mirror of https://github.com/zeldaret/mm.git
107 lines
4.0 KiB
C
107 lines
4.0 KiB
C
#ifndef MACROS_H
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#define MACROS_H
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#include "libc/stdint.h"
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#include "PR/os_convert.h"
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#include "main.h"
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 240
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#define SCREEN_WIDTH_HIRES 640
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#define SCREEN_HEIGHT_HIRES 480
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#define HIRES_BUFFER_WIDTH 576
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#define HIRES_BUFFER_HEIGHT 454
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#define PROJECTED_TO_SCREEN_X(projectedPos, invW) ((projectedPos).x * (invW) * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2))
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#define PROJECTED_TO_SCREEN_Y(projectedPos, invW) ((projectedPos).y * (invW) * (-SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2))
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#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
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#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))
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#define ARRAY_COUNT_2D(arr) (ARRAY_COUNT(arr) * ARRAY_COUNT(arr[0]))
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// 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
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#define PHYSICAL_TO_VIRTUAL(addr) ((uintptr_t)(addr) + RDRAM_CACHED)
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#define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - RDRAM_CACHED)
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#define SEGMENTED_TO_VIRTUAL(addr) (void*)(PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)]) + SEGMENT_OFFSET(addr))
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#define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamId])
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#define GET_PLAYER(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].first)
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#define GET_FIRST_ENEMY(play) ((Actor*)(play)->actorCtx.actorLists[ACTORCAT_ENEMY].first)
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#define CLOCK_TIME(hr, min) (s32)(((hr) * 60 + (min)) * 0x10000 / (24 * 60))
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#define CLOCK_TIME_MINUTE (CLOCK_TIME(0, 1))
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#define CLOCK_TIME_HOUR (CLOCK_TIME(1, 0))
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#define DAY_LENGTH (CLOCK_TIME(24, 0))
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#define TIME_TO_HOURS_F(time) ((time) * (24.0f / 0x10000))
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#define TIME_TO_MINUTES_F(time) ((time) * ((24.0f * 60.0f) / 0x10000)) // 0.021972656f
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#define TIME_TO_MINUTES_ALT_F(time) ((time) / (0x10000 / (24.0f * 60.0f)))
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#define TIME_TO_SECONDS_F(time) ((time) * ((24.0f * 60.0f * 60.0f) / 0x10000))
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#define CLOCK_TIME_F(hr, min) (((hr) * 60.0f + (min)) * (0x10000 / (24.0f * 60.0f)))
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#define CLOCK_TIME_ALT_F(hr, min) (((hr) * 60.0f + (min)) / (24.0f * 60.0f / 0x10000))
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#define CLOCK_TIME_ALT2_F(hr, min) ((((hr) + (min) / 60.0f) * 60.0f) / (24.0f * 60.0f / 0x10000))
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#define CLOCK_TIME_HOUR_F (CLOCK_TIME_F(1, 0))
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#define CAPACITY(upg, value) gUpgradeCapacities[upg][value]
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#define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg))
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// To be used with `Magic_Add`, but ensures enough magic is added to fill the magic bar to capacity
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#define MAGIC_FILL_TO_CAPACITY (((void)0, gSaveContext.magicFillTarget) + (gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER)
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#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
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#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
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#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
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#define BIT_FLAG_TO_SHIFT(flag) \
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((flag & 0x80) ? 7 : \
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(flag & 0x40) ? 6 : \
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(flag & 0x20) ? 5 : \
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(flag & 0x10) ? 4 : \
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(flag & 0x8) ? 3 : \
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(flag & 0x4) ? 2 : \
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(flag & 0x2) ? 1 : \
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(flag & 0x1) ? 0 : \
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0)
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/**
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* `x` vertex x
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* `y` vertex y
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* `z` vertex z
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* `s` texture s coordinate
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* `t` texture t coordinate
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* `crnx` red component of color vertex, or x component of normal vertex
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* `cgny` green component of color vertex, or y component of normal vertex
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* `cbnz` blue component of color vertex, or z component of normal vertex
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* `a` alpha
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*/
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#define VTX(x, y, z, s, t, crnx, cgny, cbnz, a) \
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{ { { x, y, z }, 0, { s, t }, { crnx, cgny, cbnz, a } }, }
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#define VTX_T(x, y, z, s, t, cr, cg, cb, a) \
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{ { x, y, z }, 0, { s, t }, { cr, cg, cb, a }, }
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#define SQ(x) ((x) * (x))
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#define ABS(x) ((x) >= 0 ? (x) : -(x))
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#define ABS_ALT(x) ((x) < 0 ? -(x) : (x))
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#define DECR(x) ((x) == 0 ? 0 : --(x))
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#define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x))
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#define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x))
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#define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x))
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#define SWAP(type, a, b) \
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{ \
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type _temp = (a); \
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(a) = (b); \
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(b) = _temp; \
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} \
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(void)0
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#endif // MACROS_H
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