pokecrystal/macros/scripts/maps.asm

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NASM
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MACRO map_id
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;\1: map id
assert DEF(GROUP_\1) && DEF(MAP_\1), \
"Missing 'map_const \1' in constants/map_constants.asm"
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db GROUP_\1, MAP_\1
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ENDM
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DEF object_const_def EQUS "const_def 2"
MACRO def_scene_scripts
REDEF _NUM_SCENE_SCRIPTS EQUS "_NUM_SCENE_SCRIPTS_\@"
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db {_NUM_SCENE_SCRIPTS}
DEF {_NUM_SCENE_SCRIPTS} = 0
ENDM
MACRO scene_script
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;\1: script pointer
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dw \1
dw 0 ; filler
DEF {_NUM_SCENE_SCRIPTS} += 1
ENDM
MACRO def_callbacks
REDEF _NUM_CALLBACKS EQUS "_NUM_CALLBACKS_\@"
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db {_NUM_CALLBACKS}
DEF {_NUM_CALLBACKS} = 0
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ENDM
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MACRO callback
;\1: type: a MAPCALLBACK_* constant
;\2: script pointer
dbw \1, \2
DEF {_NUM_CALLBACKS} += 1
ENDM
MACRO def_warp_events
REDEF _NUM_WARP_EVENTS EQUS "_NUM_WARP_EVENTS_\@"
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db {_NUM_WARP_EVENTS}
DEF {_NUM_WARP_EVENTS} = 0
ENDM
MACRO warp_event
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
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;\3: map id: from constants/map_constants.asm
;\4: warp destination: starts at 1
db \2, \1, \4
map_id \3
DEF {_NUM_WARP_EVENTS} += 1
ENDM
MACRO def_coord_events
REDEF _NUM_COORD_EVENTS EQUS "_NUM_COORD_EVENTS_\@"
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db {_NUM_COORD_EVENTS}
DEF {_NUM_COORD_EVENTS} = 0
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ENDM
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MACRO coord_event
;\1: x: left to right, starts at 0
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;\2: y: top to bottom, starts at 0
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;\3: scene id: a SCENE_* constant; controlled by setscene/setmapscene
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;\4: script pointer
db \3, \2, \1
db 0 ; filler
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dw \4
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dw 0 ; filler
DEF {_NUM_COORD_EVENTS} += 1
ENDM
MACRO def_bg_events
REDEF _NUM_BG_EVENTS EQUS "_NUM_BG_EVENTS_\@"
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db {_NUM_BG_EVENTS}
DEF {_NUM_BG_EVENTS} = 0
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ENDM
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MACRO bg_event
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
;\3: function: a BGEVENT_* constant
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;\4: script pointer
db \2, \1, \3
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dw \4
DEF {_NUM_BG_EVENTS} += 1
ENDM
MACRO def_object_events
REDEF _NUM_OBJECT_EVENTS EQUS "_NUM_OBJECT_EVENTS_\@"
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db {_NUM_OBJECT_EVENTS}
DEF {_NUM_OBJECT_EVENTS} = 0
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ENDM
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MACRO object_event
;\1: x: left to right, starts at 0
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;\2: y: top to bottom, starts at 0
;\3: sprite: a SPRITE_* constant
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;\4: movement function: a SPRITEMOVEDATA_* constant
;\5, \6: movement radius: x, y
;\7, \8: hour limits: h1, h2 (0-23)
; * if h1 < h2, the object_event will only appear from h1 to h2
; * if h1 > h2, the object_event will not appear from h2 to h1
; * if h1 == h2, the object_event will always appear
; * if h1 == -1, h2 is treated as a time-of-day value:
; a combo of MORN, DAY, and/or NITE, or -1 to always appear
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;\9: color: a PAL_NPC_* constant, or 0 for sprite default
;\<10>: function: a OBJECTTYPE_* constant
;\<11>: sight range: applies to OBJECTTYPE_TRAINER
;\<12>: script pointer
;\<13>: event flag: an EVENT_* constant, or -1 to always appear
db \3, \2 + 4, \1 + 4, \4
dn \6, \5
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db \7, \8
dn \9, \<10>
db \<11>
dw \<12>, \<13>
; the dummy PlayerObjectTemplate object_event has no def_object_events
if DEF(_NUM_OBJECT_EVENTS)
DEF {_NUM_OBJECT_EVENTS} += 1
endc
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ENDM
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MACRO trainer
;\1: trainer group
;\2: trainer id
;\3: flag: an EVENT_BEAT_* constant
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;\4: seen text
;\5: win text
;\6: loss text
;\7: after-battle text
dw \3
db \1, \2
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dw \4, \5, \6, \7
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ENDM
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MACRO itemball
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;\1: item: from constants/item_constants.asm
;\2: quantity: default 1
if _NARG == 1
itemball \1, 1
else
db \1, \2
endc
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ENDM
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MACRO hiddenitem
;\1: item: from constants/item_constants.asm
;\2: flag: an EVENT_* constant
dwb \2, \1
ENDM
MACRO elevfloor
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;\1: floor: a FLOOR_* constant
;\2: warp destination: starts at 1
;\3: map id
db \1, \2
map_id \3
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ENDM
MACRO conditional_event
;\1: flag: an EVENT_* constant
;\2: script pointer
dw \1, \2
ENDM
MACRO cmdqueue
;\1: type: a CMDQUEUE_* constant
;\2: data pointer
dbw \1, \2
dw 0 ; filler
ENDM
MACRO stonetable
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;\1: warp id
;\2: object_event id
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;\3: script pointer
db \1, \2
dw \3
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ENDM