#ifndef PMDSKY_COMMON_H #define PMDSKY_COMMON_H #include "item.h" #include "move.h" struct ground_move { // 0x0: flags: 1-byte bitfield // See move::flags0 for details u8 flags0; // u8 f_exists : 1; // u8 f_subsequent_in_link_chain : 1; // u8 f_enabled_for_ai : 1; // u8 f_set : 1; // u8 f_last_used : 1; // unconfirmed, but probably the same as struct move // u8 f_disabled : 1; // u8 flags_unk6 : 2; u8 field_0x1; // Probably padding since it doesn't get initialized enum move_id id; // 0x2 u8 ginseng; // 0x4: Ginseng boost u8 field_0x5; // Probably padding since it doesn't get initialized }; struct ground_monster { u8 is_valid; // 0x0: True if the entry is valid s8 level; // 0x1: Monster level u8 joined_at; // 0x2 u8 joined_at_floor; // 0x3: See struct monster::joined_at_floor s16 id; // 0x4: Monster ID s8 level_at_first_evo; // 0x6: Level upon first evolution, or 0 if not applicable s8 level_at_second_evo; // 0x7: Level upon second evolution, or 0 if not applicable u16 iq; // 0x8 u16 max_hp; // 0xA u8 offensive_stats[2]; // 0xC: {atk, sp_atk} u8 defensive_stats[2]; // 0xE: {def, sp_def} s32 exp; // 0x10 // 0x14: Bitvector that keeps track of which IQ skills the monster has enabled. // See enum iq_skill_id for the meaning of each bit. u32 iq_skill_flags[3]; u8 tactic; // 0x20 u8 field_0x21; struct ground_move moves[4]; // 0x22 char name[10]; // 0x3A: Display name of the monster }; // Stores information about active team members, including those from special episodes. // A lot of the fields seem to be analogous to fields on struct monster. struct team_member { // 0x0: flags: 1-byte bitfield u8 f_is_valid : 1; u8 flags_unk1 : 7; u8 is_leader; // 0x1 u8 level; // 0x2 u8 joined_at; // 0x3 u8 joined_at_floor; // 0x4 u8 field_0x5; u16 iq; // 0x6 s16 member_index; // 0x8: Index in the list of all team members (not just the active ones) s16 team_index; // 0xA: In order by team lineup u16 id; // 0xC u16 current_hp; // 0xE u16 max_hp; // 0x10 u8 offensive_stats[2]; // 0x12: {atk, sp_atk} u8 defensive_stats[2]; // 0x14: {def, sp_def} u8 field_0x16; u8 field_0x17; s32 exp; // 0x18 struct move moves[4]; // 0x1C u8 field_0x3C; u8 field_0x3D; struct item held_item; // 0x3E s16 belly; // 0x44: Integer part s16 belly_thousandths; // 0x46 s16 max_belly; // 0x48: Integer part s16 max_belly_thousandths; // 0x4A // 0x4C: Bitvector that keeps track of which IQ skills the monster has enabled. // See enum iq_skill_id for the meaning of each bit. u32 iq_skill_flags[3]; u8 tactic; // 0x58 u8 field_0x59; s16 hidden_power_base_power; // 0x5A u8 hidden_power_type; // 0x5C u8 field_0x5D; // Gets copied to monster->field_0x47. char name[10]; // 0x5E: Display name of the monster }; // Table with information about all team members, which are active, and on which teams struct team_member_table { // 0x0: List of all recruited team members. Appears to be in chronological order of recruitment. // // The first two entries are fixed to the hero and partner. The next three entries are reserved // for special episode main characters, which differ (and will be updated here) depending on the // special episode. For example, in SE5, the third entry becomes Grovyle, with the fourth and // fifth entries becoming Dusknoir after progressing far enough into the special episode. // // Subsequent entries are normal recruits. If a member is released, all subsequent members will // be shifted up, so there should be no gaps in the list. struct ground_monster members[555]; // 0x936C: Currently active team members for each team, listed in team order. The first index is // the team ID (see enum team_id), the second is the roster index within the given team. // // This struct is updated relatively infrequently. For example, in dungeon mode, it's typically // only updated at the start of the floor; refer to DUNGEON_STRUCT instead for live data. struct team_member active_team_rosters[3][4]; // 0x984C: Pointer into active_team_rosters for the currently active team, i.e., // &active_team_rosters[active_team] struct team_member* active_roster; // 0x9850: Number of active members on TEAM_MAIN s16 number_active_team_members_main; // 0x9852: Number of active members on TEAM_SPECIAL_EPISODE s16 number_active_team_members_se; // 0x9854: Number of active members on TEAM_RESCUE s16 number_active_team_members_rescue; // 0x9856: member indexes (into the members array) for the active rosters of each team s16 active_team_roster_member_idxs[3][4]; // 0x9870: Pointer into active_team_roster_member_idxs for the currently active team, i.e., // &active_team_roster_member_idxs[active_team] s16* active_roster_member_idxs; u8 field_0x9874; // Related to TEAM_MAIN (Guess) u8 field_0x9875; // Related to TEAM_SPECIAL_EPISODE u8 field_0x9876; // Related to TEAM_RESCUE enum team_id active_team; // 0x9877: Currently active team s32 field_0x9878; // Somehow related to explorer maze team. s32 field_0x987C; // Somehow related to explorer maze team. // 0x9880: language type of explorer maze team s8 explorer_maze_team_native_language; u8 field_0x9881; // Somehow related to explorer maze team. // 0x9882: Name of the explorer maze team. If the native language of the team doesn't match // our native language, use the default team name ("Pokémones" for NA) for the explorer // maze team. When initally saving the team name, it will use all 20 bytes, but when // copying the name to use in game, it will only use the first 10 bytes. u8 explorer_maze_team_name[20]; // 0x9898: The 4 explorer maze monsters from selecting 'Team Trade'. struct ground_monster explorer_maze_monsters[4]; }; #endif