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use crate::api::dungeon_mode::*;
use crate::api::enums::{Direction, WarpType};
use crate::api::items::{Item, ItemId};
use crate::api::moves::Move;
use crate::api::overlay::OverlayLoadLease;
use crate::api::types::MonsterTypeId;
use crate::ctypes::*;
use crate::ffi;
use fixed::types::I24F8;
/// Helper struct for emitting move and item effects.
///
/// To get an instance of this, use [`GlobalDungeonData::effects`].
///
/// You may find more things to do with monsters in the [`DungeonMonsterMut`] struct.
pub struct DungeonEffectsEmitter<'a>(pub(crate) &'a OverlayLoadLease<29>);
impl<'a> DungeonEffectsEmitter<'a> {
/// Low-level functions internal to the dungeon engine.
/// Consider using one of the other functions instead for most cases.
pub fn internals(&'a mut self) -> DungeonEffectsInternals<'a> {
DungeonEffectsInternals(self)
}
/// Returns true if the target is within range of the user's move, false otherwise.
///
/// If the user does not have Course Checker, it simply checks if the distance between user
/// and target is less or equal than the move range.
///
/// Otherwise, it will iterate through all tiles in the direction specified, checking for
/// walls or other monsters in the way, and return false if they are found.
///
/// `move_range` is the range in number of tiles.
pub fn is_target_in_range(
&self,
user: &DungeonEntity,
target: &DungeonEntity,
direction: Direction,
move_range: i32,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::IsTargetInRange(
force_mut_ptr!(user),
force_mut_ptr!(target),
direction as ffi::direction_id::Type,
move_range,
) > 0
}
}
/// Deals damage from a move or item used by an attacking monster on a defending monster.
///
/// Returns the amount of damage dealt.
pub fn deal_damage(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
used_move: &Move,
damage_multiplier: I24F8,
item_id: Option<ItemId>,
) -> i32 {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DealDamage(
attacker,
defender,
force_mut_ptr!(used_move),
damage_multiplier.to_bits() as c_int,
item_id.unwrap_or(ItemId::ITEM_NOTHING),
)
}
}
/// Move effect: Deals damage, inflicting recoil damage on the attacker.
///
/// Relevant moves: Submission, Wood Hammer, Brave Bird
///
/// Returns whether or not damage was dealt.
pub fn do_move_damage_with_recoil(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
used_move: &Move,
item_id: Option<ItemId>,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageWithRecoil(
attacker,
defender,
force_mut_ptr!(used_move),
item_id.unwrap_or(ItemId::ITEM_NOTHING),
) > 0
}
}
/// Inflicts the Sleep status condition on a target monster if possible.
///
/// No status is returned.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `number_turns` - How many turns the status should be applied for.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
pub fn try_inflict_sleep_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
number_turns: i32,
log_failure: bool,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictSleepStatus(attacker, defender, number_turns, log_failure as ffi::bool_)
}
}
/// Inflicts the Nightmare status condition on a target monster if possible.
///
/// No status is returned.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `number_turns` - How many turns the status should be applied for.
pub fn try_inflict_nightmare_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
number_turns: i32,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictNightmareStatus(attacker, defender, number_turns) }
}
/// Inflicts the Napping status condition on a target monster if possible.
///
/// No status is returned.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `number_turns` - How many turns the status should be applied for.
pub fn try_inflict_napping_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
number_turns: i32,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictNappingStatus(attacker, defender, number_turns) }
}
/// Inflicts the Yawning status condition on a target monster if possible.
///
/// No status is returned.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `number_turns` - How many turns the status should be applied for.
pub fn try_inflict_yawning_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
number_turns: i32,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictYawningStatus(attacker, defender, number_turns) }
}
/// Inflicts the Sleepless status condition on a target monster if possible.
///
/// No status is returned.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
pub fn try_inflict_sleepless_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictSleeplessStatus(attacker, defender) }
}
/// Inflicts the Paused status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `param3` - Unknown.
/// * `number_turns` - How many turns the status should be applied for.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_paused_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
param3: i32,
number_turns: i32,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictPausedStatus(
attacker,
defender,
param3,
number_turns,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Infatuated status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_infatuated_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictInfatuatedStatus(
attacker,
defender,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Burn status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `special_effect` - Flag to apply some special effect alongside the burn?
