Gamestate table (#1354)

* gamestate_table.h

* move macros

* bss

* format
This commit is contained in:
Anghelo Carvajal 2023-08-12 11:44:35 -04:00 committed by GitHub
parent 138dd55662
commit 656fd08ee8
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 81 additions and 55 deletions

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@ -53,21 +53,11 @@
// To be used with `Magic_Add`, but ensures enough magic is added to fill the magic bar to capacity
#define MAGIC_FILL_TO_CAPACITY (((void)0, gSaveContext.magicFillTarget) + (gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER)
#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 CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
#define ALIGN8(val) (((val) + 7) & ~7)
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
#define ALIGN64(val) (((val) + 0x3F) & ~0x3F)
#define ALIGN256(val) (((val) + 0xFF) & ~0xFF)
#define BIT_FLAG_TO_SHIFT(flag) \
((flag & 0x80) ? 7 : \
(flag & 0x40) ? 6 : \

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@ -71,11 +71,6 @@ DECLARE_SEGMENT(code)
DECLARE_ROM_SEGMENT(code)
DECLARE_BSS_SEGMENT(code)
DECLARE_OVERLAY_SEGMENT(title)
DECLARE_OVERLAY_SEGMENT(select)
DECLARE_OVERLAY_SEGMENT(opening)
DECLARE_OVERLAY_SEGMENT(file_choose)
DECLARE_OVERLAY_SEGMENT(daytelop)
DECLARE_OVERLAY_SEGMENT(kaleido_scope)
DECLARE_OVERLAY_SEGMENT(player_actor)

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@ -0,0 +1,17 @@
/**
* Gamestate Table
*
* DEFINE_GAMESTATE should be used for gamestates with code loaded from an overlay
* - Argument 0: Gamestate type name (without State suffix, also used for Init and Destroy function names)
* - Argument 1: Gamestate id enum name
* - Argument 2: Gamestate overlay segment name without the `ovl_` prefix
*
* DEFINE_GAMESTATE_INTERNAL should be used for gamestates that aren't an overlay, the first two arguments are the same as for DEFINE_GAMESTATE
*/
/* 0x00 */ DEFINE_GAMESTATE_INTERNAL(Setup, GAMESTATE_SETUP)
/* 0x01 */ DEFINE_GAMESTATE(MapSelect, GAMESTATE_MAP_SELECT, select)
/* 0x02 */ DEFINE_GAMESTATE(ConsoleLogo, GAMESTATE_CONSOLE_LOGO, title)
/* 0x03 */ DEFINE_GAMESTATE_INTERNAL(Play, GAMESTATE_PLAY)
/* 0x04 */ DEFINE_GAMESTATE(TitleSetup, GAMESTATE_TITLE_SETUP, opening)
/* 0x05 */ DEFINE_GAMESTATE(FileSelect, GAMESTATE_FILE_SELECT, file_choose)
/* 0x06 */ DEFINE_GAMESTATE(DayTelop, GAMESTATE_DAYTELOP, daytelop)

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@ -226,9 +226,6 @@ extern ActorId gMaxActorId;
extern BgCheckSceneSubdivisionEntry sSceneSubdivisionList[];
extern BgSpecialSceneMaxObjects sCustomDynapolyMem[];
extern GameStateOverlay gGameStateOverlayTable[];
extern s32 gGraphNumGameStates;
// extern UNK_TYPE4 D_801BDAC0;
// extern UNK_TYPE4 D_801BDAC4;
// extern UNK_TYPE4 D_801BDAC8;

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@ -12,6 +12,18 @@ 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 {
@ -85,6 +97,15 @@ 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; \

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@ -75,27 +75,17 @@ void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
GameStateFunc gameStateInit = GameState_GetInit(gameState);
if (gameStateInit == Setup_Init) {
return &gGameStateOverlayTable[0];
}
if (gameStateInit == MapSelect_Init) {
return &gGameStateOverlayTable[1];
}
if (gameStateInit == ConsoleLogo_Init) {
return &gGameStateOverlayTable[2];
}
if (gameStateInit == Play_Init) {
return &gGameStateOverlayTable[3];
}
if (gameStateInit == TitleSetup_Init) {
return &gGameStateOverlayTable[4];
}
if (gameStateInit == FileSelect_Init) {
return &gGameStateOverlayTable[5];
}
if (gameStateInit == DayTelop_Init) {
return &gGameStateOverlayTable[6];
// Generates code to match gameStateInit to a gamestate entry and returns it if found
#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) \
if (gameStateInit == typeName##_Init) { \
return &gGameStateOverlayTable[enumName]; \
}
#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
#include "tables/gamestate_table.h"
#undef DEFINE_GAMESTATE
#undef DEFINE_GAMESTATE_INTERNAL
return NULL;
}

