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* z64play.h * Move macros, functions and variables to header * cleanup * Reduce needed headers on z_collision_check * Change play functions to take PlayState * Move `Actor_ProcessInitChain` to `ichain.h` * format * Update src/code/z_play.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Add macros.h to sys_math3d.c * Rename SequenceContext to SceneSequences --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
78 lines
2.9 KiB
C
78 lines
2.9 KiB
C
#ifndef MACROS_H
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#define MACROS_H
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#include "stdint.h"
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 240
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#define SCREEN_WIDTH_HIRES 640
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#define SCREEN_HEIGHT_HIRES 480
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#define HIRES_BUFFER_WIDTH 576
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#define HIRES_BUFFER_HEIGHT 454
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#define PROJECTED_TO_SCREEN_X(projectedPos, invW) ((projectedPos).x * (invW) * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2))
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#define PROJECTED_TO_SCREEN_Y(projectedPos, invW) ((projectedPos).y * (invW) * (-SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2))
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#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
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#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))
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#define ARRAY_COUNT_2D(arr) (ARRAY_COUNT(arr) * ARRAY_COUNT(arr[0]))
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#define CLOCK_TIME(hr, min) (s32)(((hr) * 60 + (min)) * 0x10000 / (24 * 60))
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#define CLOCK_TIME_MINUTE (CLOCK_TIME(0, 1))
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#define CLOCK_TIME_HOUR (CLOCK_TIME(1, 0))
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#define DAY_LENGTH (CLOCK_TIME(24, 0))
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#define TIME_TO_HOURS_F(time) ((time) * (24.0f / 0x10000))
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#define TIME_TO_HOURS_F_ALT(time) (TIME_TO_MINUTES_F(time) / 60.0f)
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#define TIME_TO_MINUTES_F(time) ((time) * ((24.0f * 60.0f) / 0x10000)) // 0.021972656f
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#define TIME_TO_MINUTES_ALT_F(time) ((time) / (0x10000 / (24.0f * 60.0f)))
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#define TIME_TO_SECONDS_F(time) ((time) * ((24.0f * 60.0f * 60.0f) / 0x10000))
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#define CLOCK_TIME_F(hr, min) (((hr) * 60.0f + (min)) * (0x10000 / (24.0f * 60.0f)))
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#define CLOCK_TIME_ALT_F(hr, min) (((hr) * 60.0f + (min)) / (24.0f * 60.0f / 0x10000))
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#define CLOCK_TIME_ALT2_F(hr, min) ((((hr) + (min) / 60.0f) * 60.0f) / (24.0f * 60.0f / 0x10000))
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#define CLOCK_TIME_HOUR_F (CLOCK_TIME_F(1, 0))
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#define CAPACITY(upg, value) gUpgradeCapacities[upg][value]
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#define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg))
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// To be used with `Magic_Add`, but ensures enough magic is added to fill the magic bar to capacity
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#define MAGIC_FILL_TO_CAPACITY (((void)0, gSaveContext.magicFillTarget) + (gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER)
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#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
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#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
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#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
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#define BIT_FLAG_TO_SHIFT(flag) \
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((flag & 0x80) ? 7 : \
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(flag & 0x40) ? 6 : \
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(flag & 0x20) ? 5 : \
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(flag & 0x10) ? 4 : \
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(flag & 0x8) ? 3 : \
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(flag & 0x4) ? 2 : \
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(flag & 0x2) ? 1 : \
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(flag & 0x1) ? 0 : \
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0)
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#define DECR(x) ((x) == 0 ? 0 : --(x))
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//! checks min first
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#define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x))
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//! checks max first
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#define CLAMP_ALT(x, min, max) ((x) > (max) ? (max) : (x) < (min) ? (min) : (x))
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#define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x))
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#define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x))
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#define SWAP(type, a, b) \
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{ \
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type _temp = (a); \
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(a) = (b); \
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(b) = _temp; \
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} \
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(void)0
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#endif // MACROS_H
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