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_burn_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
special_effect: bool,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictBurnStatus(
attacker,
defender,
special_effect as ffi::bool_,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Burn status condition on all team members if possible.
pub fn try_inflict_burn_status_whole_team(
&mut self,
_global_dungeon_struct: &mut GlobalDungeonData,
) {
// SAFETY: We have a lease on the overlay existing & have a mutable reference to the global
// dungeon data.
unsafe { ffi::TryInflictBurnStatusWholeTeam() }
}
/// Inflicts the Poisoned status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_poisoned_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictPoisonedStatus(
attacker,
defender,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Badly Poisoned status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_badly_poisoned_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictBadlyPoisonedStatus(
attacker,
defender,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Frozen status condition on a target monster if possible.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure.
pub fn try_inflict_frozen_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictFrozenStatus(attacker, defender, log_failure as ffi::bool_) }
}
/// Inflicts the Constriction status condition on a target monster if possible.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `animation_id` - animation ID
/// * `log_failure` - Flag to log a message to the dungeon message log on failure.
pub fn try_inflict_constriction_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
animation_id: i32,
log_failure: bool,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictConstrictionStatus(
attacker,
defender,
animation_id,
log_failure as ffi::bool_,
)
}
}
/// Inflicts the Shadow Hold (AKA Immobilized) status condition on a target monster if possible.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure.
pub fn try_inflict_shadow_hold_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictShadowHoldStatus(attacker, defender, log_failure as ffi::bool_) }
}
/// Inflicts the Shadow Hold (AKA Immobilized) status condition on a target monster if possible.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
pub fn try_inflict_ingrain_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictIngrainStatus(attacker, defender) }
}
/// Inflicts the Wrapped status condition on a target monster if possible.
///
/// This also gives the user the Wrap status (Wrapped around foe).
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
pub fn try_inflict_wrapped_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictWrappedStatus(attacker, defender) }
}
/// Inflicts the Petrified status condition on a target monster if possible.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
pub fn try_inflict_petrified_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictPetrifiedStatus(attacker, defender) }
}
/// Inflicts the Cringe status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_cringe_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictCringeStatus(
attacker,
defender,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Paralysis status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_paralysis_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictParalysisStatus(
attacker,
defender,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Confused status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_confused_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictConfusedStatus(
attacker,
defender,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Cowering status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_cowering_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictCoweringStatus(
attacker,
defender,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Leech Seed status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
/// * `check_only` - Flag to only perform the check for inflicting without actually inflicting.
pub fn try_inflict_leech_seed_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
check_only: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryInflictLeechSeedStatus(
attacker,
defender,
log_failure as ffi::bool_,
check_only as ffi::bool_,
) > 0
}
}
/// Inflicts the Destiny Bond status condition on a target monster if possible.
///
/// Returns true if the target monster was affected.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
pub fn try_inflict_destiny_bond_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryInflictDestinyBond(attacker, defender) }
}
/// Lowers the specified offensive stat on the target monster.
///
/// `param_5` and `param_6` are unknown.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn lower_offensive_stat(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
stat_idx: i32,
n_stages: i16,
param_5: ffi::undefined,
param_6: ffi::undefined,
) {
ffi::LowerOffensiveStat(attacker, defender, stat_idx, n_stages, param_5, param_6)
}
/// Lowers the specified defensive stat on the target monster.
///
/// `param_5` and `param_6` are unknown.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn lower_defensive_stat(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
stat_idx: i32,
n_stages: i16,
param_5: ffi::undefined,
param_6: ffi::undefined,
) {
ffi::LowerDefensiveStat(attacker, defender, stat_idx, n_stages, param_5, param_6)
}
/// Boosts the specified offensive stat on the target monster.
pub fn boost_offensive_stat(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
stat_idx: i32,
n_stages: i16,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::BoostOffensiveStat(attacker, defender, stat_idx, n_stages) }
}
/// Boosts the specified defensive stat on the target monster.
pub fn boost_defensive_stat(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
stat_idx: i32,
n_stages: i16,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::BoostDefensiveStat(attacker, defender, stat_idx, n_stages) }
}
/// Applies a multiplier to the specified offensive stat on the target monster.
///
/// This affects struct [`ffi::monster_stat_modifiers.offensive_multipliers`], for moves like
/// Charm and Memento.
///
/// `param_5` is unknown.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn apply_offensive_stat_multiplier(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
stat_idx: i32,
multiplier: i32,
param_5: ffi::undefined,
) {
ffi::ApplyOffensiveStatMultiplier(attacker, defender, stat_idx, multiplier, param_5)
}
/// Applies a multiplier to the specified defensive stat on the target monster.
///
/// This affects struct [`ffi::monster_stat_modifiers.defensive_multipliers`], for moves like
/// Charm and Memento.
///
/// `param_5` is unknown.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn apply_defensive_stat_multiplier(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
stat_idx: i32,
multiplier: i32,
param_5: ffi::undefined,
) {
ffi::ApplyDefensiveStatMultiplier(attacker, defender, stat_idx, multiplier, param_5)
}
/// Boosts the specified hit chance stat (accuracy or evasion) on the target monster.
pub fn boost_hit_chance_stat(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
stat_idx: i32,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::BoostHitChanceStat(attacker, defender, stat_idx) }
}
/// Lowers the specified hit chance stat (accuracy or evasion) on the target monster.
pub fn lower_hit_chance_stat(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
stat_idx: i32,
param_4: i32,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::LowerHitChanceStat(attacker, defender, stat_idx, param_4) }
}
/// Resets the specified hit chance stat (accuracy or evasion) back to normal on the
/// target monster.
pub fn reset_hit_chance_stat(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
stat_idx: i32,
param_4: i32,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::ResetHitChanceStat(attacker, defender, stat_idx, param_4) }
}
/// Boosts the speed of the target monster.
