papermario/include/macros.h
HailSanta 3a8ba482e4
collision stuff (#785)
* flag fixes

* enum vals

* npc flags

* ai flags

* collision stuff

* ok

Co-authored-by: HailSanta <Hail2Santa@gmail.com>
2022-09-25 05:01:49 +09:00

150 lines
4.3 KiB
C

#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 ALIGN16(val) (((val) + 0xF) & ~0xF)
#define ALIGN8(val) (((val) + 0x7) & ~0x7)
#define A(sym) NS(AREA, sym)
#define N(sym) NS(NAMESPACE, sym)
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define PTR_LIST_END ((void*) -1)
#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_DYNAMIC_ENTITIES 16
#define MAX_TEX_PANNERS 16
#define MAX_ITEM_ENTITIES 256
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
// 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 COLLISION_WITH_NPC_BIT 0x2000
#define COLLISION_WITH_ENTITY_BIT 0x4000
#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(x, y) x ## _ ## y
#define NS(x, y) _NS(x, y)
#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))
// 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]
#endif