36 lines
1.2 KiB
C
36 lines
1.2 KiB
C
#ifndef GUARD_CONSTANTS_MAPS_H
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#define GUARD_CONSTANTS_MAPS_H
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#include "constants/map_groups.h"
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#define MAP_NONE (0x7F | (0x7F << 8))
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#define MAP_UNDEFINED (0xFF | (0xFF << 8))
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#define MAP_GROUP(map) (MAP_##map >> 8)
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#define MAP_NUM(map) (MAP_##map & 0xFF)
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#define MAP(map) MAP_GROUP(map), MAP_NUM(map)
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#define MAP_BATTLE_SCENE_NORMAL 0
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#define MAP_BATTLE_SCENE_GYM 1
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#define MAP_BATTLE_SCENE_INDOOR_1 2 // Pokemon Tower, Tanoby ruins
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#define MAP_BATTLE_SCENE_INDOOR_2 3 // Pokemon Mansion, Power Plant, Rocket Hideout/Warehouse
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#define MAP_BATTLE_SCENE_LORELEI 4
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#define MAP_BATTLE_SCENE_BRUNO 5
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#define MAP_BATTLE_SCENE_AGATHA 6
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#define MAP_BATTLE_SCENE_LANCE 7
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#define MAP_BATTLE_SCENE_LINK 8
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#define MAP_TYPE_NONE 0
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#define MAP_TYPE_TOWN 1
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#define MAP_TYPE_CITY 2 // Unused. RSE use this map type to distinguish Town and City. FRLG make no distinction
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#define MAP_TYPE_ROUTE 3
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#define MAP_TYPE_UNDERGROUND 4
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#define MAP_TYPE_UNDERWATER 5 // Unused
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#define MAP_TYPE_OCEAN_ROUTE 6 // Unused
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#define MAP_TYPE_UNKNOWN 7 // Unused
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#define MAP_TYPE_INDOOR 8
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#define MAP_TYPE_SECRET_BASE 9 // Unused
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#endif // GUARD_CONSTANTS_MAPS_H
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