mm/include/z64game.h
Derek Hensley f26e77ba40
More General Cleanup (#1638)
* 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
2024-06-03 14:33:03 -04:00

117 lines
4.1 KiB
C

#ifndef Z64GAME_H
#define Z64GAME_H
#include "ultra64.h"
#include "stdbool.h"
#include "stdint.h"
#include "gamealloc.h"
#include "padmgr.h"
#include "padutils.h"
#include "romfile.h"
#include "tha.h"
#include "unk.h"
struct GraphicsContext;
struct GameState;
#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) enumName,
#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
typedef enum GameStateId {
#include "tables/gamestate_table.h"
/* 0x07 */ GAMESTATE_ID_MAX
} GameStateId;
#undef DEFINE_GAMESTATE
#undef DEFINE_GAMESTATE_INTERNAL
typedef void (*GameStateFunc)(struct GameState* gameState);
typedef struct GameStateOverlay {
/* 0x00 */ void* loadedRamAddr;
/* 0x04 */ RomFile file; // if applicable
/* 0x0C */ void* vramStart; // if applicable
/* 0x10 */ void* vramEnd; // if applicable
/* 0x14 */ UNK_PTR unk_14;
/* 0x18 */ GameStateFunc init; // initializes and executes the given context
/* 0x1C */ GameStateFunc destroy; // deconstructs the context, and sets the next context to load
/* 0x20 */ UNK_PTR unk_20;
/* 0x24 */ UNK_PTR unk_24;
/* 0x28 */ UNK_TYPE unk_28;
/* 0x2C */ size_t instanceSize;
} GameStateOverlay; // size = 0x30
typedef struct GameState {
/* 0x00 */ struct GraphicsContext* gfxCtx;
/* 0x04 */ GameStateFunc main;
/* 0x08 */ GameStateFunc destroy;
/* 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.
/* 0x10 */ size_t size;
/* 0x14 */ Input input[MAXCONTROLLERS];
/* 0x74 */ TwoHeadArena tha;
/* 0x84 */ GameAlloc alloc;
/* 0x98 */ UNK_TYPE1 pad98[0x3];
/* 0x9B */ u8 running; // If 0, switch to next game state
/* 0x9C */ u32 frames;
/* 0xA0 */ u8 padA0[0x2];
/* 0xA2 */ u8 framerateDivisor;
/* 0xA3 */ u8 unk_A3;
} GameState; // size = 0xA4
void GameState_UpdateFramerateDivisors(s32 divisor);
void GameState_SetFramerateDivisor(GameState* gameState, s32 divisor);
void GameState_SetFBFilter(Gfx** gfxP, void* zbuffer);
void GameState_Noop(GameState* gameState);
void GameState_Draw(GameState* gameState, struct GraphicsContext* gfxCtx);
void GameState_SetFrameBuffer(struct GraphicsContext* gfxCtx);
void GameState_DrawEnd(struct GraphicsContext* gfxCtx);
void GameState_GetInput(GameState* gameState);
void GameState_Update(GameState* gameState);
void GameState_IncrementFrameCount(GameState* gameState);
void GameState_InitArena(GameState* gameState, size_t size);
void GameState_Realloc(GameState* gameState, size_t size);
void GameState_Init(GameState* gameState, GameStateFunc init, struct GraphicsContext* gfxCtx);
void GameState_Destroy(GameState* gameState);
GameStateFunc GameState_GetInit(GameState* gameState);
size_t GameState_GetSize(GameState* gameState);
u32 GameState_IsRunning(GameState* gameState);
s32 GameState_GetArenaSize(GameState* gameState);
s32 func_80173B48(GameState* gameState);
extern s32 gFramerateDivisor;
extern f32 gFramerateDivisorF;
extern f32 gFramerateDivisorHalf;
extern f32 gFramerateDivisorThird;
extern GameStateOverlay gGameStateOverlayTable[GAMESTATE_ID_MAX];
extern GameStateId gGraphNumGameStates;
#define CONTROLLER1(gameState) (&(gameState)->input[0])
#define CONTROLLER2(gameState) (&(gameState)->input[1])
#define CONTROLLER3(gameState) (&(gameState)->input[2])
#define CONTROLLER4(gameState) (&(gameState)->input[3])
#define STOP_GAMESTATE(curState) \
do { \
GameState* state = curState; \
\
state->running = false; \
} while(0)
#define SET_NEXT_GAMESTATE(curState, nextInit, nextSize) \
do { \
GameState* state = curState; \
\
(state)->init = nextInit; \
(state)->size = nextSize; \
} while (0)
#endif