papermario/include/script_api/macros.h
Alex Bates 9574baebaf
Make EVT macros easier to read and write (#1154)
* fix rename.py

* update doxygen EVT_CALL->Call

* support passing files to rename.py

* remove EVT macro prefix and make them PascalCase

* rename PlayEffect function to PlayEffect_impl so it doesn't conflict with macro

* dead_PlayEffect_impl
2024-01-21 13:04:47 +00:00

824 lines
36 KiB
C

#ifndef _SCRIPT_API_MACROS_H_
#define _SCRIPT_API_MACROS_H_
#include "evt.h"
#include "stdlib/stdarg.h"
/****** EXPRESSIONS ***************************************************************************************************/
/// Expressions in EVT instructions should be one of the following types:
/// - Integer literals (as-is, s32)
/// - Float literals (Float) - cast to int where a float is not accepted
/// - Pointers, string literals (Ref)
/// - Variables (LW, GW, LSW, GSW, UW)
/// - Flags (LF, GF, LSWF, GSWF, UF)
/// This is implemented in `evt_get_variable` and `evt_get_float_variable`.
/// Decimal constant.
/// Despite the name, "floats" are actually stored as fixed-point values.
#define EVT_LOCAL_VAR_CUTOFF -20000000
#define EVT_LOCAL_VAR_OFFSET 30000000
#define EVT_MAP_VAR_CUTOFF -40000000
#define EVT_MAP_VAR_OFFSET 50000000
#define EVT_LOCAL_FLAG_CUTOFF -60000000
#define EVT_LOCAL_FLAG_OFFSET 70000000
#define EVT_MAP_FLAG_CUTOFF -80000000
#define EVT_MAP_FLAG_OFFSET 90000000
#define EVT_AREA_FLAG_CUTOFF -100000000
#define EVT_AREA_FLAG_OFFSET 110000000
#define EVT_GAME_FLAG_CUTOFF -120000000
#define EVT_GAME_FLAG_OFFSET 130000000
#define EVT_AREA_BYTE_CUTOFF -140000000
#define EVT_AREA_BYTE_OFFSET 150000000
#define EVT_GAME_BYTE_CUTOFF -160000000
#define EVT_GAME_BYTE_OFFSET 170000000
#define EVT_ARRAY_VAR_CUTOFF -180000000
#define EVT_ARRAY_VAR_OFFSET 190000000
#define EVT_ARRAY_FLAG_CUTOFF -200000000
#define EVT_ARRAY_FLAG_OFFSET 210000000
#define EVT_FIXED_CUTOFF -220000000
#define EVT_FIXED_OFFSET 230000000
#define EVT_IGNORE_ARG -250000000 // used by a couple functions to selectively ignore args
#define EVT_LIMIT -270000000 // TODO better name
// This fixes an issue with fixed point numbers not being correct. Potentially a truncation vs round difference.
#define Float_ROUND(x) ((x) >=0 ? (f64)((x) + 0.9) : (f64)(x))
#define Float(DOUBLE) ((Bytecode)Float_ROUND(((DOUBLE) * 1024.0f)) - EVT_FIXED_OFFSET)
/// Progammatically converts Float --> f32
#define EVT_FIXED_TO_FLOAT(x) ({f32 var = (x) + EVT_FIXED_OFFSET; var /= 1024.0f; var;})
/// Progammatically converts f32 --> Float
#define Float_TO_FIXED(x) (((x) * 1024.0f) + -EVT_FIXED_OFFSET)
/// Address/pointer constant.
#define Ref(sym) ((Bytecode) &(sym))
/// Local Word. A variable local to the current thread.
/// LWs are copied to any threads created by this one (Exec, ExecWait, Thread, ChildThread).
/// Additionally, ExecWait copies LWs back from the spawned thread when it completes.
///
/// Range: `0 <= v < 0x10`
#define LocalVar(INDEX) ((INDEX) - EVT_LOCAL_VAR_OFFSET)
/// Global Word. A variable global to all threads.
/// Cleared upon entering a new map.
///
/// Range: `0 <= v < 0x10`
#define MapVar(INDEX) ((INDEX) - EVT_MAP_VAR_OFFSET)
/// Local Flag. A boolean variable local to the current thread.
/// LFs are copied to any threads created by this one (Exec, ExecWait, Thread, ChildThread).
/// Additionally, ExecWait copies LFs back from the spawned thread when it completes.
///
/// Range: `0 <= v < 0x60`
#define LocalFlag(INDEX) ((INDEX) - EVT_LOCAL_FLAG_OFFSET)
/// Global Flag. A boolean variable global to all threads.
/// Cleared upon entering a new map.
///
/// Range: `0 <= v < 0x60`
#define MapFlag(INDEX) ((INDEX) - EVT_MAP_FLAG_OFFSET)
/// Local Save World Flag. A boolean variable local to the current world area, saved in the savefile.
/// Cleared upon entering a new world area.
///
/// Used to track whether items that respawn, such as coins, Goomnuts, or Koopa Leaves, have been collected.
///
/// Range: `0 <= v < 0x100`
#define AreaFlag(INDEX) ((INDEX) - EVT_AREA_FLAG_OFFSET)
/// Global Save World Flag. A boolean variable saved in the savefile.
///
/// Used to track whether badges, items, etc. have been collected or whether NPCs have been interacted with.
