pmd-red/include/structs/str_items.h
2025-06-15 23:16:00 +02:00

91 lines
2.3 KiB
C

#ifndef GUARD_STR_ITEMS_H
#define GUARD_STR_ITEMS_H
#include "constants/item.h"
// size: R=0x20 | B=?
typedef struct ItemDataEntry
{
/* 0x0 */ u8 *name;
/* 0x4 */ u32 buyPrice;
/* 0x8 */ u32 sellPrice;
/* 0xC */ u8 category;
/* 0xD */ u8 icon;
/* 0x10 */ u8 *description;
// Determines how the AI can use the item.
// Index 0: Item can be used on self.
// Index 1: Item can be thrown at allies.
// Index 2: Item can be thrown at enemies.
/* 0x14 */ bool8 aiFlags[3];
/* 0x18 */ s16 moveID;
/* 0x1A */ u8 order; // Numbered order they are in storage
/* 0x1B */ u8 spawnAmountRange[2];
/* 0x1D */ u8 palette;
/* 0x1E */ u8 actionType;
} ItemDataEntry;
// size: 0x4
typedef struct Gummi
{
/* 0x0 */ s16 boostAmount;
/* 0x2 */ u16 flags;
} Gummi;
// size: R=0xC | B=0x9?
typedef struct unkStruct_8090F58
{
/* 0x0 */ u32 unk0;
/* 0x4 */ u8 unk4;
/* 0x5 */ u8 unk5;
/* 0x6 */ s16 unk6;
/* 0x8 */ u8 unk8;
} unkStruct_8090F58;
// size: R=0x4 | B=0x3
// Used in Dungeon, has an additional flag field.
typedef struct Item
{
/* 0x0 */ u8 flags;
/* 0x1 */ u8 quantity;
/* 0x2 */ u8 id;
} Item;
// size: R=0x4 | B=0x2
typedef struct BulkItem
{
/* 0x0 */ u8 id;
/* 0x1 */ u8 quantity;
} BulkItem;
// size: R=0x268 | B=0x23C
typedef struct TeamInventory
{
/* R=0x0 | B=0x0 */ Item teamItems[INVENTORY_SIZE];
/* R=0x50 | B=0x3C */ u16 teamStorage[STORAGE_SIZE];
/* R=0x230 | B=0x21C */ BulkItem kecleonShopItems[MAX_KECLEON_ITEM_SHOP_ITEMS];
/* R=0x250 | B=0x22C */ BulkItem kecleonWareItems[MAX_KECLEON_WARE_SHOP_ITEMS];
/* R=0x260 | B=0x234 */ s32 teamMoney;
/* R=0x264 | B=0x238 */ s32 teamSavings;
} TeamInventory;
// TODO: These should be in constants/
// Not doing it now since we cannot include enums in the constants file due to being used by the data_item and data_monster assemblers
enum ItemFlag
{
ITEM_FLAG_EXISTS = 1 << 0,
ITEM_FLAG_IN_SHOP = 1 << 1, // in a Kecleon shop
ITEM_FLAG_UNPAID = 1 << 2, // Picked up in Kecleon shop but not paid for yet
ITEM_FLAG_STICKY = 1 << 3,
ITEM_FLAG_SET = 1 << 4 // This item can be thrown by pressing L+R instead of having to go to the bag menu.
};
enum ItemAIFlag
{
ITEM_AI_FLAG_TARGET_SELF,
ITEM_AI_FLAG_TARGET_ALLY,
ITEM_AI_FLAG_TARGET_ENEMY
};
#endif // GUARD_STR_ITEMS_H