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122 lines
2.8 KiB
C
122 lines
2.8 KiB
C
#ifndef GUARD_AXDATA_H
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#define GUARD_AXDATA_H
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#include "file_system.h"
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#include "structs/str_position.h"
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// size: 0x8
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typedef struct UnkSpriteMem
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{
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/* 0x0 */ void *src;
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/* 0x4 */ s32 byteCount;
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} UnkSpriteMem;
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// size: 0x20
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typedef struct axdata1
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{
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/* 0x0 */ DungeonPos pos;
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/* 0x4 */ DungeonPos offset;
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/* 0x8 */ DungeonPos shadow;
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u32 unkC;
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u32 unk10;
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/* 0x14 */ s16 vramTileOrMaybeAnimTimer;
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s16 unk16;
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/* 0x18 */ s16 poseId;
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/* 0x1A */ s16 lastPoseId;
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u8 fill1C[0x1E - 0x1C];
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u8 paletteNum;
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} axdata1;
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// size: 0xA
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typedef struct __attribute__((packed, aligned(2))) ax_pose
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{
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/* 0x0 */ s16 sprite;
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u16 unk2; // Always 0 in red (except for end markers which are 0xFFFF)
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/* 0x4 */ u16 flags1;
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/* 0x6 */ u16 flags2;
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/* 0x8 */ u16 flags3;
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} ax_pose;
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// size: 0xC
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typedef struct ax_anim
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{
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/* 0x0 */ u8 frames;
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/* 0x1 */ u8 unkFlags;
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/* 0x2 */ s16 poseId;
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/* 0x4 */ DungeonPos offset;
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/* 0x8 */ DungeonPos shadow;
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} ax_anim;
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// size: 0x3C
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typedef struct axdata
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{
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/* 0x0 */ u16 flags; // 0x8000 - animating, 0x2000 finished? 0x1000 continue
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/* 0x2 */ s16 animFrames; // frames left in the current animation frame
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/* 0x4 */ s16 animWaitFrames; // frames to not update the animation for
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/* 0x6 */ s16 totalFrames; // max 30000
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/* 0x8 */ axdata1 sub1;
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/* 0x28 */ ax_anim *nextAnimData; // next animation data (if flags&0x1000)
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/* 0x2C */ ax_anim *activeAnimData; // current animation data
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/* 0x30 */ void *paletteData; // ?
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/* 0x34 */ ax_pose **poseData;
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/* 0x38 */ UnkSpriteMem **spriteData;
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} axdata;
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// size: 0x14
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typedef struct axmain
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{
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/* 0x0 */ ax_pose **poses;
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/* 0x4 */ ax_anim ***animations;
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/* 0x8 */ u32 animCount;
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/* 0xC */ void *spriteData; // ?
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/* 0x10 */ void *palettes; // ?
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} axmain;
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// size: 0x4C
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struct axObject
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{
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/* 0x0 */ axdata axdata;
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/* 0x3C */ OpenedFile *spriteFile; // This might be a unkStruct_202EE8C instead and unkStruct_202EE8C.unk0 might be a OpenedFile* etc. See sub_8010F28
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s16 unk40_maybeAnimTimer;
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u8 unk42_animId1;
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u8 unk43_animId2;
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u8 unk44_direction1;
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u8 unk45_orientation;
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u8 unk46;
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u8 unk47;
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/* 0x48 */ union
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{
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struct Item* item;
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struct EntityInfo* monster;
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struct Trap* trap;
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} info;
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};
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// size: 0x80? (assuming it's the last sub-struct of GroundLives)
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struct axPokemon
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{
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struct axObject obj;
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/* 0x4C */ axmain *axmain;
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u16 flags_0x50;
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s16 unk52;
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u8 fill54[0x58 - 0x54];
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u16 unk58;
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u8 unk5A;
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// 1b padding
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s32 unk5C;
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s32 unk60;
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u8 fill64[0x66 - 0x64];
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s16 unk66;
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s16 unk68;
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s16 unk6A;
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u16 unk6C;
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u16 unk6E;
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u8 unk70;
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u8 fill71[0x74 - 0x71];
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s32 unk74;
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s32 unk78;
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s32 unk7C;
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};
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#endif // GUARD_AXDATA_H
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