#ifndef M_NAME_TABLE_H #define M_NAME_TABLE_H #include "types.h" #include "m_actor_type.h" /* TODO: these defintions are likely included from an auto-gen source */ #ifdef __cplusplus extern "C" { #endif enum { NAME_TYPE_ITEM0, /* Scenery items */ NAME_TYPE_FTR0, /* Furniture 0 */ NAME_TYPE_ITEM1, /* Obtainable items */ NAME_TYPE_FTR1, /* Furniture 1 */ NAME_TYPE_WARP, /* Loading zones */ NAME_TYPE_STRUCT, /* Structures */ NAME_TYPE_PAD6, /* Unused? */ NAME_TYPE_PAD7, /* Unused? */ NAME_TYPE_ITEM2, /* Misc items */ NAME_TYPE_ACTOR, /* Actors */ NAME_TYPE_PROPS, /* Props */ NAME_TYPE_PADB, /* Unused? */ NAME_TYPE_PADC, /* Unused? */ NAME_TYPE_SPNPC, /* Special NPCs */ NAME_TYPE_NPC, /* Villager NPCs */ NAME_TYPE_PAD15, /* Unused? */ NAME_TYPE_NUM }; enum { ITEM1_CAT_PAPER, ITEM1_CAT_MONEY, ITEM1_CAT_TOOL, ITEM1_CAT_FISH, ITEM1_CAT_CLOTH, ITEM1_CAT_ETC, ITEM1_CAT_CARPET, ITEM1_CAT_WALL, ITEM1_CAT_FRUIT, ITEM1_CAT_PLANT, ITEM1_CAT_MINIDISK, ITEM1_CAT_DUMMY, /* diaries */ ITEM1_CAT_TICKET, ITEM1_CAT_INSECT, ITEM1_CAT_HUKUBUKURO, ITEM1_CAT_KABU, ITEM1_CAT_NUM }; extern int mNT_check_unknown(mActor_name_t item_no); /* Retrieve the item actor's category */ #define ITEM_NAME_GET_TYPE(n) (((n) & 0xF000) >> 12) #define ITEM_NAME_GET_CAT(n) (((n) & 0x0F00) >> 8) #define ITEM_NAME_GET_INDEX(n) ((mActor_name_t)(n) & 0xFF) #define ITEM_IS_FTR(n) \ (ITEM_NAME_GET_TYPE(n) == NAME_TYPE_FTR0 || ITEM_NAME_GET_TYPE(n) == NAME_TYPE_FTR1) #define ITEM_IS_ITEM1(n) (ITEM_NAME_GET_TYPE(n) == NAME_TYPE_ITEM1) #define GET_NAME_ITEM0_CATEGORY(f) (((f) & 0x0800) >> 11) /* enviornmental or static background objects */ #define GET_NAME_ITEM1_CATEGORY(f) (((f) & 0x0F00) >> 8) #define IS_ITEM_FLOWER(item) ((item) >= FLOWER_LEAVES_PANSIES0 && (item) <= FLOWER_TULIP2) #define IS_ITEM_TREE(item) \ (((item) >= TREE_SAPLING && (item) <= TREE_30000BELLS) || \ ((item) >= TREE_100BELLS_SAPLING && (item) <= TREE_PALM_FRUIT) || \ ((item) >= CEDAR_TREE_SAPLING && (item) <= CEDAR_TREE) || \ ((item) >= GOLD_TREE_SAPLING && (item) <= GOLD_TREE) || \ ((item) == DEAD_SAPLING) || \ ((item) == DEAD_PALM_SAPLING) || \ ((item) == DEAD_CEDAR_SAPLING) || \ ((item) == DEAD_GOLD_SAPLING) \ ) #define IS_ITEM_GROWN_TREE(item) \ (((item) == TREE) || \ ((item) == TREE_1000BELLS) || \ ((item) == TREE_10000BELLS) || \ ((item) == TREE_30000BELLS) || \ ((item) == TREE_100BELLS) || \ ((item) == CEDAR_TREE) || \ ((item) == GOLD_TREE_SHOVEL || (item) == GOLD_TREE) || \ ((item) == TREE_APPLE_NOFRUIT_0 || (item) == TREE_APPLE_NOFRUIT_1 || (item) == TREE_APPLE_NOFRUIT_2 || (item) == TREE_APPLE_FRUIT) || \ ((item) == TREE_ORANGE_NOFRUIT_0 || (item) == TREE_ORANGE_NOFRUIT_1 || (item) == TREE_ORANGE_NOFRUIT_2 || (item) == TREE_ORANGE_FRUIT) || \ ((item) == TREE_PEACH_NOFRUIT_0 || (item) == TREE_PEACH_NOFRUIT_1 || (item) == TREE_PEACH_NOFRUIT_2 || (item) == TREE_PEACH_FRUIT) || \ ((item) == TREE_PEAR_NOFRUIT_0 || (item) == TREE_PEAR_NOFRUIT_1 || (item) == TREE_PEAR_NOFRUIT_2 || (item) == TREE_PEAR_FRUIT) || \ ((item) == TREE_CHERRY_NOFRUIT_0 || (item) == TREE_CHERRY_NOFRUIT_1 || (item) == TREE_CHERRY_NOFRUIT_2 || (item) == TREE_CHERRY_FRUIT) || \ ((item) == TREE_PALM_NOFRUIT_0 || (item) == TREE_PALM_NOFRUIT_1 || (item) == TREE_PALM_NOFRUIT_2 || (item) == TREE_PALM_FRUIT) || \ ((item) == TREE_BEES) || \ ((item) == TREE_FTR) || \ ((item) == TREE_LIGHTS) || \ ((item) == TREE_PRESENT) || \ ((item) == TREE_BELLS) || \ ((item) == CEDAR_TREE_BELLS) || \ ((item) == CEDAR_TREE_FTR) || \ ((item) == CEDAR_TREE_BEES) || \ ((item) == CEDAR_TREE_LIGHTS) || \ ((item) == GOLD_TREE_BELLS) || \ ((item) == GOLD_TREE_FTR) || \ ((item) == GOLD_TREE_BEES) \ ) #define IS_ITEM_GRASS(item) ((item) >= GRASS_A && (item) <= GRASS_C) /* aka IS_ITEM_WEED */ #define BG_CATEGORY 0 #define ENV_CATEGORY 8 /* TODO: these should be calculated via definitions later */ #define FTR_NUM 1266 #define PAPER_NUM 256 #define MONEY_NUM 4 #define TOOL_NUM 92 #define FISH_NUM 40 #define CLOTH_NUM 255 #define ETC_NUM 49 #define CARPET_NUM 67 #define WALL_NUM 67 #define FRUIT_NUM 8 #define PLANT_NUM 11 #define MINIDISK_NUM 55 #define DIARY_NUM 16 #define TICKET_NUM 96 #define INSECT_NUM 40 + 5 // 5 spirits #define HUKUBUKURO_NUM 2 #define KABU_NUM 4 #define EMPTY_NO 0x0000 #define GRASS_A 0x0008 #define GRASS_B (GRASS_A + 1) #define GRASS_C (GRASS_B + 1) #define TREE_BEES 0x005E #define TREE_FTR (TREE_BEES + 1) #define TREE_LIGHTS (TREE_FTR + 1) #define TREE_PRESENT (TREE_LIGHTS + 1) #define TREE_BELLS 0x0069 #define ROCK_A 0x0063 #define ROCK_B (ROCK_A + 1) #define ROCK_C (ROCK_B + 1) #define ROCK_D (ROCK_C + 1) #define ROCK_E (ROCK_D + 1) #define CEDAR_TREE_BELLS 0x0078 #define CEDAR_TREE_FTR (CEDAR_TREE_BELLS + 1) #define CEDAR_TREE_BEES (CEDAR_TREE_FTR + 1) #define GOLD_TREE_BELLS 0x007F #define GOLD_TREE_FTR (GOLD_TREE_BELLS + 1) #define GOLD_TREE_BEES (GOLD_TREE_FTR + 1) #define CEDAR_TREE_LIGHTS (GOLD_TREE_BEES + 1) /* begin environmental/nature objects */ #define ENV_START 0x0800 /* tree */ #define TREE_SAPLING ENV_START #define TREE_S0 (TREE_SAPLING + 1) #define TREE_S1 (TREE_S0 + 1) #define TREE_S2 (TREE_S1 + 1) #define TREE (TREE_S2 + 1) /* fully grown */ /* apple tree */ #define TREE_APPLE_SAPLING (TREE + 1) #define TREE_APPLE_S0 (TREE_APPLE_SAPLING + 1) #define TREE_APPLE_S1 (TREE_APPLE_S0 + 1) #define TREE_APPLE_S2 (TREE_APPLE_S1 + 1) #define TREE_APPLE_NOFRUIT_0 (TREE_APPLE_S2 + 1) /* fully grown, no fruit */ #define TREE_APPLE_NOFRUIT_1 (TREE_APPLE_NOFRUIT_0 + 1) #define TREE_APPLE_NOFRUIT_2 (TREE_APPLE_NOFRUIT_1 + 1) #define TREE_APPLE_FRUIT (TREE_APPLE_NOFRUIT_2 + 1) /* orange tree */ #define TREE_ORANGE_SAPLING (TREE_APPLE_FRUIT + 1) #define TREE_ORANGE_S0 (TREE_ORANGE_SAPLING + 1) #define TREE_ORANGE_S1 (TREE_ORANGE_S0 + 1) #define TREE_ORANGE_S2 (TREE_ORANGE_S1 + 1) /* fully grown, no fruit */ #define TREE_ORANGE_NOFRUIT_0 (TREE_ORANGE_S2 + 1) #define TREE_ORANGE_NOFRUIT_1 (TREE_ORANGE_NOFRUIT_0 + 1) #define TREE_ORANGE_NOFRUIT_2 (TREE_ORANGE_NOFRUIT_1 + 1) #define TREE_ORANGE_FRUIT (TREE_ORANGE_NOFRUIT_2 + 1) /* peach tree */ #define TREE_PEACH_SAPLING (TREE_ORANGE_FRUIT + 1) #define TREE_PEACH_S0 (TREE_PEACH_SAPLING + 1) #define TREE_PEACH_S1 (TREE_PEACH_S0 + 1) #define TREE_PEACH_S2 (TREE_PEACH_S1 + 1) #define TREE_PEACH_NOFRUIT_0 (TREE_PEACH_S2 + 1) /* fully grown, no fruit */ #define TREE_PEACH_NOFRUIT_1 (TREE_PEACH_NOFRUIT_0 + 1) #define TREE_PEACH_NOFRUIT_2 (TREE_PEACH_NOFRUIT_1 + 1) #define TREE_PEACH_FRUIT (TREE_PEACH_NOFRUIT_2 + 1) /* pear tree */ #define TREE_PEAR_SAPLING (TREE_PEACH_FRUIT + 1) #define TREE_PEAR_S0 (TREE_PEAR_SAPLING + 1) #define TREE_PEAR_S1 (TREE_PEAR_S0 + 1) #define TREE_PEAR_S2 (TREE_PEAR_S1 + 1) #define TREE_PEAR_NOFRUIT_0 (TREE_PEAR_S2 + 1) /* fully grown, no fruit */ #define TREE_PEAR_NOFRUIT_1 (TREE_PEAR_NOFRUIT_0 + 1) #define TREE_PEAR_NOFRUIT_2 (TREE_PEAR_NOFRUIT_1 + 1) #define TREE_PEAR_FRUIT (TREE_PEAR_NOFRUIT_2 + 1) /* cherry tree */ #define TREE_CHERRY_SAPLING (TREE_PEAR_FRUIT + 1) #define TREE_CHERRY_S0 (TREE_CHERRY_SAPLING + 1) #define TREE_CHERRY_S1 (TREE_CHERRY_S0 + 1) #define TREE_CHERRY_S2 (TREE_CHERRY_S1 + 1) #define TREE_CHERRY_NOFRUIT_0 (TREE_CHERRY_S2 + 1) /* fully grown, no fruit */ #define TREE_CHERRY_NOFRUIT_1 (TREE_CHERRY_NOFRUIT_0 + 1) #define TREE_CHERRY_NOFRUIT_2 (TREE_CHERRY_NOFRUIT_1 + 1) #define TREE_CHERRY_FRUIT (TREE_CHERRY_NOFRUIT_2 + 1) /* money tree (1,000 Bells) */ #define TREE_1000BELLS_SAPLING (TREE_CHERRY_FRUIT + 1) #define TREE_1000BELLS_S0 (TREE_1000BELLS_SAPLING + 1) #define TREE_1000BELLS_S1 (TREE_1000BELLS_S0 + 1) #define TREE_1000BELLS_S2 (TREE_1000BELLS_S1 + 