Shipwright/soh/include/macros.h

219 lines
9.1 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*)((uintptr_t)(addr) + 0x80000000)
#define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - 0x80000000)
//#define SEGMENTED_TO_VIRTUAL(addr) PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)] + SEGMENT_OFFSET(addr))
#define SEGMENTED_TO_VIRTUAL(addr) addr
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
#define ALIGN32(val) (((val) + 0x1F) & ~0x1F)
#define ALIGN64(val) (((val) + 0x3F) & ~0x3F)
#define ALIGN256(val) (((val) + 0xFF) & ~0xFF)
#define OFFSETOF(structure, member) ((size_t)&(((structure*)0)->member))
#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 MEDIAN3(a1, a2, a3) \
(((a2) >= (a1)) ? (((a3) >= (a2)) ? (a2) : (((a1) >= (a3)) ? (a1) : (a3))) \
: (((a2) >= (a3)) ? (a2) : (((a3) >= (a1)) ? (a1) : (a3))))
#define RGBA8(r, g, b, a) ((((r) & 0xFF) << 24) | (((g) & 0xFF) << 16) | (((b) & 0xFF) << 8) | (((a) & 0xFF) << 0))
#define GET_PLAYER(globalCtx) ((Player*)(globalCtx)->actorCtx.actorLists[ACTORCAT_PLAYER].head)
#define GET_ACTIVE_CAM(globalCtx) ((globalCtx)->cameraPtrs[(globalCtx)->activeCamera])
#define LINK_IS_ADULT (gSaveContext.linkAge == 0)
#define LINK_IS_CHILD (gSaveContext.linkAge == 1)
#define YEARS_CHILD 5
#define YEARS_ADULT 17
#define LINK_AGE_IN_YEARS (!LINK_IS_ADULT ? YEARS_CHILD : YEARS_ADULT)
#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 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 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 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))
#ifndef NDEBUG
#define LOG(exp, value, format, file, line) \
do { \
LogUtils_LogThreadId(file, line); \
osSyncPrintf(exp " = " format "\n", value); \
} while (0)
#else
#define LOG(exp, value, format, file, line) ((void)0)
#endif
#ifndef NDEBUG
#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)
#else
#define LOG_STRING(string, file, line) ((void)0)
#define LOG_ADDRESS(exp, value, file, line) ((void)0)
#define LOG_TIME(exp, value, file, line) ((void)0)
#define LOG_NUM(exp, value, file, line) ((void)0)
#define LOG_HEX(exp, value, file, line) ((void)0)
#define LOG_FLOAT(exp, value, file, line) ((void)0)
#endif
#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
#define WORLD_OVERLAY_DISP __gfxCtx->worldOverlay.p
#define POLY_KAL_DISP __gfxCtx->polyKal.p
#define OVERLAY_DISP __gfxCtx->overlay.p
// __gfxCtx shouldn't be used directly.
// Use the DISP macros defined above when writing to display buffers.
#ifndef NDEBUG
#define OPEN_DISPS(gfxCtx, file, line) \
{ \
GraphicsContext* __gfxCtx; \
Gfx* dispRefs[4]; \
__gfxCtx = gfxCtx; \
(void)__gfxCtx; \
Graph_OpenDisps(dispRefs, gfxCtx, file, line)
#else
#define OPEN_DISPS(gfxCtx, file, line) \
{ \
GraphicsContext* __gfxCtx; \
__gfxCtx = gfxCtx; \
(void)__gfxCtx;
#endif
#ifndef NDEBUG
#define CLOSE_DISPS(gfxCtx, file, line) \
Graph_CloseDisps(dispRefs, gfxCtx, file, line); \
} \
(void)0
#else
#define CLOSE_DISPS(gfxCtx, file, line) \
(void)0; \
} \
(void)0
#endif
/**
* `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 } }
#ifdef NDEBUG
#define ASSERT(cond, msg, file, line) ((void)0)
#elif defined(REAL_ASSERT_MACRO)
#define ASSERT(cond, msg, file, line) ((cond) ? ((void)0) : __assert(#cond, __FILE__, __LINE__))
#else
#define ASSERT(cond, msg, file, line) ((cond) ? ((void)0) : __assert(msg, file, line))
#endif
#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)
#ifdef __GNUC__
#define ALIGNED8 __attribute__ ((aligned (8)))
#else
#define ALIGNED8
#endif
#define SEG_ADDR(seg, addr) (addr | (seg << 24) | 1)
#ifdef _MSC_VER
#define BOMSWAP16 _byteswap_ushort
#define BOMSWAP32 _byteswap_ulong
#else
#define BOMSWAP16 __builtin_bswap16
#define BOMSWAP32 __builtin_bswap32
#endif
#endif