pmd-red/include/dungeon_entity.h
Kermalis f510d377e0 Clean/Correct some structs
Changed UnkTextStruct2_sub to ushorts because they are loaded as int16s in text.s (which I was working on)
That might change some current nonmatchings since they revolve around this struct
2023-07-25 01:41:05 -04:00

363 lines
14 KiB
C

#ifndef GUARD_DUNGEON_ENTITY_H
#define GUARD_DUNGEON_ENTITY_H
#include "constants/global.h"
#include "constants/move.h"
#include "item.h"
#include "position.h"
#define MAX_STAT_STAGE 20
#define STAT_MULTIPLIER_THRESHOLD 63
#define DEFAULT_STAT_STAGE 10
#define DEFAULT_STAT_MULTIPLIER 256
#define MAX_SPEED_STAGE 4
#define MAX_STOCKPILE_STAGE 3
#define NUM_SPEED_COUNTERS 5
#define NUM_PREV_POS 4
#define STAT_STAGE_ATK 0
#define STAT_STAGE_SP_ATK 1
#define STAT_STAGE_DEF 0
#define STAT_STAGE_SP_DEF 1
#define STAT_STAGE_ACCURACY 0
#define STAT_STAGE_EVASION 1
// size: 0x18
struct ActionContainer
{
/* 0x0 */ u16 action;
/* 0x2 */ u8 direction;
u8 fill3;
// Additional parameter alongside actionIndex. Used for things like indicating which move a Pokémon should use from its moveset.
/* 0x4 */ u8 actionUseIndex;
// Position of the Pokémon the last time it threw an item.
/* 0x8 */ struct Position lastItemThrowPosition;
u8 unkC;
u8 fillD[3];
u8 fill10[4];
// Position of the target that the Pokémon wants throw an item at.
/* 0x14 */ struct Position itemTargetPosition;
};
// size: 0x208
struct EntityInfo
{
// This has different purposes for Pokémon, items, and traps.
// Pokemon: MovementFlag
// Items: ItemFlag
// Traps: TrapType
/* 0x0 */ u16 flags;
/* 0x2 */ s16 id; // Pokémon species or item ID.
// Everything from here on only applies to Pokémon.
/* 0x4 */ s16 apparentID; // Shows a different Pokémon when using Transform.
/* 0x6 */ bool8 isNotTeamMember;
/* 0x7 */ bool8 isTeamLeader;
/* 0x8 */ u8 shopkeeper;
/* 0x9 */ u8 level;
/* 0xA */ u8 teamIndex; // Leader is 0, partner is 1, etc.
/* 0xC */ s16 IQ;
/* 0xE */ s16 HP;
/* 0x10 */ s16 maxHPStat;
// Bosses have higher HP than normal for their level. This is the max HP they would normally have given their level.
/* 0x12 */ s16 originalHP;
/* 0x14 */ u8 atk;
/* 0x15 */ u8 spAtk;
/* 0x16 */ u8 def;
/* 0x17 */ u8 spDef;
/* 0x18 */ u32 exp;
// Temporary stat boosts/drops from effects like Growl or Swords Dance.
// These start at 10 and are in the range [1, 19].
// Index 0 is Attack. Index 1 is Special Attack.
/* 0x1C */ s16 offensiveStages[2];
// Index 0 is Defense. Index 1 is Special Defense.
/* 0x20 */ s16 defensiveStages[2];
// Index 0 is accuracy. Index 1 is evasion.
/* 0x24 */ s16 hitChanceStages[2];
// // When a Fire-type move is used on a Pokémon with Flash Fire, this value increases the power of the Pokémon's Fire-type moves.
/* 0x28 */ s16 flashFireBoost;
// These start at 0x1000, and are halved by certain moves like Screech to lower the corresponding stat.
// Index 0 is Attack. Index 1 is Special Attack.
/* 0x2C */ s32 offensiveMultipliers[2];
// Index 0 is Defense. Index 1 is Special Defense.
/* 0x34 */ s32 defensiveMultipliers[2];
/* 0x3C */ s16 hiddenPowerBasePower;
/* 0x3E */ u8 hiddenPowerType;
u8 fill3F;
/* 0x40 */ u8 joinedAt; // Uses the dungeon index in dungeon.h.