///
/// Range: `0 <= v < 0x800`
#define GameFlag(INDEX) ((INDEX) - EVT_GAME_FLAG_OFFSET)
/// Local Saved **Byte**. A variable local to the current world area, saved in the savefile.
/// Cleared upon a new world area.
///
/// Rarely used. Most common use is for NPCs with dialogue that changes depending on the number of times you have
/// interacted with them in their 'recent memory' (i.e. until you leave the area).
///
/// Range: `0 <= v < 0x10`
#define AreaByte(INDEX) ((INDEX) - EVT_AREA_BYTE_OFFSET)
/// Global Saved **Byte**. A variable saved in the save file.
///
/// Used for almost all savefile state.
#define GameByte(INDEX) ((INDEX) - EVT_GAME_BYTE_OFFSET)
/// User Word. A variable stored within the current thread's array.
/// You can load an array with UseArray or temporarily allocate one with MallocArray, then get/set values with
/// the `ArrayVar(index)` macro.
///
/// Range: `0 <= v`
#define ArrayVar(INDEX) ((INDEX) - EVT_ARRAY_VAR_OFFSET)
/// User Flag. A boolean variable stored within the current thread's flag array.
/// The flag array is distinct from the word array (unlike UseBuf and UseFBuf).
///
/// Range: `0 <= v`
#define ArrayFlag(INDEX) ((INDEX) - EVT_ARRAY_FLAG_OFFSET)
/// An entity index. Entities are assigned indices in the order they are created with Call(MakeEntity, ...).
/// Supported in BindTrigger and BindPadlock only.
#define EVT_ENTITY_ID_BIT 0x4000
#define EVT_ENTITY_INDEX(entityIndex) ((entityIndex) + EVT_ENTITY_ID_BIT)
// inverse macros for obtaining the index of a variable from its encoded form
#define EVT_INDEX_OF_LOCAL_VAR(v) ((v) + EVT_LOCAL_VAR_OFFSET)
#define EVT_INDEX_OF_LOCAL_FLAG(v) ((v) + EVT_LOCAL_FLAG_OFFSET)
#define EVT_INDEX_OF_MAP_VAR(v) ((v) + EVT_MAP_VAR_OFFSET)
#define EVT_INDEX_OF_MAP_FLAG(v) ((v) + EVT_MAP_FLAG_OFFSET)
#define EVT_INDEX_OF_AREA_FLAG(v) ((v) + EVT_AREA_FLAG_OFFSET)
#define EVT_INDEX_OF_AREA_BYTE(v) ((v) + EVT_AREA_BYTE_OFFSET)
#define EVT_INDEX_OF_GAME_FLAG(v) ((v) + EVT_GAME_FLAG_OFFSET)
#define EVT_INDEX_OF_GAME_BYTE(v) ((v) + EVT_GAME_BYTE_OFFSET)
#define EVT_INDEX_OF_ARRAY_FLAG(v) ((v) + EVT_ARRAY_FLAG_OFFSET)
#define EVT_INDEX_OF_ARRAY_VAR(v) ((v) + EVT_ARRAY_VAR_OFFSET)
// shorthand names for LocalVar
#define LVar0 LocalVar(0)
#define LVar1 LocalVar(1)
#define LVar2 LocalVar(2)
#define LVar3 LocalVar(3)
#define LVar4 LocalVar(4)
#define LVar5 LocalVar(5)
#define LVar6 LocalVar(6)
#define LVar7 LocalVar(7)
#define LVar8 LocalVar(8)
#define LVar9 LocalVar(9)
#define LVarA LocalVar(10)
#define LVarB LocalVar(11)
#define LVarC LocalVar(12)
#define LVarD LocalVar(13)
#define LVarE LocalVar(14)
#define LVarF LocalVar(15)
// shorthand names for common LocalFlags
// these actually run all the way up to LocalFlag(96), but nothing past 15 is ever used
#define LFlag0 LocalFlag(0)
#define LFlag1 LocalFlag(1)
#define LFlag2 LocalFlag(2)
#define LFlag3 LocalFlag(3)
#define LFlag4 LocalFlag(4)
#define LFlag5 LocalFlag(5)
#define LFlag6 LocalFlag(6)
#define LFlag7 LocalFlag(7)
#define LFlag8 LocalFlag(8)
#define LFlag9 LocalFlag(9)
#define LFlagA LocalFlag(10)
#define LFlagB LocalFlag(11)
#define LFlagC LocalFlag(12)
#define LFlagD LocalFlag(13)
#define LFlagE LocalFlag(14)
#define LFlagF LocalFlag(15)
/****** INSTRUCTIONS **************************************************************************************************/
/// On each frame, the EVT manager will continue executing commands in all threads until a blocking command is
/// encountered. This means that if you have a thread that loops but does not block between iterations, the game will
/// freeze! Avoid this by inserting a blocking command such as Wait(1) in the loop body.
///
/// Also note that threads are never executed in parallel. If your EVT script lacks blocking commands, it will be
/// executed all in one go, and race conditions cannot occur.
///
/// The following subset of EVT commands are blocking:
/// - ExecWait
/// - Wait
/// - Wait_SECONDS
/// - Call (if function returns ApiStatus_BLOCK)
/// In EVT scripts, instructions are stored contiguously in the following structs:
/// struct {
/// Bytecode opcode;
/// Bytecode argc;
/// Bytecode argv[argc];
/// }
/// This macro expands to the given opcode and argv, with argc calculated automatically.