///
/// If the number of turns specified is 0, a random turn count will be selected using the
/// default SPEED_BOOST_DURATION_RANGE (see symbol table).
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `n_stages` - The number of stages to boost the speed by.
/// * `n_turns` - The number of turns.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
pub fn boost_speed(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
n_stages: i32,
n_turns: i32,
log_failure: bool,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::BoostSpeed(
attacker,
defender,
n_stages,
n_turns,
log_failure as ffi::bool_,
)
}
}
/// Lowers the speed of the target monster.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `n_stages` - The number of stages to boost the speed by.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
pub fn lower_speed(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
n_stages: i32,
log_failure: bool,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::LowerSpeed(attacker, defender, n_stages, log_failure as ffi::bool_) }
}
/// Randomly boosts or lowers the speed of the target monster by one stage with equal
/// probability.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
pub fn boost_or_lower_speed(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::BoostOrLowerSpeed(attacker, defender) }
}
/// Lowers the speed of the target monster.
///
/// Returns Whether or not a move was sealed.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
pub fn try_seal_move(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_failure: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TrySealMove(attacker, defender, log_failure as ffi::bool_) > 0 }
}
/// Activate the Quick Feet ability on the defender, if the monster has it and it's active.
///
/// Returns Whether or not the ability was activated.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
pub fn try_activate_quick_feet(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryActivateQuickFeet(attacker, defender) > 0 }
}
/// Restore HP and possibly boost max HP of the target monster if possible.
///
/// Returns Whether or not HP was restored.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `hp_to_restore` - The amount of HP to restore.
/// * `max_hp_boost` - The max HP boost to attempt to apply.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
pub fn try_increase_hp(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
hp_to_restore: i32,
max_hp_boost: i32,
log_failure: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryIncreaseHp(
attacker,
defender,
hp_to_restore,
max_hp_boost,
log_failure as ffi::bool_,
) > 0
}
}
/// Restores the PP of all the target's moves by the specified amount.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `pp_to_restore` - The amount of PP to restore.
/// * `log_failure` - Flag to log a message to the dungeon message log on failure
pub fn restore_move_pp(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
pp_to_restore: i32,
log_failure: bool,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::RestoreMovePP(
attacker,
defender,
pp_to_restore,
(!log_failure) as ffi::bool_,
)
}
}
/// Apply an item effect.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `item` - The item that was used / thrown.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn apply_item_effect(
&mut self,
param_1: ffi::undefined4,
param_2: ffi::undefined4,
param_3: ffi::undefined4,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
item: &mut Item,
) {
ffi::ApplyItemEffect(param_1, param_2, param_3, attacker, defender, item)
}
/// Applies the Violent Seed boost to an entity.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
pub fn violent_seed_boost(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::ViolentSeedBoost(attacker, defender) }
}
/// Applies the IQ and possible stat boosts from eating a Gummi to the target monster.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `gummi_type` - Type of the Gummi that was eaten.
/// * `stat_boost` - The amount of stat boost to apply; if a random stat boost occurs.
pub fn apply_gummi_boosts(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
gummi_type: MonsterTypeId,
stat_boost: i32,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::ApplyGummiBoostsDungeonMode(attacker, defender, gummi_type, stat_boost) }
}
/// Applies the IQ and possible stat boosts from eating a Gummi to the target monster.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `direction` - The direction
pub fn try_pounce(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
direction: Direction,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryPounce(attacker, defender, direction as ffi::direction_id::Type) }
}
/// Blows away the target monster in a given direction if possible.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `direction` - The direction
pub fn try_blow_away(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
direction: Direction,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryBlowAway(attacker, defender, direction as ffi::direction_id::Type) }
}
/// Makes the target monster warp if possible.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `warp_type` - The type of warp to apply.
/// * `position` - The position to warp to (if warp type is position-based).
pub fn try_warp(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
warp_type: WarpType,
position: ffi::position,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::TryWarp(
attacker,
defender,
warp_type as ffi::warp_type::Type,
position,
)
}
}
/// Decrease the target monster's level if possible.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `levels` - number of levels to decrease
pub fn try_decrease_level(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
levels: i32,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryDecreaseLevel(attacker, defender, levels) > 0 }
}
/// Note: unverified, ported from Irdkwia's notes
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `log_message` - Flag to log a message
/// * `levels` - number of levels to decrease
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn level_up(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log_message: bool,
param_4: ffi::undefined4,
) -> bool {
ffi::LevelUp(attacker, defender, log_message as ffi::bool_, param_4) > 0
}
/// Restore HP of the target monster if possible.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `hp` - HP to restore.
