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ef53ba8261
* game over * Fixes * Revert save field rename * Fix comment indent Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Add bss reordering stuff, fix bss reordering in z_scene_proc * Enum uggestions, fix item id * link -> player in enum comments Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
144 lines
5.8 KiB
C
144 lines
5.8 KiB
C
#ifndef _MACROS_H_
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#define _MACROS_H_
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#include "stdint.h"
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#include "convert.h"
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#include "z64.h"
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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 HW_REG(reg, type) *(volatile type*)((reg) | 0xa0000000)
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// TODO: After uintptr_t cast change should have an AVOID_UB target that just toggles the KSEG0 bit in the address
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// rather than add/sub 0x80000000
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#define PHYSICAL_TO_VIRTUAL(addr) ((uintptr_t)(addr) + 0x80000000)
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#define PHYSICAL_TO_VIRTUAL2(addr) ((uintptr_t)(addr)-0x80000000)
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#define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr)-0x80000000)
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#define SEGMENTED_TO_VIRTUAL(addr) (void*)(PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)]) + SEGMENT_OFFSET(addr))
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#define GET_ACTIVE_CAM(globalCtx) ((globalCtx)->cameraPtrs[(globalCtx)->activeCamera])
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#define MAIN_CAM 0
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#define SUBCAM_FREE 0
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#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
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(curState)->nextGameStateInit = (GameStateFunc)newInit; \
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(curState)->nextGameStateSize = sizeof(newStruct)
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#define SET_FULLSCREEN_VIEWPORT(view) \
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{ \
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Viewport viewport; \
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viewport.bottomY = SCREEN_HEIGHT; \
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viewport.rightX = SCREEN_WIDTH; \
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viewport.topY = 0; \
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viewport.leftX = 0; \
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View_SetViewport(view, &viewport); \
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} \
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(void)0
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#define GET_PLAYER(globalCtx) ((Player*)(globalCtx)->actorCtx.actorList[ACTORCAT_PLAYER].first)
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#define GET_FIRST_ENEMY(globalCtx) ((Actor*)(globalCtx)->actorCtx.actorList[ACTORCAT_ENEMY].first)
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// linkAge still exists in MM, but is always set to 0 (always adult)
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// There are remnants of these macros from OOT, but they are essentially useless
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//#define LINK_IS_CHILD (gSaveContext.linkAge != 0)
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#define LINK_IS_ADULT (gSaveContext.linkAge == 0)
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#define CURRENT_DAY (((void)0, gSaveContext.day) % 5)
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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 SLOT(item) gItemSlots[item]
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#define AMMO(item) gSaveContext.inventory.ammo[SLOT(item)]
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#define INV_CONTENT(item) gSaveContext.inventory.items[SLOT(item)]
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#define ALL_EQUIP_VALUE_VOID(equip) \
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((((void)0, gSaveContext.inventory.equipment) & gEquipMasks[equip]) >> gEquipShifts[equip])
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#define CUR_EQUIP_VALUE_VOID(equip) \
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((((void)0, gSaveContext.equips.equipment) & gEquipMasks[equip]) >> gEquipShifts[equip])
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#define CUR_UPG_VALUE_VOID(upg) \
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((((void)0, gSaveContext.inventory.upgrades) & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
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#define CUR_FORM ((gSaveContext.playerForm == PLAYER_FORM_HUMAN) ? 0 : gSaveContext.playerForm)
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#define ALL_EQUIP_VALUE(equip) ((gSaveContext.inventory.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
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#define CUR_EQUIP_VALUE(equip) ((gSaveContext.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
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#define CUR_UPG_VALUE(upg) ((gSaveContext.inventory.upgrades & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
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#define TAKE_EQUIPPED_ITEM(equip) (gSaveContext.equips.equipment = ((((void)0, gSaveContext.equips.equipment) & (gEquipNegMasks[equip])) | (u16)(0 << gEquipShifts[equip])))
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#define CUR_FORM_EQUIP(button) (gSaveContext.equips.buttonItems[CUR_FORM][button])
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#define CHECK_QUEST_ITEM(item) (((void)0, gSaveContext.inventory.questItems) & gBitFlags[item])
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#define REMOVE_QUEST_ITEM(item) (gSaveContext.inventory.questItems = (((void)0, gSaveContext.inventory.questItems) & (-1 - gBitFlags[item])))
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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) - 4)
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#define CONTROLLER1(globalCtx) (&(globalCtx)->state.input[0])
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#define CONTROLLER2(globalCtx) (&(globalCtx)->state.input[1])
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#define CONTROLLER3(globalCtx) (&(globalCtx)->state.input[2])
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#define CONTROLLER4(globalCtx) (&(globalCtx)->state.input[3])
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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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extern GraphicsContext* __gfxCtx;
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#define WORK_DISP __gfxCtx->work.p
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#define POLY_OPA_DISP __gfxCtx->polyOpa.p
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#define POLY_XLU_DISP __gfxCtx->polyXlu.p
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#define OVERLAY_DISP __gfxCtx->overlay.p
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// __gfxCtx shouldn't be used directly.
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// Use the DISP macros defined above when writing to display buffers.
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#define OPEN_DISPS(gfxCtx) \
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{ \
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GraphicsContext* __gfxCtx = gfxCtx; \
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s32 __dispPad
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#define CLOSE_DISPS(gfxCtx) \
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} \
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(void)0
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/**
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* `x` vertex x
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* `y` vertex y
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* `z` vertex z
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* `s` texture s coordinate
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* `t` texture t coordinate
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* `crnx` red component of color vertex, or x component of normal vertex
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* `cgny` green component of color vertex, or y component of normal vertex
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* `cbnz` blue component of color vertex, or z component of normal vertex
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* `a` alpha
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*/
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#define VTX(x, y, z, s, t, crnx, cgny, cbnz, a) \
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{ { { x, y, z }, 0, { s, t }, { crnx, cgny, cbnz, a } }, }
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#define VTX_T(x, y, z, s, t, cr, cg, cb, a) \
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{ { x, y, z }, 0, { s, t }, { cr, cg, cb, a }, }
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#define GRAPH_ALLOC(gfxCtx, size) ((void*)((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - (size))))
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#define ALIGN8(val) (((val) + 7) & ~7)
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#define ALIGN16(val) (((val) + 0xF) & ~0xF)
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#define SQ(x) ((x) * (x))
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#define ABS(x) ((x) >= 0 ? (x) : -(x))
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#define ABS_ALT(x) ((x) < 0 ? -(x) : (x))
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#define DECR(x) ((x) == 0 ? 0 : ((x) -= 1))
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#define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (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 ROUND(x) (s32)(((x) >= 0.0) ? ((x) + 0.5) : ((x) - 0.5))
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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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#endif // _MACROS_H_
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