Merge pull request #2023 from Bassoonian/updatemapmacros

Fix defines in MAP_NUM and MAP_GROUP
This commit is contained in:
GriffinR
2024-09-19 12:17:16 -04:00
committed by GitHub
32 changed files with 451 additions and 451 deletions

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@@ -1580,48 +1580,48 @@ static void Task_HandleFrontierMap(u8 taskId)
static u8 MapNumToFrontierFacilityId(u16 mapNum) // id + 1, zero means not a frontier map number
{
// In Battle Tower
if ((mapNum >= MAP_NUM(BATTLE_FRONTIER_BATTLE_TOWER_LOBBY) && mapNum <= MAP_NUM(BATTLE_FRONTIER_BATTLE_TOWER_BATTLE_ROOM))
|| (mapNum >= MAP_NUM(BATTLE_FRONTIER_BATTLE_TOWER_MULTI_PARTNER_ROOM) && mapNum <= MAP_NUM(BATTLE_FRONTIER_BATTLE_TOWER_MULTI_BATTLE_ROOM)))
if ((mapNum >= MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_TOWER_LOBBY) && mapNum <= MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_TOWER_BATTLE_ROOM))
|| (mapNum >= MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_PARTNER_ROOM) && mapNum <= MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_TOWER_MULTI_BATTLE_ROOM)))
return FRONTIER_FACILITY_TOWER + 1;
// In Battle Dome
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_DOME_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_DOME_CORRIDOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_DOME_PRE_BATTLE_ROOM)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_DOME_BATTLE_ROOM))
else if (mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_DOME_LOBBY)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_DOME_CORRIDOR)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_DOME_PRE_BATTLE_ROOM)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_DOME_BATTLE_ROOM))
return FRONTIER_FACILITY_DOME + 1;
// In Battle Palace
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PALACE_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PALACE_CORRIDOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM))
else if (mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PALACE_LOBBY)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PALACE_CORRIDOR)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM))
return FRONTIER_FACILITY_PALACE + 1;
// In Battle Arena
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_ARENA_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_ARENA_CORRIDOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_ARENA_BATTLE_ROOM))
else if (mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_ARENA_LOBBY)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_ARENA_CORRIDOR)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_ARENA_BATTLE_ROOM))
return FRONTIER_FACILITY_ARENA + 1;
// In Battle Factory
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_FACTORY_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_FACTORY_PRE_BATTLE_ROOM)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_FACTORY_BATTLE_ROOM))
else if (mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_FACTORY_LOBBY)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_FACTORY_PRE_BATTLE_ROOM)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_FACTORY_BATTLE_ROOM))
return FRONTIER_FACILITY_FACTORY + 1;
// In Battle Pike
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_CORRIDOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_THREE_PATH_ROOM)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_ROOM_NORMAL)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_ROOM_FINAL)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_ROOM_WILD_MONS))
else if (mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PIKE_LOBBY)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PIKE_CORRIDOR)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PIKE_THREE_PATH_ROOM)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PIKE_ROOM_NORMAL)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PIKE_ROOM_FINAL)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PIKE_ROOM_WILD_MONS))
return FRONTIER_FACILITY_PIKE + 1;
// In Battle Pyramid
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PYRAMID_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PYRAMID_FLOOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PYRAMID_TOP))
else if (mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PYRAMID_LOBBY)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PYRAMID_FLOOR)
|| mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PYRAMID_TOP))
return FRONTIER_FACILITY_PYRAMID + 1;
else
@@ -1657,8 +1657,8 @@ static void InitFrontierMapSprites(void)
{
s8 mapNum = gSaveBlock1Ptr->location.mapNum;
if (mapNum == MAP_NUM(BATTLE_FRONTIER_OUTSIDE_WEST)
|| (mapNum == MAP_NUM(BATTLE_FRONTIER_OUTSIDE_EAST) && (x = 55)))
if (mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_OUTSIDE_WEST)
|| (mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_OUTSIDE_EAST) && (x = 55)))
{
x += gSaveBlock1Ptr->pos.x;
y = gSaveBlock1Ptr->pos.y;
@@ -1679,7 +1679,7 @@ static void InitFrontierMapSprites(void)
else
{
// Handle Artisan Cave.
if (gSaveBlock1Ptr->escapeWarp.mapNum == MAP_NUM(BATTLE_FRONTIER_OUTSIDE_EAST))
if (gSaveBlock1Ptr->escapeWarp.mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_OUTSIDE_EAST))
x = gSaveBlock1Ptr->escapeWarp.x + 55;
else
x = gSaveBlock1Ptr->escapeWarp.x;