mm/include/macros.h
Anghelo Carvajal 506e215547
Yet another header cleanup (#1508)
* lights.c

* z64skin_matrix.h

* Move out some stuff from macros.h

* gamealloc.h

* move most transition functions to z64transition.h

* z64lib.h

* `include` cleanup on transition files

* z_overlay cleanup

* z64malloc.h

* format

* forgot to remove those

* forgot this

* fix borken includes
2023-11-23 13:55:05 +11:00

88 lines
3.3 KiB
C

#ifndef MACROS_H
#define MACROS_H
#include "libc/stdint.h"
#include "PR/os_convert.h"
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
#define SCREEN_WIDTH_HIRES 640
#define SCREEN_HEIGHT_HIRES 480
#define HIRES_BUFFER_WIDTH 576
#define HIRES_BUFFER_HEIGHT 454
#define PROJECTED_TO_SCREEN_X(projectedPos, invW) ((projectedPos).x * (invW) * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2))
#define PROJECTED_TO_SCREEN_Y(projectedPos, invW) ((projectedPos).y * (invW) * (-SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2))
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNT_2D(arr) (ARRAY_COUNT(arr) * ARRAY_COUNT(arr[0]))
#define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamId])
#define GET_PLAYER(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].first)
#define GET_FIRST_ENEMY(play) ((Actor*)(play)->actorCtx.actorLists[ACTORCAT_ENEMY].first)
#define CLOCK_TIME(hr, min) (s32)(((hr) * 60 + (min)) * 0x10000 / (24 * 60))
#define CLOCK_TIME_MINUTE (CLOCK_TIME(0, 1))
#define CLOCK_TIME_HOUR (CLOCK_TIME(1, 0))
#define DAY_LENGTH (CLOCK_TIME(24, 0))
#define TIME_TO_HOURS_F(time) ((time) * (24.0f / 0x10000))
#define TIME_TO_HOURS_F_ALT(time) (TIME_TO_MINUTES_F(time) / 60.0f)
#define TIME_TO_MINUTES_F(time) ((time) * ((24.0f * 60.0f) / 0x10000)) // 0.021972656f
#define TIME_TO_MINUTES_ALT_F(time) ((time) / (0x10000 / (24.0f * 60.0f)))
#define TIME_TO_SECONDS_F(time) ((time) * ((24.0f * 60.0f * 60.0f) / 0x10000))
#define CLOCK_TIME_F(hr, min) (((hr) * 60.0f + (min)) * (0x10000 / (24.0f * 60.0f)))
#define CLOCK_TIME_ALT_F(hr, min) (((hr) * 60.0f + (min)) / (24.0f * 60.0f / 0x10000))
#define CLOCK_TIME_ALT2_F(hr, min) ((((hr) + (min) / 60.0f) * 60.0f) / (24.0f * 60.0f / 0x10000))
#define CLOCK_TIME_HOUR_F (CLOCK_TIME_F(1, 0))
#define CAPACITY(upg, value) gUpgradeCapacities[upg][value]
#define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg))
// To be used with `Magic_Add`, but ensures enough magic is added to fill the magic bar to capacity
#define MAGIC_FILL_TO_CAPACITY (((void)0, gSaveContext.magicFillTarget) + (gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER)
#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
#define BIT_FLAG_TO_SHIFT(flag) \
((flag & 0x80) ? 7 : \
(flag & 0x40) ? 6 : \
(flag & 0x20) ? 5 : \
(flag & 0x10) ? 4 : \
(flag & 0x8) ? 3 : \
(flag & 0x4) ? 2 : \
(flag & 0x2) ? 1 : \
(flag & 0x1) ? 0 : \
0)
#define SQ(x) ((x) * (x))
#define ABS(x) ((x) >= 0 ? (x) : -(x))
#define ABS_ALT(x) ((x) < 0 ? -(x) : (x))
#define DECR(x) ((x) == 0 ? 0 : --(x))
//! checks min first
#define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x))
//! checks max first
#define CLAMP_ALT(x, min, max) ((x) > (max) ? (max) : (x) < (min) ? (min) : (x))
#define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x))
#define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x))
#define SWAP(type, a, b) \
{ \
type _temp = (a); \
(a) = (b); \
(b) = _temp; \
} \
(void)0
#endif // MACROS_H