mirror of
https://github.com/pmret/papermario.git
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4fce6037a1
* peach NPC flags and missing ANIM_LIST_END * ANIMS * auto smash * misc battle cleanup * misc battle doc 2 * more battle --------- Co-authored-by: HailSanta <Hail2Santa@gmail.com>
230 lines
6.8 KiB
C
230 lines
6.8 KiB
C
#ifndef _MACROS_H_
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#define _MACROS_H_
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#include "types.h"
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#include "include_asm.h"
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#ifndef M2CTX
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#ifdef SHIFT
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#define SHIFT_BSS __attribute__ ((section (".bss")))
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#else
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#define SHIFT_BSS extern
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#endif
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#ifdef SHIFT
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#define MATCHING_BSS(size)
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#else
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#define MATCHING_BSS(size) static BSS u8 padding_bss[size];
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#endif
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#define BSS __attribute__ ((section (".bss")))
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#define TRANSPARENT_UNION __attribute__ ((__transparent_union__))
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#else
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#define SHIFT_BSS static
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#define BSS static
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#define TRANSPARENT_UNION
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#endif
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#define ALIGNED(x) __attribute__((aligned(x)))
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#define ALIGN16(val) (((val) + 0xF) & ~0xF)
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#define ALIGN8(val) (((val) + 0x7) & ~0x7)
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#define NAME_SUFFIX
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#define NAME_PREFIX
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#define A(sym) NS(AREA, NAME_PREFIX, sym, NAME_SUFFIX)
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#define N(sym) NS(NAMESPACE, NAME_PREFIX, sym, NAME_SUFFIX)
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#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
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#if !defined(PERMUTER)
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#define NOP_FIX __asm__(".set nogpopt");
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#define NOP_UNFIX __asm__(".set gpopt");
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#else
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#define NOP_FIX
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#define NOP_UNFIX
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#endif
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#define PTR_LIST_END ((void*) -1)
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#define API_CALLABLE(name) ApiStatus name(Evt* script, s32 isInitialCall)
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// standardized padding macros for map overlays
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#define MAP_RODATA_PAD(n,name) const s32 N(rodata_pad_##name)[n] = {};
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#define MAP_STATIC_PAD(n,name) BSS s32 N(static_pad_##name)[n];
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// standardized macro for reseting data section after a INCLUDE_ASM
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//TODO these should all be removed after map decomp is done
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#define MAP_DATA_SECTION_START __asm__(".section .data\n");
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#define PHYSICAL_TO_VIRTUAL(addr) (void*)((u32)(addr) + 0x80000000)
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#define VIRTUAL_TO_PHYSICAL(addr) (u32)((u8*)(addr) - 0x80000000)
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#ifdef DEBUG
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#define ASSERT(condition) \
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if (!(condition)) { \
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func_80025F44("Assertion failed: " #condition, __FILE__, __LINE__); \
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while (TRUE) {} \
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}
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#define PANIC() \
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func_80025F44("Panic!", __FILE__, __LINE__); \
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while (TRUE) {}
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#else
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#define ASSERT(condition) if (!(condition)) { while (TRUE) {} }
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#define PANIC() while (TRUE) {}
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#endif
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#define BADGE_MENU_PAGE(index) (&gPauseBadgesPages[index])
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#define ITEM_MENU_PAGE(index) (&gPauseItemsPages[index])
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#define MENU_PANEL_SELECTED_GRID_DATA(panel) \
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(panel)->gridData[(panel)->page * (panel)->numCols * (panel)->numRows + \
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(panel)->numCols * (panel)->row + \
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(panel)->col]
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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_ENTITY_MODELS 256
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#define MAX_MODELS 256
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#define MAX_MODEL_TRANSFORM_GROUPS 4
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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_WORKERS 16
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#define MAX_TEX_PANNERS 16
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#define MAX_ITEM_ENTITIES 256
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#define MAX_STAR_PIECES 222
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 240
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#define COLLISION_HEAP_SIZE 0x18000
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#define GENERAL_HEAP_SIZE 0x54000
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#define SPRITE_HEAP_SIZE 0x40000
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#define BATTLE_HEAP_SIZE 0x25800
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#define FRAME_BUFFER_SIZE 0x25800
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#define CAM_NEAR_CLIP 16
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#define CAM_FAR_CLIP 4096
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// Size of tmem in bytes (4kB)
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#define TMEM_SIZE 0x1000
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// Height of tiles to use when copying fullscreen images (6)
