GROUP_N_A  EQU -1
MAP_N_A    EQU -1

GROUP_NONE EQU 0
MAP_NONE   EQU 0

; map group ids
INCLUDE "constants/map_dimension_constants.asm"

; elevator floors

	const_def
	const _B4F
	const _B3F
	const _B2F
	const _B1F
	const _1F
	const _2F
	const _3F
	const _4F
	const _5F
	const _6F
	const _7F
	const _8F
	const _9F
	const _10F
	const _11F
	const _ROOF

; connection directions
	const_def
	const EAST_F
	const WEST_F
	const SOUTH_F
	const NORTH_F

	const_def
	shift_const EAST
	shift_const WEST
	shift_const SOUTH
	shift_const NORTH

; permissions
const_value SET 1
	const TOWN
	const ROUTE
	const INDOOR
	const CAVE
	const PERM_5
	const GATE
	const DUNGEON

; object struct
	const_def
	const OBJECT_SPRITE
	const OBJECT_MAP_OBJECT_INDEX
	const OBJECT_SPRITE_TILE
	const OBJECT_MOVEMENTTYPE
	const OBJECT_FLAGS1
	const OBJECT_FLAGS2
	const OBJECT_PALETTE
	const OBJECT_DIRECTION_WALKING
	const OBJECT_FACING
	const OBJECT_STEP_TYPE
	const OBJECT_STEP_DURATION
	const OBJECT_ACTION
	const OBJECT_STEP_FRAME
	const OBJECT_FACING_STEP
	const OBJECT_NEXT_TILE
	const OBJECT_STANDING_TILE
	const OBJECT_NEXT_MAP_X
	const OBJECT_NEXT_MAP_Y
	const OBJECT_MAP_X
	const OBJECT_MAP_Y
	const OBJECT_INIT_X
	const OBJECT_INIT_Y
	const OBJECT_RADIUS
	const OBJECT_SPRITE_X
	const OBJECT_SPRITE_Y
	const OBJECT_SPRITE_X_OFFSET
	const OBJECT_SPRITE_Y_OFFSET
	const OBJECT_MOVEMENT_BYTE_INDEX
	const OBJECT_28
	const OBJECT_29
	const OBJECT_30
	const OBJECT_31
	const OBJECT_RANGE
	; const OBJECT_TELL_OFF_FLAG
	; const OBJECT_TELL_OFF_COUNT
; 35-39 are not used

; map object struct
	const_def
	const MAPOBJECT_OBJECT_STRUCT_ID ; 0
	const MAPOBJECT_SPRITE ; 1
	const MAPOBJECT_Y_COORD ; 2
	const MAPOBJECT_X_COORD ; 3
	const MAPOBJECT_MOVEMENT ; 4
	const MAPOBJECT_RADIUS ; 5
	const MAPOBJECT_HOUR ; 6
	const MAPOBJECT_TIMEOFDAY ; 7
	const MAPOBJECT_COLOR ; 8
	const MAPOBJECT_PARAMETER ; 9
	const MAPOBJECT_SCRIPT_POINTER ; a
	const MAPOBJECT_POINTER_HI ; b
	const MAPOBJECT_EVENT_FLAG ; c
	const MAPOBJECT_FLAG_HI ; d
	const MAPOBJECT_E ; unused
	const MAPOBJECT_F ; unused
OBJECT_LENGTH EQU const_value