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub fn try_restore_hp(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
hp: i32,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TryRestoreHp(attacker, defender, hp) > 0 }
}
/// Note: unverified, ported from Irdkwia's notes
///
/// # Arguments
/// * `user` - The monster that is doing the action.
/// * `target` - The target entity,
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub fn reveal_items(&mut self, user: &mut DungeonEntity, target: &mut DungeonEntity) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::RevealItems(user, target) }
}
/// Note: unverified, ported from Irdkwia's notes
///
/// # Arguments
/// * `user` - The monster that is doing the action.
/// * `target` - The target entity,
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub fn reveal_stairs(&mut self, user: &mut DungeonEntity, target: &mut DungeonEntity) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::RevealStairs(user, target) }
}
/// Note: unverified, ported from Irdkwia's notes
///
/// # Arguments
/// * `user` - The monster that is doing the action.
/// * `target` - The target entity,
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub fn reveal_enemies(&mut self, user: &mut DungeonEntity, target: &mut DungeonEntity) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::RevealEnemies(user, target) }
}
/// Move effect: Deal damage.
/// Relevant moves: Many!
///
/// This just wraps DealDamage with a multiplier of 1 (i.e., the fixed-point number 0x100).
///
/// Returns whether or not damage was dealt
pub fn do_move_damage(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveDamage(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Iron Tail
///
/// Returns whether or not the move was successfully used.
pub fn do_move_iron_tail(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveIronTail(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Yawn
///
/// Returns whether or not the move was successfully used.
pub fn do_move_yawn(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveYawn(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Nightmare
///
/// Returns whether or not the move was successfully used.
pub fn do_move_nightmare(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveNightmare(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Charm
///
/// Returns whether or not the move was successfully used.
pub fn do_move_charm(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveCharm(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Encore
///
/// Returns whether or not the move was successfully used.
pub fn do_move_encore(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveEncore(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Super Fang
///
/// Returns whether or not the move was successfully used.
pub fn do_move_super_fang(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSuperFang(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Pain Split
///
/// Returns whether or not the move was successfully used.
pub fn do_move_pain_split(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMovePainSplit(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Torment
///
/// Returns whether or not the move was successfully used.
pub fn do_move_torment(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveTorment(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Swagger
///
/// Returns whether or not the move was successfully used.
pub fn do_move_swagger(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSwagger(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage with a 30% chance (ROCK_SLIDE_CRINGE_CHANCE) of inflicting the cringe status on the defender.
/// Relevant moves: Rock Slide, Iron Head, Air Slash, Zen Headbutt, Dragon Rush
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_cringe_30(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageCringe30(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Whirlpool
///
/// Returns whether or not the move was successfully used.
pub fn do_move_whirlpool(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveWhirlpool(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Fake Tears
///
/// Returns whether or not the move was successfully used.
pub fn do_move_fake_tears(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFakeTears(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Spite
///
/// Returns whether or not the move was successfully used.
pub fn do_move_spite(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSpite(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Smokescreen
///
/// Returns whether or not the move was successfully used.
pub fn do_move_smokescreen(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSmokescreen(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Flatter
///
/// Returns whether or not the move was successfully used.
pub fn do_move_flatter(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFlatter(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Will-O-Wisp
///
/// Returns whether or not the move was successfully used.
pub fn do_move_will_o_wisp(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveWillOWisp(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Return
///
/// Returns whether or not the move was successfully used.
pub fn do_move_return(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveReturn(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Flame Wheel
///
/// Returns whether or not the move was successfully used.
pub fn do_move_flame_wheel(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFlameWheel(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Gust
///
/// Returns whether or not the move was successfully used.
pub fn do_move_gust(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveGust(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Paralyze the defender if possible
/// Relevant moves: Disable, Stun Spore, Glare
///
/// Returns whether or not the move was successfully used.
pub fn do_move_paralyze(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveParalyze(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage with a 20% chance (CRUNCH_LOWER_DEFENSE_CHANCE) of lowering the defender's defense.
/// Relevant moves: Crunch, Shadow Ball
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_lower_def_20(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageLowerDef20(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Bite
///
/// Returns whether or not the move was successfully used.
pub fn do_move_bite(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveBite(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage with a 20% chance (THUNDER_PARALYZE_CHANCE) of paralyzing the defender.
/// Relevant moves: Thunder, Force Palm
///
/// Returns whether or not the move was successfully used.
pub fn do_move_paralyze_20(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageParalyze20(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Endeavor
///
/// Returns whether or not the move was successfully used.
pub fn do_move_endeavor(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveEndeavor(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Facade
///
/// Returns whether or not the move was successfully used.
pub fn do_move_facade(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFacade(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage with a 20% chance (CONSTRICT_LOWER_SPEED_CHANCE) of lowering the defender's speed.
/// Relevant moves: Constrict, Bubblebeam
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_lower_speed_20(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageLowerSpeed20(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Brick Break
///
/// Returns whether or not the move was successfully used.
pub fn do_move_brick_break(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveBrickBreak(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Rock Tomb
///
/// Returns whether or not the move was successfully used.
pub fn do_move_rock_tomb(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveRockTomb(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal draining damage, healing the attacker by a proportion of the damage dealt.
