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166 lines
4.4 KiB
C
166 lines
4.4 KiB
C
#ifndef GUARD_STR_POKEMON_H
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#define GUARD_STR_POKEMON_H
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#include "constants/monster.h"
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#include "structs/str_dungeon.h"
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#include "structs/str_items.h"
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#include "structs/str_moves.h"
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// size: 0x4
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typedef struct Offense
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{
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/* 0x0 */ u8 att[2]; // Atk, SpAtk
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/* 0x2 */ u8 def[2]; // Def, SpDef
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} Offense;
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// size: 0x4
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typedef struct unkPokeSubStruct_C
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{
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u8 level;
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u8 fill1[3];
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} unkPokeSubStruct_C;
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// size: 0x58
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typedef struct PokemonStruct1
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{
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u16 unk0; // Probably a union: Sometimes ldrh and sometimes ldrb. Recruited??
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/* 0x2 */ bool8 isTeamLeader;
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/* 0x3 */ u8 level;
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/* 0x4 */ DungeonLocation dungeonLocation;
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/* 0x8 */ s16 speciesNum;
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unkPokeSubStruct_C unkC[2];
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/* 0x14 */ s16 IQ;
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/* 0x16 */ s16 pokeHP;
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/* 0x18 */ Offense offense;
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/* 0x1C */ u32 currExp;
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/* 0x20 */ u32 IQSkills;
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/* 0x24 */ u8 tacticIndex;
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/* 0x28 */ BulkItem heldItem;
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/* 0x2C */ Move moves[MAX_MON_MOVES];
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/* 0x4C */ u8 name[POKEMON_NAME_LENGTH];
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} PokemonStruct1;
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// size: 0x4
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typedef struct EvolveStage
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{
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/* 0x0 */ s16 speciesNum;
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/* 0x2 */ u8 level;
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} EvolveStage;
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// size: 0x24
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typedef struct unkStruct_8094184
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{
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/* 0x0 */ Move moves[MAX_MON_MOVES];
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u8 unk20;
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} unkStruct_8094184;
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// size: 0x64
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typedef struct PokemonStruct2
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{
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u16 unk0; // corresponds to unk0 in PokemonStruct
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/* 0x2 */ bool8 isTeamLeader;
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/* 0x3 */ u8 level;
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/* 0x4 */ DungeonLocation dungeonLocation;
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/* 0x8 */ u16 IQ;
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s16 unkA;
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u16 unkC;
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/* 0xE */ s16 speciesNum;
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u16 unk10; // pokeHP
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u16 unk12; // pokeHP
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/* 0x14 */ Offense offense; // offense (other offset)
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/* 0x18 */ u32 currExp;
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/* 0x1C */ Moves moves;
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/* 0x40 */ Item itemSlot; // heldItem
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FixedPoint belly; // some struct
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FixedPoint maxBelly; // some struct (same type as 44)
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/* 0x4C */ u32 IQSkills; // unk20
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/* 0x50 */ u8 tacticIndex;
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/* 0x54 */ HiddenPower hiddenPower;
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/* 0x58 */ u8 name[POKEMON_NAME_LENGTH]; // name (other offset)
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} PokemonStruct2;
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// size: 0x90E8
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typedef struct unkStruct_203B45C
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{
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/* 0x0 */ PokemonStruct1 pokemon[NUM_MONSTERS];
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/* 0x8DF8 */ PokemonStruct2 pokemon2[4];
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/* 0x8F88 */ PokemonStruct1 team[MAX_TEAM_MEMBERS];
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} unkStruct_203B45C;
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// size: 0x4
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typedef struct PreEvolution
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{
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/* 0x0 */ s16 evolveFrom;
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/* 0x2 */ u16 evolveType;
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} PreEvolution;
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// size: 0x4
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typedef struct EvolutionRequirements
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{
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/* 0x0 */ s16 mainRequirement;
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/* 0x2 */ u16 additionalRequirement;
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} EvolutionRequirements;
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// size: 0x8
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typedef struct unkEvolve
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{
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/* 0x0 */ PreEvolution preEvolution;
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/* 0x4 */ EvolutionRequirements evolutionRequirements;
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} unkEvolve;
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// size: 0x48
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typedef struct MonsterDataEntry
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{
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/* 0x0 */ u8* species;
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/* 0x4 */ u8* category;
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/* 0x8 */ u8 overworldPalette;
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/* 0x9 */ u8 bodySize;
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/* 0xC */ s32 movementSpeed;
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/* 0x10 */ u16 dialogueSprites; // Bitwise flags for whether a dialogue sprite/portrait is available for each emotion.
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bool8 unk12;
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/* 0x13 */ u8 types[2];
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/* 0x15 */ u8 movementType;
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/* 0x16 */ u8 friendArea;
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/* 0x17 */ u8 abilities[2];
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/* 0x19 */ u8 shadowSize;
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u8 fill1A; // 0 for all Pokémon.
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/* 0x1B */ u8 regenSpeed; // 100 for all Pokémon.
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/* 0x1C */ bool8 canMove; // Set to false for Pokémon who don't move unless they're the leader, like Kakuna.
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/* 0x1D */ u8 chanceAsleep;
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/* 0x1E */ u16 baseHP;
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/* 0x20 */ s32 expYield;
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/* 0x24 */ u16 baseAtkSpAtk[2];
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/* 0x28 */ u16 baseDefSpDef[2];
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/* 0x2C */ u16 weight;
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/* 0x2E */ u16 size;
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u8 unk30; // 10 for all Pokémon.
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u8 unk31; // 10 for all Pokémon.
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u8 unk32; // 24 for all Pokémon.
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/* 0x33 */ bool8 canThrowItems; // If false, the AI can't use items. Doesn't seem to be used, as it's true for all Pokémon.
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/* 0x34 */ PreEvolution preEvolution;
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/* 0x38 */ EvolutionRequirements evolutionRequirements;
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/* 0x3C */ s16 dexInternal[2]; // dexNo and internalNo
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/* 0x40 */ s16 recruitRate;
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/* 0x42 */ s16 alphabetParent[2]; // alphabetNo and parentNo
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} MonsterDataEntry;
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// size: 0xC | https://www.pokecommunity.com/showthread.php?t=407371
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typedef struct LevelData
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{
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/* 0x0 */ s32 expRequired;
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/* 0x4 */ u16 gainHP;
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/* 0x6 */ u8 gainAtt;
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/* 0x7 */ u8 gainSPAtt;
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/* 0x8 */ u8 gainDef;
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/* 0x9 */ u8 gainSPDef;
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u16 fillA;
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} LevelData;
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// Definitely wrong but need to figure out better structure later
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struct FaceData
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{
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u8 *unk0[5];
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};
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#endif // GUARD_STR_POKEMON_H
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