mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-01 08:05:07 -04:00
b5c6545d6f
* Add names to start of typedefs * Idle stuff * 2 functions * Player state flags * Name functions + misc * ActionChange => ActionHandler * Some player unks * More player unks * Header misc * Misc * More misc * Player Actions * Missed comments * Move ship specific stuff * Fix build * CsCmdActorAction to CsCmdActorCue * Fix build
327 lines
15 KiB
C
327 lines
15 KiB
C
#ifndef MACROS_H
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#define MACROS_H
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#include <endianness.h>
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// Upstream TODO: Document reasoning for change
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// #ifndef __GNUC__
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// #define __attribute__(x)
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// #endif
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// SoH [Port] Always use the AVOID_UB version (we don't set AVOID_UB while building yet)
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/*
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#ifndef AVOID_UB
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#define BAD_RETURN(type) type
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#else
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#define BAD_RETURN(type) void
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#endif
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*/
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#define BAD_RETURN(type) void
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// Upstream TODO: Document reasoning for change
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// #define UNUSED __attribute__((unused))
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// #define FALLTHROUGH __attribute__((fallthrough))
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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) (s32)(sizeof(arr) / sizeof(arr[0][0]))
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#define PHYSICAL_TO_VIRTUAL(addr) (void*)((uintptr_t)(addr) + 0x80000000)
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#define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - 0x80000000)
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// Upstream TODO: Document reasoning for change
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//#define SEGMENTED_TO_VIRTUAL(addr) PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)] + SEGMENT_OFFSET(addr))
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#define SEGMENTED_TO_VIRTUAL(addr) addr
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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 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 RGBA8(r, g, b, a) ((((r) & 0xFF) << 24) | (((g) & 0xFF) << 16) | (((b) & 0xFF) << 8) | (((a) & 0xFF) << 0))
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#define GET_PLAYER(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].head)
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#define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamera]) // Upstream TODO: Camera
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#define LINK_IS_ADULT (gSaveContext.linkAge == LINK_AGE_ADULT)
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#define LINK_IS_CHILD (gSaveContext.linkAge == LINK_AGE_CHILD)
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#define YEARS_CHILD 5
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#define YEARS_ADULT 17
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#define LINK_AGE_IN_YEARS (!LINK_IS_ADULT ? YEARS_CHILD : YEARS_ADULT)
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#define CLOCK_TIME(hr, min) ((s32)(((hr) * 60 + (min)) * (f32)0x10000 / (24 * 60) + 0.5f))
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#define IS_DAY (gSaveContext.nightFlag == 0)
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#define IS_NIGHT (gSaveContext.nightFlag == 1)
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#define SLOT(item) gItemSlots[item]
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#define INV_CONTENT(item) gSaveContext.inventory.items[SLOT(item)]
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#define AMMO(item) gSaveContext.inventory.ammo[SLOT(item)]
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#define BEANS_BOUGHT AMMO(ITEM_BEAN + 1)
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#define ALL_EQUIP_VALUE(equip) ((s32)(gSaveContext.inventory.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
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#define CUR_EQUIP_VALUE(equip) ((s32)(gSaveContext.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
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#define OWNED_EQUIP_FLAG(equip, value) (gBitFlags[value] << gEquipShifts[equip])
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#define OWNED_EQUIP_FLAG_ALT(equip, value) ((1 << (value)) << gEquipShifts[equip])
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#define CHECK_OWNED_EQUIP(equip, value) (OWNED_EQUIP_FLAG(equip, value) & gSaveContext.inventory.equipment)
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#define CHECK_OWNED_EQUIP_ALT(equip, value) (gBitFlags[(value) + (equip) * 4] & gSaveContext.inventory.equipment)
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#define SWORD_EQUIP_TO_PLAYER(swordEquip) (swordEquip)
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#define SHIELD_EQUIP_TO_PLAYER(shieldEquip) (shieldEquip)
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#define TUNIC_EQUIP_TO_PLAYER(tunicEquip) ((tunicEquip) - 1)
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#define BOOTS_EQUIP_TO_PLAYER(bootsEquip) ((bootsEquip) - 1)
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#define CUR_UPG_VALUE(upg) ((s32)(gSaveContext.inventory.upgrades & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
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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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#define CHECK_QUEST_ITEM(item) (gBitFlags[item] & gSaveContext.inventory.questItems)
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#define CHECK_DUNGEON_ITEM(item, dungeonIndex) (gSaveContext.inventory.dungeonItems[dungeonIndex] & gBitFlags[item])
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#define GET_GS_FLAGS(index) \