1) #define TREE_1000BELLS (TREE_1000BELLS_S2 + 1) /* fully grown w/ bells */ /* money tree (10,000 Bells) */ #define TREE_10000BELLS_SAPLING (TREE_1000BELLS + 1) #define TREE_10000BELLS_S0 (TREE_10000BELLS_SAPLING + 1) #define TREE_10000BELLS_S1 (TREE_10000BELLS_S0 + 1) #define TREE_10000BELLS_S2 (TREE_10000BELLS_S1 + 1) #define TREE_10000BELLS (TREE_10000BELLS_S2 + 1) /* fully grown w/ bells */ /* money tree (30,000 Bells) */ #define TREE_30000BELLS_SAPLING (TREE_10000BELLS + 1) #define TREE_30000BELLS_S0 (TREE_30000BELLS_SAPLING + 1) #define TREE_30000BELLS_S1 (TREE_30000BELLS_S0 + 1) #define TREE_30000BELLS_S2 (TREE_30000BELLS_S1 + 1) #define TREE_30000BELLS (TREE_30000BELLS_S2 + 1) /* fully grown w/ bells */ /* flower leaves (unused growth stage) */ #define FLOWER_LEAVES_PANSIES0 (TREE_30000BELLS + 1) /* white */ #define FLOWER_LEAVES_PANSIES1 (FLOWER_LEAVES_PANSIES0 + 1) /* purple */ #define FLOWER_LEAVES_PANSIES2 (FLOWER_LEAVES_PANSIES1 + 1) /* yellow */ #define FLOWER_LEAVES_COSMOS0 (FLOWER_LEAVES_PANSIES2 + 1) /* yellow */ #define FLOWER_LEAVES_COSMOS1 (FLOWER_LEAVES_COSMOS0 + 1) /* purple */ #define FLOWER_LEAVES_COSMOS2 (FLOWER_LEAVES_COSMOS1 + 1) /* blue */ #define FLOWER_LEAVES_TULIP0 (FLOWER_LEAVES_COSMOS2 + 1) /* red */ #define FLOWER_LEAVES_TULIP1 (FLOWER_LEAVES_TULIP0 + 1) /* white */ #define FLOWER_LEAVES_TULIP2 (FLOWER_LEAVES_TULIP1 + 1) /* yellow */ /* flowers */ #define FLOWER_PANSIES0 (FLOWER_LEAVES_TULIP2 + 1) /* white */ #define FLOWER_PANSIES1 (FLOWER_PANSIES0 + 1) /* purple */ #define FLOWER_PANSIES2 (FLOWER_PANSIES1 + 1) /* yellow */ #define FLOWER_COSMOS0 (FLOWER_PANSIES2 + 1) /* yellow */ #define FLOWER_COSMOS1 (FLOWER_COSMOS0 + 1) /* purple */ #define FLOWER_COSMOS2 (FLOWER_COSMOS1 + 1) /* blue */ #define FLOWER_TULIP0 (FLOWER_COSMOS2 + 1) /* red */ #define FLOWER_TULIP1 (FLOWER_TULIP0 + 1) /* white */ #define FLOWER_TULIP2 (FLOWER_TULIP1 + 1) /* yellow */ /* dead sapling */ #define DEAD_SAPLING (FLOWER_TULIP2 + 1) /* money tree (100 Bells) */ #define TREE_100BELLS_SAPLING (DEAD_SAPLING + 1) #define TREE_100BELLS_S0 (TREE_100BELLS_SAPLING + 1) #define TREE_100BELLS_S1 (TREE_100BELLS_S0 + 1) #define TREE_100BELLS_S2 (TREE_100BELLS_S1 + 1) #define TREE_100BELLS (TREE_100BELLS_S2 + 1) /* fully grown w/ bells */ /* palm tree */ #define TREE_PALM_SAPLING (TREE_100BELLS + 1) #define TREE_PALM_S0 (TREE_PALM_SAPLING + 1) #define TREE_PALM_S1 (TREE_PALM_S0 + 1) #define TREE_PALM_S2 (TREE_PALM_S1 + 1) #define TREE_PALM_NOFRUIT_0 (TREE_PALM_S2 + 1) /* fully grown, no