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ooot/include/macros.h
petrie911 695bc37be4
Bg_Gnd_Iceblock and Bg_Ice_Objects (sliding ice blocks) (#534)
* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* ZAP2 stuff

* ZAP why

* ZAP again

* a good start

* done

* Log

* formatting

* thisx

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2020-12-29 13:11:11 -05:00

127 lines
5.4 KiB
C

#ifndef _MACROS_H_
#define _MACROS_H_
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))
#define PHYSICAL_TO_VIRTUAL(addr) (void*)((u32)(addr) + 0x80000000)
#define VIRTUAL_TO_PHYSICAL(addr) (u32)((u8*)(addr) - 0x80000000)
#define SEGMENTED_TO_VIRTUAL(addr) PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)] + SEGMENT_OFFSET(addr))
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
#define SQ(x) ((x)*(x))
#define ABS(x) ((x) >= 0 ? (x) : -(x))
#define DECR(x) ((x) == 0 ? 0 : ((x) -= 1))
#define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x))
#define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x))
#define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x))
#define RGBA8(r, g, b, a) (((r & 0xFF) << 24) | ((g & 0xFF) << 16) | ((b & 0xFF) << 8) | ((a & 0xFF) << 0))
#define PLAYER ((Player*)globalCtx->actorCtx.actorList[ACTORTYPE_PLAYER].first)
#define ACTIVE_CAM globalCtx->cameraPtrs[globalCtx->activeCamera]
#define YEARS_CHILD 5
#define YEARS_ADULT 17
#define LINK_IS_CHILD (gSaveContext.linkAge != 0)
#define LINK_IS_ADULT (gSaveContext.linkAge == 0)
#define LINK_AGE_IN_YEARS (LINK_IS_CHILD ? YEARS_CHILD : YEARS_ADULT)
#define SLOT(item) gItemSlots[item]
#define INV_CONTENT(item) gSaveContext.inventory.items[SLOT(item)]
#define AMMO(item) gSaveContext.inventory.ammo[SLOT(item)]
#define BEANS_BOUGHT AMMO(ITEM_BEAN + 1)
#define ALL_EQUIP_VALUE(equip) ((s32)(gSaveContext.inventory.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
#define CUR_EQUIP_VALUE(equip) ((s32)(gSaveContext.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
#define CHECK_OWNED_EQUIP(equip, value) ((gBitFlags[value] << gEquipShifts[equip]) & gSaveContext.inventory.equipment)
#define CUR_UPG_VALUE(upg) ((s32)(gSaveContext.inventory.upgrades & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
#define CAPACITY(upg, value) gUpgradeCapacities[upg][value]
#define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg))
#define CHECK_QUEST_ITEM(item) (gBitFlags[item] & gSaveContext.inventory.questItems)
#define CHECK_DUNGEON_ITEM(item, dungeonIndex) (gSaveContext.inventory.dungeonItems[dungeonIndex] & gBitFlags[item])
#define B_BTN_ITEM ((gSaveContext.buttonStatus[0] == ITEM_NONE) \
? ITEM_NONE \
: (gSaveContext.equips.buttonItems[0] == ITEM_SWORD_KNIFE) \
? ITEM_SWORD_BGS \
: gSaveContext.equips.buttonItems[0])
#define C_BTN_ITEM(button) ((gSaveContext.buttonStatus[button + 1] != BTN_DISABLED) \
? gSaveContext.equips.buttonItems[button + 1] \
: ITEM_NONE)
#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
#define LOG(exp, value, format, file, line) \
do { \
LogUtils_LogThreadId(file, line); \
osSyncPrintf(exp " = " format "\n", value); \
} while (0)
#define LOG_STRING(string, file, line) LOG(#string, string, "%s", file, line)
#define LOG_ADDRESS(exp, value, file, line) LOG(exp, value, "%08x", file, line)
#define LOG_TIME(exp, value, file, line) LOG(exp, value, "%lld", file, line)
#define LOG_NUM(exp, value, file, line) LOG(exp, value, "%d", file, line)
#define LOG_HEX(exp, value, file, line) LOG(exp, value, "%x", file, line)
#define LOG_FLOAT(exp, value, file, line) LOG(exp, value, "%f", file, line)
#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
(curState)->init = newInit; \
(curState)->size = sizeof(newStruct)
#define SET_FULLSCREEN_VIEWPORT(view) \
{ \
Viewport viewport; \
viewport.bottomY = SCREEN_HEIGHT; \
viewport.rightX = SCREEN_WIDTH; \
viewport.topY = 0; \
viewport.leftX = 0; \
View_SetViewport(view, &viewport); \
} \
(void)0
extern GraphicsContext* __gfxCtx;
#define WORK_DISP __gfxCtx->work.p
#define POLY_OPA_DISP __gfxCtx->polyOpa.p
#define POLY_XLU_DISP __gfxCtx->polyXlu.p
#define OVERLAY_DISP __gfxCtx->overlay.p
// __gfxCtx shouldn't be used directly.
// Use the DISP macros defined above when writing to display buffers.
#define OPEN_DISPS(gfxCtx, file, line) \
{ \
GraphicsContext* __gfxCtx; \
Gfx* dispRefs[4]; \
__gfxCtx = gfxCtx; \
Graph_OpenDisps(dispRefs, gfxCtx, file, line)
#define CLOSE_DISPS(gfxCtx, file, line) \
Graph_CloseDisps(dispRefs, gfxCtx, file, line); \
} \
(void)0
/**
* `x` vertex x
* `y` vertex y
* `z` vertex z
* `s` texture s coordinate
* `t` texture t coordinate
* `crnx` red component of color vertex, or x component of normal vertex
* `cgny` green component of color vertex, or y component of normal vertex
* `cbnz` blue component of color vertex, or z component of normal vertex
* `a` alpha
*/
#define VTX(x,y,z,s,t,crnx,cgny,cbnz,a) { { { x, y, z }, 0, { s, t }, { crnx, cgny, cbnz, a } } }
#define VTX_T(x,y,z,s,t,cr,cg,cb,a) { { x, y, z }, 0, { s, t }, { cr, cg, cb, a } }
#endif