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@ -6,22 +6,38 @@
#include "overlays/gamestates/ovl_title/z_title.h"
#include "z_title_setup.h"
#define GAMESTATE_OVERLAY(name, init, destroy, size) \
{ \
NULL, SEGMENT_ROM_START(ovl_##name), SEGMENT_ROM_END(ovl_##name), SEGMENT_START(ovl_##name), \
SEGMENT_END(ovl_##name), 0, init, destroy, 0, 0, 0, size \
}
#define GAMESTATE_OVERLAY_INTERNAL(init, destroy, size) \
{ NULL, 0, 0, NULL, NULL, 0, init, destroy, 0, 0, 0, size }
// Linker symbol declarations (used in the table below)
#define DEFINE_GAMESTATE(_typeName, _enumName, segmentName) DECLARE_OVERLAY_SEGMENT(segmentName)
#define DEFINE_GAMESTATE_INTERNAL(_typeName, _enumName)
GameStateOverlay gGameStateOverlayTable[] = {
GAMESTATE_OVERLAY_INTERNAL(Setup_Init, Setup_Destroy, sizeof(SetupState)),
GAMESTATE_OVERLAY(select, MapSelect_Init, MapSelect_Destroy, sizeof(MapSelectState)),
GAMESTATE_OVERLAY(title, ConsoleLogo_Init, ConsoleLogo_Destroy, sizeof(ConsoleLogoState)),
GAMESTATE_OVERLAY_INTERNAL(Play_Init, Play_Destroy, sizeof(PlayState)),
GAMESTATE_OVERLAY(opening, TitleSetup_Init, TitleSetup_Destroy, sizeof(TitleSetupState)),
GAMESTATE_OVERLAY(file_choose, FileSelect_Init, FileSelect_Destroy, sizeof(FileSelectState)),
GAMESTATE_OVERLAY(daytelop, DayTelop_Init, DayTelop_Destroy, sizeof(DayTelopState)),
#include "tables/gamestate_table.h"
#undef DEFINE_GAMESTATE
#undef DEFINE_GAMESTATE_INTERNAL
// Gamestate Overlay Table definition
#define DEFINE_GAMESTATE_INTERNAL(typeName, _enumName) \
{ NULL, 0, 0, NULL, NULL, NULL, typeName##_Init, typeName##_Destroy, NULL, NULL, 0, sizeof(typeName##State) },
#define DEFINE_GAMESTATE(typeName, _enumName, segmentName) \
{ NULL, \
(uintptr_t)SEGMENT_ROM_START(ovl_##segmentName), \
(uintptr_t)SEGMENT_ROM_END(ovl_##segmentName), \
SEGMENT_START(ovl_##segmentName), \
SEGMENT_END(ovl_##segmentName), \
NULL, \
typeName##_Init, \
typeName##_Destroy, \
NULL, \
NULL, \
0, \
sizeof(typeName##State) },
GameStateOverlay gGameStateOverlayTable[GAMESTATE_ID_MAX] = {
#include "tables/gamestate_table.h"
};
s32 gGraphNumGameStates = ARRAY_COUNT(gGameStateOverlayTable);
#undef DEFINE_GAMESTATE
#undef DEFINE_GAMESTATE_INTERNAL
GameStateId gGraphNumGameStates = GAMESTATE_ID_MAX;

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@ -3,7 +3,7 @@
* Overlay: ovl_Dm_Char01
* Description: Woodfall scene objects (temple, water, walls, etc)
*/
#include "prevent_bss_reordering.h"
#include "z_dm_char01.h"
#include "objects/object_mtoride/object_mtoride.h"
#include "overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.h"