#ifndef PERMUTER
#ifndef M2CTX
#define EVT_CMD(opcode, argv...) \
opcode, \
(sizeof((Bytecode[]){argv})/sizeof(Bytecode)), \
##argv
#else
// This definition that passes in 0 for the number of args is used for pycparser since it can't handle varargs
#define EVT_CMD(opcode, argv...) \
opcode, \
0, \
##argv
#endif
#else
// This definition that passes in 0 for the number of args is used for pycparser since it can't handle varargs
#define EVT_CMD(opcode, argv...) \
opcode, \
0, \
##argv
#endif
/// Signals the end of EVT script data. A script missing this will likely crash on load.
#define End EVT_CMD(EVT_OP_END),
/// Kills the current EVT thread.
/// A script missing a return will live - but do nothing - forever, or until something else kills it (e.g. leaving the map).
#define Return EVT_CMD(EVT_OP_RETURN),
/// Jumps to a given instruction pointer and begins execution from there.
/// You can jump to a different EVT source and labels etc. will be loaded as expected.
/// The timescale for the current thread is also reset to the global default.
#define Jump(EVT_SOURCE) EVT_CMD(EVT_OP_JUMP, (Bytecode) EVT_SOURCE),
/// Marks this point in the script as a Goto target.
///
/// Range: `0 <= LABEL_ID <= 0x16`
#define Label(LABEL_ID) EVT_CMD(EVT_OP_LABEL, LABEL_ID),
/// Moves execution to the given label.
///
/// Range: `0 <= LABEL_ID <= 0x16`
#define Goto(LABEL_ID) EVT_CMD(EVT_OP_GOTO, LABEL_ID),
/// Marks the beginning of a loop.
///
/// Loop(TIMES)
/// ...
/// EndLoop
///
/// The variable or value given in `TIMES` is decremented upon each loop iteration.
/// After the "1" iteration completes, the loop exits.
/// Use Loop(0) for an infinite loop; make sure it breaks or blocks to avoid a freeze.
///
/// Up to 8 loops may be nested within a single script.
#define Loop(TIMES) EVT_CMD(EVT_OP_LOOP, TIMES),
/// Marks the end of a loop.
#define EndLoop EVT_CMD(EVT_OP_END_LOOP),
/// Breaks out of the innermost loop.
#define BreakLoop EVT_CMD(EVT_OP_BREAK_LOOP),
/// Blocks for the given number of frames.
#define Wait(NUM_FRAMES) EVT_CMD(EVT_OP_WAIT_FRAMES, NUM_FRAMES),
/// Blocks for the given number of seconds.
#define WaitSecs(NUM_SECONDS) EVT_CMD(EVT_OP_WAIT_SECS, NUM_SECONDS),
/// Marks the beginning of an if statement that only executes if `LVAR == RVAR`.
///
/// IfEq(LVAR, RVAR)
/// ...
/// Else
/// ...
/// EndIf
///
/// The Else block is optional.
#define IfEq(LVAR, RVAR) EVT_CMD(EVT_OP_IF_EQ, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR != RVAR`.
#define IfNe(LVAR, RVAR) EVT_CMD(EVT_OP_IF_NE, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR < RVAR`.
#define IfLt(LVAR, RVAR) EVT_CMD(EVT_OP_IF_LT, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR <= RVAR`.
#define IfGt(LVAR, RVAR) EVT_CMD(EVT_OP_IF_GT, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR > RVAR`.
#define IfLe(LVAR, RVAR) EVT_CMD(EVT_OP_IF_LE, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR >= RVAR`.
#define IfGe(LVAR, RVAR) EVT_CMD(EVT_OP_IF_GE, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,
/// i.e. `(LVAR & RVAR) != 1`.
#define IfFlag(LVAR, RVAR) EVT_CMD(EVT_OP_IF_FLAG, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,
/// i.e. `(LVAR & RVAR) == 0`.
#define IfNotFlag(LVAR, RVAR) EVT_CMD(EVT_OP_IF_NOT_FLAG, LVAR, RVAR),
/// Marks the end of an if statement and the start of the else block.
#define Else EVT_CMD(EVT_OP_ELSE),
/// Marks the end of an if statement or an else block.
#define EndIf EVT_CMD(EVT_OP_END_IF),
/// Marks the start of a switch statement.
///
/// Switch(LVAR)
/// CaseEq(RVAR)
/// ...
/// EndSwitch
///
/// Unlike C, EVT switch statements do not have fallthrough by default.
/// If you want to opt-in to fallthrough, use CaseOrEq.
///
/// Up to 8 switch statements may be nested within a single script.
#define Switch(LVAR) EVT_CMD(EVT_OP_SWITCH, LVAR),
/// Marks the start of a switch statement where the given value is treated as-is instead of using evt_get_variable.
/// That is, `SwitchConst(LocalVar(0))` will switch over the value `0xFE363C80` instead of the value contained
/// within `LocalVar(0)`.
#define SwitchConst(LCONST) EVT_CMD(EVT_OP_SWITCH_CONST, LCONST),
/// Marks the start of a switch case that executes only if `LVAR == RVAR`. It also marks the end of any previous case.
#define CaseEq(RVAR) EVT_CMD(EVT_OP_CASE_EQ, RVAR),
/// Marks the start of a switch case that executes only if `LVAR != RVAR`. It also marks the end of any previous case.
