
let ptr = unsafe { ffi::GetTeamMemberWithIqSkill(iq_skill) };
if ptr.is_null() {
None
} else {
Some(unsafe { &*ptr })
}
}
/// Returns an entity reference to the first team member which has the specified iq skill.
pub fn get_team_member_with_iq_skill_mut(
&mut self,
iq_skill: IqSkillId,
) -> Option<&mut DungeonEntity> {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
let ptr = unsafe { ffi::GetTeamMemberWithIqSkill(iq_skill) };
if ptr.is_null() {
None
} else {
Some(unsafe { &mut *ptr })
}
}
/// Returns true if any team member has the specified iq skill.
pub fn team_member_has_enabled_iq_skill(&self, iq_skill: IqSkillId) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::TeamMemberHasEnabledIqSkill(iq_skill) > 0 }
}
/// Returns true the leader has the specified iq skill.
pub fn team_leader_has_enabled_iq_skill(&self, iq_skill: IqSkillId) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::TeamLeaderIqSkillIsEnabled(iq_skill) > 0 }
}
/// Initializes the team when entering a dungeon.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn init_team(&mut self, param_1: ffi::undefined) {
ffi::InitTeam(param_1)
}
/// Initializes a team member. Run at the start of each floor in a dungeon.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn init_team_member(
&mut self,
arg1: MonsterSpeciesId,
x_pos: i16,
y_pos: i16,
team_member_data: &mut ffi::team_member,
param_5: ffi::undefined,
param_6: ffi::undefined,
param_7: ffi::undefined,
param_8: ffi::undefined,
param_9: ffi::undefined,
) {
ffi::InitTeamMember(
arg1,
x_pos,
y_pos,
team_member_data,
param_5,
param_6,
param_7,
param_8,
param_9,
)
}
/// Generates the monster ID in the egg from the given mission. Uses the base form of the monster.
///
/// Note: unverified, ported from Irdkwia's notes
pub fn generate_mission_egg_monster(&mut self, mission: &mut ffi::mission) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GenerateMissionEggMonster(mission) }
}
/// Spawns the given monster on a tile. Returns None, if the game returned a null-pointer after
/// the spawn.
pub fn spawn_monster(
&mut self,
spawn_data: &mut ffi::spawned_monster_data,
force_awake: bool,
) -> Option<&mut DungeonEntity> {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
let ptr = unsafe { ffi::SpawnMonster(spawn_data, force_awake as ffi::bool_) };
if ptr.is_null() {
None
} else {
Some(unsafe { &mut *ptr })
}
}
/// A convenience wrapper around `Self::spawn_trap` and `DungeonTile::bind_trap`
/// (or to be precise the game's functions, see implementation!).
///
/// Always passes 0 for the team parameter (making it an enemy trap).
pub fn spawn_enemy_trap_bound(
&mut self,
trap_id: TrapId,
x_position: i16,
y_position: i16,
flags: u8,
is_visible: bool,
) {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe {
ffi::SpawnEnemyTrapAtPos(
trap_id,
x_position,
y_position,
flags,
is_visible as ffi::bool_,
)
};
}
/// Spawns a trap on the floor. Fails if there are more than 64 traps already on the floor.
///
/// This modifies the appropriate fields on the dungeon struct, initializing new entries
/// in the entity table and the trap info list.
pub fn spawn_trap(
&mut self,
trap_id: TrapId,
position: &ffi::position,
team: u8,
flags: u8,
) -> Option<&mut DungeonEntity> {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
let ptr = unsafe { ffi::SpawnTrap(trap_id, force_mut_ptr!(position), team, flags) };
if ptr.is_null() {
None
} else {
Some(unsafe { &mut *ptr })
}
}
/// Spawns an item on the floor. Fails if there are more than 64 items already on the floor.
///
/// This calls [`Self::spawn_item_entity`], fills in the item info struct, sets the entity to
/// be visible, binds the entity to the tile it occupies, updates the n_items counter on the
/// dungeon struct, and various other bits of bookkeeping.
