pmd-red/include/constants/status.h
2025-06-07 18:35:52 +02:00

157 lines
5.8 KiB
C

#ifndef GUARD_CONSTANTS_STATUS_H
#define GUARD_CONSTANTS_STATUS_H
// Sleep class statuses
#define STATUS_NONE 0
#define STATUS_SLEEP 1
#define STATUS_SLEEPLESS 2
#define STATUS_NIGHTMARE 3
#define STATUS_YAWNING 4
#define STATUS_NAPPING 5
// Burn class statuses
#define STATUS_BURN 1
#define STATUS_POISONED 2
#define STATUS_BADLY_POISONED 3
#define STATUS_PARALYSIS 4
// Frozen class statuses
#define STATUS_FROZEN 1
#define STATUS_SHADOW_HOLD 2
#define STATUS_WRAP 3
#define STATUS_WRAPPED 4
#define STATUS_INGRAIN 5
#define STATUS_PETRIFIED 6
#define STATUS_CONSTRICTION 7
// Cringe class statuses
#define STATUS_CRINGE 1
#define STATUS_CONFUSED 2
#define STATUS_PAUSED 3
#define STATUS_COWERING 4
#define STATUS_TAUNTED 5
#define STATUS_ENCORE 6
#define STATUS_INFATUATED 7
// Bide class statuses
#define STATUS_BIDE 1
#define STATUS_SOLARBEAM 2
#define STATUS_SKY_ATTACK 3
#define STATUS_RAZOR_WIND 4
#define STATUS_FOCUS_PUNCH 5
#define STATUS_SKULL_BASH 6
#define STATUS_FLYING 7
#define STATUS_BOUNCING 8
#define STATUS_DIVING 9
#define STATUS_DIGGING 10
#define STATUS_CHARGING 11
#define STATUS_ENRAGED 12
// Reflect class statuses
#define STATUS_REFLECT 1
#define STATUS_SAFEGUARD 2
#define STATUS_LIGHT_SCREEN 3
#define STATUS_COUNTER 4
#define STATUS_MAGIC_COAT 5
#define STATUS_WISH 6
#define STATUS_PROTECT 7
#define STATUS_MIRROR_COAT 8
#define STATUS_ENDURING 9
#define STATUS_MINI_COUNTER 10
#define STATUS_MIRROR_MOVE 11
#define STATUS_CONVERSION2 12
#define STATUS_VITAL_THROW 13
#define STATUS_MIST 14
// Curse class statuses
#define STATUS_CURSED 1
#define STATUS_DECOY 2
#define STATUS_SNATCH 3
// Leech Seed class statuses
#define STATUS_LEECH_SEED 1
#define STATUS_DESTINY_BOND 2
// Sure Shot class statuses
#define STATUS_SURE_SHOT 1
#define STATUS_WHIFFER 2
#define STATUS_SET_DAMAGE 3
#define STATUS_FOCUS_ENERGY 4
// Long Toss class statuses
#define STATUS_LONG_TOSS 1
#define STATUS_PIERCE 2
// Invisible class statuses
#define STATUS_INVISIBLE 1
#define STATUS_TRANSFORMED 2
#define STATUS_MOBILE 3
// Blinker class statuses
#define STATUS_BLINKER 1
#define STATUS_CROSS_EYED 2
#define STATUS_EYEDROPS 3
#define STATUS_SPRITE_ID_SLEEPLESS 0
#define STATUS_SPRITE_ID_BURNED 1
#define STATUS_SPRITE_ID_POISONED 2
#define STATUS_SPRITE_ID_BADLY_POISONED 3
#define STATUS_SPRITE_ID_CONFUSED 4
#define STATUS_SPRITE_ID_COWERING 5
#define STATUS_SPRITE_ID_TAUNTED 6
#define STATUS_SPRITE_ID_ENCORE 7
#define STATUS_SPRITE_ID_SHIELD_BLUE 8
#define STATUS_SPRITE_ID_SHIELD_RED 9
#define STATUS_SPRITE_ID_SHIELD_YELLOW 10
#define STATUS_SPRITE_ID_SHIELD_GREEN 11
