mirror of
https://github.com/zeldaret/mm.git
synced 2024-11-24 05:19:53 +00:00
8e45eb7b1f
* Import Data * More functions * cleanup * Add Enum * Many changes, PR and add-ons * Fix bss * Better data * Extra space * DoubleDefense is boolean * Missed a macro * More enums missed * macro -> enum * More item cleanup... * missing/wrong quest items * Next PR Review * Revert Interface_AddMagic to Parameter_AddMagic * Remove QUEST_HEART_CONTAINER * Fix bss * Move Color_RGB16 up + fix incorrect numbers * Add texture pointers * Add comment * EQUIP_SLOT_A * rm redundant comment * Fix merge * PR Suggestions * fix bss
220 lines
10 KiB
C
220 lines
10 KiB
C
#ifndef MACROS_H
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#define MACROS_H
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#include "libc/stdint.h"
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#include "ultra64/convert.h"
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#include "z64.h"
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 240
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#define SCREEN_WIDTH_HIGH_RES 576
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#define SCREEN_HEIGHT_HIGH_RES 454
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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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// TODO: After uintptr_t cast change should have an AVOID_UB target that just toggles the KSEG0 bit in the address rather than add/sub 0x80000000
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#define PHYSICAL_TO_VIRTUAL(addr) ((uintptr_t)(addr) + RDRAM_CACHED)
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#define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - RDRAM_CACHED)
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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(play) ((play)->cameraPtrs[(play)->activeCamId])
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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(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].first)
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#define GET_FIRST_ENEMY(play) ((Actor*)(play)->actorCtx.actorLists[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.save.linkAge == 1)
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#define LINK_IS_ADULT (gSaveContext.save.linkAge == 0)
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#define CURRENT_DAY (((void)0, gSaveContext.save.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 DAY_LENGTH (CLOCK_TIME(24, 0))
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#define TIME_TO_MINUTES_F(time) ((time) * ((24.0f * 60.0f) / 0x10000)) // 0.021972656f
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#define CLOCK_TIME_F(hr, min) (((hr) * 60.0f + (min)) * (0x10000 / (24.0f * 60.0f)))
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#define TIME_TO_MINUTES_ALT_F(time) ((time) / (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 SLOT(item) gItemSlots[item]
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#define AMMO(item) gSaveContext.save.inventory.ammo[SLOT(item)]
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#define INV_CONTENT(item) gSaveContext.save.inventory.items[SLOT(item)]
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#define GET_INV_CONTENT(item) ((void)0, gSaveContext.save.inventory.items)[SLOT(item)]
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#define CUR_FORM ((gSaveContext.save.playerForm == PLAYER_FORM_HUMAN) ? 0 : gSaveContext.save.playerForm)
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#define GET_SAVE_EQUIPS_EQUIPMENT ((void)0, gSaveContext.save.equips.equipment)
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#define GET_SAVE_INVENTORY_UPGRADES ((void)0, gSaveContext.save.inventory.upgrades)
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#define GET_SAVE_INVENTORY_QUEST_ITEMS ((void)0, gSaveContext.save.inventory.questItems)
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#define GET_CUR_EQUIP_VALUE(equip) ((GET_SAVE_EQUIPS_EQUIPMENT & gEquipMasks[equip]) >> gEquipShifts[equip])
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#define CUR_UPG_VALUE(upg) ((gSaveContext.save.inventory.upgrades & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
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#define GET_CUR_UPG_VALUE(upg) ((GET_SAVE_INVENTORY_UPGRADES & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
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#define SET_EQUIP_VALUE(equip, value) (gSaveContext.save.equips.equipment = ((GET_SAVE_EQUIPS_EQUIPMENT & gEquipNegMasks[equip]) | (u16)((u16)(value) << gEquipShifts[equip])))
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#define BUTTON_ITEM_EQUIP(form, button) (gSaveContext.save.equips.buttonItems[form][button])
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#define CUR_FORM_EQUIP(button) BUTTON_ITEM_EQUIP(CUR_FORM, button)
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#define C_SLOT_EQUIP(form, button) (gSaveContext.save.equips.cButtonSlots[form][button])
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#define CHECK_QUEST_ITEM(item) (GET_SAVE_INVENTORY_QUEST_ITEMS & gBitFlags[item])
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#define SET_QUEST_ITEM(item) (gSaveContext.save.inventory.questItems = (GET_SAVE_INVENTORY_QUEST_ITEMS | gBitFlags[item]))
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#define REMOVE_QUEST_ITEM(item) (gSaveContext.save.inventory.questItems = (GET_SAVE_INVENTORY_QUEST_ITEMS & (-1 - gBitFlags[item])))
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#define CHECK_DUNGEON_ITEM(item, dungeonIndex) (gSaveContext.save.inventory.dungeonItems[(void)0, dungeonIndex] & gBitFlags[item])
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#define SET_DUNGEON_ITEM(item, dungeonIndex) (gSaveContext.save.inventory.dungeonItems[(void)0, dungeonIndex] |= (u8)gBitFlags[item])
