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e342a33a20
* so far * leftover * first batch * part zwei * item name changes * misspelling * comments * THE * fix pal * muurgle --------- Co-authored-by: HailSanta <Hail2Santa@gmail.com>
824 lines
36 KiB
C
824 lines
36 KiB
C
#ifndef _SCRIPT_API_MACROS_H_
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#define _SCRIPT_API_MACROS_H_
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#include "evt.h"
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#include "stdlib/stdarg.h"
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/****** EXPRESSIONS ***************************************************************************************************/
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/// Expressions in EVT instructions should be one of the following types:
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/// - Integer literals (as-is, s32)
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/// - Float literals (Float) - cast to int where a float is not accepted
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/// - Pointers, string literals (Ref)
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/// - Variables (LW, GW, LSW, GSW, UW)
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/// - Flags (LF, GF, LSWF, GSWF, UF)
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/// This is implemented in `evt_get_variable` and `evt_get_float_variable`.
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/// Decimal constant.
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/// Despite the name, "floats" are actually stored as fixed-point values.
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#define EVT_LOCAL_VAR_CUTOFF -20000000
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#define EVT_LOCAL_VAR_OFFSET 30000000
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#define EVT_MAP_VAR_CUTOFF -40000000
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#define EVT_MAP_VAR_OFFSET 50000000
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#define EVT_LOCAL_FLAG_CUTOFF -60000000
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#define EVT_LOCAL_FLAG_OFFSET 70000000
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#define EVT_MAP_FLAG_CUTOFF -80000000
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#define EVT_MAP_FLAG_OFFSET 90000000
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#define EVT_AREA_FLAG_CUTOFF -100000000
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#define EVT_AREA_FLAG_OFFSET 110000000
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#define EVT_GAME_FLAG_CUTOFF -120000000
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#define EVT_GAME_FLAG_OFFSET 130000000
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#define EVT_AREA_BYTE_CUTOFF -140000000
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#define EVT_AREA_BYTE_OFFSET 150000000
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#define EVT_GAME_BYTE_CUTOFF -160000000
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#define EVT_GAME_BYTE_OFFSET 170000000
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#define EVT_ARRAY_VAR_CUTOFF -180000000
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#define EVT_ARRAY_VAR_OFFSET 190000000
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#define EVT_ARRAY_FLAG_CUTOFF -200000000
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#define EVT_ARRAY_FLAG_OFFSET 210000000
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#define EVT_FIXED_CUTOFF -220000000
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#define EVT_FIXED_OFFSET 230000000
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#define EVT_IGNORE_ARG -250000000 // used by a couple functions to selectively ignore args
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#define EVT_LIMIT -270000000 // TODO better name
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// This fixes an issue with fixed point numbers not being correct. Potentially a truncation vs round difference.
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#define FLOAT_ROUND(x) ((x) >=0 ? (f64)((x) + 0.9) : (f64)(x))
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#define Float(DOUBLE) ((Bytecode)FLOAT_ROUND(((DOUBLE) * 1024.0f)) - EVT_FIXED_OFFSET)
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/// Progammatically converts Float --> f32
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#define EVT_FIXED_TO_FLOAT(x) ({f32 var = (x) + EVT_FIXED_OFFSET; var /= 1024.0f; var;})
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/// Progammatically converts f32 --> Float
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#define FLOAT_TO_FIXED(x) (((x) * 1024.0f) + -EVT_FIXED_OFFSET)
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/// Address/pointer constant.
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#define Ref(sym) ((Bytecode) &(sym))
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/// Local Word. A variable local to the current thread.
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/// LWs are copied to any threads created by this one (Exec, ExecWait, Thread, ChildThread).
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/// Additionally, ExecWait copies LWs back from the spawned thread when it completes.
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///
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/// Range: `0 <= v < 0x10`
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#define LocalVar(INDEX) ((INDEX) - EVT_LOCAL_VAR_OFFSET)
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/// Global Word. A variable global to all threads.
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/// Cleared upon entering a new map.
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///
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/// Range: `0 <= v < 0x10`
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#define MapVar(INDEX) ((INDEX) - EVT_MAP_VAR_OFFSET)
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/// Local Flag. A boolean variable local to the current thread.
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/// LFs are copied to any threads created by this one (Exec, ExecWait, Thread, ChildThread).
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/// Additionally, ExecWait copies LFs back from the spawned thread when it completes.
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///
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/// Range: `0 <= v < 0x60`
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#define LocalFlag(INDEX) ((INDEX) - EVT_LOCAL_FLAG_OFFSET)
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/// Global Flag. A boolean variable global to all threads.