fruit */ #define TREE_PALM_NOFRUIT_1 (TREE_PALM_NOFRUIT_0 + 1) #define TREE_PALM_NOFRUIT_2 (TREE_PALM_NOFRUIT_1 + 1) #define TREE_PALM_FRUIT (TREE_PALM_NOFRUIT_2 + 1) #define DEAD_PALM_SAPLING (TREE_PALM_FRUIT + 1) /* cedar tree */ #define CEDAR_TREE_SAPLING (DEAD_PALM_SAPLING + 1) #define CEDAR_TREE_S0 (CEDAR_TREE_SAPLING + 1) #define CEDAR_TREE_S1 (CEDAR_TREE_S0 + 1) #define CEDAR_TREE_S2 (CEDAR_TREE_S1 + 1) #define CEDAR_TREE (CEDAR_TREE_S2 + 1) /* fully grown */ #define DEAD_CEDAR_SAPLING (CEDAR_TREE + 1) /* gold tree */ #define GOLD_TREE_SAPLING (DEAD_CEDAR_SAPLING + 1) #define GOLD_TREE_S0 (GOLD_TREE_SAPLING + 1) #define GOLD_TREE_S1 (GOLD_TREE_S0 + 1) #define GOLD_TREE_S2 (GOLD_TREE_S1 + 1) #define GOLD_TREE_SHOVEL (GOLD_TREE_S2 + 1) /* fully grown w/ golden shovel */ #define GOLD_TREE (GOLD_TREE_SHOVEL + 1) /* fully grown */ #define DEAD_GOLD_SAPLING (GOLD_TREE + 1) /* end of environmental objects */ #define SIGNBOARD_START 0x0900 #define SIGNBOARD (SIGNBOARD_START) #define SIGNBOARD0_PLR0 (SIGNBOARD_START + 1) #define SIGNBOARD1_PLR0 (SIGNBOARD0_PLR0 + 1) #define SIGNBOARD2_PLR0 (SIGNBOARD1_PLR0 + 1) #define SIGNBOARD3_PLR0 (SIGNBOARD2_PLR0 + 1) #define SIGNBOARD4_PLR0 (SIGNBOARD3_PLR0 + 1) #define SIGNBOARD5_PLR0 (SIGNBOARD4_PLR0 + 1) #define SIGNBOARD6_PLR0 (SIGNBOARD5_PLR0 + 1) #define SIGNBOARD7_PLR0 (SIGNBOARD6_PLR0 + 1) #define SIGNBOARD0_PLR1 (SIGNBOARD7_PLR0 + 1) #define SIGNBOARD1_PLR1 (SIGNBOARD0_PLR1 + 1) #define SIGNBOARD2_PLR1 (SIGNBOARD1_PLR1 + 1) #define SIGNBOARD3_PLR1 (SIGNBOARD2_PLR1 + 1) #define SIGNBOARD4_PLR1 (SIGNBOARD3_PLR1 + 1) #define SIGNBOARD5_PLR1 (SIGNBOARD4_PLR1 + 1) #define SIGNBOARD6_PLR1 (SIGNBOARD5_PLR1 + 1) #define SIGNBOARD7_PLR1 (SIGNBOARD6_PLR1 + 1) #define SIGNBOARD0_PLR2 (SIGNBOARD7_PLR1 + 1) #define SIGNBOARD1_PLR2 (SIGNBOARD0_PLR2 + 1) #define SIGNBOARD2_PLR2 (SIGNBOARD1_PLR2 + 1) #define SIGNBOARD3_PLR2 (SIGNBOARD2_PLR2 + 1) #define SIGNBOARD4_PLR2 (SIGNBOARD3_PLR2 + 1) #define SIGNBOARD5_PLR2 (SIGNBOARD4_PLR2 + 1) #define SIGNBOARD6_PLR2 (SIGNBOARD5_PLR2 + 1) #define SIGNBOARD7_PLR2 (SIGNBOARD6_PLR2 + 1) #define SIGNBOARD0_PLR3 (SIGNBOARD7_PLR2 + 1) #define SIGNBOARD1_PLR3 (SIGNBOARD0_PLR3 + 1) #define SIGNBOARD2_PLR3 (SIGNBOARD1_PLR3 + 1) #define SIGNBOARD3_PLR3 (SIGNBOARD2_PLR3 + 1) #define SIGNBOARD4_PLR3 (SIGNBOARD3_PLR3 + 1) #define SIGNBOARD5_PLR3 (SIGNBOARD4_PLR3 + 1) #define SIGNBOARD6_PLR3 (SIGNBOARD5_PLR3 + 1) #define SIGNBOARD7_PLR3 (SIGNBOARD6_PLR3 + 1) #define FTR0_START 0x1000 #define FTR_CLOTH_MANNIQUIN000_SOUTH 