/// Relevant moves: Giga Drain, Drain Punch
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_drain(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveDamageDrain(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Reversal
///
/// Returns whether or not the move was successfully used.
pub fn do_move_reversal(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveReversal(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: SmellingSalt
///
/// Returns whether or not the move was successfully used.
pub fn do_move_smelling_salt(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveSmellingSalt(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Metal Sound
///
/// Returns whether or not the move was successfully used.
pub fn do_move_metal_sound(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveMetalSound(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Tickle
///
/// Returns whether or not the move was successfully used.
pub fn do_move_tickle(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveTickle(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Outrage
///
/// Returns whether or not the move was successfully used.
pub fn do_move_outrage(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveOutrage(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage, multiplied by a weight-dependent factor.
/// Relevant moves: Low Kick, Grass Knot
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_weight_dependent(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageWeightDependent(attacker, defender, force_mut_ptr!(the_move), item_id)
> 0
}
}
/// Move effect: AncientPower
///
/// Returns whether or not the move was successfully used.
pub fn do_move_ancient_power(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveAncientPower(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Rapid Spin
///
/// Returns whether or not the move was successfully used.
pub fn do_move_rapid_spin(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveRapidSpin(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage with a 15% chance (BLIZZARD_FREEZE_CHANCE) of freezing the defender.
/// Relevant moves: Blizzard, Ice Beam
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_freeze_15(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageFreeze15(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Scary Face
///
/// Returns whether or not the move was successfully used.
pub fn do_move_scary_face(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveScaryFace(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Rock Climb
///
/// Returns whether or not the move was successfully used.
pub fn do_move_rock_climb(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveRockClimb(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Earthquake
///
/// Returns whether or not the move was successfully used.
pub fn do_move_earthquake(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveEarthquake(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Gets the nature power variant for the current dungeon, based on the tileset ID.
///
/// Returns whether or not the move was successfully used.
pub fn get_nature_power_variant(&self) -> ffi::nature_power_variant::Type {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::GetNaturePowerVariant() }
}
/// Move effect: Nature Power
///
/// Returns whether or not the move was successfully used.
pub fn do_move_nature_power(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveNaturePower(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Lick
///
/// Returns whether or not the move was successfully used.
pub fn do_move_lick(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveLick(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Fissure
///
/// Returns whether or not the move was successfully used.
pub fn do_move_fissure(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFissure(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Extrasensory
///
/// Returns whether or not the move was successfully used.
pub fn do_move_extrasensory(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveExtrasensory(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Absorb
///
/// Returns whether or not the move was successfully used.
pub fn do_move_absorb(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveAbsorb(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Skill Swap
///
/// Returns whether or not the move was successfully used.
pub fn do_move_skill_swap(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSkillSwap(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Headbutt
///
/// Returns whether or not the move was successfully used.
pub fn do_move_headbutt(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveHeadbutt(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Double-Edge
///
/// Returns whether or not the move was successfully used.
pub fn do_move_double_edge(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveDoubleEdge(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Sand-Attack
///
/// Returns whether or not the move was successfully used.
pub fn do_move_sand_attack(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSandAttack(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage with a 40% chance (SMOG_POISON_CHANCE) of poisoning the defender.
/// Relevant moves: Smog, Poison Jab, Cross Poison
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_poison_40(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamagePoison40(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Sacred Fire
///
/// Returns whether or not the move was successfully used.
pub fn do_move_sacred_fire(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSacredFire(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Sheer Cold
///
/// Returns whether or not the move was successfully used.
pub fn do_move_sheer_cold(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSheerCold(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage with a 40% chance (MUDDY_WATER_LOWER_ACCURACY_CHANCE) of lowering
/// the defender's accuracy.
/// Relevant moves: Muddy Water, Mud Bomb, Mirror Shot
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_lower_accuracy_40(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageLowerAccuracy40(attacker, defender, force_mut_ptr!(the_move), item_id)
> 0
}
}
/// Move effect: Twister
///
/// Returns whether or not the move was successfully used.
pub fn do_move_twister(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveTwister(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Twineedle
///
/// Returns whether or not the move was successfully used.
pub fn do_move_twineedle(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveTwineedle(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Seismic Toss
///
/// Returns whether or not the move was successfully used.
pub fn do_move_seismic_toss(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSeismicToss(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Supersonic
///
/// Returns whether or not the move was successfully used.
pub fn do_move_supersonic(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSupersonic(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Taunt
///
/// Returns whether or not the move was successfully used.
pub fn do_move_taunt(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveTaunt(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Horn Drill
///
/// Returns whether or not the move was successfully used.
pub fn do_move_horn_drill(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveHornDrill(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// This is identical to [`Self::do_move_lick`],
/// except it uses a different data symbol for the paralysis chance (but it's still 10%).