#define CaseNe(RVAR) EVT_CMD(EVT_OP_CASE_NE, RVAR),
/// Marks the start of a switch case that executes only if `LVAR < RVAR`. It also marks the end of any previous case.
#define CaseLt(RVAR) EVT_CMD(EVT_OP_CASE_LT, RVAR),
/// Marks the start of a switch case that executes only if `LVAR <= RVAR`. It also marks the end of any previous case.
#define CaseGt(RVAR) EVT_CMD(EVT_OP_CASE_GT, RVAR),
/// Marks the start of a switch case that executes only if `LVAR > RVAR`. It also marks the end of any previous case.
#define CaseLe(RVAR) EVT_CMD(EVT_OP_CASE_LE, RVAR),
/// Marks the start of a switch case that executes only if `LVAR >= RVAR`. It also marks the end of any previous case.
#define CaseGe(RVAR) EVT_CMD(EVT_OP_CASE_GE, RVAR),
/// Marks the start of a switch case that executes unconditionally. It also marks the end of any previous case.
#define CaseDefault EVT_CMD(EVT_OP_CASE_DEFAULT),
/// Marks the start of a switch case that executes only if `LVAR == RVAR`. It also marks the end of any previous case.
/// Unlike CaseEq, CaseOrEq will fallthrough to the next case until EndCaseGroup is reached.
#define CaseOrEq(RVAR) EVT_CMD(EVT_OP_CASE_OR_EQ, RVAR),
/// Marks the start of a switch case that executes only if `LVAR == RVAR`. It also marks the end of any previous case.
/// Similar to CaseOrEq, CaseAndEq has fallthrough. However, if `LVAR != RVAR`, fallthrough does not apply.
#define CaseAndEq(RVAR) EVT_CMD(EVT_OP_CASE_AND_EQ, RVAR),
/// Marks the start of a switch case that executes only if the `RVAR` flag is set on `LVAR`, i.e. `(LVAR & RVAR) != 1`.
/// It also marks the end of any previous case.
#define CaseFlag(RVAR) EVT_CMD(EVT_OP_CASE_FLAG, RVAR),
/// Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define EndCaseGroup EVT_CMD(EVT_OP_END_CASE_GROUP),
/// Marks the start of a switch case that executes only if `MIN <= LVAR <= MAX` (inclusive).
/// It also marks the end of any previous case.
#define CaseRange(MIN, MAX) EVT_CMD(EVT_OP_CASE_RANGE, MIN, MAX),
/// Marks the end of a switch case
#define BreakSwitch EVT_CMD(EVT_OP_BREAK_SWITCH),
/// Marks the end of a switch statement and any case.
#define EndSwitch EVT_CMD(EVT_OP_END_SWITCH),
/// Sets the given variable to a given value casted to an integer.
#define Set(VAR, INT_VALUE) EVT_CMD(EVT_OP_SET, VAR, (Bytecode) INT_VALUE),
/// Sets the given variable to a given value, skipping the evt_get_variable call.
/// That is, `SetConst(LocalVar(0), LocalVar(1))` will set `LocalVar(0)` to `0xFE363C81` instead of copying the value of
/// `LocalVar(1)` into `LocalVar(0)`.
#define SetConst(VAR, CONST) EVT_CMD(EVT_OP_SET_CONST, VAR, (Bytecode) CONST),
/// Sets the given variable to a given value, but supports Floats.
#define SetF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_SETF, VAR, FLOAT_VALUE),
// Basic arithmetic operations.
#define Add(VAR, INT_VALUE) EVT_CMD(EVT_OP_ADD, VAR, INT_VALUE),
#define Sub(VAR, INT_VALUE) EVT_CMD(EVT_OP_SUB, VAR, INT_VALUE),
#define Mul(VAR, INT_VALUE) EVT_CMD(EVT_OP_MUL, VAR, INT_VALUE),
#define Div(VAR, INT_VALUE) EVT_CMD(EVT_OP_DIV, VAR, INT_VALUE),
#define Mod(VAR, INT_VALUE) EVT_CMD(EVT_OP_MOD, VAR, INT_VALUE),
// Basic floating-point arithmetic operations.
#define AddF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_ADDF, VAR, FLOAT_VALUE),
#define SubF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_SUBF, VAR, FLOAT_VALUE),
#define MulF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_MULF, VAR, FLOAT_VALUE),
#define DivF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_DIVF, VAR, FLOAT_VALUE),
/// Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
#define UseBuf(INT_PTR) EVT_CMD(EVT_OP_USE_BUF, (Bytecode) INT_PTR),
/// Consumes the next s32 from the buffer and stores it in the given variable.
#define BufRead1(VAR) EVT_CMD(EVT_OP_BUF_READ1, VAR),
/// Consumes the next two s32s from the buffer and stores them in the given variables.
#define BufRead2(VAR1, VAR2) EVT_CMD(EVT_OP_BUF_READ2, VAR1, VAR2),
/// Consumes the next three s32s from the buffer and stores them in the given variables.
#define BufRead3(VAR1, VAR2, VAR3) EVT_CMD(EVT_OP_BUF_READ3, VAR1, VAR2, VAR3),
/// Consumes the next four s32s from the buffer and stores them in the given variables.
#define BufRead4(VAR1, VAR2, VAR3, VAR4) EVT_CMD(EVT_OP_BUF_READ4, VAR1, VAR2, VAR3, VAR4),
/// Gets the s32 at the given offset of the buffer and stores it in the given variable, without consuming it.
