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90 lines
3.2 KiB
C
90 lines
3.2 KiB
C
#ifndef GUARD_CONSTANTS_MOVE_H
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#define GUARD_CONSTANTS_MOVE_H
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#define STRUGGLE_MOVE_INDEX 4
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enum MoveFlag
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{
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MOVE_FLAG_EXISTS = 1 << 0,
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MOVE_FLAG_SUBSEQUENT_IN_LINK_CHAIN = 1 << 1, // This move is linked with the previous move in the Pokémon's moveset.
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MOVE_FLAG_ENABLED_FOR_AI = 1 << 2, // Enabled for the AI to use.
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MOVE_FLAG_SET = 1 << 3, // This move can be triggered by pressing L+A instead of having to go to the move menu.
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MOVE_FLAG_LAST_USED = 1 << 4, // The most recent move used by the Pokémon.
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MOVE_FLAG_DISABLED = 1 << 5, // Disabled by an effect like Taunt.
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MOVE_FLAG_INTERNAL_MARKER = 1 << 7 // Possibly some kind of flag used internally to mark a move and find it again
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};
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enum MoveFlag2
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{
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MOVE_FLAG_SEALED = 1 << 0,
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MOVE_FLAG2_UNK4 = 1 << 2,
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MOVE_FLAG_TEMPORARY = 1 << 3, // Used for moves copied by Mimic.
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MOVE_FLAG2_x10 = 1 << 4, // Checked with pressure's pp loss
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MOVE_FLAG_REPLACE = 1 << 5 // Used for moves copied by Sketch.
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};
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enum AccuracyType
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{
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// Accuracy used for all moves.
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ACCURACY_1,
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// Multiplied with the global accuracy for offensive moves (i.e., not status moves).
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ACCURACY_2,
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// Used by the AI to determine how often to use Spikes.
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// Values exist for all other moves, though they seem to be unused.
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ACCURACY_AI_CONDITION_RANDOM_CHANCE,
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NUM_ACCURACY_TYPES
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};
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enum TargetingFlag
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{
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TARGETING_FLAG_TARGET_OTHER = 0x0,
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TARGETING_FLAG_HEAL_TEAM = 0x1,
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TARGETING_FLAG_LONG_RANGE = 0x2,
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TARGETING_FLAG_BOOST_SELF = 0x3,
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TARGETING_FLAG_MULTI_TURN = 0x4,
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TARGETING_FLAG_ATTACK_ALL = 0x5,
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TARGETING_FLAG_BOOST_TEAM = 0x6,
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TARGETING_FLAG_ITEM = 0xF,
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TARGETING_FLAG_TARGET_FRONTAL_CONE = 0x10,
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TARGETING_FLAG_TARGET_AROUND = 0x20,
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TARGETING_FLAG_TARGET_ROOM = 0x30,
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TARGETING_FLAG_TARGET_2_TILES_AHEAD = 0x40,
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TARGETING_FLAG_TARGET_LINE = 0x50,
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TARGETING_FLAG_TARGET_FLOOR = 0x60,
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TARGETING_FLAG_TARGET_SELF = 0x70,
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TARGETING_FLAG_CUT_CORNERS = 0x80,
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TARGETING_FLAG_SET_TRAP = 0x100,
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TARGETING_FLAG_HEAL_HP = 0x200,
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TARGETING_FLAG_HEAL_STATUS = 0x300,
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TARGETING_FLAG_DREAM_EATER = 0x400,
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TARGETING_FLAG_HEAL_ALL = 0x500,
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TARGETING_FLAG_EXPOSE = 0x600,
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};
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enum MoveTarget
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{
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TARGET_ENEMIES = 0,
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TARGET_PARTY = 1, // including the user
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TARGET_ALL = 2, // including the user
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TARGET_USER = 3,
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TARGET_ENEMIES_AFTER_CHARGING = 4, // in some sense the user while charging, then enemies
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TARGET_ALL_EXCEPT_USER = 5,
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TARGET_TEAMMATES = 6, // excluding the user
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TARGET_SPECIAL = 15, // for weird moves
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};
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enum MoveAiCondition
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{
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AI_CONDITION_NONE = 0,
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// The AI will consider a target elegible wirh a chance equal to the
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// move's "ai_condition_random_chance" value
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AI_CONDITION_RANDOM = 0x100,
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AI_CONDITION_HP_25 = 0x200, // Target has HP <= 25%
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AI_CONDITION_STATUS = 0x300, // Target has a negative status condition
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AI_CONDITION_ASLEEP = 0x400, // Target is asleep, napping or in a nightmare
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AI_CONDITION_HP_25_OR_STATUS = 0x500, // Target has HP <= 25% or a negative status condition
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AI_CONDITION_GHOST = 0x600, // Target is ghost-type and not exposed
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};
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#endif // GUARD_CONSTANTS_MOVE_H
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