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/// Cleared upon entering a new map.
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///
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/// Range: `0 <= v < 0x60`
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#define MapFlag(INDEX) ((INDEX) - EVT_MAP_FLAG_OFFSET)
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/// Local Save World Flag. A boolean variable local to the current world area, saved in the savefile.
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/// Cleared upon entering a new world area.
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///
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/// Used to track whether items that respawn, such as coins, Goomnuts, or Koopa Leaves, have been collected.
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///
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/// Range: `0 <= v < 0x100`
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#define AreaFlag(INDEX) ((INDEX) - EVT_AREA_FLAG_OFFSET)
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/// Global Save World Flag. A boolean variable saved in the savefile.
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///
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/// Used to track whether badges, items, etc. have been collected or whether NPCs have been interacted with.
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///
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/// Range: `0 <= v < 0x800`
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#define GameFlag(INDEX) ((INDEX) - EVT_GAME_FLAG_OFFSET)
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/// Local Saved **Byte**. A variable local to the current world area, saved in the savefile.
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/// Cleared upon a new world area.
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///
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/// Rarely used. Most common use is for NPCs with dialogue that changes depending on the number of times you have
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/// interacted with them in their 'recent memory' (i.e. until you leave the area).
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///
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/// Range: `0 <= v < 0x10`
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#define AreaByte(INDEX) ((INDEX) - EVT_AREA_BYTE_OFFSET)
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/// Global Saved **Byte**. A variable saved in the save file.
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///
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/// Used for almost all savefile state.
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#define GameByte(INDEX) ((INDEX) - EVT_GAME_BYTE_OFFSET)
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/// User Word. A variable stored within the current thread's array.
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/// You can load an array with UseArray or temporarily allocate one with MallocArray, then get/set values with
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/// the `ArrayVar(index)` macro.
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///
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/// Range: `0 <= v`
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#define ArrayVar(INDEX) ((INDEX) - EVT_ARRAY_VAR_OFFSET)
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/// User Flag. A boolean variable stored within the current thread's flag array.
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/// The flag array is distinct from the word array (unlike UseBuf and UseFBuf).
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///
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/// Range: `0 <= v`
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#define ArrayFlag(INDEX) ((INDEX) - EVT_ARRAY_FLAG_OFFSET)
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/// An entity index. Entities are assigned indices in the order they are created with Call(MakeEntity, ...).
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/// Supported in BindTrigger and BindPadlock only.
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#define EVT_ENTITY_ID_BIT 0x4000
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#define EVT_ENTITY_INDEX(entityIndex) ((entityIndex) + EVT_ENTITY_ID_BIT)
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// inverse macros for obtaining the index of a variable from its encoded form
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#define EVT_INDEX_OF_LOCAL_VAR(v) ((v) + EVT_LOCAL_VAR_OFFSET)
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#define EVT_INDEX_OF_LOCAL_FLAG(v) ((v) + EVT_LOCAL_FLAG_OFFSET)
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#define EVT_INDEX_OF_MAP_VAR(v) ((v) + EVT_MAP_VAR_OFFSET)
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#define EVT_INDEX_OF_MAP_FLAG(v) ((v) + EVT_MAP_FLAG_OFFSET)
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#define EVT_INDEX_OF_AREA_FLAG(v) ((v) + EVT_AREA_FLAG_OFFSET)
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#define EVT_INDEX_OF_AREA_BYTE(v) ((v) + EVT_AREA_BYTE_OFFSET)
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#define EVT_INDEX_OF_GAME_FLAG(v) ((v) + EVT_GAME_FLAG_OFFSET)
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#define EVT_INDEX_OF_GAME_BYTE(v) ((v) + EVT_GAME_BYTE_OFFSET)
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#define EVT_INDEX_OF_ARRAY_FLAG(v) ((v) + EVT_ARRAY_FLAG_OFFSET)
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#define EVT_INDEX_OF_ARRAY_VAR(v) ((v) + EVT_ARRAY_VAR_OFFSET)
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// shorthand names for LocalVar
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#define LVar0 LocalVar(0)
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#define LVar1 LocalVar(1)
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#define LVar2 LocalVar(2)
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#define LVar3 LocalVar(3)
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#define LVar4 LocalVar(4)
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#define LVar5 LocalVar(5)
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#define LVar6 LocalVar(6)
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#define LVar7 LocalVar(7)
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#define LVar8 LocalVar(8)
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#define LVar9 LocalVar(9)
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#define LVarA LocalVar(10)
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#define LVarB LocalVar(11)
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#define LVarC LocalVar(12)
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#define LVarD LocalVar(13)
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#define LVarE LocalVar(14)
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#define LVarF LocalVar(15)
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// shorthand names for common LocalFlags
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// these actually run all the way up to LocalFlag(96), but nothing past 15 is ever used
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#define LFlag0 LocalFlag(0)
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#define LFlag1 LocalFlag(1)
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#define LFlag2 LocalFlag(2)
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#define LFlag3 LocalFlag(3)
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#define LFlag4 LocalFlag(4)