#define BufPeek(OFFSET, VAR) EVT_CMD(EVT_OP_BUF_PEEK, OFFSET, VAR),
/// Identical to UseBuf. Beware that the int buffer and the float buffer are not distinct.
#define UseFBuf(FLOAT_PTR) EVT_CMD(EVT_OP_USE_FBUF, (Bytecode) FLOAT_PTR),
/// Consumes the next f32 from the buffer and stores it in the given variable.
#define FBufRead1(VAR) EVT_CMD(EVT_OP_FBUF_READ1, VAR),
/// Consumes the next two f32s from the buffer and stores them in the given variables.
#define FBufRead2(VAR1, VAR2) EVT_CMD(EVT_OP_FBUF_READ2, VAR1, VAR2),
/// Consumes the next three f32s from the buffer and stores them in the given variables.
#define FBufRead3(VAR1, VAR2, VAR3) EVT_CMD(EVT_OP_FBUF_READ3, VAR1, VAR2, VAR3),
/// Consumes the next four f32s from the buffer and stores them in the given variables.
#define FBufRead4(VAR1, VAR2, VAR3, VAR4) EVT_CMD(EVT_OP_FBUF_READ4, VAR1, VAR2, VAR3, VAR4),
/// Gets the f32 at the given offset of the buffer and stores it in the given variable, without consuming it.
#define FBufPeek(OFFSET, VAR) EVT_CMD(EVT_OP_FBUF_PEEK, OFFSET, VAR),
/// Loads an s32 array pointer into the current thread for use with `ArrayVar(INDEX)`.
#define UseArray(INT_PTR) EVT_CMD(EVT_OP_USE_ARRAY, (Bytecode) INT_PTR),
/// Loads an s32 array pointer into the current thread for use with `UF(INDEX)`.
/// Flags are stored in a 'packed' structure where indices refer to bits.
#define UseFlagArray(PACKED_FLAGS_PTR) EVT_CMD(EVT_OP_USE_FLAG_ARRAY, (Bytecode) PACKED_FLAGS_PTR),
/// Allocates a new array of the given size for use with `ArrayVar(INDEX)`.
/// EVT scripts do not have to worry about freeing this array.
#define MallocArray(SIZE, OUT_PTR_VAR) EVT_CMD(EVT_OP_MALLOC_ARRAY, SIZE, OUT_PTR_VAR),
/// `VAR &= VALUE`
#define BitwiseAnd(VAR, VALUE) EVT_CMD(EVT_OP_BITWISE_AND, VAR, VALUE),
/// `VAR &= CONST`, but CONST is treated as-is rather than dereferenced with evt_get_variable.
#define BitwiseAndConst(VAR, CONST) EVT_CMD(EVT_OP_BITWISE_AND_CONST, VAR, CONST),
/// `VAR |= VALUE`
#define BitwiseOr(VAR, VALUE) EVT_CMD(EVT_OP_BITWISE_OR, VAR, VALUE),
/// `VAR |= CONST`, but CONST is treated as-is rather than dereferenced with evt_get_variable.
#define BitwiseOrConst(VAR, CONST) EVT_CMD(EVT_OP_BITWISE_OR_CONST, VAR, CONST),
/// Launches a new thread.
/// The following values are copied from the current thread to the new thread:
/// - LFs
/// - LWs
/// - Array pointer
/// - Flag array pointer
/// - Priority
/// - Group
#define Exec(EVT_SOURCE) EVT_CMD(EVT_OP_EXEC, (Bytecode) EVT_SOURCE),
/// Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
/// The other thread may be interacted with using KillThread, SuspendThread, ResumeThread, and
/// IsThreadRunning.
#define ExecGetTID(EVT_SOURCE, OUTVAR) EVT_CMD(EVT_OP_EXEC_GET_TID, (Bytecode) EVT_SOURCE, OUTVAR),
/// Launches a new child thread.
/// Blocks for at least one frame unless the child thread is made to have a higher priority than the parent.
///
/// The following values are inherited and then copied back to the parent thread upon completion:
/// - LFs
/// - LWs
/// - Array pointer
/// - Flag array pointer
/// - Priority
/// - Group
///
/// Child threads are killed, suspended, and resumed as their parents are, for example, a different thread using
/// KillThread to kill a parent thread would also kill its child thread(s) launched by this command.
#define ExecWait(EVT_SOURCE) EVT_CMD(EVT_OP_EXEC_WAIT, (Bytecode) EVT_SOURCE),
/// Sets up a script to launch when a particular event is triggered.
///
/// Valid triggers:
/// - TRIGGER_WALL_PUSH
/// - TRIGGER_FLOOR_TOUCH
/// - TRIGGER_WALL_PRESS_A (displays "!" icon above player)
/// - TRIGGER_FLOOR_JUMP
/// - TRIGGER_WALL_TOUCH
/// - TRIGGER_FLOOR_PRESS_A
/// - TRIGGER_WALL_HAMMER
/// - TRIGGER_GAME_FLAG_SET (TODO: rename)
/// - TRIGGER_AREA_FLAG_SET (TODO: rename)
/// - TRIGGER_CEILING_TOUCH
/// - TRIGGER_FLOOR_ABOVE
/// - TRIGGER_POINT_BOMB (takes Vec3f* instead of collider ID)
///
/// For the `COLLIDER_ID` param, the following values are accepted:
/// - Collider ID
/// - Entity ID (use EVT_ENTITY_INDEX)
/// - Pointer to a Vec3f (for TRIGGER_POINT_BOMB only)
///
/// Only one thread will run for a trigger at once.