///
/// Returns whether or not the move was successfully used.
pub fn do_move_thundershock(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveThundershock(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Thunder Wave
///
/// Returns whether or not the move was successfully used.
pub fn do_move_thunder_wave(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveThunderWave(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Block
///
/// Returns whether or not the move was successfully used.
pub fn do_move_block(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveBlock(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Poison Gas
///
/// Returns whether or not the move was successfully used.
pub fn do_move_poison_gas(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMovePoisonGas(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Toxic
///
/// Returns whether or not the move was successfully used.
pub fn do_move_toxic(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveToxic(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Poison Fang
///
/// Returns whether or not the move was successfully used.
pub fn do_move_poison_fang(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMovePoisonFang(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Poison Sting
///
/// Returns whether or not the move was successfully used.
pub fn do_move_poison_sting(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMovePoisonSting(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Tri Attack
///
/// Returns whether or not the move was successfully used.
pub fn do_move_tri_attack(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveTriAttack(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Swaps the held items of the attacker and defender.
/// Relevant moves: Trick, Switcheroo
///
/// Returns whether or not the move was successfully used.
pub fn do_move_swap_items(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSwapItems(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Triple Kick
///
/// Returns whether or not the move was successfully used.
pub fn do_move_triple_kick(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveTripleKick(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Mud-Slap
///
/// Returns whether or not the move was successfully used.
pub fn do_move_mud_slap(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveMudSlap(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Thief
///
/// Returns whether or not the move was successfully used.
pub fn do_move_thief(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveThief(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Role Play
///
/// Returns whether or not the move was successfully used.
pub fn do_move_role_play(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveRolePlay(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Leer
///
/// Returns whether or not the move was successfully used.
pub fn do_move_leer(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveLeer(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Fake Out
///
/// Returns whether or not the move was successfully used.
pub fn do_move_fake_out(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFakeOut(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Pay Day
///
/// Returns whether or not the move was successfully used.
pub fn do_move_pay_day(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMovePayDay(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Curse
///
/// Returns whether or not the move was successfully used.
pub fn do_move_curse(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveCurse(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Superpower
///
/// Returns whether or not the move was successfully used.
pub fn do_move_superpower(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSuperpower(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: DynamicPunch
///
/// Returns whether or not the move was successfully used.
pub fn do_move_dynamic_punch(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDynamicPunch(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Knock Off
///
/// Returns whether or not the move was successfully used.
pub fn do_move_knock_off(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveKnockOff(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Secret Power
///
/// Returns whether or not the move was successfully used.
pub fn do_move_secret_power(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveSecretPower(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Dizzy Punch
///
/// Returns whether or not the move was successfully used.
pub fn do_move_dizzy_punch(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveDizzyPunch(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Imprison
///
/// Returns whether or not the move was successfully used.
pub fn do_move_imprison(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveImprison(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: FeatherDance
///
/// Returns whether or not the move was successfully used.
pub fn do_move_feather_dance(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveFeatherDance(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Beat Up
///
/// Returns whether or not the move was successfully used.
pub fn do_move_beat_up(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveBeatUp(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Blast Burn
///
/// Returns whether or not the move was successfully used.
pub fn do_move_blast_burn(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveBlastBurn(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Crush Claw
///
/// Returns whether or not the move was successfully used.
pub fn do_move_crush_claw(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveCrushClaw(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Blaze Kick
///
/// Returns whether or not the move was successfully used.
pub fn do_move_blaze_kick(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveBlazeKick(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Present
///
/// Returns whether or not the move was successfully used.
pub fn do_move_present(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMovePresent(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Eruption
///
/// Returns whether or not the move was successfully used.
pub fn do_move_eruption(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveEruption(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Poison Tail
///
/// Returns whether or not the move was successfully used.
pub fn do_move_poison_tail(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMovePoisonTail(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Roar
///
/// Returns whether or not the move was successfully used.
pub fn do_move_roar(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveRoar(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage with a 10% (WHIRLPOOL_CONSTRICT_CHANCE) chance to constrict,
/// and with a damage multiplier dependent on the move used.
/// Relevant moves: Clamp, Bind, Fire Spin, Magma Storm
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_constrict_10(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageConstrict10(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Wrap
///
/// Returns whether or not the move was successfully used.
pub fn do_move_wrap(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveWrap(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Magnitude
///
/// Returns whether or not the move was successfully used.
pub fn do_move_magnitude(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveMagnitude(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Mist Ball
///
/// Returns whether or not the move was successfully used.
pub fn do_move_mist_ball(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveMistBall(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Destiny Bond
///
/// Returns whether or not the move was successfully used.
pub fn do_move_destiny_bond(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveDestinyBond(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Hidden Power
///
/// Returns whether or not the move was successfully used.
pub fn do_move_hidden_power(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveHiddenPower(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Attract
///
/// Returns whether or not the move was successfully used.
pub fn do_move_attract(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveAttract(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: The attacker uses the move last used by enemy it's facing.
