#ifndef _MACROS_H_ #define _MACROS_H_ #include "types.h" #include "include_asm.h" #ifndef M2CTX #define BSS __attribute__ ((section (".bss"))) #define TRANSPARENT_UNION __attribute__ ((__transparent_union__)) #else #define BSS static #define TRANSPARENT_UNION #endif #define ALIGNED(x) __attribute__((aligned(x))) #define ALIGN16(val) (((val) + 0xF) & ~0xF) #define ALIGN8(val) (((val) + 0x7) & ~0x7) #define NAME_SUFFIX #define NAME_PREFIX #define A(sym) NS(AREA, NAME_PREFIX, sym, NAME_SUFFIX) #define N(sym) NS(NAMESPACE, NAME_PREFIX, sym, NAME_SUFFIX) #define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0])) #if !defined(PERMUTER) #define NOP_FIX __asm__(".set nogpopt"); #define NOP_UNFIX __asm__(".set gpopt"); #else #define NOP_FIX #define NOP_UNFIX #endif #define PTR_LIST_END ((void*) -1) #define API_CALLABLE(name) ApiStatus name(Evt* script, s32 isInitialCall) // standardized padding macros for map overlays #define MAP_RODATA_PAD(n,name) const s32 N(rodata_pad_##name)[n] = {}; #define MAP_STATIC_PAD(n,name) BSS s32 N(static_pad_##name)[n]; // standardized macro for reseting data section after a INCLUDE_ASM //TODO these should all be removed after map decomp is done #define MAP_DATA_SECTION_START __asm__(".section .data\n"); #define PHYSICAL_TO_VIRTUAL(addr) (void*)((u32)(addr) + 0x80000000) #define VIRTUAL_TO_PHYSICAL(addr) (u32)((u8*)(addr) - 0x80000000) #ifdef DEBUG #define ASSERT(condition) \ if (!(condition)) { \ func_80025F44("Assertion failed: " #condition, __FILE__, __LINE__); \ while (TRUE) {} \ } #define PANIC() \ func_80025F44("Panic!", __FILE__, __LINE__); \ while (TRUE) {} #else #define ASSERT(condition) if (!(condition)) { while (TRUE) {} } #define PANIC() while (TRUE) {} #endif #define BADGE_MENU_PAGE(index) (&gPauseBadgesPages[index]) #define ITEM_MENU_PAGE(index) (&gPauseItemsPages[index]) #define MENU_PANEL_SELECTED_GRID_DATA(panel) \ (panel)->gridData[(panel)->page * (panel)->numCols * (panel)->numRows + \ (panel)->numCols * (panel)->row + \ (panel)->col] #define MAX_MAPVARS 16 #define MAX_MAPFLAGS 3 #define MAX_ANIMATED_MODELS 16 #define MAX_ANIMATED_MESHES 16 #define MAX_ENTITY_MODELS 256 #define MAX_MODELS 256 #define MAX_MODEL_TRANSFORM_GROUPS 4 #define MAX_SCRIPTS 128 #define MAX_NPCS 64 #define MAX_TRIGGERS 64 #define MAX_SHADOWS 60 #define MAX_ENTITIES 30 #define MAX_WORKERS 16 #define MAX_TEX_PANNERS 16 #define MAX_ITEM_ENTITIES 256 #define MAX_STAR_PIECES 222 #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 240 #define CAM_NEAR_CLIP 16 #define CAM_FAR_CLIP 4096 // Size of tmem in bytes (4kB) #define TMEM_SIZE 0x1000 // Height of tiles to use when copying fullscreen images (6) #define SCREEN_COPY_TILE_HEIGHT ((TMEM_SIZE) / ((SCREEN_WIDTH) * (2))) // Alternative to libultra's M_PI: non-float version; more digits cause issues #define PI 