#define STATUS_SPRITE_ID_ENDURE 12
#define STATUS_SPRITE_ID_LOWHP 13
#define STATUS_SPRITE_ID_CURSED 14
#define STATUS_SPRITE_ID_SNATCH 15
#define STATUS_SPRITE_ID_SURE_SHOT 16
#define STATUS_SPRITE_ID_WHIFFER 17
#define STATUS_SPRITE_ID_SET_DAMAGE 18
#define STATUS_SPRITE_ID_FOCUS_ENERGY 19
#define STATUS_SPRITE_ID_BLINKER 20
#define STATUS_SPRITE_ID_CROSS_EYED 21
#define STATUS_SPRITE_ID_EYEDROPS 22
#define STATUS_SPRITE_ID_MUZZLED 23
#define STATUS_SPRITE_ID_GRUDGE 24
#define STATUS_SPRITE_ID_EXPOSED 25
#define STATUS_SPRITE_ID_SLEEP 26
#define STATUS_SPRITE_ID_STAT_DOWN 27
#define STATUS_SPRITE_ID_FROZEN 28
#define STATUS_SPRITE_ID_LAST 28
#define STATUS_SPRITE_SLEEPLESS (1 << STATUS_SPRITE_ID_SLEEPLESS)
#define STATUS_SPRITE_BURNED (1 << STATUS_SPRITE_ID_BURNED)
#define STATUS_SPRITE_POISONED (1 << STATUS_SPRITE_ID_POISONED)
#define STATUS_SPRITE_BADLY_POISONED (1 << STATUS_SPRITE_ID_BADLY_POISONED)
#define STATUS_SPRITE_CONFUSED (1 << STATUS_SPRITE_ID_CONFUSED)
#define STATUS_SPRITE_COWERING (1 << STATUS_SPRITE_ID_COWERING)
#define STATUS_SPRITE_TAUNTED (1 << STATUS_SPRITE_ID_TAUNTED)
#define STATUS_SPRITE_ENCORE (1 << STATUS_SPRITE_ID_ENCORE)
#define STATUS_SPRITE_SHIELD_BLUE (1 << STATUS_SPRITE_ID_SHIELD_BLUE) // REFLECT, COUNTER, MINI_COUNTER, MIST
#define STATUS_SPRITE_SHIELD_RED (1 << STATUS_SPRITE_ID_SHIELD_RED) // SAFEGUARD, MIRROR_COAT
#define STATUS_SPRITE_SHIELD_YELLOW (1 << STATUS_SPRITE_ID_SHIELD_YELLOW) // LIGHT_SCREEN, MAGIC_COAT
#define STATUS_SPRITE_SHIELD_GREEN (1 << STATUS_SPRITE_ID_SHIELD_GREEN) // PROTECT, MIRRO_MOVE, VITAL_THROW
#define STATUS_SPRITE_ENDURE (1 << STATUS_SPRITE_ID_ENDURE)
#define STATUS_SPRITE_LOWHP (1 << STATUS_SPRITE_ID_LOWHP)
#define STATUS_SPRITE_CURSED (1 << STATUS_SPRITE_ID_CURSED)
#define STATUS_SPRITE_SNATCH (1 << STATUS_SPRITE_ID_SNATCH)
#define STATUS_SPRITE_SURE_SHOT (1 << STATUS_SPRITE_ID_SURE_SHOT)
#define STATUS_SPRITE_WHIFFER (1 << STATUS_SPRITE_ID_WHIFFER)
#define STATUS_SPRITE_SET_DAMAGE (1 << STATUS_SPRITE_ID_SET_DAMAGE)
#define STATUS_SPRITE_FOCUS_ENERGY (1 << STATUS_SPRITE_ID_FOCUS_ENERGY)
#define STATUS_SPRITE_BLINKER (1 << STATUS_SPRITE_ID_BLINKER)
#define STATUS_SPRITE_CROSS_EYED (1 << STATUS_SPRITE_ID_CROSS_EYED)
#define STATUS_SPRITE_EYEDROPS (1 << STATUS_SPRITE_ID_EYEDROPS)
#define STATUS_SPRITE_MUZZLED (1 << STATUS_SPRITE_ID_MUZZLED)
#define STATUS_SPRITE_GRUDGE (1 << STATUS_SPRITE_ID_GRUDGE)
#define STATUS_SPRITE_EXPOSED (1 << STATUS_SPRITE_ID_EXPOSED)
#define STATUS_SPRITE_SLEEP (1 << STATUS_SPRITE_ID_SLEEP)
#define STATUS_SPRITE_STAT_DOWN (1 << STATUS_SPRITE_ID_STAT_DOWN)
#define STATUS_SPRITE_FROZEN (1 << STATUS_SPRITE_ID_FROZEN)
#endif