#define BindTrigger(EVT_SOURCE, TRIGGER, COLLIDER_ID, UNK_A3, TRIGGER_PTR_OUTVAR) \
EVT_CMD(EVT_OP_BIND_TRIGGER, (Bytecode) EVT_SOURCE, TRIGGER, (Bytecode) COLLIDER_ID, UNK_A3, TRIGGER_PTR_OUTVAR),
/// Similar to BindTrigger, but also takes arguments for the item list to show.
#define BindPadlock(EVT_SOURCE, TRIGGER, COLLIDER_ID, ITEM_LIST, UNK_A3, TRIGGER_PTR_OUTVAR) \
EVT_CMD(EVT_OP_BIND_PADLOCK, (Bytecode) EVT_SOURCE, TRIGGER, COLLIDER_ID, (Bytecode) ITEM_LIST, UNK_A3, TRIGGER_PTR_OUTVAR),
/// Unbinds the current thread from the trigger it was bound to, if any.
#define Unbind EVT_CMD(EVT_OP_UNBIND),
/// Kills a thread by its thread ID.
#define KillThread(TID) EVT_CMD(EVT_OP_KILL_THREAD, TID),
/// Sets the current thread's priority. Higher-priority threads execute before lower-priority threads on each frame.
#define SetPriority(PRIORITY) EVT_CMD(EVT_OP_SET_PRIORITY, PRIORITY),
/// Sets the current thread's timescale. This is a multiplier applied to Wait and Wait_SECONDS.
#define SetTimescale(TIMESCALE) EVT_CMD(EVT_OP_SET_TIMESCALE, TIMESCALE),
/// Sets the current thread's group. Group value meanings are currently not known.
#define SetGroup(GROUP) EVT_CMD(EVT_OP_SET_GROUP, GROUP),
/// Suspends all threads in a group.
#define SuspendGroup(GROUP) EVT_CMD(EVT_OP_SUSPEND_GROUP, GROUP),
/// Resumes all threads in a group.
#define ResumeGroup(GROUP) EVT_CMD(EVT_OP_RESUME_GROUP, GROUP),
/// Suspends all threads in a group, except the current thread.
#define SuspendOthers(GROUP) EVT_CMD(EVT_OP_SUSPEND_OTHERS, GROUP),
/// Resumes all threads in a group, except the current thread.
#define ResumeOthers(GROUP) EVT_CMD(EVT_OP_RESUME_OTHERS, GROUP),
/// Suspends all threads in a group, except the current thread.
#define SuspendThread(TID) EVT_CMD(EVT_OP_SUSPEND_THREAD, TID),
/// Resumes a thread by its thread ID.
#define ResumeThread(TID) EVT_CMD(EVT_OP_RESUME_THREAD, TID),
/// Sets OUTVAR to TRUE/FALSE depending on whether a thread with the given ID exists (i.e. has not been killed).
#define IsThreadRunning(TID, OUTVAR) EVT_CMD(EVT_OP_IS_THREAD_RUNNING, TID, OUTVAR),
/// Marks the start of a thread block. Commands between this and a matching EndThread
/// will be executed on their own, new thread instead of on the current thread.
#define Thread EVT_CMD(EVT_OP_THREAD),
/// Marks the end of a thread block.
#define EndThread EVT_CMD(EVT_OP_END_THREAD),
/// Marks the start of a child thread block. Commands between this and a matching EndChildThread
/// will be executed as a new child thread instead of on the current thread.
///
/// Child threads are killed if the parent thread dies, so the following script does NOT set the player's position:
///
/// ChildThread
/// Wait_SECONDS(1) // child thread will be killed whilst waiting
/// Call(SetPlayerPos, NPC_DISPOSE_LOCATION) // will not be executed
/// EndChildThread
/// Return // parent thread dies
///
#define ChildThread EVT_CMD(EVT_OP_CHILD_THREAD),
/// Marks the end of a child thread block.
#define EndChildThread EVT_CMD(EVT_OP_END_CHILD_THREAD),
/// Calls a given C EVT API function with any number of arguments.
///
/// An API function has the following signature:
///
/// ApiStatus ApiFunction(Evt* script, s32 isInitialCall);
///
/// This function could then be called with the following command:
///
/// Call(ApiFunction)
///
/// The given arguments can be accessed from the API function using `thread->ptrReadPos`.
