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89 lines
3.2 KiB
C
89 lines
3.2 KiB
C
#ifndef PMDSKY_COMMON_H
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#define PMDSKY_COMMON_H
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#include "item.h"
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#include "move.h"
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struct ground_move {
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// 0x0: flags: 1-byte bitfield
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// See move::flags0 for details
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u8 f_exists : 1;
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u8 f_subsequent_in_link_chain : 1;
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u8 f_enabled_for_ai : 1;
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u8 f_set : 1;
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u8 f_last_used : 1; // unconfirmed, but probably the same as struct move
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u8 f_disabled : 1;
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u8 flags_unk6 : 2;
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u8 field_0x1; // Probably padding since it doesn't get initialized
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u16 id; // 0x2
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u8 ginseng; // 0x4: Ginseng boost
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u16 field_0x5; // Probably padding since it doesn't get initialized
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};
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struct ground_monster {
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u8 is_valid; // 0x0: True if the entry is valid
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s8 level; // 0x1: Monster level
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u8 joined_at; // 0x2
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u8 joined_at_floor; // 0x3: See struct monster::joined_at_floor
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u16 id; // 0x4: Monster ID
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s8 level_at_first_evo; // 0x6: Level upon first evolution, or 0 if not applicable
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s8 level_at_second_evo; // 0x7: Level upon second evolution, or 0 if not applicable
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u16 iq; // 0x8
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u16 max_hp; // 0xA
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u8 offensive_stats[2]; // 0xC: {atk, sp_atk}
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u8 defensive_stats[2]; // 0xE: {def, sp_def}
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s32 exp; // 0x10
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// 0x14: Bitvector that keeps track of which IQ skills the monster has enabled.
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// See enum iq_skill_id for the meaning of each bit.
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u32 iq_skill_flags[3];
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u8 tactic; // 0x20
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u8 field_0x21;
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struct ground_move moves[4]; // 0x22
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char name[10]; // 0x3A: Display name of the monster
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};
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// Stores information about active team members, including those from special episodes.
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// A lot of the fields seem to be analogous to fields on struct monster.
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struct team_member {
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// 0x0: flags: 1-byte bitfield
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u8 f_is_valid : 1;
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u8 flags_unk1 : 7;
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u8 is_leader; // 0x1
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u8 level; // 0x2
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u8 joined_at; // 0x3
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u8 joined_at_floor; // 0x4
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u8 field_0x5;
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u16 iq; // 0x6
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s16 member_index; // 0x8: Index in the list of all team members (not just the active ones)
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s16 team_index; // 0xA: In order by team lineup
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u16 id; // 0xC
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u16 current_hp; // 0xE
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u16 max_hp; // 0x10
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u8 offensive_stats[2]; // 0x12: {atk, sp_atk}
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u8 defensive_stats[2]; // 0x14: {def, sp_def}
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u8 field_0x16;
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u8 field_0x17;
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s32 exp; // 0x18
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struct move moves[4]; // 0x1C
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u8 field_0x3C;
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u8 field_0x3D;
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struct item held_item; // 0x3E
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s16 belly; // 0x44: Integer part
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s16 belly_thousandths; // 0x46
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s16 max_belly; // 0x48: Integer part
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s16 max_belly_thousandths; // 0x4A
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// 0x4C: Bitvector that keeps track of which IQ skills the monster has enabled.
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// See enum iq_skill_id for the meaning of each bit.
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u32 iq_skill_flags[3];
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u8 tactic; // 0x58
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u8 field_0x59;
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s16 hidden_power_base_power; // 0x5A
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u8 hidden_power_type; // 0x5C
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u8 field_0x5D; // Gets copied to monster->field_0x47.
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char name[10]; // 0x5E: Display name of the monster
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};
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#endif
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