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#include "global.h"
#include "dungeon_capabilities_1.h"
#include "constants/dungeon.h"
#include "constants/status.h"
#include "charge_move.h"
#include "dungeon_ai.h"
#include "dungeon_capabilities.h"
static inline bool8 JoinLocationCannotUseItems(struct DungeonEntityData *pokemonData)
{
if (pokemonData->joinLocation == DUNGEON_JOIN_LOCATION_CLIENT_POKEMON)
{
return TRUE;
}
if (pokemonData->joinLocation == DUNGEON_RESCUE_TEAM_BASE)
{
return TRUE;
}
return FALSE;
}
bool8 CannotUseItems(struct DungeonEntity *pokemon)
{
struct DungeonEntityData *pokemonData = pokemon->entityData;
if (pokemonData->clientType == CLIENT_TYPE_CLIENT
|| JoinLocationCannotUseItems(pokemonData)
|| (!pokemonData->isLeader && ShouldAvoidEnemies(pokemon))
|| CannotMove(pokemon, FALSE)
|| CannotAct(pokemon))
{
return TRUE;
}
if (IsCharging(pokemon, FALSE))
{
return TRUE;
}
return FALSE;
}
bool8 CannotAct(struct DungeonEntity *pokemon)
{
struct DungeonEntityData *pokemonData = pokemon->entityData;
if ((pokemonData->sleepStatus != SLEEP_STATUS_SLEEPLESS
&& pokemonData->sleepStatus != SLEEP_STATUS_NONE)
|| pokemonData->immobilizeStatus == IMMOBILIZE_STATUS_FROZEN
|| pokemonData->immobilizeStatus == IMMOBILIZE_STATUS_PETRIFIED)
{
return TRUE;
}
if (pokemonData->chargingStatus == CHARGING_STATUS_BIDE)
{
return TRUE;
}
return FALSE;
}
bool8 CannotAttack(struct DungeonEntity *pokemon, u8 param_2)
{
struct DungeonEntityData *iVar3;
iVar3 = pokemon->entityData;
if ((((((param_2 != '\0') ||
(iVar3->sleepStatus == SLEEP_STATUS_SLEEPLESS)) ||
(iVar3->sleepStatus == SLEEP_STATUS_YAWNING)) ||
(iVar3->sleepStatus == SLEEP_STATUS_NONE)) &&
((((iVar3->immobilizeStatus != IMMOBILIZE_STATUS_FROZEN &&
(iVar3->immobilizeStatus != IMMOBILIZE_STATUS_WRAPPED_AROUND_FOE)) &&
((iVar3->immobilizeStatus != IMMOBILIZE_STATUS_WRAPPED_BY_FOE &&
((iVar3->immobilizeStatus != IMMOBILIZE_STATUS_PETRIFIED &&
(iVar3->volatileStatus != VOLATILE_STATUS_CRINGING)))))) &&
(iVar3->volatileStatus != VOLATILE_STATUS_PAUSED)))) &&
(((iVar3->volatileStatus != VOLATILE_STATUS_INFATUATED &&
iVar3->nonVolatileStatus != NON_VOLATILE_STATUS_PARALYZED)) &&
!ShouldAvoidEnemies(pokemon))) {
return FALSE;
}
return TRUE;
}
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