/* 0x44 */ struct ActionContainer action;
/* 0x5C */ u8 types[2];
/* 0x5E */ u8 abilities[2];
/* 0x60 */ struct Item heldItem;
u8 fill64[0x68 - 0x64];
/* 0x68 */ struct Position prevPos[NUM_PREV_POS];
/* 0x78 */ u8 aiObjective;
/* 0x79 */ bool8 aiNotNextToTarget;
/* 0x7A */ bool8 aiTargetingEnemy;
/* 0x7B */ bool8 aiTurningAround;
/* 0x7C */ u16 aiTargetSpawnGenID;
/* 0x80 */ struct Entity *aiTarget;
u8 fill84[0x88 - 0x84];
/* 0x88 */ struct Position aiTargetPos;
// Bitwise flags corresponding to selected IQ skills.
/* 0x8C */ u8 IQSkillMenuFlags[4]; // IQ skills selected in the IQ skills menu.
/* 0x90 */ u8 IQSkillFlags[4];
/* 0x94 */ u8 tactic;
u8 fill95[0x98 - 0x95];
/* 0x98 */ u32 unk98;
/* 0x9C */ u32 unk9C;
/* 0xA0 */ u32 unkA0;
/* 0xA4 */ u8 clientType;
u8 fillA5[0xA8 - 0xA5];
// Statuses are split into groups based on which ones can't overlap.
// See status.h for which statuses are in each group.
/* 0xA8 */ u8 sleep;
/* 0xA9 */ u8 sleepTurns;
u8 fillAA[0xAC - 0xAA];
/* 0xAC */ u8 nonVolatileStatus;
/* 0xAD */ u8 nonVolatileStatusTurns;
/* 0xAE */ u8 nonVolatileStatusDamageCountdown;
u8 fillAF;
/* 0xB0 */ u8 immobilizeStatus;
u8 fillB1[0xB4 - 0xB1];
/* 0xB4 */ s32 unkB4;
/* 0xB8 */ u8 immobilizeStatusTurns;
/* 0xB9 */ u8 immobilizeStatusDamageCountdown;
u8 fillBA[0xBC - 0xBA];
/* 0xBC */ u8 volatileStatus;
/* 0xBD */ u8 volatileStatusTurns;
u8 fillBE[0xC0 - 0xBE];
/* 0xC0 */ u8 chargingStatus;
/* 0xC1 */ u8 chargingStatusTurns;
/* 0xC2 */ u8 chargingStatusMoveIndex; // The position of the move in the Pokémon's moveset that triggered the status.
u8 fillC3;
/* 0xC4 */ u8 protectionStatus;
/* 0xC5 */ u8 protectionStatusTurns;
u8 fillC6[0xC8 - 0xC6];
/* 0xC8 */ u8 waitingStatus;
/* 0xC9 */ bool8 enemyDecoy; // True if the Pokémon is a decoy and a wild Pokémon (i.e., not an allied Pokémon).
u8 fillCA;
/* 0xCB */ u8 waitingStatusTurns;
/* 0xCC */ u8 curseDamageCountdown;
u8 fillCD[0xD0 - 0xCD];
/* 0xD0 */ u8 linkedStatus;
u8 fillD1[0xD4 - 0xD1];
/* 0xD4 */ u32 unkD4;
/* 0xD8 */ u8 unkD8;
/* 0xD9 */ u8 linkedStatusTurns;
/* 0xDA */ u8 linkedStatusDamageCountdown;
u8 fillDB;
/* 0xDC */ u8 moveStatus;
/* 0xDD */ u8 moveStatusTurns;
u8 fillDE[0xE0 - 0xDE];
/* 0xE0 */ u8 itemStatus;
u8 fillE1[0xE4 - 0xE1];
/* 0xE4 */ u8 transformStatus;
/* 0xE5 */ u8 transformStatusTurns;
u8 fillE6[0xE8 - 0xE6];
/* 0xE8 */ u8 eyesightStatus;
/* 0xE9 */ u8 eyesightStatusTurns;
/* 0xEA */ u8 unkEA;
u8 fillEB;
/* 0xEC */ bool8 muzzled;
/* 0xED */ u8 muzzledTurns;
u8 fillEE[0xF0 - 0xEE];
/* 0xF0 */ bool8 powerEars;
/* 0xF1 */ bool8 scanning;
/* 0xF2 */ bool8 stairSpotter;
u8 fillF3;
/* 0xF4 */ bool8 grudge;
/* 0xF5 */ bool8 exposed;
/* 0xF6 */ bool8 isColorChanged;
/* 0xF7 */ bool8 bossFlag;
/* 0xF8 */ bool8 speedStageChanged; // Toggled when pokemon is movement speed is sped up
/* 0xF9 */ u8 unkF9;
/* 0xFA */ u8 terrifiedTurns; // Doubles as a bool for whether the Pokémon is terrified.
u8 unkFB;
// Set to true if the player makes a teammate use their held item.