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((gSaveContext.gsFlags[(index) >> 2] & gGsFlagsMasks[(index) & 3]) >> gGsFlagsShifts[(index) & 3])
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#define SET_GS_FLAGS(index, value) \
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(gSaveContext.gsFlags[(index) >> 2] |= (value) << gGsFlagsShifts[(index) & 3])
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#define HIGH_SCORE(score) (gSaveContext.highScores[score])
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#define GET_EVENTCHKINF(flag) (gSaveContext.eventChkInf[(flag) >> 4] & (1 << ((flag) & 0xF)))
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#define SET_EVENTCHKINF(flag) (gSaveContext.eventChkInf[(flag) >> 4] |= (1 << ((flag) & 0xF)))
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#define CLEAR_EVENTCHKINF(flag) (gSaveContext.eventChkInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF)))
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#define GET_ITEMGETINF(flag) (gSaveContext.itemGetInf[(flag) >> 4] & (1 << ((flag) & 0xF)))
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#define SET_ITEMGETINF(flag) (gSaveContext.itemGetInf[(flag) >> 4] |= (1 << ((flag) & 0xF)))
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#define CLEAR_ITEMGETINF(flag) (gSaveContext.itemGetInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF)))
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#define GET_INFTABLE(flag) (gSaveContext.infTable[(flag) >> 4] & (1 << ((flag) & 0xF)))
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#define SET_INFTABLE(flag) (gSaveContext.infTable[(flag) >> 4] |= (1 << ((flag) & 0xF)))
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#define CLEAR_INFTABLE(flag) (gSaveContext.infTable[(flag) >> 4] &= ~(1 << ((flag) & 0xF)))
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#define GET_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] & (1 << ((flag) & 0xF)))
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#define SET_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] |= (1 << ((flag) & 0xF)))
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#define CLEAR_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF)))
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#define B_BTN_ITEM ((gSaveContext.buttonStatus[0] == ITEM_NONE) \
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? ITEM_NONE \
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: (gSaveContext.equips.buttonItems[0] == ITEM_SWORD_KNIFE) \
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? ITEM_SWORD_BGS \
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: gSaveContext.equips.buttonItems[0])
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#define C_BTN_ITEM(button) ((gSaveContext.buttonStatus[(button) + 1] != BTN_DISABLED) \
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? gSaveContext.equips.buttonItems[(button) + 1] \
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: ITEM_NONE)
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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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// #region SOH [General]
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// Logging changes
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#ifndef NDEBUG
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#define LOG(exp, value, format) \
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do { \
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LogUtils_LogThreadId(__FILE__, __FILE__); \
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osSyncPrintf(exp " = " format "\n", value); \
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} while (0)
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#else
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#define LOG(exp, value, format) ((void)0)
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#endif
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#ifndef NDEBUG
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#define LOG_STRING(string) LOG(#string, string, "%s")
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#define LOG_ADDRESS(exp, value) LOG(exp, value, "%p")
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#define LOG_TIME(exp, value) LOG(exp, value, "%lld")
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#define LOG_NUM(exp, value) LOG(exp, value, "%d")
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#define LOG_HEX(exp, value) LOG(exp, value, "%x")
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#define LOG_FLOAT(exp, value) LOG(exp, value, "%f")
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#else
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#define LOG_STRING(string) ((void)0)
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#define LOG_ADDRESS(exp, value) ((void)0)
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#define LOG_TIME(exp, value) ((void)0)
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#define LOG_NUM(exp, value) ((void)0)
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#define LOG_HEX(exp, value) ((void)0)
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#define LOG_FLOAT(exp, value) ((void)0)
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#endif
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// LogUtils as macro
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#ifndef NDEBUG
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#define LOG_POINTER(val, max, ptr, name) LogUtils_LogPointer(val, max, ptr, name, __FILE__, __LINE__)
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#define LOG_CHECK_BOUNDARY(name, value, unk) LogUtils_CheckBoundary(name, value, unk, __FILE__, __LINE__)
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#define LOG_CHECK_NULL_POINTER(exp, ptr) LogUtils_CheckNullPointer(exp, ptr,__FILE__, __LINE__)
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#define LOG_CHECK_VALID_POINTER(exp, ptr) LogUtils_CheckValidPointer(exp, ptr,__FILE__, __LINE__)
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#define LOG_THREAD_ID() LogUtils_LogThreadId(__FILE__, __LINE__)
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#define LOG_HUNGUP_THREAD() LogUtils_HungupThread(__FILE__, __LINE__)
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#else
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#define LOG_POINTER(val, max, ptr, name) ((void)0)
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#define LOG_CHECKBOUNDARY(name, value, unk) ((void)0)