///
/// Hint: Consider using [`Self::generate_and_spawn_item`] instead for ease of use.
pub fn spawn_item(
&'a mut self,
position: &ffi::position,
item: &'a mut Item,
flag: bool,
) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::SpawnItem(force_mut_ptr!(position), item, flag as ffi::bool_) > 0 }
}
/// Generates an item with [`Item::generate_explicit`], then spawns it with
/// [`Self::spawn_item`].
///
/// If the check-in-bag flag is set and the player's bag already contains an item with the
/// given ID, a Reviver Seed will be spawned instead.
///
/// It seems like this function is only ever called in one place, with an item ID of 0x49
/// (Reviver Seed).
pub fn generate_and_spawn_item(
&mut self,
item_id: ItemId,
x: i16,
y: i16,
quantity: u16,
sticky: bool,
check_in_bag: bool,
) {
unsafe {
ffi::GenerateAndSpawnItem(
item_id,
x,
y,
quantity,
sticky as ffi::bool_,
check_in_bag as ffi::bool_,
)
}
}
/// Spawns a blank item entity on the floor.
/// Fails if there are more than 64 items already on the floor.
///
/// This initializes a new entry in the entity table and points it to the corresponding
/// slot in the item info list.
pub fn spawn_item_entity(&mut self, position: &ffi::position) -> Option<&mut DungeonEntity> {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
let ptr = unsafe { ffi::SpawnItemEntity(force_mut_ptr!(position)) };
if ptr.is_null() {
None
} else {
Some(unsafe { &mut *ptr })
}
}
/// Appears to spawn an enemy item drop at a specified location, with a log message.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn spawn_enemy_item_drop(
&mut self,
entity: &mut DungeonEntity,
item_entity: &mut DungeonEntity,
item: &mut Item,
param_4: i32,
dir_xy: &mut i16,
param_6: ffi::undefined,
) {
ffi::SpawnEnemyItemDrop(entity, item_entity, item, param_4, dir_xy, param_6)
}
/// Wraps [`Self::spawn_enemy_item_drop`] in a more convenient interface.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn spawn_enemy_item_drop_wrapper(
&mut self,
entity: &mut DungeonEntity,
pos: &mut ffi::position,
item: &mut Item,
param_4: ffi::undefined4,
) {
ffi::SpawnEnemyItemDropWrapper(entity, pos, item, param_4)
}
/// Determine if a defeated monster should drop a Unown Stone, and generate the item if so.
///
/// Checks that the current dungeon isn't a Marowak Dojo training maze, and that the monster
/// is an Unown. If so, there's a 21% chance that an Unown Stone will be generated.
pub fn try_generate_unown_drop(monster_id: MonsterSpeciesId) -> Option<Item> {
unsafe {
let mut res: MaybeUninit<Item> = MaybeUninit::zeroed();
let generated = ffi::TryGenerateUnownStoneDrop(res.as_mut_ptr(), monster_id) > 0;
if generated {
Some(res.assume_init())
} else {
None
}
}
}
/// Runs a check over all monsters on the field for the ability Slow Start, and lowers the
/// speed of those who have it.
pub fn try_activate_slow_start(&mut self) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryActivateSlowStart() }
}
/// Runs a check over all monsters on the field for abilities that affect the weather and
/// changes the floor's weather accordingly.
pub fn try_activate_artificial_weather_abilities(&mut self) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryActivateArtificialWeatherAbilities() }
}
/// First ticks up the spawn counter, and if it's equal or greater than the spawn cooldown,
/// it will try to spawn an enemy if the number of enemies is below the spawn cap.
///
/// If the spawn counter is greater than 900, it will instead perform the special spawn caused
/// by the ability Illuminate.
pub fn try_spawn_monster_and_tick_spawn_counter(&mut self) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TrySpawnMonsterAndTickSpawnCounter() }
}
/// Returns [`ffi::dungeon_generation_info::field_0xc`] for the global dungeon struct.
pub fn get_dungeon_gen_info_unk_0c(&self) -> ffi::undefined4 {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::GetDungeonGenInfoUnk0C() }
}
/// Checks if a value obtained from [`ffi::team_member::member_index`] is equal to certain
/// values.
///
/// This is known to return true for some or all of the guest monsters (if the value is equal
/// to 0x55AA or 0x5AA5).
