pmd-sky/include/common.h
2025-12-31 21:28:01 +00:00

89 lines
3.2 KiB
C

#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 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
u16 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
u16 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
};
#endif