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f26e77ba40
* LINKER_FILES in makefile
* COLPOLY_GET_NORMAL
* math header
* libc
* M_PI for cosf and sinf files
* MAXFLOAT
* Revert "MAXFLOAT"
This reverts commit 96b75ffaa8
.
* Remove SHT_MINV
* SHRT_MAX
* Add M_PI
* Angle macros
* f suffix
* Format
117 lines
4.1 KiB
C
117 lines
4.1 KiB
C
#ifndef Z64GAME_H
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#define Z64GAME_H
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#include "ultra64.h"
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#include "stdbool.h"
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#include "stdint.h"
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#include "gamealloc.h"
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#include "padmgr.h"
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#include "padutils.h"
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#include "romfile.h"
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#include "tha.h"
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#include "unk.h"
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struct GraphicsContext;
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struct GameState;
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#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) enumName,
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#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
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typedef enum GameStateId {
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#include "tables/gamestate_table.h"
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/* 0x07 */ GAMESTATE_ID_MAX
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} GameStateId;
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#undef DEFINE_GAMESTATE
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#undef DEFINE_GAMESTATE_INTERNAL
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typedef void (*GameStateFunc)(struct GameState* gameState);
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typedef struct GameStateOverlay {
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/* 0x00 */ void* loadedRamAddr;
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/* 0x04 */ RomFile file; // if applicable
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/* 0x0C */ void* vramStart; // if applicable
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/* 0x10 */ void* vramEnd; // if applicable
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/* 0x14 */ UNK_PTR unk_14;
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/* 0x18 */ GameStateFunc init; // initializes and executes the given context
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/* 0x1C */ GameStateFunc destroy; // deconstructs the context, and sets the next context to load
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/* 0x20 */ UNK_PTR unk_20;
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/* 0x24 */ UNK_PTR unk_24;
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/* 0x28 */ UNK_TYPE unk_28;
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/* 0x2C */ size_t instanceSize;
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} GameStateOverlay; // size = 0x30
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typedef struct GameState {
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/* 0x00 */ struct GraphicsContext* gfxCtx;
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/* 0x04 */ GameStateFunc main;
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/* 0x08 */ GameStateFunc destroy;
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/* 0x0C */ GameStateFunc init; // Usually the current game state's init, though after stopping, the graph thread will look here to determine the next game state to load.
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/* 0x10 */ size_t size;
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/* 0x14 */ Input input[MAXCONTROLLERS];
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/* 0x74 */ TwoHeadArena tha;
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/* 0x84 */ GameAlloc alloc;
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/* 0x98 */ UNK_TYPE1 pad98[0x3];
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/* 0x9B */ u8 running; // If 0, switch to next game state
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/* 0x9C */ u32 frames;
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/* 0xA0 */ u8 padA0[0x2];
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/* 0xA2 */ u8 framerateDivisor;
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/* 0xA3 */ u8 unk_A3;
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} GameState; // size = 0xA4
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void GameState_UpdateFramerateDivisors(s32 divisor);
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void GameState_SetFramerateDivisor(GameState* gameState, s32 divisor);
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void GameState_SetFBFilter(Gfx** gfxP, void* zbuffer);
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void GameState_Noop(GameState* gameState);
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void GameState_Draw(GameState* gameState, struct GraphicsContext* gfxCtx);
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void GameState_SetFrameBuffer(struct GraphicsContext* gfxCtx);
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void GameState_DrawEnd(struct GraphicsContext* gfxCtx);
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void GameState_GetInput(GameState* gameState);
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void GameState_Update(GameState* gameState);
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void GameState_IncrementFrameCount(GameState* gameState);
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void GameState_InitArena(GameState* gameState, size_t size);
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void GameState_Realloc(GameState* gameState, size_t size);
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void GameState_Init(GameState* gameState, GameStateFunc init, struct GraphicsContext* gfxCtx);
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void GameState_Destroy(GameState* gameState);
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GameStateFunc GameState_GetInit(GameState* gameState);
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size_t GameState_GetSize(GameState* gameState);
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u32 GameState_IsRunning(GameState* gameState);
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s32 GameState_GetArenaSize(GameState* gameState);
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s32 func_80173B48(GameState* gameState);
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extern s32 gFramerateDivisor;
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extern f32 gFramerateDivisorF;
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extern f32 gFramerateDivisorHalf;
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extern f32 gFramerateDivisorThird;
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extern GameStateOverlay gGameStateOverlayTable[GAMESTATE_ID_MAX];
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extern GameStateId gGraphNumGameStates;
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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 STOP_GAMESTATE(curState) \
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do { \
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GameState* state = curState; \
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\
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state->running = false; \
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} while(0)
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#define SET_NEXT_GAMESTATE(curState, nextInit, nextSize) \
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do { \
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GameState* state = curState; \
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\
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(state)->init = nextInit; \
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(state)->size = nextSize; \
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} while (0)
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#endif
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