#define Call(FUNC, ARGS...) EVT_CMD(EVT_OP_CALL, (Bytecode) FUNC, ##ARGS),
/// Does nothing in release version
#define EVT_DEBUG_LOG(STRING) EVT_CMD(EVT_OP_DEBUG_LOG, STRING),
/// Prints variable name and value
#define DebugPrintVar(VAR) EVT_CMD(EVT_OP_DEBUG_PRINT_VAR, VAR),
/****** VECTOR OPERATIONS *********************************************************************************************/
// expand vector components
#define EVT_AS_VEC2(baseVar) (baseVar), (baseVar + 1)
#define EVT_AS_VEC3(baseVar) (baseVar), (baseVar + 1), (baseVar + 2)
// extract components from vector
#define EVT_VEC_X(baseVar) (baseVar)
#define EVT_VEC_Y(baseVar) (baseVar + 1)
#define EVT_VEC_Z(baseVar) (baseVar + 2)
#define EVT_VEC2_OP(OPERATION, MUT_BASE, x, y) \
OPERATION(MUT_BASE + 0, x) \
OPERATION(MUT_BASE + 1, y)
#define EVT_VEC3_OP(OPERATION, MUT_BASE, x, y, z) \
OPERATION(MUT_BASE + 0, x) \
OPERATION(MUT_BASE + 1, y) \
OPERATION(MUT_BASE + 2, z)
#define EVT_VEC2_VOP(OPERATION, MUT_BASE, AMT_BASE) \
OPERATION(MUT_BASE + 0, AMT_BASE + 0) \
OPERATION(MUT_BASE + 1, AMT_BASE + 1)
#define EVT_VEC3_VOP(OPERATION, MUT_BASE, AMT_BASE) \
OPERATION(MUT_BASE + 0, AMT_BASE + 0) \
OPERATION(MUT_BASE + 1, AMT_BASE + 1) \
OPERATION(MUT_BASE + 2, AMT_BASE + 2)
#define EVT_VEC2I_SET(baseVar, x, y) EVT_VEC2_OP(Set, baseVar, x, y)
#define EVT_VEC2F_SET(baseVar, x, y) EVT_VEC2_OP(SetF, baseVar, x, y)
#define EVT_VEC3I_SET(baseVar, x, y, z) EVT_VEC3_OP(Set, baseVar, x, y, z)
#define EVT_VEC3F_SET(baseVar, x, y, z) EVT_VEC3_OP(SetF, baseVar, x, y, z)
#define EVT_VEC2I_VSET(baseVar, baseSrc) EVT_VEC2_VOP(Set, baseVar, baseSrc)
#define EVT_VEC2F_VSET(baseVar, baseSrc) EVT_VEC2_VOP(SetF, baseVar, baseSrc)
#define EVT_VEC3I_VSET(baseVar, baseSrc) EVT_VEC3_VOP(Set, baseVar, baseSrc)
#define EVT_VEC3F_VSET(baseVar, baseSrc) EVT_VEC3_VOP(SetF, baseVar, baseSrc)
#define EVT_VEC2I_ADD(baseVar, x, y) EVT_VEC2_OP(Add, baseVar, x, y)
#define EVT_VEC2F_ADD(baseVar, x, y) EVT_VEC2_OP(AddF, baseVar, x, y)
#define EVT_VEC3I_ADD(baseVar, x, y, z) EVT_VEC3_OP(Add, baseVar, x, y, z)
#define EVT_VEC3F_ADD(baseVar, x, y, z) EVT_VEC3_OP(AddF, baseVar, x, y, z)
#define EVT_VEC2I_VADD(baseVar, baseAmt) EVT_VEC2_VOP(Add, baseVar, baseAmt)
#define EVT_VEC2F_VADD(baseVar, baseAmt) EVT_VEC2_VOP(AddF, baseVar, baseAmt)
#define EVT_VEC3I_VADD(baseVar, baseAmt) EVT_VEC3_VOP(Add, baseVar, baseAmt)
#define EVT_VEC3F_VADD(baseVar, baseAmt) EVT_VEC3_VOP(AddF, baseVar, baseAmt)
#define EVT_VEC2I_SUB(baseVar, x, y) EVT_VEC2_OP(Sub, baseVar, x, y)
#define EVT_VEC2F_SUB(baseVar, x, y) EVT_VEC2_OP(SubF, baseVar, x, y)
#define EVT_VEC3I_SUB(baseVar, x, y, z) EVT_VEC3_OP(Sub, baseVar, x, y, z)
#define EVT_VEC3F_SUB(baseVar, x, y, z) EVT_VEC3_OP(SubF, baseVar, x, y, z)
#define EVT_VEC2I_VSUB(baseVar, baseAmt) EVT_VEC2_VOP(Sub, baseVar, baseAmt)
#define EVT_VEC2F_VSUB(baseVar, baseAmt) EVT_VEC2_VOP(SubF, baseVar, baseAmt)
#define EVT_VEC3I_VSUB(baseVar, baseAmt) EVT_VEC3_VOP(Sub, baseVar, baseAmt)
#define EVT_VEC3F_VSUB(baseVar, baseAmt) EVT_VEC3_VOP(SubF, baseVar, baseAmt)
/****** COMMON SCRIPTS ************************************************************************************************/
#define IfTrue(b) IfNe(b, 0)
#define IfFalse(b) IfEq(b, 0)
#define EVT_EXIT_WALK(walkDistance, exitIdx, map, entryIdx) \
{ \
SetGroup(EVT_GROUP_1B) \
Call(UseExitHeading, walkDistance, exitIdx) \
Exec(ExitWalk) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
// alternate version of EVT_EXIT_WALK used on Pleasant Path which does not join EVT_GROUP_1B
#define EVT_EXIT_WALK_NOK(walkDistance, exitIdx, map, entryIdx) \
{ \
Call(UseExitHeading, walkDistance, exitIdx) \
Exec(ExitWalk) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
// alternate version of EVT_EXIT_WALK which includes a call to DisablePlayerInput
#define EVT_EXIT_WALK_FIXED(walkDistance, exitIdx, map, entryIdx) \
{ \
SetGroup(EVT_GROUP_1B) \
Call(DisablePlayerInput, TRUE) \
Call(UseExitHeading, walkDistance, exitIdx) \
Exec(ExitWalk) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
#define EVT_EXIT_SINGLE_DOOR(exitIdx, map, entryIdx, colliderID, modelID, swingDir) \
{ \
SetGroup(EVT_GROUP_1B) \
Call(DisablePlayerInput, TRUE) \
Set(LVar0, exitIdx) \
Set(LVar1, colliderID) \
Set(LVar2, modelID) \
Set(LVar3, swingDir) \
Exec(ExitSingleDoor) \