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#define LFlag5 LocalFlag(5)
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#define LFlag6 LocalFlag(6)
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#define LFlag7 LocalFlag(7)
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#define LFlag8 LocalFlag(8)
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#define LFlag9 LocalFlag(9)
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#define LFlagA LocalFlag(10)
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#define LFlagB LocalFlag(11)
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#define LFlagC LocalFlag(12)
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#define LFlagD LocalFlag(13)
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#define LFlagE LocalFlag(14)
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#define LFlagF LocalFlag(15)
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/****** INSTRUCTIONS **************************************************************************************************/
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/// On each frame, the EVT manager will continue executing commands in all threads until a blocking command is
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/// encountered. This means that if you have a thread that loops but does not block between iterations, the game will
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/// freeze! Avoid this by inserting a blocking command such as Wait(1) in the loop body.
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///
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/// Also note that threads are never executed in parallel. If your EVT script lacks blocking commands, it will be
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/// executed all in one go, and race conditions cannot occur.
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///
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/// The following subset of EVT commands are blocking:
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/// - ExecWait
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/// - Wait
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/// - Wait_SECONDS
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/// - Call (if function returns ApiStatus_BLOCK)
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/// In EVT scripts, instructions are stored contiguously in the following structs:
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/// struct {
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/// Bytecode opcode;
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/// Bytecode argc;
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/// Bytecode argv[argc];
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/// }
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/// This macro expands to the given opcode and argv, with argc calculated automatically.
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#ifndef PERMUTER
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#ifndef M2CTX
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#define EVT_CMD(opcode, argv...) \
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opcode, \
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(sizeof((Bytecode[]){argv})/sizeof(Bytecode)), \
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##argv
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#else
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// This definition that passes in 0 for the number of args is used for pycparser since it can't handle varargs
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#define EVT_CMD(opcode, argv...) \
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opcode, \
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0, \
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##argv
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#endif
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#else
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// This definition that passes in 0 for the number of args is used for pycparser since it can't handle varargs
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#define EVT_CMD(opcode, argv...) \
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opcode, \
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0, \
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##argv
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#endif
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/// Signals the end of EVT script data. A script missing this will likely crash on load.
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#define End EVT_CMD(EVT_OP_END),
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/// Kills the current EVT thread.
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/// A script missing a return will live - but do nothing - forever, or until something else kills it (e.g. leaving the map).
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#define Return EVT_CMD(EVT_OP_RETURN),
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/// Jumps to a given instruction pointer and begins execution from there.
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/// You can jump to a different EVT source and labels etc. will be loaded as expected.
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/// The timescale for the current thread is also reset to the global default.
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#define Jump(EVT_SOURCE) EVT_CMD(EVT_OP_JUMP, (Bytecode) EVT_SOURCE),
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/// Marks this point in the script as a Goto target.
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///
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/// Range: `0 <= LABEL_ID <= 0x16`
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#define Label(LABEL_ID) EVT_CMD(EVT_OP_LABEL, LABEL_ID),
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/// Moves execution to the given label.
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///
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/// Range: `0 <= LABEL_ID <= 0x16`
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#define Goto(LABEL_ID) EVT_CMD(EVT_OP_GOTO, LABEL_ID),
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/// Marks the beginning of a loop.
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///
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/// Loop(TIMES)
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/// ...
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/// EndLoop
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///
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/// The variable or value given in `TIMES` is decremented upon each loop iteration.
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/// After the "1" iteration completes, the loop exits.
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/// Use Loop(0) for an infinite loop; make sure it breaks or blocks to avoid a freeze.
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///
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/// Up to 8 loops may be nested within a single script.
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#define Loop(TIMES) EVT_CMD(EVT_OP_LOOP, TIMES),
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/// Marks the end of a loop.
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#define EndLoop EVT_CMD(EVT_OP_END_LOOP),
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/// Breaks out of the innermost loop.