3.141592f #define PI_D 3.141592 #define TAU 6.28318f #define PI_S 3.14159f // Shorter PI // Angle conversion macros #define DEG_TO_BINANG(x) ((x) * (0x8000 / 180.0f)) #define RAD_TO_BINANG(x) ((x) * (f32)(0x8000 / M_PI)) #define DEG_TO_RAD(deg) (((deg) * TAU) / 360.0f) // Should be 1.0f / 0x7FFF, but precision is wrong for a double #define SHT_MINV 3.051851e-05 #define SPRITE_WORLD_SCALE_F (5.0f/7.0f) #define SPRITE_WORLD_SCALE_D (5.0/7.0) #define SPRITE_ID(name, pal_anim) ((name) << 16 | (pal_anim)) #define BATTLE_ENTITY_ID_MASK 0x800 #define UNPACK_BTL_AREA(battleID) (((battleID) >> 8) & 0xFF) #define UNPACK_BTL_INDEX(battleID) ((battleID) & 0xFF) #define COLLISION_WITH_NPC_BIT 0x2000 #define COLLISION_WITH_ENTITY_BIT 0x4000 #define NPC_DISPOSE_LOCATION 0,-1000,0 #define NPC_DISPOSE_POS_X 0 #define NPC_DISPOSE_POS_Y -1000 #define NPC_DISPOSE_POS_Z 0 #define PACK_FILL_COLOR(r, g, b, a) (GPACK_RGBA5551(r, g, b, a) << 0x10) | GPACK_RGBA5551(r, g, b, a) #define PACK_FILL_DEPTH(z,dz) (GPACK_ZDZ(z, dz) << 0x10) | GPACK_ZDZ(z, dz) #define SQ(x) ((x) * (x)) #define CUBE(x) ((x) * (x) * (x)) #define QUART(x) ((x) * (x) * (x) * (x)) /// Fixed-point short literal #define F16(f) (s16)(f * 327.67f) /// X.10 fixed-point literal #define X10(f) (s32)(f * 1024.0f) #define _NS(w, x, y, z) w ## _ ## x ## y ## z #define NS(w, x, y, z) _NS(w, x, y, z) #define ASCII_TO_U32(a, b, c, d) ((u32)((a << 24) | (b << 16) | (c << 8) | (d << 0))) #define ITEM_VIS_GROUP(itemID, visGroupID) ((visGroupID) << 16 | (itemID)) #define VIS_GROUP_PAIR(group1, group2) ((group1) << 12 | (group2)) // loads integrator with standard parameter set used for falling #define LOAD_INTEGRATOR_FALL(ptr) \ (ptr)[0] = 0.11430f; \ (ptr)[1] = -0.28710f; \ (ptr)[2] = -0.18230f; \ (ptr)[3] = 0.01152f; \ /* common AI function and script variables */ // ai script #define AI_TEMP_STATE functionTemp[0] #define AI_TEMP_STATE_AFTER_SUSPEND functionTemp[1] #define AI_PATROL_GOAL_INDEX functionTemp[2] // melee enemy #define AI_VAR_ATTACK_STATE varTable[0] #define AI_VAR_MELEE_PRE_TIME varTable[1] #define AI_VAR_MELEE_HIT_TIME varTable[2] #define AI_VAR_MELEE_MISS_TIME varTable[3] #define AI_VAR_NEXT_STATE varTable[7] // melee hitbox #define AI_VAR_HITNPC_YOFFSET varTable[0] #define AI_VAR_HITNPC_DIST varTable[1] #define AI_VAR_HITNPC_2 varTable[2] #define AI_VAR_HITNPC_3 varTable[3] #define AI_VAR_HITNPC_4 varTable[4] #define AI_VAR_HITNPC_SOUND varTable[15] // projectile hitbox #define VAR_PROJECTILE_HITBOX_STATE varTable[0] #define AI_PROJECTILE_AMMO_COUNT varTable[3] #define INTEGER_LOG2(x) ((x) <= 2 ? 1 : (x) <= 4 ? 2 : (x) <= 8 ? 3 : (x) <= 16 ? 4 : (x) <= 32 ? 5 : (x) <= 64 ? 6 : (x) <= 128 ? 7 : (x) <= 256 ? 8 : (x) <= 512 ? 9 : 10) #define FOLIAGE_MODEL_LIST(names...) \ { \ .count = __NARG__(names), \ .models = { names } \ } #endif