0x17AC #define FTR_REDALOHASHIRT 0x1814 #define FTR_BLUEALOHASHIRT 0x1818 #define FTR_CLOTH_MANNIQUIN254_SOUTH 0x1BA4 #define FTR_CLOTH_MANNIQUIN254_WEST 0x1BA7 #define FTR_CLOTH_MANNIQUIN_MY_ORIGINAL0 0x1BA8 #define FTR_UMBRELLA00_SOUTH 0x1D08 #define FTR_UMBRELLA31_WEST 0x1D87 #define FTR0_END 0x1FFF #define FTR_TAPEDECK 0x1E58 #define ITM_PAPER_START 0x2000 #define ITM_PAPER_STACK_TWO_START 0x2040 #define ITM_PAPER_STACK_THREE_START 0x2080 #define ITM_PAPER_STACK_FOUR_START 0x20C0 #define ITM_PAPER_END 0x2FFF #define ITM_TOOL_START 0x2200 #define ITM_NET ITM_TOOL_START #define ITM_AXE 0x2201 #define ITM_SHOVEL 0x2202 #define ITM_ROD 0x2203 #define ITM_GELATO_UMBRELLA 0x2204 #define ITM_DAFFODIL_PARASOL 0x2205 // TODO: other umbrellas #define ITM_FLAME_UMBRELLA 0x2223 #define ITM_MY_ORG_UMBRELLA0 0x2224 #define ITM_MY_ORG_UMBRELLA1 0x2225 #define ITM_MY_ORG_UMBRELLA2 0x2226 #define ITM_MY_ORG_UMBRELLA3 0x2227 #define ITM_MY_ORG_UMBRELLA4 0x2228 #define ITM_MY_ORG_UMBRELLA5 0x2229 #define ITM_MY_ORG_UMBRELLA6 0x222A #define ITM_MY_ORG_UMBRELLA7 0x222B #define ITM_SICKLE 0x222C #define ITM_RED_PAINT 0x222D #define ITM_ORANGE_PAINT 0x222E #define ITM_YELLOW_PAINT 0x222F #define ITM_PALE_GREEN_PAINT 0x2230 #define ITM_GREEN_PAINT 0x2231 #define ITM_SKY_BLUE_PAINT 0x2232 #define ITM_BLUE_PAINT 0x2233 #define ITM_PURPLE_PAINT 0x2234 #define ITM_PINK_PAINT 0x2235 #define ITM_BLACK_PAINT 0x2236 #define ITM_WHITE_PAINT 0x2237 #define ITM_BROWN_PAINT 0x2238 #define ITM_GOLDEN_NET 0x2239 #define ITM_GOLDEN_AXE 0x223A #define ITM_GOLDEN_SHOVEL 0x223B #define ITM_GOLDEN_ROD 0x223C #define ITM_AXE_USE_1 0x223D #define ITM_AXE_USE_2 0x223E #define ITM_AXE_USE_3 0x223F #define ITM_AXE_USE_4 0x2240 #define ITM_AXE_USE_5 0x2241 #define ITM_AXE_USE_6 0x2242 #define ITM_AXE_USE_7 0x2243 #define ITM_RED_BALLOON 0x2244 #define ITM_YELLOW_BALLOON 0x2245 #define ITM_BLUE_BALLOON 0x2246 #define ITM_GREEN_BALLOON 0x2247 #define ITM_PURPLE_BALLOON 0x2248 #define ITM_BUNNY_P_BALLOON 0x2249 #define ITM_BUNNY_B_BALLOON 0x224A #define ITM_BUNNY_O_BALLOON 0x224B #define ITM_YELLOW_PINWHEEL 0x224C #define ITM_RED_PINWHEEL 0x224D #define ITM_TIGER_PINWHEEL 0x224E #define ITM_GREEN_PINWHEEL 0x224F #define ITM_PINK_PINWHEEL 0x2250 #define ITM_STRIPED_PINWHEEL 0x2251 #define ITM_FLOWER_PINWHEEL 0x2252 #define ITM_FANCY_PINWHEEL 0x2253 #define ITM_BLUEBELL_FAN 0x2254 #define ITM_PLUM_FAN 0x2255 #define ITM_BAMBOO_FAN 0x2256 #define ITM_CLOUD_FAN 0x2257 #define ITM_MAPLE_FAN 0x2258 #define ITM_FAN_FAN 0x2259 #define