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86 lines
2.4 KiB
C
86 lines
2.4 KiB
C
#ifndef _MACROS_H_
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#define _MACROS_H_
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#include "common.h"
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#ifndef SPLAT
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#ifndef INCLUDE_ASM
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#define INCLUDE_ASM(TYPE, FOLDER, NAME, ARGS...) \
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TYPE __attribute__((naked)) NAME(ARGS) { __asm__( ".include \"include/macro.inc\"\n.include \"asm/nonmatchings/"FOLDER"/"#NAME".s\"\n.set reorder\n.set at"); }
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#endif
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#else
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#define INCLUDE_ASM(TYPE, FOLDER, NAME, ARGS...)
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#endif
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#define ALIGN16(val) (((val) + 0xF) & ~0xF)
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#define N(sym) NS(NAMESPACE, sym)
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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 ASSERT(condition) if (!(condition)) { while (1) {} }
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#define PANIC() ASSERT(0)
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#define STATIC_ASSERT(condition) enum { static_assert_fail = 1/(!!(condition)) } // Causes division by zero ("not integer constant") if false
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#define BATTLE_STATUS (&gBattleStatus)
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#define GAME_STATUS (*gGameStatusPtr)
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#define PLAYER_STATUS (&gPlayerStatus)
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#define UI_STATUS (&gUIStatus)
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#define PLAYER_DATA (&gPlayerData)
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#define CAM(id) (&gCameras[id])
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#define CURRENT_CAM (&gCameras[gCurrentCameraID])
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#define GET_MAP_ENTRY(cfg, idx) (&(*cfg->entryList)[idx])
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#define BADGE_MENU_PAGE(index) (&gBadgeMenuPages[index])
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#define ITEM_MENU_PAGE(index) (&gItemMenuPages[index])
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#define MAX_MAPVARS 16
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#define MAX_MAPFLAGS 3
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#define MAX_ANIMATED_MODELS 16
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#define MAX_ANIMATED_MESHES 16
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#define MAX_MODELS 256
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#define MAX_SCRIPTS 128
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#define MAX_NPCS 64
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#define MAX_TRIGGERS 64
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#define MAX_SHADOWS 60
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#define MAX_ENTITIES 30
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#define MAX_DYNAMIC_ENTITIES 16
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// Alternative to libultra's M_PI: non-float version; more digits cause issues
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#define PI 3.141592f
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#define TAU 6.28318f
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//NOTE: SCRIPT_ALLOC is probably not quite correct, but this is the closest thing to matching for the functions its used in. Needs more work.
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#define SCRIPT_ALLOC(new, index) \
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{ \
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ScriptList** temp = &gCurrentScriptListPtr; \
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s32 *numScripts = &gNumScripts; \
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new = heap_malloc(sizeof(ScriptInstance)); \
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(**temp)[index] = new; \
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(*numScripts)++; \
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ASSERT(new != NULL); \
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}
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#define SCRIPT_FREE(index) \
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{ \
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ScriptList** temp = &gCurrentScriptListPtr; \
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s32 *numScripts = &gNumScripts; \
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heap_free((**temp)[index]); \
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(**temp)[index] = NULL; \
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(*numScripts)--; \
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}
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#define SQ(x) (x*x)
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// Fixed-point short literal
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#define F16(f) (s16)(f * 327.67f)
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#define _NS(x, y) x ## _ ## y
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#define NS(x, y) _NS(x, y)
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#define ASCII_TO_U32(a, b, c, d) ((u32)((a << 24) | (b << 16) | (c << 8) | (d << 0)))
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#endif
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