#ifndef MACROS_H #define MACROS_H #include // Upstream TODO: Document reasoning for change // #ifndef __GNUC__ // #define __attribute__(x) // #endif // SoH [Port] Always use the AVOID_UB version (we don't set AVOID_UB while building yet) /* #ifndef AVOID_UB #define BAD_RETURN(type) type #else #define BAD_RETURN(type) void #endif */ #define BAD_RETURN(type) void // Upstream TODO: Document reasoning for change // #define UNUSED __attribute__((unused)) // #define FALLTHROUGH __attribute__((fallthrough)) #define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0])) #define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0])) #define ARRAY_COUNT_2D(arr) (s32)(sizeof(arr) / sizeof(arr[0][0])) #define PHYSICAL_TO_VIRTUAL(addr) (void*)((uintptr_t)(addr) + 0x80000000) #define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - 0x80000000) // Upstream TODO: Document reasoning for change //#define SEGMENTED_TO_VIRTUAL(addr) PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)] + SEGMENT_OFFSET(addr)) #define SEGMENTED_TO_VIRTUAL(addr) addr #define SQ(x) ((x)*(x)) #define ABS(x) ((x) >= 0 ? (x) : -(x)) #define DECR(x) ((x) == 0 ? 0 : --(x)) #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 GET_PLAYER(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].head) #define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamera]) // Upstream TODO: Camera #define LINK_IS_ADULT (gSaveContext.linkAge == LINK_AGE_ADULT) #define LINK_IS_CHILD (gSaveContext.linkAge == LINK_AGE_CHILD) #define YEARS_CHILD 5 #define YEARS_ADULT 17 #define LINK_AGE_IN_YEARS (!LINK_IS_ADULT ? YEARS_CHILD : YEARS_ADULT) #define CLOCK_TIME(hr, min) ((s32)(((hr) * 60 + (min)) * (f32)0x10000 / (24 * 60) + 0.5f)) #define IS_DAY (gSaveContext.nightFlag == 0) #define IS_NIGHT (gSaveContext.nightFlag == 1) #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 OWNED_EQUIP_FLAG(equip, value) (gBitFlags[value] << gEquipShifts[equip]) #define OWNED_EQUIP_FLAG_ALT(equip, value) ((1 << (value)) << gEquipShifts[equip]) #define CHECK_OWNED_EQUIP(equip, value) (OWNED_EQUIP_FLAG(equip, value) & gSaveContext.inventory.equipment) #define CHECK_OWNED_EQUIP_ALT(equip, value) (gBitFlags[(value) + (equip) * 4] & gSaveContext.inventory.equipment) #define SWORD_EQUIP_TO_PLAYER(swordEquip) (swordEquip) #define SHIELD_EQUIP_TO_PLAYER(shieldEquip) (shieldEquip) #define TUNIC_EQUIP_TO_PLAYER(tunicEquip) ((tunicEquip) - 1) #define BOOTS_EQUIP_TO_PLAYER(bootsEquip) ((bootsEquip) - 1) #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 GET_GS_FLAGS(index) \ ((gSaveContext.gsFlags[(index) >> 2] & gGsFlagsMasks[(index) & 3]) >> gGsFlagsShifts[(index) & 3]) #define SET_GS_FLAGS(index, value) \ (gSaveContext.gsFlags[(index) >> 2] |= (value) << gGsFlagsShifts[(index) & 3]) #define HIGH_SCORE(score) (gSaveContext.highScores[score]) #define GET_EVENTCHKINF(flag) (gSaveContext.eventChkInf[(flag) >> 4] & (1 << ((flag) & 0xF))) #define SET_EVENTCHKINF(flag) (gSaveContext.eventChkInf[(flag) >> 4] |= (1 << ((flag) & 0xF))) #define CLEAR_EVENTCHKINF(flag) (gSaveContext.eventChkInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF))) #define GET_ITEMGETINF(flag) (gSaveContext.itemGetInf[(flag) >> 4] & (1 << ((flag) & 0xF))) #define SET_ITEMGETINF(flag) (gSaveContext.itemGetInf[(flag) >> 4] |= (1 << ((flag) & 0xF))) #define CLEAR_ITEMGETINF(flag) (gSaveContext.itemGetInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF))) #define GET_INFTABLE(flag) (gSaveContext.infTable[(flag) >> 4] & (1 << ((flag) & 0xF))) #define SET_INFTABLE(flag) (gSaveContext.infTable[(flag) >> 4] |= (1 << ((flag) & 0xF))) #define CLEAR_INFTABLE(flag) (gSaveContext.infTable[(flag) >> 4] &= ~(1 << ((flag) & 0xF))) #define GET_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] & (1 << ((flag) & 0xF))) #define SET_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] |= (1 << ((flag) & 0xF))) #define CLEAR_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF))) #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 CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask)) // #region SOH [General] // Logging changes #ifndef NDEBUG #define LOG(exp, value, format) \ do { \ LogUtils_LogThreadId(__FILE__, __FILE__); \ osSyncPrintf(exp " = " format "\n", value); \ } while (0) #else #define LOG(exp, value, format) ((void)0) #endif #ifndef NDEBUG #define LOG_STRING(string) LOG(#string, string, "%s") #define LOG_ADDRESS(exp, value) LOG(exp, value, "%p") #define LOG_TIME(exp, value) LOG(exp, value, "%lld") #define LOG_NUM(exp, value) LOG(exp, value, "%d") #define LOG_HEX(exp, value) LOG(exp, value, "%x") #define LOG_FLOAT(exp, value) LOG(exp, value, "%f") #else #define LOG_STRING(string) ((void)0) #define LOG_ADDRESS(exp, value) ((void)0) #define LOG_TIME(exp, value) ((void)0) #define LOG_NUM(exp, value) ((void)0) #define LOG_HEX(exp, value) ((void)0) #define LOG_FLOAT(exp, value) ((void)0) #endif // LogUtils as macro #ifndef NDEBUG #define LOG_POINTER(val, max, ptr, name) LogUtils_LogPointer(val, max, ptr, name, __FILE__, __LINE__) #define LOG_CHECK_BOUNDARY(name, value, unk) LogUtils_CheckBoundary(name, value, unk, __FILE__, __LINE__) #define LOG_CHECK_NULL_POINTER(exp, ptr) LogUtils_CheckNullPointer(exp, ptr,__FILE__, __LINE__) #define LOG_CHECK_VALID_POINTER(exp, ptr) LogUtils_CheckValidPointer(exp, ptr,__FILE__, __LINE__) #define LOG_THREAD_ID() LogUtils_LogThreadId(__FILE__, __LINE__) #define LOG_HUNGUP_THREAD() LogUtils_HungupThread(__FILE__, __LINE__) #else #define LOG_POINTER(val, max, ptr, name) ((void)0) #define LOG_CHECKBOUNDARY(name, value, unk) ((void)0) #define LOG_CHECK_NULL_POINTER(exp, ptr) ((void)0) #define LOG_CHECK_VALID_POINTER(exp, ptr) ((void)0) #define LOG_THREAD_ID() ((void)0) #define LOG_HUNGUP_THREAD() ((void)0) #endif // #endregion #define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \ do { \ (curState)->init = newInit; \ (curState)->size = sizeof(newStruct); \ } while (0) #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 // #region SOH [General] // Upstream TODO: Document reasoning for these only existing in SoH #define POLY_KAL_DISP __gfxCtx->polyKal.p // #endregion #define OVERLAY_DISP __gfxCtx->overlay.p // __gfxCtx shouldn't be used directly. // Use the DISP macros defined above when writing to display buffers. // #region SOH [General] // Augmented to provide debug information in debug build and support interpolation #ifndef NDEBUG #define OPEN_DISPS(gfxCtx) \ { \ void FrameInterpolation_RecordOpenChild(const void* a, int b); \ FrameInterpolation_RecordOpenChild(__FILE__, __LINE__); \ GraphicsContext* __gfxCtx; \ Gfx* dispRefs[4]; \ __gfxCtx = gfxCtx; \ (void)__gfxCtx; \ Graph_OpenDisps(dispRefs, gfxCtx, __FILE__, __LINE__) #else #define OPEN_DISPS(gfxCtx) \ { \ void FrameInterpolation_RecordOpenChild(const void* a, int b); \ FrameInterpolation_RecordOpenChild(__FILE__, __LINE__); \ GraphicsContext* __gfxCtx; \ __gfxCtx = gfxCtx; \ (void)__gfxCtx; #endif #ifndef NDEBUG #define CLOSE_DISPS(gfxCtx) \ {void FrameInterpolation_RecordCloseChild(void); \ FrameInterpolation_RecordCloseChild();} \ Graph_CloseDisps(dispRefs, gfxCtx, __FILE__, __LINE__); \ } \ (void)0 #else #define CLOSE_DISPS(gfxCtx) \ {void FrameInterpolation_RecordCloseChild(void); \ FrameInterpolation_RecordCloseChild();} \ (void)0; \ } \ (void)0 #endif // #endregion /** * `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 gDPSetTileCustom(pkt, fmt, siz, width, height, pal, cms, cmt, masks, maskt, shifts, shiftt) \ do { \ gDPPipeSync(pkt); \ gDPTileSync(pkt); \ gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, \ masks, shifts); \ gDPTileSync(pkt); \ gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_RENDERTILE, pal, cmt, maskt, shiftt, \ cms, masks, shifts); \ gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, ((width)-1) << G_TEXTURE_IMAGE_FRAC, \ ((height)-1) << G_TEXTURE_IMAGE_FRAC); \ } while (0) // #region SOH [General] #define OFFSETOF(structure, member) ((size_t)&(((structure*)0)->member)) #define MEDIAN3(a1, a2, a3) \ (((a2) >= (a1)) ? (((a3) >= (a2)) ? (a2) : (((a1) >= (a3)) ? (a1) : (a3))) \ : (((a2) >= (a3)) ? (a2) : (((a3) >= (a1)) ? (a1) : (a3)))) #define MATRIX_TOMTX(dest) Matrix_ToMtx(dest, __FILE__, __LINE__) #define MATRIX_NEWMTX(gfxCtx) Matrix_NewMtx(gfxCtx, __FILE__, __LINE__) #define MATRIX_CHECKFLOATS(mf) Matrix_CheckFloats(mf, __FILE__, __LINE__) #define ZELDA_ARENA_MALLOC_DEBUG(size) ZeldaArena_MallocDebug(size, __FILE__, __LINE__) #define ZELDA_ARENA_MALLOC_RDEBUG(size) ZeldaArena_MallocRDebug(size, __FILE__, __LINE__) #define ZELDA_ARENA_REALLOC_DEBUG(ptr, newSize) ZeldaArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__) #define ZELDA_ARENA_FREE_DEBUG(ptr) ZeldaArena_FreeDebug(ptr, __FILE__, __LINE__) #define SYSTEM_ARENA_MALLOC_DEBUG(size) SystemArena_MallocDebug(size, __FILE__, __LINE__) #define SYSTEM_ARENA_MALLOC_RDEBUG(size) SystemArena_MallocRDebug(size, __FILE__, __LINE__) #define SYSTEM_ARENA_REALLOC_DEBUG(ptr, newSize) SystemArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__) #define SYSTEM_ARENA_FREE_DEBUG(ptr) SystemArena_FreeDebug(ptr, __FILE__, __LINE__) #define DEBUG_ARENA_MALLOC_DEBUG(size) DebugArena_MallocDebug(size, __FILE__, __LINE__) #define DEBUG_ARENA_MALLOC_RDEBUG(size) DebugArena_MallocRDebug(size, __FILE__, __LINE__) #define DEBUG_ARENA_REALLOC_DEBUG(ptr, newSize) DebugArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__) #define DEBUG_ARENA_FREE_DEBUG(ptr) DebugArena_FreeDebug(ptr, __FILE__, __LINE__) #define GAMESTATE_ALLOC_MC(gameState, size) GameState_Alloc(gameState, size, __FILE__, __LINE__) #define GAMESTATE_MALLOC_DEBUG(gameState, size) GameAlloc_MallocDebug(gameState, size, __FILE__, __LINE__) #define BGCHECK_POS_ERROR_CHECK(vec3f) BgCheck_PosErrorCheck(vec3f, __FILE__, __LINE__) #define SEG_ADDR(seg, addr) (addr | (seg << 24) | 1) // #endregion #define DPAD_ITEM(button) ((gSaveContext.buttonStatus[(button) + 5] != BTN_DISABLED) \ ? gSaveContext.equips.buttonItems[(button) + 4] \ : ITEM_NONE) // #endregion // #region SOH [Randomizer] #define NUM_TRIALS 6 #define NUM_SHOP_ITEMS 64 #define NUM_SCRUBS 46 #define FOREST_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_FOREST_TEMPLE) ? 6 : 5) #define FIRE_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_FIRE_TEMPLE) ? 5 : 8) #define WATER_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_WATER_TEMPLE) ? 2 : 6) #define SPIRIT_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_SPIRIT_TEMPLE) ? 7 : 5) #define SHADOW_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_SHADOW_TEMPLE) ? 6 : 5) #define BOTTOM_OF_THE_WELL_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_BOTTOM_OF_THE_WELL) ? 2 : 3) #define GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_GERUDO_TRAINING_GROUND) ? 3 : 9) #define GERUDO_FORTRESS_SMALL_KEY_MAX 4 #define GANONS_CASTLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_INSIDE_GANONS_CASTLE) ? 3 : 2) #define TREASURE_GAME_SMALL_KEY_MAX 6 #define DUNGEON_ITEMS_CAN_BE_OUTSIDE_DUNGEON(randomizerSettingsKey) \ (Randomizer_GetSettingValue(randomizerSettingsKey) != RO_DUNGEON_ITEM_LOC_STARTWITH && \ Randomizer_GetSettingValue(randomizerSettingsKey) != RO_DUNGEON_ITEM_LOC_VANILLA && \ Randomizer_GetSettingValue(randomizerSettingsKey) != RO_DUNGEON_ITEM_LOC_OWN_DUNGEON) // #endregion #endif