MAPOBJECT_SCREEN_HEIGHT EQU 11
MAPOBJECT_SCREEN_WIDTH EQU 12

OW_DOWN  EQU DOWN  << 2
OW_UP    EQU UP    << 2
OW_LEFT  EQU LEFT  << 2
OW_RIGHT EQU RIGHT << 2

	const_def
	const EMOTE_SHOCK ; 0
	const EMOTE_QUESTION ; 1
	const EMOTE_HAPPY ; 2
	const EMOTE_SAD ; 3
	const EMOTE_HEART ; 4
	const EMOTE_BOLT ; 5
	const EMOTE_SLEEP ; 6
	const EMOTE_FISH ; 7
	const EMOTE_SHADOW ; 8
	const EMOTE_ROD ; 9
	const EMOTE_BOULDER_DUST ; 10
	const EMOTE_0B ; 11
EMOTE_MEM EQU -1

	const_def
	const SIGNPOST_READ
	const SIGNPOST_UP
	const SIGNPOST_DOWN
	const SIGNPOST_RIGHT
	const SIGNPOST_LEFT
	const SIGNPOST_ITEM
	const SIGNPOST_LOAD
	const SIGNPOST_TEXT
	const SIGNPOST_JUMPSTD
	const SIGNPOST_JUMPSTDNOSFX
	const SIGNPOST_READNOSFX

signpost_reset EQUS "%01000000 | "
signpost_set EQUS "%10000000 | "

; I'm relocating spawn constants here, so that they can be used anywhere in the disassembly.

const_value = -1
	const SPAWN_N_A

	const SPAWN_HOME

	const SPAWN_CAPER_CITY
	const SPAWN_OXALIS_CITY
	const SPAWN_SPURGE_CITY
	const SPAWN_HEATH_VILLAGE
	const SPAWN_LAUREL_CITY
	const SPAWN_TORENIA_CITY
	const SPAWN_PHACELIA_TOWN
	const SPAWN_ACANIA_DOCKS
	const SPAWN_SAXIFRAGE_ISLAND
	const SPAWN_PHLOX_TOWN
	const SPAWN_ROUTE_86

	const SPAWN_SEASHORE_CITY
	const SPAWN_GRAVEL_TOWN
	const SPAWN_MERSON_CITY
	const SPAWN_HAYWARD_CITY
	const SPAWN_OWSAURI_CITY
	const SPAWN_MORAGA_TOWN
	const SPAWN_JAERU_CITY
	const SPAWN_BOTAN_CITY
	const SPAWN_CASTRO_VALLEY
	const SPAWN_EAGULOU_CITY
	const SPAWN_RIJON_LEAGUE_OUTSIDE
	const SPAWN_ROUTE_67
	const SPAWN_AZALEA_TOWN
	const SPAWN_GOLDENROD_CITY
	const SPAWN_SAFFRON_CITY
	const SPAWN_SOUTHERLY_CITY
	
	const SPAWN_BATTLE_TOWER_ENTRANCE
	const SPAWN_SPURGE_GYM_1F
	const SPAWN_ACQUA_START
	const SPAWN_ACQUA_TUTORIAL

	const SPAWN_LAUREL_FOREST_POKEMON_ONLY
	const SPAWN_ROUTE_77
	const SPAWN_ROUTE_81
	const SPAWN_PRISON_F1
NUM_SPAWNS EQU const_value

	const_def
	const PALETTE_AUTO
	const PALETTE_DAY
	const PALETTE_NITE
	const PALETTE_MORN
	const PALETTE_DARK

INVISIBLE    EQU 0
FIXED_FACING EQU 2
SLIDING      EQU 3
EMOTE_OBJECT EQU 7

	const_def
	const PERSONTYPE_SCRIPT
	const PERSONTYPE_ITEMBALL
	const PERSONTYPE_TRAINER
	const PERSONTYPE_TMHMBALL
	const PERSONTYPE_GENERICTRAINER
	const PERSONTYPE_TEXT
	const PERSONTYPE_TEXTFP
	const PERSONTYPE_JUMPSTD
	const PERSONTYPE_MART
	const PERSONTYPE_FRUITTREE

CMDQUEUE_TYPE  EQU 0
CMDQUEUE_ADDR  EQU 1
CMDQUEUE_03    EQU 3
CMDQUEUE_04    EQU 4
CMDQUEUE_05    EQU 5
CMDQUEUE_ENTRY_SIZE EQU 6
CMDQUEUE_CAPACITY EQU 4