Wait(17) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
#define EVT_EXIT_SPLIT_SINGLE_DOOR(exitIdx, map, entryIdx, colliderID, topModelID, bottomModelID, swingDir) \
{ \
SetGroup(EVT_GROUP_1B) \
Call(DisablePlayerInput, TRUE) \
Set(LVar0, exitIdx) \
Set(LVar1, colliderID) \
Set(LVar2, topModelID) \
Set(LVar4, bottomModelID) \
Set(LVar3, swingDir) \
Exec(ExitSplitSingleDoor) \
Wait(17) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
#define EVT_EXIT_DOUBLE_DOOR(exitIdx, map, entryIdx, colliderID, leftDoorModelID, rightDoorModelID) \
{ \
SetGroup(EVT_GROUP_1B) \
Call(DisablePlayerInput, TRUE) \
Set(LVar0, exitIdx) \
Set(LVar1, colliderID) \
Set(LVar2, leftDoorModelID) \
Set(LVar3, rightDoorModelID) \
Exec(ExitDoubleDoor) \
Wait(17) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
// only set perspective to standard values
#define SetUP_CAMERA_MINIMAL() \
Call(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096)
#define SetUP_CAMERA_DEFAULT() \
Call(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096) \
Call(SetCamBGColor, CAM_DEFAULT, 0, 0, 0) \
Call(SetCamEnabled, CAM_DEFAULT, TRUE)
#define SetUP_CAMERA_NO_LEAD() \
Call(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096) \
Call(SetCamBGColor, CAM_DEFAULT, 0, 0, 0) \
Call(SetCamEnabled, CAM_DEFAULT, TRUE) \
Call(SetCamLeadPlayer, CAM_DEFAULT, FALSE)
// same as SetUP_CAMERA_NO_LEAD with calls reordered
#define SetUP_CAMERA_ALT_NO_LEAD() \
Call(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096) \
Call(SetCamBGColor, CAM_DEFAULT, 0, 0, 0) \
Call(SetCamLeadPlayer, CAM_DEFAULT, FALSE) \
Call(SetCamEnabled, CAM_DEFAULT, TRUE)
// allow macros with variable number of arguments
// see https://stackoverflow.com/questions/11761703/overloading-macro-on-number-of-arguments
// solution provided by R1tschY and edited by Gabriel Staples
#define __NARG__(args...) \
__NARG_I_(args,__RSEQ_N())
#define __NARG_I_(args...) \
__ARG_N(args)
#define __ARG_N( \
_1, _2, _3, _4, _5, _6, _7, _8, _9,_10, \
_11,_12,_13,_14,_15,_16,_17,_18,_19,_20, \
_21,_22,_23,_24,_25,_26,_27,_28,_29,_30, \
_31,_32,_33,_34,_35,_36,_37,_38,_39,_40, \
_41,_42,_43,_44,_45,_46,_47,_48,_49,_50, \
_51,_52,_53,_54,_55,_56,_57,_58,_59,_60, \
_61,_62,_63,N,...) N
#define __RSEQ_N() \
63,62,61,60, \
59,58,57,56,55,54,53,52,51,50, \
49,48,47,46,45,44,43,42,41,40, \
39,38,37,36,35,34,33,32,31,30, \
29,28,27,26,25,24,23,22,21,20, \
19,18,17,16,15,14,13,12,11,10, \
9,8,7,6,5,4,3,2,1,0
#define _VFUNC_(name, n) name##n
#define _VFUNC(name, n) _VFUNC_(name, n)
#define VFUNC(func, args...) _VFUNC(func, __NARG__(args)) (args)
#define PlayEffect(args...) VFUNC(PlayEffect, args)
#define PlayEffect1(effect) \
Call(PlayEffect_impl, effect, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect2(effect, subtype) \
Call(PlayEffect_impl, effect, subtype, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect3(effect, subtype, a) \
Call(PlayEffect_impl, effect, subtype, a, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect4(effect, subtype, a, b) \
Call(PlayEffect_impl, effect, subtype, a, b, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect5(effect, subtype, a, b, c) \
Call(PlayEffect_impl, effect, subtype, a, b, c, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect6(effect, subtype, a, b, c, d) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect7(effect, subtype, a, b, c, d, e) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect8(effect, subtype, a, b, c, d, e, f) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, 0, 0, 0, 0, 0, 0)
#define PlayEffect9(effect, subtype, a, b, c, d, e, f, g) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, 0, 0, 0, 0, 0)
#define PlayEffect10(effect, subtype, a, b, c, d, e, f, g, h) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, 0, 0, 0, 0)
#define PlayEffect11(effect, subtype, a, b, c, d, e, f, g, h, i) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, 0, 0, 0)
#define PlayEffect12(effect, subtype, a, b, c, d, e, f, g, h, i, j) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, j, 0, 0)
#define PlayEffect13(effect, subtype, a, b, c, d, e, f, g, h, i, j, k) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, j, k, 0)
#define PlayEffect14(effect, subtype, a, b, c, d, e, f, g, h, i, j, k, l) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, j, k, l)
#endif