about summary refs log tree commit diff stats
path: root/include/pokemon.h
blob: bd311c466643c1e0eb64fed545af9c2e4fc0bed2 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
/*
 * Copyright (C) 2017 hatkirby
 *
 * This software may be modified and distributed under the terms
 * of the MIT license.  See the LICENSE file for details.
 */
#ifndef POKEMON_H_AD844D6F
#define POKEMON_H_AD844D6F

#define POKEMON_NAME_LENGTH 10
#define OT_NAME_LENGTH 7
#define TILE_SIZE_4BPP 32

enum PokemonLanguage {
  Japanese = 1,
  English = 2,
  French = 3,
  Italian = 4,
  German = 5,
  Spanish = 7
};

struct __attribute__((aligned(4))) PokemonIntermediate {
  // a hash that can be used to identify the Pokémon. because the games do not
  // naturally generate unique identifiers for Pokémon, this hash is generated
  // from parts of the Pokémon's data that are guaranteed never to change. the
  // parts used are the trainer ID and secret ID of the Pokémon's original
  // trainer, the personality value, and the IVs. almost all of this data is
  // secret, and should not be derivable from the identifier, which is why the
  // identifier is hashed. while this identifier is not guaranteed to be unique,
  // probability of collision is astronomically small given that the
  // personality value and IVs provide essentially 52 bits of randomness
  // (technically less because the IVs of bred Pokémon are not uniformly
  // random, but this variation is statistically insignificant). the OT ID,
  // while not uniformly random (amongst Pokémon), is included as a sort of
  // "namespace", in that any Pokémon with matching PVs and IVs must also have
  // the same OT, thus preventing collaboratively finding PV and IV collisions.
  u32 key[7];

  u32 experience;

  // the stats are calculated from the base stats, IVs, EVs, and Nature, before
  // transmitting the pokemon's data, in order to keep the IVs and EVs secret.
  u32 hp;
  u32 attack;
  u32 defense;
  u32 speed;
  u32 spAttack;
  u32 spDefense;

  u16 species;
  u16 heldItem;
  u16 moves[4];
  u16 otId; // only the lower 2 bytes, because the upper 2 are secret

  u8 ppBonuses;
  u8 otGender:1;
  u8 metLevel:7;
  u8 metLocation;
  u8 nickname[POKEMON_NAME_LENGTH];
  u8 otName[OT_NAME_LENGTH];
  u8 pokeball;
  u8 language:3;
  u8 altAbility:1;
  u8 filler:4; // waste of space but nothing to pack it with

  // the following values are generated from the personality value.
  u8 nature:6;
  u8 gender:1;
  u8 shiny:1;
  u8 unownLetter;

  // the level is calculated from the species and experience. this is mostly
  // included for convenience.
  u8 level;

  // instead of being represented as a number from 0 to 255, the conditions are
  // transmitted as numbers from 0 to 10, so as to keep the exact condition
  // values secret, since only an approximation of the condition value is ever
  // visible in the game proper. the same goes for the sheen.
  u8 cool;
  u8 beauty;
  u8 cute;
  u8 smart;
  u8 tough;
  u8 sheen;

  // this field can have the following values:
  //   0 - pokemon does not have pokerus
  //   1 - pokemon has pokerus
  //   2 - pokemon had pokerus at one point
  u8 pokerus;
};

#endif /* end of include guard: POKEMON_H_AD844D6F */