Generate local IDs from map.json files
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3
include/constants/.gitignore
vendored
3
include/constants/.gitignore
vendored
@@ -1,3 +1,4 @@
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# Will be moved to build/ eventually
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map_groups.h
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layouts.h
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layouts.h
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map_event_ids.h
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@@ -1,6 +1,9 @@
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#ifndef GUARD_CONSTANTS_EVENT_OBJECTS_H
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#define GUARD_CONSTANTS_EVENT_OBJECTS_H
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#include "constants/global.h"
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#include "constants/map_event_ids.h"
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#define OBJ_EVENT_GFX_BRENDAN_NORMAL 0
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#define OBJ_EVENT_GFX_BRENDAN_MACH_BIKE 1
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#define OBJ_EVENT_GFX_BRENDAN_SURFING 2
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@@ -291,38 +294,14 @@
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#define OBJ_KIND_NORMAL 0
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#define OBJ_KIND_CLONE 255 // Exclusive to FRLG
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// Special object event local ids
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#define OBJ_EVENT_ID_PLAYER 0xFF
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#define OBJ_EVENT_ID_CAMERA 0x7F
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// Object event local ids referenced in C files
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#define LOCALID_ROUTE111_PLAYER_FALLING 45
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#define LOCALID_BIRTH_ISLAND_EXTERIOR_ROCK 1
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#define LOCALID_FARAWAY_ISLAND_MEW 1
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#define LOCALID_UNION_ROOM_PLAYER_4 2
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#define LOCALID_UNION_ROOM_PLAYER_8 3
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#define LOCALID_UNION_ROOM_PLAYER_7 4
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#define LOCALID_UNION_ROOM_PLAYER_6 5
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#define LOCALID_UNION_ROOM_PLAYER_5 6
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#define LOCALID_UNION_ROOM_PLAYER_3 7
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#define LOCALID_UNION_ROOM_PLAYER_2 8
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#define LOCALID_UNION_ROOM_PLAYER_1 9
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#define LOCALID_BATTLE_TOWER_LOBBY_REPORTER 5
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#define LOCALID_TRUCK_BOX_TOP 1
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#define LOCALID_TRUCK_BOX_BOTTOM_L 2
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#define LOCALID_TRUCK_BOX_BOTTOM_R 3
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#define LOCALID_OLDALE_MART_CLERK 1
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#define LOCALID_LAVARIDGE_MART_CLERK 1
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#define LOCALID_FALLARBOR_MART_CLERK 1
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#define LOCALID_VERDANTURF_MART_CLERK 1
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#define LOCALID_PETALBURG_MART_CLERK 1
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#define LOCALID_SLATEPORT_MART_CLERK 1
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#define LOCALID_MAUVILLE_MART_CLERK 1
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#define LOCALID_RUSTBORO_MART_CLERK 1
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#define LOCALID_FORTREE_MART_CLERK 1
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#define LOCALID_MOSSDEEP_MART_CLERK 1
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#define LOCALID_SOOTOPOLIS_MART_CLERK 1
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#define LOCALID_BATTLE_FRONTIER_MART_CLERK 1
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#define LOCALID_SLATEPORT_ENERGY_GURU 25
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// Each object event template gets an ID that can be used to refer to it in scripts and elsewhere.
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// This is referred to as the "local id" (and it's really just 1 + its index in the templates array).
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// There are a few special IDs reserved for objects that don't have a templates in the map data -- one for the player
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// in regular offline play, five for linked players while playing Berry Blender, and one for an invisible object that
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// can be spawned for the camera to track instead of the player. Additionally, the value 0 is reserved as an "empty" indicator.
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#define LOCALID_NONE 0
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#define OBJ_EVENT_ID_CAMERA 127
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#define LOCALID_BERRY_BLENDER_PLAYER_END 240 // This will use 5 (MAX_RFU_PLAYERS) IDs ending at 240, i.e. 236-240
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#define OBJ_EVENT_ID_PLAYER 255
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#endif // GUARD_CONSTANTS_EVENT_OBJECTS_H
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@@ -847,7 +847,7 @@
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#define FLAG_HIDE_ROUTE_111_GABBY_AND_TY_1 0x31C
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#define FLAG_HIDE_ROUTE_118_GABBY_AND_TY_1 0x31D
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#define FLAG_HIDE_ROUTE_120_GABBY_AND_TY_1 0x31E
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#define FLAG_HIDE_ROUTE_111_GABBY_AND_TY_3 0x31F
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#define FLAG_HIDE_ROUTE_111_GABBY_AND_TY_2 0x31F
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#define FLAG_HIDE_LUGIA 0x320
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#define FLAG_HIDE_HO_OH 0x321
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#define FLAG_HIDE_LILYCOVE_CONTEST_HALL_REPORTER 0x322
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@@ -951,7 +951,7 @@
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#define FLAG_HIDE_ROUTE_110_TEAM_AQUA 0x384
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#define FLAG_HIDE_ROUTE_118_GABBY_AND_TY_2 0x385
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#define FLAG_HIDE_ROUTE_120_GABBY_AND_TY_2 0x386
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#define FLAG_HIDE_ROUTE_111_GABBY_AND_TY_2 0x387
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#define FLAG_HIDE_ROUTE_111_GABBY_AND_TY_3 0x387
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#define FLAG_HIDE_ROUTE_118_GABBY_AND_TY_3 0x388
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#define FLAG_HIDE_SLATEPORT_CITY_HARBOR_PATRONS 0x389
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#define FLAG_HIDE_ROUTE_104_WHITE_HERB_FLORIST 0x38A
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@@ -618,7 +618,7 @@ struct RamScriptData
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u8 magic;
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u8 mapGroup;
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u8 mapNum;
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u8 objectId;
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u8 localId;
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u8 script[995];
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//u8 padding;
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};
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