/// Relevant moves: Mimic, Copycat
///
/// Returns whether or not the move was successfully used.
pub fn do_move_copycat(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveCopycat(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Frustration
///
/// Returns whether or not the move was successfully used.
pub fn do_move_frustration(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFrustration(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Leech Seed
///
/// Returns whether or not the move was successfully used.
pub fn do_move_leech_seed(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveLeechSeed(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Dream Eater
///
/// Returns whether or not the move was successfully used.
pub fn do_move_dream_eater(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveDreamEater(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Dragon Rage
///
/// Returns whether or not the move was successfully used.
pub fn do_move_dragon_dance(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveDragonRage(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage with a 50% (LUSTER_PURGE_LOWER_SPECIAL_DEFENSE_CHANCE) chance
/// to lower special defense.
/// Relevant moves: Luster Purge, Energy Ball
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_lower_special_defence_50(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageLowerSpecialDefense50(
attacker,
defender,
force_mut_ptr!(the_move),
item_id,
) > 0
}
}
/// Move effect: Fling
///
/// Returns whether or not the move was successfully used.
pub fn do_move_fling(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFling(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Hammer Arm
///
/// Returns whether or not the move was successfully used.
pub fn do_move_hammer_arm(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoHammerArm(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Gastro Acid
///
/// Returns whether or not the move was successfully used.
pub fn do_move_gastro_acid(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveGastroAcid(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Close Combat
///
/// Returns whether or not the move was successfully used.
pub fn do_move_close_combat(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveCloseCombat(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Guard Swap
///
/// Returns whether or not the move was successfully used.
pub fn do_move_guard_swap(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveGuardSwap(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Thunder Fang
///
/// Returns whether or not the move was successfully used.
pub fn do_move_thunder_fang(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveThunderFang(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Defog
///
/// Returns whether or not the move was successfully used.
pub fn do_move_defog(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveDefog(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Trump Card
///
/// Returns whether or not the move was successfully used.
pub fn do_move_trump_card(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveTrumpCard(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Ice Fang
///
/// Returns whether or not the move was successfully used.
pub fn do_move_ice_fang(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveIceFang(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Psycho Shift
///
/// Returns whether or not the move was successfully used.
pub fn do_move_psycho_shift(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMovePsychoShift(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Embargo
///
/// Returns whether or not the move was successfully used.
pub fn do_move_embargo(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveEmbargo(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage, with a 2x multiplier if the defender is at or below half HP.
/// Relevant moves: Brine, Assurance
///
/// Returns whether or not the move was successfully used.
pub fn do_move_brine(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveBrine(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Natural Gift
///
/// Returns whether or not the move was successfully used.
pub fn do_move_natural_gift(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveNaturalGift(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Gyro Ball
///
/// Returns whether or not the move was successfully used.
pub fn do_move_gyro_ball(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveGyroBall(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Charge Beam
///
/// Returns whether or not the move was successfully used.
pub fn do_move_charge_beam(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveChargeBeam(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deals damage, and eats any beneficial items the defender is holding.
/// Relevant moves: Pluck, Bug Bite
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_eat_item(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageEatItem(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Last Resort
///
/// Returns whether or not the move was successfully used.
pub fn do_move_last_resort(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveLastResort(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Deal damage, with a multiplier dependent on the defender's current HP.
/// Relevant moves: Wring Out, Crush Grip
///
/// Returns whether or not the move was successfully used.
pub fn do_move_damage_hp_dependent(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::DoMoveDamageHpDependent(attacker, defender, force_mut_ptr!(the_move), item_id) > 0
}
}
/// Move effect: Heart Swap
///
/// Returns whether or not the move was successfully used.
pub fn do_move_heart_swap(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveHeartSwap(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Power Swap
///
/// Returns whether or not the move was successfully used.
pub fn do_move_power_swap(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMovePowerSwap(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Feint
///
/// Returns whether or not the move was successfully used.
pub fn do_move_feint(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFeint(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Flare Blitz
///
/// Returns whether or not the move was successfully used.
pub fn do_move_flare_blitz(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFlareBlitz(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Fire Fang
///
/// Returns whether or not the move was successfully used.
pub fn do_move_fire_fang(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveFireFang(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Miracle Eye
///
/// Returns whether or not the move was successfully used.
pub fn do_move_miracle_eye(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveMiracleEye(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Wake-Up Slap
///
/// Returns whether or not the move was successfully used.
pub fn do_move_wake_up_slap(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveWakeUpSlap(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Head Smash
///
/// Returns whether or not the move was successfully used.
pub fn do_move_head_smash(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveHeadSmash(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Move effect: Captivate
///
/// Returns whether or not the move was successfully used.
pub fn do_move_captivate(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
item_id: ItemId,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::DoMoveCaptivate(attacker, defender, force_mut_ptr!(the_move), item_id) > 0 }
}
/// Adds to a monster's experience points, subject to experience boosting effects.
