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map: MACRO
; This is a silly hack to get around an rgbds bug.

; Ideally:
;	db GROUP_\1, MAP_\1

\1\@  EQUS "GROUP_\1"
\1\@2 EQUS "MAP_\1"
	db \1\@, \1\@2
ENDM

roam_map: MACRO
; A map and an arbitrary number of some more maps.

	map \1
	db  \2

	rept \2
	map \3
	shift
	endr

	db 0
ENDM


person_event: macro
	db \1 ; sprite
	db \2 ; y
	db \3 ; x
	db \4 ; facing
	db \5 ; movement
	db \6 ; clock_hour
	db \7 ; clock_daytime
	db \8 ; color_function
	db \9 ; sight_range
	shift
	dw \9 ; pointer
	shift
	dw \9 ; event flag
	endm

signpost: macro
	db \1 ; y
	db \2 ; x
	db \3 ; function
	dw \4 ; pointer
	endm

xy_trigger: macro
	db \1 ; number
	db \2 ; y
	db \3 ; x
	db \4 ; unknown1
	dw \5 ; script
	db \6 ; unknown2
	db \7 ; unknown3
	endm

warp_def: macro
	db \1 ; y
	db \2 ; x
	db \3 ; warp_to
	db \4 ; map group
	db \5 ; map number
	endm


map_header: MACRO
	; label, tileset, permission, location, music, time of day, fishing group
\1_MapHeader:
	db BANK(\1_SecondMapHeader), \2, \3
	dw \1_SecondMapHeader
	db \4, \5, \6, \7
ENDM


map_header_2: MACRO
; label, map, border block, connections
\1_SecondMapHeader::
	db \3
\2\@HEIGHT EQUS "\2_HEIGHT"
\2\@WIDTH  EQUS "\2_WIDTH"
	db \2\@HEIGHT, \2\@WIDTH
	db BANK(\1_BlockData)
	dw \1_BlockData
	db BANK(\1_MapScriptHeader)
	dw \1_MapScriptHeader
	dw \1_MapEventHeader
	db \4
ENDM

connection: MACRO
if "\1" == "north"
;\2: map id
;\3: map label (eventually will be rolled into map id)
;\4: x
;\5: offset?
;\6: strip length
;\7: this map id
	map \2
	dw \3_BlockData + \2_WIDTH * (\2_HEIGHT - 3) + \5
	dw OverworldMap + \4 + 3
	db \6
	db \2_WIDTH
	db \2_HEIGHT * 2 - 1
	db (\4 - \5) * -2
	dw OverworldMap + \2_HEIGHT * (\2_WIDTH + 6) + 1
endc

if "\1" == "south"
;\2: map id
;\3: map label (eventually will be rolled into map id)
;\4: x
;\5: offset?
;\6: strip length
;\7: this map id
	map \2
	dw \3_BlockData + \5
	dw OverworldMap + (\7_HEIGHT + 3) * (\7_WIDTH + 6) + \4 + 3
	db \6
	db \2_WIDTH
	db 0
	db (\4 - \5) * -2
	dw OverworldMap + \2_WIDTH + 7
endc

if "\1" == "west"
;\2: map id
;\3: map label (eventually will be rolled into map id)
;\4: y
;\5: offset?
;\6: strip length
;\7: this map id
	map \2
	dw \3_BlockData + (\2_WIDTH * \5) + \2_WIDTH - 3
	dw OverworldMap + (\7_WIDTH + 6) * (\4 + 3)
	db \6
	db \2_WIDTH
	db (\4 - \5) * -2
	db \2_WIDTH * 2 - 1
	dw OverworldMap + \2_WIDTH * 2 + 6
endc

if "\1" == "east"
;\2: map id
;\3: map label (eventually will be rolled into map id)
;\4: y
;\5: offset?
;\6: strip length
;\7: this map id
	map \2
	dw \3_BlockData + (\2_WIDTH * \5)
	dw OverworldMap + (\7_WIDTH + 6) * (\4 + 3 + 1) - 3
	db \6
	db \2_WIDTH
	db (\4 - \5) * -2
	db 0
	dw OverworldMap + \2_WIDTH + 7
endc

ENDM