///
/// # Note
/// The underlying function [`ffi::CheckTeamMemberField8`] does not need overlay29 to be loaded.
pub fn check_team_member_index(&self, team_member: &ffi::team_member) -> bool {
unsafe { ffi::CheckTeamMemberField8(team_member.member_index as ffi::undefined2) > 0 }
}
/// Checks whether any of the items in the bag or any of the items carried by team members has
/// any of the specified flags set in its flags field:
///
/// `(0 = f_exists, 1 = f_in_shop, 2 = f_unpaid, etc.)`
///
/// Returns true if any of the items of the team has the specified flags set, false otherwise.
pub fn check_team_items_flag(&self, flags: i32) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::CheckTeamItemsFlags(flags) > 0 }
}
/// Checks if there's an active challenge request on the current dungeon.
pub fn check_active_challenge_request(&self) -> bool {
// SAFETY: We hold a valid mutable reference to the global dungeon struct.
unsafe { ffi::CheckActiveChallengeRequest() > 0 }
}
/// Check if the current dungeon is one of the training mazes in Marowak Dojo
/// (this excludes Final Maze).
pub fn is_marowak_training_maze(&self) -> bool {
unsafe { ffi::IsMarowakTrainingMaze() > 0 }
}
#[cfg_attr(docsrs, doc(cfg(feature = "eu")))]
#[cfg(feature = "eu")]
/// This function is exclusive to the EU ROM. Seems to perform a check to see if the monster
/// who just fainted was a team member who should cause the minimap to be updated (or something
/// like that, maybe related to the Map Surveyor IQ skill) and if it passes, updates the
/// minimap.
///
/// The function ends by calling another 2 functions. In US ROMs, calls to this are
/// replaced by calls to those two functions. This seems to indicate that this function fixes
/// some edge case glitch that can happen when a team member faints.
///
/// # Arguments
/// * `non_team_member_fainted` - False if the fainted entity was a team member.
/// * `set_unk_byte` - True to set an unknown byte in the RAM to 1.
pub fn faint_check(&mut self, non_team_member_fainted: bool, set_unk_byte: bool) {
unsafe {
ffi::EuFaintCheck(
non_team_member_fainted as ffi::bool_,
set_unk_byte as ffi::bool_,
)
}
}
}
/// Functions for reading data from an entity table.
pub trait EntityTableRead {
/// All monsters, whether they're used or not.
///
/// Null entries are not included, and reading is stopped at them.
/// Note that some may be invalid, check the validity flag!
fn get_monsters(&self) -> Vec<&DungeonEntity>;
/// Actually used monsters.
///
/// Null entries are not included, and reading is stopped at them.
/// Note that some may be invalid, check the validity flag!
fn get_active_monsters(&self) -> Vec<&DungeonEntity>;
/// All items.
///
/// Null entries are not included, and reading is stopped at them.
/// Note that some may be invalid, check the validity flag!
fn get_items(&self) -> Vec<&DungeonEntity>;
/// All traps.
///
/// Null entries are not included, and reading is stopped at them.
/// Note that some may be invalid, check the validity flag!
fn get_traps(&self) -> Vec<&DungeonEntity>;
/// Hidden stairs entity.
///
/// Returns None if null. Note that it still may be invalid, check the validity flag!
fn get_hidden_stairs(&self) -> Option<&DungeonEntity>;
}
/// Functions for writing data into an entity table.
pub trait EntityTableWrite: EntityTableRead {
/// All monsters, whether they're used or not.
///
/// Null entries are not included, and reading is stopped at them.
/// Note that some may be invalid, check the validity flag!
fn get_monsters_mut(&mut self) -> Vec<&mut DungeonEntity>;
/// Actually used monsters.
///
/// Null entries are not included, and reading is stopped at them.
/// Note that some may be invalid, check the validity flag!
fn get_active_monsters_mut(&mut self) -> Vec<&mut DungeonEntity>;
/// All items.
///
/// Null entries are not included, and reading is stopped at them.
/// Note that some may be invalid, check the validity flag!
fn get_items_mut(&mut self) -> Vec<&mut DungeonEntity>;
/// All traps.