// This is done by going to the teammate's held item in the toolbox and selecting "Use".
/* 0xFC */ bool8 useHeldItem;
/* 0xFD */ u8 perishSongTurns; // When this reaches 0, the Pokémon faints from Perish Song. Doubles as a bool for whether the Pokémon is afflicted by Perish Song.
u8 unkFE;
u8 unkFF;
/* 0x100 */ u8 targetingDecoy; // If the Pokémon is targeting a decoy, this indicates whether the decoy target is a team or wild Pokémon.
/* 0x104 */ s32 speedStage;
// The turn counter for movement speed up/down is split into five timers each. Multiple timers are used if the Pokémon is affected by multiple
// speed-up/slow effects at once, like using Agility twice.
/* 0x108 */ u8 speedUpCounters[NUM_SPEED_COUNTERS];
/* 0x10D */ u8 speedDownCounters[NUM_SPEED_COUNTERS];
/* 0x112 */ u8 stockpileStage;
u8 fill113;
// When non-zero, an AI Pokémon will move in a random direction every turn when it is a room.
// There is a chance of this flag being set when a wild Pokémon spawns. The chance depends on the dungeon's randomMovementChance.
/* 0x114 */ u32 moveRandomly;
/* 0x118 */ struct Move moves[MAX_MON_MOVES];
/* 0x138 */ u8 struggleMoveFlags;
/* 0x13C */ u32 belly;
/* 0x140 */ u32 maxBelly;
/* 0x144 */ bool8 aiNextToTarget; // True if an AI Pokémon is following another Pokémon and is already adjacent to them.
/* 0x145 */ bool8 recalculateFollow; // Used by the AI to defer a movement decision until after all other Pokémon have moved.
u8 fill146;
/* 0x147 */ bool8 waiting; // True if an AI Pokémon decided to do nothing this turn.
/* 0x148 */ bool8 attacking;
/* 0x149 */ u8 unk149;
/* 0x14A */ u8 unk14A;
/* 0x14B */ u8 unk14B;
/* 0x14C */ u8 unk14C;
/* 0x14D */ u8 unk14D;
/* 0x14E */ u16 visualFlags;
/* 0x150 */ u16 previousVisualFlags;
/* 0x152 */ u8 unk152;
u8 unk153;
u8 unk154;
u8 unk155;
u8 unk156;
bool8 unk157;
u8 unk158;
u8 unk159;
u8 unk15A;
u8 unk15B;
u8 unk15C;
u8 unk15D;
u8 unk15E;
u8 unk15F;
u8 fill160[0x164 - 0x160];
/* 0x164 */ u8 unk164;
/* 0x165 */ u8 unk165;
/* 0x166 */ u8 unk166;
/* 0x167 */ u8 unk167;
/* 0x168 */ u8 unk168;
/* 0x169 */ u8 turnsSinceWarpScarfActivation;
/* 0x16C */ struct Position targetPos;
/* 0x170 */ struct Position pixelPos;
u32 unk174;
u16 unk178;
/* 0x17A */ u16 mimicMoveIDs[MAX_MON_MOVES]; // All moves that Mimic has copied (not sure on size...)
// Previous value of targetPosition for movement, 1 and 2 moves ago.
/* 0x184 */ struct Position previousTargetMovePosition1;
/* 0x188 */ struct Position32 previousTargetMovePosition2;
/* 0x190 */ u8 lastMoveDirection; // The last direction that the Pokémon moved in.
// Number of tiles that the Pokémon moved last, multiplied by 0x100.
/* 0x194 */ struct Position32 lastMoveIncrement;
/* 0x19C */ u8 walkAnimFramesLeft; // Set when the Pokémon starts moving, and counts down until the Pokémon's walk animation stops.
u8 fill19D[0x1F4 - 0x19D];
/* 0x1F4 */ u8 numMoveTiles; // Number of tiles to move in a turn. Can be greater than 1 if the user's movement speed is boosted.
u8 fill1F5;
/* 0x1F6 */ bool8 notMoving;
u8 fill1F7[0x1FA - 0x1F7];
/* 0x1FA */ s16 mobileTurnTimer; // When a Pokémon can pass through walls in a hallway, this counts up to 200 before the Pokémon turns in a random direction.
/* 0x1FC */ u16 expGainedInTurn; // Used to accumulate experience when multiple enemies are defeated in one turn.