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#define LOG_CHECK_NULL_POINTER(exp, ptr) ((void)0)
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#define LOG_CHECK_VALID_POINTER(exp, ptr) ((void)0)
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#define LOG_THREAD_ID() ((void)0)
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#define LOG_HUNGUP_THREAD() ((void)0)
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#endif
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// #endregion
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#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
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do { \
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(curState)->init = newInit; \
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(curState)->size = sizeof(newStruct); \
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} while (0)
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#define SET_FULLSCREEN_VIEWPORT(view) \
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{ \
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Viewport viewport; \
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viewport.bottomY = SCREEN_HEIGHT; \
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viewport.rightX = SCREEN_WIDTH; \
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viewport.topY = 0; \
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viewport.leftX = 0; \
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View_SetViewport(view, &viewport); \
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} \
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(void)0
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extern GraphicsContext* __gfxCtx;
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#define WORK_DISP __gfxCtx->work.p
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#define POLY_OPA_DISP __gfxCtx->polyOpa.p
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#define POLY_XLU_DISP __gfxCtx->polyXlu.p
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// #region SOH [General]
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// Upstream TODO: Document reasoning for these only existing in SoH
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#define POLY_KAL_DISP __gfxCtx->polyKal.p
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// #endregion
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#define OVERLAY_DISP __gfxCtx->overlay.p
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// __gfxCtx shouldn't be used directly.
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// Use the DISP macros defined above when writing to display buffers.
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// #region SOH [General]
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// Augmented to provide debug information in debug build and support interpolation
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#ifndef NDEBUG
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#define OPEN_DISPS(gfxCtx) \
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{ \
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void FrameInterpolation_RecordOpenChild(const void* a, int b); \
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FrameInterpolation_RecordOpenChild(__FILE__, __LINE__); \
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GraphicsContext* __gfxCtx; \
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Gfx* dispRefs[4]; \
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__gfxCtx = gfxCtx; \
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(void)__gfxCtx; \
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Graph_OpenDisps(dispRefs, gfxCtx, __FILE__, __LINE__)
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#else
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#define OPEN_DISPS(gfxCtx) \
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{ \
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void FrameInterpolation_RecordOpenChild(const void* a, int b); \
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FrameInterpolation_RecordOpenChild(__FILE__, __LINE__); \
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GraphicsContext* __gfxCtx; \
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__gfxCtx = gfxCtx; \
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(void)__gfxCtx;
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#endif
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#ifndef NDEBUG
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#define CLOSE_DISPS(gfxCtx) \
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{void FrameInterpolation_RecordCloseChild(void); \
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FrameInterpolation_RecordCloseChild();} \
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Graph_CloseDisps(dispRefs, gfxCtx, __FILE__, __LINE__); \
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} \
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(void)0
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#else
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#define CLOSE_DISPS(gfxCtx) \
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{void FrameInterpolation_RecordCloseChild(void); \
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FrameInterpolation_RecordCloseChild();} \
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(void)0; \
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} \
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(void)0
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#endif
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// #endregion
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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) { { { 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) { { x, y, z }, 0, { s, t }, { cr, cg, cb, a } }
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#define gDPSetTileCustom(pkt, fmt, siz, width, height, pal, cms, cmt, masks, maskt, shifts, shiftt) \
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do { \
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gDPPipeSync(pkt); \
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gDPTileSync(pkt); \
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gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, \
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masks, shifts); \
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gDPTileSync(pkt); \
