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* add some headers, split some of z64.h * MtxClear -> IdentityMtx * more misc cleanups * move D_80116280 to header, fix build issue * remove z64.h * Revert "MtxClear -> IdentityMtx" This reverts commit 8fc74c0672f72b91ae4068e73228fc46fe9465d4. * split z64path.h and z64skin.h functions * z64face_reaction.h * cleanup overlay global references * trim padding * bss
67 lines
2.2 KiB
C
67 lines
2.2 KiB
C
#ifndef Z64GAME_H
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#define Z64GAME_H
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// This file is named "game" after game.c for now, this may change later with the system name
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#include "ultra64/ultratypes.h"
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#include "libu64/pad.h"
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#include "tha.h"
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struct GraphicsContext;
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typedef struct GameAllocEntry {
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/* 0x00 */ struct GameAllocEntry* next;
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/* 0x04 */ struct GameAllocEntry* prev;
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/* 0x08 */ u32 size;
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/* 0x0C */ u32 unk_0C;
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} GameAllocEntry; // size = 0x10
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typedef struct GameAlloc {
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/* 0x00 */ GameAllocEntry base;
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/* 0x10 */ GameAllocEntry* head;
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} GameAlloc; // size = 0x14
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// Used in Graph_GetNextGameState in graph.c
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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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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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struct GameState;
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typedef void (*GameStateFunc)(struct GameState* gameState);
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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; // "cleanup"
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/* 0x0C */ GameStateFunc init;
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/* 0x10 */ u32 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 */ u32 running;
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/* 0x9C */ u32 frames;
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/* 0xA0 */ u32 inPreNMIState;
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} GameState; // size = 0xA4
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void GameState_ReqPadData(GameState* gameState);
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void GameState_Update(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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u32 GameState_IsRunning(GameState* gameState);
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#if DEBUG_FEATURES
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void* GameState_Alloc(GameState* gameState, size_t size, const char* file, int line);
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#define GAME_STATE_ALLOC(gameState, size, file, line) GameState_Alloc(gameState, size, file, line)
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#else
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#define GAME_STATE_ALLOC(gameState, size, file, line) THA_AllocTailAlign16(&(gameState)->tha, size)
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#endif
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#endif
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