/* 0x200 */ u32 statusIcons;
u8 unk204;
};
// size: 0x74 | Used for Pokémon, items, and traps.
struct Entity
{
/* 0x0 */ u32 type;
/* 0x4 */ struct Position pos;
/* 0x8 */ struct Position prevPos;
// The center of the entity acccording to pixel-space coordinates, using the same origin as posWorld.
// X = (posWorld * 24 + 16) * 256, while Y = (posWorld * 24 + 12) * 256.
/* 0xC */ struct Position32 pixelPos;
/* 0x14 */ struct Position32 prevPixelPos;
s32 unk1C;
/* 0x20 */ bool8 isVisible; // Turned off when a Pokémon faints.
u8 fill21;
u8 unk22;
u8 fill23;
u8 unk24;
/* 0x25 */ u8 room;
// The global spawn index counter starts at 10. Each Pokémon that spawns increments the counter and
// gets assigned the current counter value as its spawn index.
/* 0x26 */ u16 spawnGenID;
u8 fill28[0x2A - 0x28];
// 0x2A and 0x2E seem to be related to the sprite animation, though not sure how they're related.
/* 0x2A */ u16 spriteAnimationCounter;
// Each animation has a few different sprites that it transitions between.
// This is the index of the currently displayed sprite within the animation.
// Differs from 0x34 as this index is only between the sprites used by the animation,
// while 0x34 is a shared index among all sprites.
/* 0x2C */ u16 spriteAnimationIndex;
/* 0x2E */ u16 spriteAnimationCounter2;
// The position of the sprite within the tile. The animation may change the position slightly.
/* 0x30 */ struct Position spritePos;
// Offset of the sprite from its position at the start of the animation. Changes alongside spritePos.
/* 0x34 */ struct Position spritePosOffset;
u8 fill38[0x48 - 0x38];
// The sprite index to display, among the Pokémon's possible sprites.
/* 0x48 */ u16 spriteIndexForEntity;
/* 0x4A */ u16 spriteIndexForEntity2;
u8 unk4C[0x50 - 0x4C];
// Some kind of base sprite index depending on which way the Pokémon is facing.
// and which animation is playing (e.g., idle, moving).
// Compared to 0x48, 0x50 and 0x54 are much larger and could be global indexes among all sprites in the game.
/* 0x50 */ u16 spriteBaseForDirection;
u8 fill52[0x54 - 0x52];
/* 0x54 */ u16 spriteGlobalIndex;
u8 fill56[0x64 - 0x56];
u32 unk64;
s16 unk68;
u8 unk6A;
u8 unk6B;
/* 0x6C */ u8 direction;
/* 0x6D */ u8 direction2; // Duplicate of 0x6C?
u8 unk6E;
u8 unk6F;
/* 0x70 */ struct EntityInfo *info;
};
enum EntityType
{
ENTITY_NOTHING,
ENTITY_MONSTER,
ENTITY_TRAP,
ENTITY_ITEM,
ENTITY_UNK_4,
ENTITY_UNK_5,
};
enum MovementFlag
{
MOVEMENT_FLAG_SWAPPING_PLACES = 1 << 5,
MOVEMENT_FLAG_WALKING = 1 << 9,
MOVEMENT_FLAG_UNK_14 = 1 << 14,
MOVEMENT_FLAG_SWAPPING_PLACES_PETRIFIED_ALLY = 1 << 15 // Set if the Pokémon is petrified and the leader cures them by swapping places.
};
enum ShopkeeperMode
{
SHOPKEEPER_MODE_NORMAL,
SHOPKEEPER_MODE_SHOPKEEPER,
// These two modes trigger if an explosion damages the shopkeeper. The shopkeeper attacks the side that damaged it.
SHOPKEEPER_MODE_ATTACK_ENEMIES,
SHOPKEEPER_MODE_ATTACK_TEAM
};
enum AIObjective
{
AI_CHASE_TARGET = 1,
AI_CHASE_REMEMBERED_TARGET = 2,
AI_ROAM = 3,
AI_LEAVE_ROOM = 4,
AI_RUN_AWAY = 5,
AI_STAND_STILL = 6,
AI_TAKE_ITEM = 7
};
enum ClientType
{
CLIENT_TYPE_NONE = 0,
CLIENT_TYPE_CLIENT = 1, // Used for mission clients that need rescuing.
CLIENT_TYPE_PARTNER,
CLIENT_TYPE_DONT_MOVE = 4 // Used for Diglett in the Skarmory boss fight.
};
enum VisualFlag
{
// Set if Run Away's visual effect (green smoke cloud) has been triggered on this floor.
// Prevents the effect from showing again if the Pokémon stops running away and then starts running away again.
VISUAL_FLAG_RUN_AWAY = 2
};
#endif