Shipwright/soh/include/macros.h
Archez f12a2bbbb7
Port over decomp updates for vis* and reimplement vismono fb (#4533)
* Port over decomp updates for vis*

* move vismono framebuffer handling to file
2024-11-09 12:51:31 -05:00

335 lines
15 KiB
C

#ifndef MACROS_H
#define MACROS_H
#include <endianness.h>
// 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
#ifndef SQ
#define SQ(x) ((x)*(x))
#endif
#ifndef ABS
#define ABS(x) ((x) >= 0 ? (x) : -(x))
#endif
#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)
// Upstream TODO: Bring back decomp file/line macro use in src (but ignore the args for our needs)
#define SYSTEM_ARENA_MALLOC(size, file, line) SystemArena_MallocDebug(size, __FILE__, __LINE__)
#define SYSTEM_ARENA_FREE(ptr, file, line) SystemArena_FreeDebug(ptr, __FILE__, __LINE__)
// #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