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#define SCREEN_COPY_TILE_HEIGHT ((TMEM_SIZE) / ((SCREEN_WIDTH) * (2)))
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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 PI_D 3.141592
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#define TAU 6.28318f
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#define PI_S 3.14159f // Shorter PI
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// Angle conversion macros
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#define DEG_TO_BINANG(x) ((x) * (0x8000 / 180.0f))
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#define RAD_TO_BINANG(x) ((x) * (f32)(0x8000 / M_PI))
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#define DEG_TO_RAD(deg) (((deg) * TAU) / 360.0f)
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// Should be 1.0f / 0x7FFF, but precision is wrong for a double
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#define SHT_MINV 3.051851e-05
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#define SPRITE_WORLD_SCALE_F (5.0f/7.0f)
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#define SPRITE_WORLD_SCALE_D (5.0/7.0)
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#define SPRITE_ID(name, pal_anim) ((name) << 16 | (pal_anim))
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#define BATTLE_NPC_ID_BIT 0x800
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#define BATTLE_ENTITY_ID_BIT 0x800
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#define UNPACK_BTL_AREA(battleID) (((battleID) >> 8) & 0xFF)
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#define UNPACK_BTL_INDEX(battleID) ((battleID) & 0xFF)
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#define COLLISION_WITH_NPC_BIT 0x2000
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#define COLLISION_WITH_ENTITY_BIT 0x4000
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#define ENTITY_COLLIDER_ID(entityIndex) (entityIndex | COLLISION_WITH_ENTITY_BIT)
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#define NO_COLLIDER -1
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#define NPC_DISPOSE_LOCATION 0,-1000,0
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#define NPC_DISPOSE_POS_X 0
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#define NPC_DISPOSE_POS_Y -1000
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#define NPC_DISPOSE_POS_Z 0
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#define PACK_FILL_COLOR(r, g, b, a) (GPACK_RGBA5551(r, g, b, a) << 0x10) | GPACK_RGBA5551(r, g, b, a)
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#define PACK_FILL_DEPTH(z,dz) (GPACK_ZDZ(z, dz) << 0x10) | GPACK_ZDZ(z, dz)
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#define SQ(x) ((x) * (x))
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#define CUBE(x) ((x) * (x) * (x))
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#define QUART(x) ((x) * (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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/// X.10 fixed-point literal
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#define X10(f) (s32)(f * 1024.0f)
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#define _NS(w, x, y, z) w ## _ ## x ## y ## z
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#define NS(w, x, y, z) _NS(w, x, y, z)
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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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#define ITEM_VIS_GROUP(itemID, visGroupID) ((visGroupID) << 16 | (itemID))
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#define PACK_ROOM_FLAGS(itemVisGroup, roomFlags) ((itemVisGroup) << 12 | (roomFlags))
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// loads integrator with standard parameter set used for falling
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#define LOAD_INTEGRATOR_FALL(ptr) \
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(ptr)[0] = 0.11430f; \
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(ptr)[1] = -0.28710f; \
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(ptr)[2] = -0.18230f; \
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(ptr)[3] = 0.01152f; \
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/* common AI function and script variables */
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// ai script
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#define AI_TEMP_STATE functionTemp[0]
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#define AI_TEMP_STATE_AFTER_SUSPEND functionTemp[1]
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#define AI_PATROL_GOAL_INDEX functionTemp[2]
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// melee enemy
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#define AI_VAR_ATTACK_STATE varTable[0]
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#define AI_VAR_MELEE_PRE_TIME varTable[1]
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#define AI_VAR_MELEE_HIT_TIME varTable[2]
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#define AI_VAR_MELEE_MISS_TIME varTable[3]
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#define AI_VAR_NEXT_STATE varTable[7]
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// melee hitbox
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#define AI_VAR_HITNPC_YOFFSET varTable[0]
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#define AI_VAR_HITNPC_DIST varTable[1]
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#define AI_VAR_HITNPC_2 varTable[2]
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#define AI_VAR_HITNPC_3 varTable[3]
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#define AI_VAR_HITNPC_4 varTable[4]
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#define AI_VAR_HITNPC_SOUND varTable[15]
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// projectile hitbox
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#define VAR_PROJECTILE_HITBOX_STATE varTable[0]
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#define AI_PROJECTILE_AMMO_COUNT varTable[3]
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#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)
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#define FOLIAGE_MODEL_LIST(names...) \
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{ \
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.count = __NARG__(names), \
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.models = { names } \
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}
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#define STATUS_CHANCE_IGNORE_RES 0xFE
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#define STATUS_CHANCE_NEVER 0xFF
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#define DMG_STATUS_CHANCE(typeFlag, duration, chance) (STATUS_FLAG_80000000 | typeFlag | (duration << 8) | chance)
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#define DMG_STATUS_ALWAYS(typeFlag, duration) (STATUS_FLAG_80000000 | STATUS_FLAG_RIGHT_ON | typeFlag | (duration << 8))
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#define DMG_STATUS_IGNORE_RES(typeFlag, duration) (typeFlag | (duration << 8) | STATUS_CHANCE_IGNORE_RES)
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#ifdef OLD_GCC
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#define VLA 0
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#else
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#define VLA
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#endif
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#endif
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