#ifndef _MACROS_H_ #define _MACROS_H_ #include "libc/stdint.h" #include "convert.h" #include "z64.h" #define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0])) #define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0])) // TODO: After uintptr_t cast change should have an AVOID_UB target that just toggles the KSEG0 bit in the address rather than add/sub 0x80000000 #define PHYSICAL_TO_VIRTUAL(addr) ((uintptr_t)(addr) + RDRAM_CACHED) #define PHYSICAL_TO_VIRTUAL2(addr) ((uintptr_t)(addr) - RDRAM_CACHED) #define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - RDRAM_CACHED) #define SEGMENTED_TO_VIRTUAL(addr) (void*)(PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)]) + SEGMENT_OFFSET(addr)) #define GET_ACTIVE_CAM(globalCtx) ((globalCtx)->cameraPtrs[(globalCtx)->activeCamera]) #define MAIN_CAM 0 #define SUBCAM_FREE 0 #define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \ (curState)->nextGameStateInit = (GameStateFunc)newInit; \ (curState)->nextGameStateSize = 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 #define GET_PLAYER(globalCtx) ((Player*)(globalCtx)->actorCtx.actorList[ACTORCAT_PLAYER].first) #define GET_FIRST_ENEMY(globalCtx) ((Actor*)(globalCtx)->actorCtx.actorList[ACTORCAT_ENEMY].first) // linkAge still exists in MM, but is always set to 0 (always adult) // There are remnants of these macros from OOT, but they are essentially useless //#define LINK_IS_CHILD (gSaveContext.linkAge != 0) #define LINK_IS_ADULT (gSaveContext.linkAge == 0) #define CURRENT_DAY (((void)0, gSaveContext.day) % 5) #define CLOCK_TIME(hr, min) ((s32)(((hr) * 60 + (min)) * 0x10000 / (24 * 60))) #define CLOCK_TIME_MINUTE (CLOCK_TIME(0, 1)) #define SLOT(item) gItemSlots[item] #define AMMO(item) gSaveContext.inventory.ammo[SLOT(item)] #define INV_CONTENT(item) gSaveContext.inventory.items[SLOT(item)] #define ALL_EQUIP_VALUE_VOID(equip) \ ((((void)0, gSaveContext.inventory.equipment) & gEquipMasks[equip]) >> gEquipShifts[equip]) #define CUR_EQUIP_VALUE_VOID(equip) \ ((((void)0, gSaveContext.equips.equipment) & gEquipMasks[equip]) >> gEquipShifts[equip]) #define CUR_UPG_VALUE_VOID(upg) \ ((((void)0, gSaveContext.inventory.upgrades) & gUpgradeMasks[upg]) >> gUpgradeShifts[upg]) #define CUR_FORM ((gSaveContext.playerForm == PLAYER_FORM_HUMAN) ? 0 : gSaveContext.playerForm) #define ALL_EQUIP_VALUE(equip) ((gSaveContext.inventory.equipment & gEquipMasks[equip]) >> gEquipShifts[equip]) #define CUR_EQUIP_VALUE(equip) ((gSaveContext.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip]) #define CUR_UPG_VALUE(upg) ((gSaveContext.inventory.upgrades & gUpgradeMasks[upg]) >> gUpgradeShifts[upg]) #define TAKE_EQUIPPED_ITEM(equip) (gSaveContext.equips.equipment = ((((void)0, gSaveContext.equips.equipment) & (gEquipNegMasks[equip])) | (u16)(0 << gEquipShifts[equip]))) #define CUR_FORM_EQUIP(button) (gSaveContext.equips.buttonItems[CUR_FORM][button]) #define CHECK_QUEST_ITEM(item) (((void)0, gSaveContext.inventory.questItems) & gBitFlags[item]) #define REMOVE_QUEST_ITEM(item) (gSaveContext.inventory.questItems = (((void)0, gSaveContext.inventory.questItems) & (-1 - gBitFlags[item]))) #define CAPACITY(upg, value) gUpgradeCapacities[upg][value] #define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg) - 4) #define CONTROLLER1(globalCtx) (&(globalCtx)->state.input[0]) #define CONTROLLER2(globalCtx) (&(globalCtx)->state.input[1]) #define CONTROLLER3(globalCtx) (&(globalCtx)->state.input[2]) #define CONTROLLER4(globalCtx) (&(globalCtx)->state.input[3]) #define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0) #define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 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 #define DEBUG_DISP __gfxCtx->debug.p // __gfxCtx shouldn't be used directly. // Use the DISP macros defined above when writing to display buffers. #define OPEN_DISPS(gfxCtx) \ { \ GraphicsContext* __gfxCtx = gfxCtx; \ s32 __dispPad #define CLOSE_DISPS(gfxCtx) \ } \ (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 }, } #define GRAPH_ALLOC(gfxCtx, size) ((void*)((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - (size)))) #define ALIGN8(val) (((val) + 7) & ~7) #define ALIGN16(val) (((val) + 0xF) & ~0xF) #define ALIGN64(val) (((val) + 0x3F) & ~0x3F) #define SQ(x) ((x) * (x)) #define ABS(x) ((x) >= 0 ? (x) : -(x)) #define ABS_ALT(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 ROUND(x) (s32)(((x) >= 0.0) ? ((x) + 0.5) : ((x) - 0.5)) #define SWAP(type, a, b) \ { \ type _temp = (a); \ (a) = (b); \ (b) = _temp; \ } #ifdef __GNUC__ #define ALIGNED8 __attribute__ ((aligned (8))) #else #define ALIGNED8 #endif #endif // _MACROS_H_