///
/// Null entries are not included, and reading is stopped at them.
/// Note that some may be invalid, check the validity flag!
fn get_traps_mut(&mut self) -> Vec<&mut DungeonEntity>;
/// Hidden stairs entity.
///
/// Returns None if null. Note that it still may be invalid, check the validity flag!
fn get_hidden_stairs_mut(&mut self) -> Option<&mut DungeonEntity>;
}
/// See [`EntityTableRead`].
pub struct EntityTableRef<'a>(&'a ffi::entity_table);
/// See [`EntityTableRead`] and [`EntityTableWrite`].
pub struct EntityTableMut<'a>(&'a mut ffi::entity_table);
impl<'a> EntityTableRead for EntityTableRef<'a> {
fn get_monsters(&self) -> Vec<&DungeonEntity> {
check_and_return(&self.0.header.monster_slot_ptrs)
}
fn get_active_monsters(&self) -> Vec<&DungeonEntity> {
check_and_return(&self.0.header.active_monster_ptrs)
}
fn get_items(&self) -> Vec<&DungeonEntity> {
check_and_return(&self.0.header.item_ptrs)
}
fn get_traps(&self) -> Vec<&DungeonEntity> {
check_and_return(&self.0.header.trap_ptrs)
}
fn get_hidden_stairs(&self) -> Option<&DungeonEntity> {
let ptr = self.0.header.hidden_stairs_ptr;
if ptr.is_null() {
None
} else {
// SAFETY: We checked the pointer.
Some(unsafe { &*ptr })
}
}
}
impl<'a> EntityTableRead for EntityTableMut<'a> {
fn get_monsters(&self) -> Vec<&DungeonEntity> {
check_and_return(&self.0.header.monster_slot_ptrs)
}
fn get_active_monsters(&self) -> Vec<&DungeonEntity> {
check_and_return(&self.0.header.active_monster_ptrs)
}
fn get_items(&self) -> Vec<&DungeonEntity> {
check_and_return(&self.0.header.item_ptrs)
}
fn get_traps(&self) -> Vec<&DungeonEntity> {
check_and_return(&self.0.header.trap_ptrs)
}
fn get_hidden_stairs(&self) -> Option<&DungeonEntity> {
let ptr = self.0.header.hidden_stairs_ptr;
if ptr.is_null() {
None
} else {
// SAFETY: We checked the pointer.
Some(unsafe { &*ptr })
}
}
}
impl<'a> EntityTableWrite for EntityTableMut<'a> {
fn get_monsters_mut(&mut self) -> Vec<&mut DungeonEntity> {
check_and_return_mut(&mut self.0.header.monster_slot_ptrs)
}
fn get_active_monsters_mut(&mut self) -> Vec<&mut DungeonEntity> {
check_and_return_mut(&mut self.0.header.active_monster_ptrs)
}
fn get_items_mut(&mut self) -> Vec<&mut DungeonEntity> {
check_and_return_mut(&mut self.0.header.item_ptrs)
}
fn get_traps_mut(&mut self) -> Vec<&mut DungeonEntity> {
check_and_return_mut(&mut self.0.header.trap_ptrs)
}
fn get_hidden_stairs_mut(&mut self) -> Option<&mut DungeonEntity> {
let ptr = self.0.header.hidden_stairs_ptr;
if ptr.is_null() {
None
} else {
// SAFETY: We checked the pointer.
Some(unsafe { &mut *ptr })
}
}
}
fn check_and_return(ent: &[*mut ffi::entity]) -> Vec<&DungeonEntity> {
let mut res: Vec<&DungeonEntity> = Vec::with_capacity(ent.len());
for e in ent {
if e.is_null() {
break;
}
// SAFETY: We checked the pointer.
res.push(unsafe { &**e });
}
res
}
fn check_and_return_mut(ent: &mut [*mut ffi::entity]) -> Vec<&mut DungeonEntity> {
let mut res: Vec<&mut DungeonEntity> = Vec::with_capacity(ent.len());
for e in ent {
if e.is_null() {
break;
}
// SAFETY: We checked the pointer.
res.push(unsafe { &mut **e });
}
res
}