///
/// This function appears to be called only under special circumstances. Possibly when granting
/// experience from damage (e.g., Joy Ribbon)?
///
/// Interestingly, the `attacker` isn't actually used. This might be a compiler
/// optimization to avoid shuffling registers, since this function might be called alongside
/// lots of other functions that have both the attacker and defender as the first two arguments.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `base_exp` - base experience gain, before boosts.
pub fn add_exp_special(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
base_exp: i32,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::AddExpSpecial(attacker, defender, base_exp) }
}
/// The user entity attempts to switch places with the target entity (i.e. by the effect of the
/// Switcher Orb).
///
/// The function checks for the Suction Cups ability for both the user and the target, and for
/// the Mold Breaker ability on the user.
pub fn try_switch_place(&mut self, attacker: &mut DungeonEntity, defender: &mut DungeonEntity) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TrySwitchPlace(attacker, defender) }
}
/// Cures the target's freeze, shadow hold, ingrain, petrified, constriction or wrap (both as
/// user and as target) status due to the action of the user.
///
/// # Arguments
/// * `attacker` - The monster that is trying to cure this status.
/// * `defender` - The monster that is being cured from this status.
/// * `log` - Flag to log a message to the dungeon message log.
pub fn end_frozen_class_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
log: bool,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::EndFrozenClassStatus(attacker, defender, log as ffi::bool_) }
}
/// Cures the target's cringe, confusion, cowering, pause, taunt, encore or infatuated status
/// due to the action of the user, and prints the event to the log.
///
/// # Arguments
/// * `attacker` - The monster that is trying to cure this status.
/// * `defender` - The monster that is being cured from this status.
pub fn end_cringe_class_status(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::EndCringeClassStatus(attacker, defender) }
}
/// Frees from the wrap status all monsters which are wrapped by/around the monster passed as
/// parameter.
pub fn free_other_wrapped_monsters(&mut self, target: &mut DungeonEntity) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::FreeOtherWrappedMonsters(target) }
}
}
/// Internal functions for battle effect calculations.
pub struct DungeonEffectsInternals<'a>(&'a mut DungeonEffectsEmitter<'a>);
impl<'a> DungeonEffectsInternals<'a> {
/// Applies damage to a monster. Displays the damage animation, lowers its health and handles
/// reviving if applicable.
///
/// The EU version has some additional checks related to printing fainting messages under
/// specific circumstances.
///
/// Returns true if the target fainted (reviving does not count as fainting).
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `damage_data` - Mutable reference to the damage_data struct that contains info about the
//// damage to deal
/// * `param_4` - ?
/// * `param_5` - ?
/// * `param_6` - ?
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn apply_damage(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
damage_data: &mut ffi::damage_data,
param_4: ffi::undefined4,
param_5: *mut ffi::undefined4,
faint_reason: ffi::faint_reason,
) -> bool {
ffi::ApplyDamage(
attacker,
defender,
damage_data,
param_4,
param_5,
faint_reason,
) > 0
}
/// Determine what item a defeated enemy should drop, if any, then (probably?) spawn that
/// item underneath them.
///
/// This function is called at the time when an enemy is defeated from [`Self::apply_damage`].
pub fn try_spawn_enemy_item_drop(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
) {
// SAFETY: We have a lease on the overlay existing.
unsafe { ffi::TrySpawnEnemyItemDrop(attacker, defender) }
}
/// Determines if a move used hits or misses the target.
///
/// # Arguments
/// * `attacker` - The monster that is trying to inflict this status.
/// * `defender` - The monster that is being inflicted with this status.
/// * `the_move` - Reference to move data
/// * `use_second_accuracy` - True if the move's first accuracy (accuracy1) should be used, false
//// if its second accuracy (accuracy2) should be used instead.
pub fn move_hit_check(
&mut self,
attacker: &mut DungeonEntity,
defender: &mut DungeonEntity,
the_move: &Move,
use_second_accuracy: bool,
) -> bool {
// SAFETY: We have a lease on the overlay existing.
unsafe {
ffi::MoveHitCheck(
attacker,
defender,
force_mut_ptr!(the_move),
use_second_accuracy as ffi::bool_,
) > 0
}
}
/// Handles the effects that happen after a move is used. Includes a loop that is run for
/// each target, multiple ability checks and the giant switch statement that executes the
/// effect of the move used given its ID.
///
/// # Arguments
/// * `param_1` - pointer to some struct
/// * `attacker` - attacker pointer
/// * `the_move` - pointer to move data
/// * `param_4` - ?
/// * `param_5` - ?
///
/// # Safety
/// The caller must make sure the undefined params are valid for this function.
pub unsafe fn execute_move_effect(
&mut self,
param_1: *mut ffi::undefined4,
attacker: &mut DungeonEntity,
the_move: &Move,
param_4: ffi::undefined4,
param_5: ffi::undefined4,
) {
ffi::ExecuteMoveEffect(
param_1,
attacker,
force_mut_ptr!(the_move),
param_4,
param_5,
)
}
}