map: MACRO
;\1: map id
	db GROUP_\1, MAP_\1
ENDM


scene_script: MACRO
;\1: script pointer
	dw \1, 0
ENDM

warp_def: MACRO
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
;\3: warp destination: starts at 1
;\4: map id: from constants/map_constants.asm
	db \2, \1, \3
	map \4
ENDM

coord_event: MACRO
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
;\3: scene id: controlled by setscene/setmapscene
;\4: script pointer
	db \3, \2, \1, $0
	dw \4
	db $0, $0
ENDM

bg_event: MACRO
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
;\3: function: a BGEVENT_* constant
;\4: script pointer
	db \2, \1, \3
	dw \4
ENDM

object_event: MACRO
;\1: x: left to right, starts at 0
;\2: y: top to bottom, starts at 0
;\3: sprite: a SPRITE_* constant
;\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
;\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
	db \7, \8
	shift
	dn \8, \9
	shift
	db \9
	shift
	dw \9
	shift
	dw \9
ENDM


trainer: MACRO
;\1: flag: an EVENT_BEAT_* constant
;\2: trainer group
;\3: trainer id
;\4: seen text
;\5: win text
;\6: loss text
;\7: after-battle text
	dw \1
	db \2, \3
	dw \4, \5, \6, \7
ENDM

itemball: MACRO
;\1: item: from constants/item_constants.asm
;\2: quantity: default 1
if _NARG == 2
	db \1, \2
else
	db \1, 1
endc
ENDM

elevfloor: MACRO
;\1: floor: a FLOOR_* constant
;\2: warp destination: starts at 1
;\3: map id
	db \1, \2
	map \3
ENDM

stonetable: MACRO
;\1: warp id
;\2: object_event id
;\3: script pointer
	db \1, \2
	dw \3
ENDM