ITM_FLOWER_FAN 0x225A #define ITM_LEAF_FAN 0x225B #define ITM_TOOL_END (ITM_LEAF_FAN + 1) #define ITM_CLOTH_START 0x2400 #define ITM_CLOTH_END 0x24FF #define ITM_DUST0_EMPTY_CAN 0x250E #define ITM_DUST1_BOOT 0x250F #define ITM_DUST2_OLD_TIRE 0x2510 #define ITM_PITFALL 0x2512 #define ITM_SIGNBOARD 0x251E #define ITM_FOOD_START 0x2800 #define ITM_FOOD_MUSHROOM 0x2805 #define ITM_FOOD_CANDY 0x2806 #define ITM_ENV_START 0x2900 #define ITM_SAPLING ITM_ENV_START #define ITM_CEDAR_SAPLING 0x2901 #define ITM_WHITE_PANSY_BAG 0x2902 #define ITM_PURPLE_PANSY_BAG 0x2903 #define ITM_YELLOW_PANSY_BAG 0x2904 #define ITM_WHITE_COSMOS_BAG 0x2905 #define ITM_PINK_COSMOS_BAG 0x2906 #define ITM_BLUE_COSMOS_BAG 0x2907 #define ITM_RED_TULIP_BAG 0x2908 #define ITM_WHITE_TULIP_BAG 0x2909 #define ITEM_YELLOW_TULIP_BAG 0x290A #define ITM_DIARY_START 0x2B00 #define ITM_COLLEGERULE ITM_DIARY_START #define ITM_CALLIGRAPHY_PAD 0x2B0F #define ITM_DIARY_END 0x2B10 #define ITM_KABU_10 0x2F00 #define ITM_KABU_50 0x2F01 #define ITM_KABU_100 0x2F02 #define ITM_KABU_SPOILED 0x2F03 #define FTR_ORANGEBOX 0x30F8 #define FTR_COLLEGERULE_SOUTH 0x30FC #define FTR_CALLIGRAPHY_PAD_WEST 0x313B #define DOOR_START 0x4000 #define DOOR0 DOOR_START /* 0x4000 */ #define DOOR1 (DOOR0 + 1) /* 0x4001 */ #define EXIT_DOOR 0x4080 #define SP_NPC_START 0xD000 #define SP_NPC_ARTIST (SP_NPC_START + 0) // D000 #define SP_NPC_BROKER (SP_NPC_START + 1) // D001 #define SP_NPC_DESIGNER (SP_NPC_START + 2) // D002 #define SP_NPC_POST_GIRL (SP_NPC_START + 3) // D003 #define SP_NPC_GUIDE (SP_NPC_START + 4) // D004 #define SP_NPC_GUIDE2 (SP_NPC_START + 5) // D005 #define SP_NPC_CARPETPEDDLER (SP_NPC_START + 6) // D006 #define SP_NPC_KABUPEDDLER (SP_NPC_START + 7) // D007 #define SP_NPC_SHOP_MASTER (SP_NPC_START + 8) // D008 #define SP_NPC_CONV_MASTER (SP_NPC_START + 9) // D009 #define SP_NPC_SUPER_MASTER (SP_NPC_START + 10) // D00A #define SP_NPC_DEPART_MASTER (SP_NPC_START + 11) // D00B #define SP_NPC_GYPSY (SP_NPC_START + 12) // D00C #define SP_NPC_POLICE (SP_NPC_START + 13) // D00D #define SP_NPC_STATION_MASTER (SP_NPC_START + 14) // D00E #define SP_NPC_SANTA (SP_NPC_START + 15) // D00F #define SP_NPC_POLICE2 (SP_NPC_START + 16) // D010 #define SP_NPC_POST_MAN (SP_NPC_START + 17) // D011 #define SP_NPC_POST_GIRL2 (SP_NPC_START + 18) // D012 #define SP_NPC_EV_BROKER2 (SP_NPC_START + 19) // D013 #define SP_NPC_RCN_GUIDE (SP_NPC_START + 20) // D014 // #define SP_NPC_P_SEL (SP_NPC_START + 24) // D018 #define SP_NPC_RCN_GUIDE2 (SP_NPC_START + 25) // D019 // #define SP_NPC_ANGLER (SP_NPC_START + 29) // D01D #define SP_NPC_SHOP_MASTERSP (SP_NPC_START + 30) // D01E #define SP_NPC_P_SEL2 (SP_NPC_START + 31) // D01F // #define SP_NPC_HALLOWEEN (SP_NPC_START + 37) // D025 #define SP_NPC_MAMEDANUKI0 (SP_NPC_START + 38) // D026 // #define SP_NPC_EV_YOMISE (SP_NPC_START + 44) // D02C // #define SP_NPC_MAMEDANUKI1 (SP_NPC_START + 55) // D037 #define SP_NPC_SLEEP_OBABA (SP_NPC_START + 56) // D038 // #define SP_NPC_EV_MIKO (SP_NPC_START + 61) // D03D #define SP_NPC_MAJIN (SP_NPC_START + 62) // D03E // #define SP_NPC_TOTAKEKE (SP_NPC_START + 93) // D05D // #define SP_NPC_EV_DOZAEMON (SP_NPC_START + 100) // D064 #define SP_NPC_MAJIN2 (SP_NPC_START + 101) // D065 #define SP_NPC_RTC (SP_NPC_START + 102) // D066 #define SP_NPC_ENGINEER (SP_NPC_START + 103) // D067 #define SP_NPC_MAJIN3 (SP_NPC_START + 104) // D068 #define SP_NPC_MAJIN4 (SP_NPC_START + 105) // D069 #define SP_NPC_RESTART (SP_NPC_START + 106) // D06A #define SP_NPC_MAJIN5 (SP_NPC_START + 107) // D06B #define SP_NPC_EV_DOKUTU (SP_NPC_START + 108) // D06C #define SP_NPC_CURATOR (SP_NPC_START + 109) // D06D #define SP_NPC_EV_SONCHO (SP_NPC_START + 110) // D06E #define SP_NPC_EV_GHOST (SP_NPC_START + 111) // D06F #define SP_NPC_NEEDLEWORK0 (SP_NPC_START + 112) // D070 #define SP_NPC_NEEDLEWORK1 (SP_NPC_START + 113) // D071 #define SP_NPC_SENDO (SP_NPC_START + 114) // D072 // #define SP_NPC_EV_SONCHO2 (SP_NPC_START + 116) // D074 #define SP_NPC_MASK_CAT (SP_NPC_START + 117) // D075 #define SP_NPC_MASK_CAT2 (SP_NPC_START + 118) // D076 // #define SP_NPC_SASHO (SP_NPC_START + 122) // D07A // #define SP_NPC_MAJIN_BROTHER (SP_NPC_START + 126) // D07E #define SP_NPC_SONCHO (SP_NPC_START + 127) // D07F // #define SP_NPC_EV_MAJIN (SP_NPC_START + 129) // D081 // #define SP_NPC_EV_SPEECH_SONCHO (SP_NPC_START + 135) // D087 // #define SP_NPC_TURKEY (SP_NPC_START + 141) // D08D #define SP_NPC_HEM (SP_NPC_START + 142) // D08E #define NPC_START 0xE000 #define NPC_BOB NPC_START // TODO: Finish #define NPC_JOEY 0xE048 #define NPC_PAOLO 0xE04C #define NPC_JANE 0xE061 #define NPC_CARRIE 0xE06F #define NPC_SAMSON 0xE07D #define NPC_BUZZ 0xE08C #define NPC_CUBE 0xE093 #define NPC_RASHER 0xE09B #define NPC_TANK 0xE0AA #define NPC_VESTA 0xE0AD #define NPC_TYBALT 0xE0B6 #define NPC_LOBO 0xE0B9 #define NPC_BIFF 0xE0C2 #define RSV_DOOR 0xFE1B #define RSV_WALL_NO 0xFFFE /* interior wall item, no collision */ #define RSV_NO 0xFFFF /* reserved space, can't interact but no collision */ #ifdef __cplusplus } #endif #endif