#ifndef POKEHEARTGOLD_CONSTANTS_GLOBAL_FIELDMAP_H #define POKEHEARTGOLD_CONSTANTS_GLOBAL_FIELDMAP_H // Facing direction #define DIR_NORTH 0 #define DIR_SOUTH 1 #define DIR_WEST 2 #define DIR_EAST 3 #define DIR_MAX 4 // BG event type #define BG_TYPE_NORMAL 0 #define BG_TYPE_SIGNPOST 1 #define BG_TYPE_HIDDEN_ITEM 2 // BG event direction #define BG_DIR_SOUTH 0 #define BG_DIR_EAST 1 #define BG_DIR_WEST 2 #define BG_DIR_NORTH 3 #define BG_DIR_ALL 4 #define BG_DIR_EASTWEST 5 #define BG_DIR_NORTHSOUTH 6 // Player avatar state #define PLAYER_STATE_WALKING 0 #define PLAYER_STATE_CYCLING 1 #define PLAYER_STATE_SURFING 2 #define PLAYER_STATE_ROCKET 3 #define PLAYER_STATE_UNK_SP 4 #define PLAYER_STATE_UNK_WATER 5 #define PLAYER_STATE_POKEATHLON 6 #define PLAYER_STATE_FISHING 7 #define PLAYER_STATE_UNK_POKE 8 #define PLAYER_STATE_SAVING 9 #define PLAYER_STATE_HEAL 10 #define PLAYER_STATE_LADDER 11 #define PLAYER_STATE_ROCKET_HEAL 12 #define PLAYER_STATE_APRICORN_SHAKE 13 #define PLAYER_STATE_ROCKET_SAVING 14 // Player transition bits #define PLAYER_TRANSITION_WALKING 1 << 0 #define PLAYER_TRANSITION_CYCLING 1 << 1 #define PLAYER_TRANSITION_SURFING 1 << 2 #define PLAYER_TRANSITION_x0008 1 << 3 #define PLAYER_TRANSITION_x0010 1 << 4 #define PLAYER_TRANSITION_x0020 1 << 5 #define PLAYER_TRANSITION_x0040 1 << 6 #define PLAYER_TRANSITION_x0080 1 << 7 #define PLAYER_TRANSITION_HEAL 1 << 8 #define PLAYER_TRANSITION_x0200 1 << 9 #define PLAYER_TRANSITION_ROCKET 1 << 10 #define PLAYER_TRANSITION_ROCKET_HEAL 1 << 11 #define PLAYER_TRANSITION_POKEATHLON 1 << 12 #define PLAYER_TRANSITION_x2000 1 << 13 #define PLAYER_TRANSITION_x4000 1 << 14 #endif // POKEHEARTGOLD_CONSTANTS_GLOBAL_FIELDMAP_H