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#define DUNGEON_KEY_COUNT(dungeonIndex) (gSaveContext.save.inventory.dungeonKeys[(void)0, dungeonIndex])
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#define GET_CUR_FORM_BTN_ITEM(btn) ((u8)((btn) == EQUIP_SLOT_B ? BUTTON_ITEM_EQUIP(CUR_FORM, btn) : BUTTON_ITEM_EQUIP(0, btn)))
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#define GET_CUR_FORM_BTN_SLOT(btn) ((u8)((btn) == EQUIP_SLOT_B ? C_SLOT_EQUIP(CUR_FORM, btn) : C_SLOT_EQUIP(0, btn)))
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#define SET_CUR_FORM_BTN_ITEM(btn, item) \
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if ((btn) == EQUIP_SLOT_B) { \
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BUTTON_ITEM_EQUIP(CUR_FORM, (btn)) = (item); \
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} else { \
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BUTTON_ITEM_EQUIP(0, (btn)) = (item); \
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} \
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(void)0
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#define SET_CUR_FORM_BTN_SLOT(btn, item) \
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if ((btn) == EQUIP_SLOT_B) { \
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C_SLOT_EQUIP(CUR_FORM, (btn)) = (item); \
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} else { \
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C_SLOT_EQUIP(0, (btn)) = (item); \
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} \
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(void)0
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#define STOLEN_ITEM_NONE (0)
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#define STOLEN_ITEM_1 ((gSaveContext.save.stolenItems & 0xFF000000) >> 0x18)
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#define STOLEN_ITEM_2 ((gSaveContext.save.stolenItems & 0x00FF0000) >> 0x10)
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#define SET_STOLEN_ITEM_1(itemId) \
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(gSaveContext.save.stolenItems = (gSaveContext.save.stolenItems & ~0xFF000000) | ((itemId & 0xFF) << 0x18))
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#define SET_STOLEN_ITEM_2(itemId) \
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(gSaveContext.save.stolenItems = (gSaveContext.save.stolenItems & ~0x00FF0000) | ((itemId & 0xFF) << 0x10))
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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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#define CONTROLLER1(gameState) (&(gameState)->input[0])
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#define CONTROLLER2(gameState) (&(gameState)->input[1])
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#define CONTROLLER3(gameState) (&(gameState)->input[2])
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#define CONTROLLER4(gameState) (&(gameState)->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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#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
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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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#define DEBUG_DISP __gfxCtx->debug.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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(void)0; \
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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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// Custom gbi macro
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#define gDPSetTileCustom(pkt, fmt, siz, width, height, pal, cms, cmt, masks, maskt, shifts, shiftt) \
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{ \
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gDPPipeSync(pkt); \
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gDPTileSync(pkt); \
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gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, \
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masks, shifts); \
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gDPTileSync(pkt); \
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gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_RENDERTILE, pal, cmt, maskt, shiftt, \
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cms, masks, shifts); \
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gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, ((width)-1) << G_TEXTURE_IMAGE_FRAC, \
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((height)-1) << G_TEXTURE_IMAGE_FRAC); \
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} \
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(void)0
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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 ALIGN64(val) (((val) + 0x3F) & ~0x3F)
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#define ALIGN256(val) (((val) + 0xFF) & ~0xFF)
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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))
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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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#define OVERLAY_RELOCATION_OFFSET(overlayEntry) ((uintptr_t)((overlayEntry)->vramStart) - (uintptr_t)((overlayEntry)->loadedRamAddr))
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#define VRAM_PTR_SIZE(entry) ((uintptr_t)((entry)->vramEnd) - (uintptr_t)((entry)->vramStart))
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#ifdef __GNUC__
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#define ALIGNED8 __attribute__ ((aligned (8)))
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#else
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#define ALIGNED8
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#endif
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#endif // MACROS_H
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