pmd-red/include/structs/axdata.h
2024-11-16 19:42:40 +01:00

122 lines
2.8 KiB
C

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