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gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_RENDERTILE, pal, cmt, maskt, shiftt, \
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cms, masks, shifts); \
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gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, ((width)-1) << G_TEXTURE_IMAGE_FRAC, \
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((height)-1) << G_TEXTURE_IMAGE_FRAC); \
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} while (0)
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// #region SOH [General]
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#define OFFSETOF(structure, member) ((size_t)&(((structure*)0)->member))
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#define MEDIAN3(a1, a2, a3) \
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(((a2) >= (a1)) ? (((a3) >= (a2)) ? (a2) : (((a1) >= (a3)) ? (a1) : (a3))) \
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: (((a2) >= (a3)) ? (a2) : (((a3) >= (a1)) ? (a1) : (a3))))
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#define MATRIX_TOMTX(dest) Matrix_ToMtx(dest, __FILE__, __LINE__)
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#define MATRIX_NEWMTX(gfxCtx) Matrix_NewMtx(gfxCtx, __FILE__, __LINE__)
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#define MATRIX_CHECKFLOATS(mf) Matrix_CheckFloats(mf, __FILE__, __LINE__)
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#define ZELDA_ARENA_MALLOC_DEBUG(size) ZeldaArena_MallocDebug(size, __FILE__, __LINE__)
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#define ZELDA_ARENA_MALLOC_RDEBUG(size) ZeldaArena_MallocRDebug(size, __FILE__, __LINE__)
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#define ZELDA_ARENA_REALLOC_DEBUG(ptr, newSize) ZeldaArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__)
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#define ZELDA_ARENA_FREE_DEBUG(ptr) ZeldaArena_FreeDebug(ptr, __FILE__, __LINE__)
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#define SYSTEM_ARENA_MALLOC_DEBUG(size) SystemArena_MallocDebug(size, __FILE__, __LINE__)
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#define SYSTEM_ARENA_MALLOC_RDEBUG(size) SystemArena_MallocRDebug(size, __FILE__, __LINE__)
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#define SYSTEM_ARENA_REALLOC_DEBUG(ptr, newSize) SystemArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__)
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#define SYSTEM_ARENA_FREE_DEBUG(ptr) SystemArena_FreeDebug(ptr, __FILE__, __LINE__)
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#define DEBUG_ARENA_MALLOC_DEBUG(size) DebugArena_MallocDebug(size, __FILE__, __LINE__)
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#define DEBUG_ARENA_MALLOC_RDEBUG(size) DebugArena_MallocRDebug(size, __FILE__, __LINE__)
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#define DEBUG_ARENA_REALLOC_DEBUG(ptr, newSize) DebugArena_ReallocDebug(ptr, newSize, __FILE__, __LINE__)
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#define DEBUG_ARENA_FREE_DEBUG(ptr) DebugArena_FreeDebug(ptr, __FILE__, __LINE__)
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#define GAMESTATE_ALLOC_MC(gameState, size) GameState_Alloc(gameState, size, __FILE__, __LINE__)
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#define GAMESTATE_MALLOC_DEBUG(gameState, size) GameAlloc_MallocDebug(gameState, size, __FILE__, __LINE__)
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#define BGCHECK_POS_ERROR_CHECK(vec3f) BgCheck_PosErrorCheck(vec3f, __FILE__, __LINE__)
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#define SEG_ADDR(seg, addr) (addr | (seg << 24) | 1)
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// #endregion
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#define DPAD_ITEM(button) ((gSaveContext.buttonStatus[(button) + 5] != BTN_DISABLED) \
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? gSaveContext.equips.buttonItems[(button) + 4] \
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: ITEM_NONE)
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// #endregion
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// #region SOH [Randomizer]
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#define NUM_TRIALS 6
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#define NUM_SHOP_ITEMS 64
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#define NUM_SCRUBS 46
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#define FOREST_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_FOREST_TEMPLE) ? 6 : 5)
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#define FIRE_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_FIRE_TEMPLE) ? 5 : 8)
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#define WATER_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_WATER_TEMPLE) ? 2 : 6)
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#define SPIRIT_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_SPIRIT_TEMPLE) ? 7 : 5)
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#define SHADOW_TEMPLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_SHADOW_TEMPLE) ? 6 : 5)
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#define BOTTOM_OF_THE_WELL_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_BOTTOM_OF_THE_WELL) ? 2 : 3)
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#define GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_GERUDO_TRAINING_GROUND) ? 3 : 9)
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#define GERUDO_FORTRESS_SMALL_KEY_MAX 4
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#define GANONS_CASTLE_SMALL_KEY_MAX (ResourceMgr_IsSceneMasterQuest(SCENE_INSIDE_GANONS_CASTLE) ? 3 : 2)
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#define TREASURE_GAME_SMALL_KEY_MAX 6
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#define DUNGEON_ITEMS_CAN_BE_OUTSIDE_DUNGEON(randomizerSettingsKey) \
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(Randomizer_GetSettingValue(randomizerSettingsKey) != RO_DUNGEON_ITEM_LOC_STARTWITH && \
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Randomizer_GetSettingValue(randomizerSettingsKey) != RO_DUNGEON_ITEM_LOC_VANILLA && \
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Randomizer_GetSettingValue(randomizerSettingsKey) != RO_DUNGEON_ITEM_LOC_OWN_DUNGEON)
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// #endregion
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#endif
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