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#define BreakLoop EVT_CMD(EVT_OP_BREAK_LOOP),
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/// Blocks for the given number of frames.
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#define Wait(NUM_FRAMES) EVT_CMD(EVT_OP_WAIT_FRAMES, NUM_FRAMES),
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/// Blocks for the given number of seconds.
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#define WaitSecs(NUM_SECONDS) EVT_CMD(EVT_OP_WAIT_SECS, NUM_SECONDS),
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/// Marks the beginning of an if statement that only executes if `LVAR == RVAR`.
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///
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/// IfEq(LVAR, RVAR)
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/// ...
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/// Else
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/// ...
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/// EndIf
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///
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/// The Else block is optional.
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#define IfEq(LVAR, RVAR) EVT_CMD(EVT_OP_IF_EQ, LVAR, RVAR),
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/// Marks the beginning of an if statement that only executes if `LVAR != RVAR`.
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#define IfNe(LVAR, RVAR) EVT_CMD(EVT_OP_IF_NE, LVAR, RVAR),
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/// Marks the beginning of an if statement that only executes if `LVAR < RVAR`.
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#define IfLt(LVAR, RVAR) EVT_CMD(EVT_OP_IF_LT, LVAR, RVAR),
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/// Marks the beginning of an if statement that only executes if `LVAR <= RVAR`.
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#define IfGt(LVAR, RVAR) EVT_CMD(EVT_OP_IF_GT, LVAR, RVAR),
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/// Marks the beginning of an if statement that only executes if `LVAR > RVAR`.
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#define IfLe(LVAR, RVAR) EVT_CMD(EVT_OP_IF_LE, LVAR, RVAR),
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/// Marks the beginning of an if statement that only executes if `LVAR >= RVAR`.
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#define IfGe(LVAR, RVAR) EVT_CMD(EVT_OP_IF_GE, LVAR, RVAR),
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/// Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,
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/// i.e. `(LVAR & RVAR) != 1`.
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#define IfFlag(LVAR, RVAR) EVT_CMD(EVT_OP_IF_FLAG, LVAR, RVAR),
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/// Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,
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/// i.e. `(LVAR & RVAR) == 0`.
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#define IfNotFlag(LVAR, RVAR) EVT_CMD(EVT_OP_IF_NOT_FLAG, LVAR, RVAR),
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/// Marks the end of an if statement and the start of the else block.
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#define Else EVT_CMD(EVT_OP_ELSE),
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/// Marks the end of an if statement or an else block.
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#define EndIf EVT_CMD(EVT_OP_END_IF),
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/// Marks the start of a switch statement.
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///
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/// Switch(LVAR)
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/// CaseEq(RVAR)
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/// ...
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/// EndSwitch
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///
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/// Unlike C, EVT switch statements do not have fallthrough by default.
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/// If you want to opt-in to fallthrough, use CaseOrEq.
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///
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/// Up to 8 switch statements may be nested within a single script.
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#define Switch(LVAR) EVT_CMD(EVT_OP_SWITCH, LVAR),
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/// Marks the start of a switch statement where the given value is treated as-is instead of using evt_get_variable.
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/// That is, `SwitchConst(LocalVar(0))` will switch over the value `0xFE363C80` instead of the value contained
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/// within `LocalVar(0)`.
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#define SwitchConst(LCONST) EVT_CMD(EVT_OP_SWITCH_CONST, LCONST),
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/// Marks the start of a switch case that executes only if `LVAR == RVAR`. It also marks the end of any previous case.
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#define CaseEq(RVAR) EVT_CMD(EVT_OP_CASE_EQ, RVAR),
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/// Marks the start of a switch case that executes only if `LVAR != RVAR`. It also marks the end of any previous case.
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#define CaseNe(RVAR) EVT_CMD(EVT_OP_CASE_NE, RVAR),
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/// Marks the start of a switch case that executes only if `LVAR < RVAR`. It also marks the end of any previous case.
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#define CaseLt(RVAR) EVT_CMD(EVT_OP_CASE_LT, RVAR),
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/// Marks the start of a switch case that executes only if `LVAR <= RVAR`. It also marks the end of any previous case.
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#define CaseGt(RVAR) EVT_CMD(EVT_OP_CASE_GT, RVAR),
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/// Marks the start of a switch case that executes only if `LVAR > RVAR`. It also marks the end of any previous case.
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#define CaseLe(RVAR) EVT_CMD(EVT_OP_CASE_LE, RVAR),
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/// Marks the start of a switch case that executes only if `LVAR >= RVAR`. It also marks the end of any previous case.
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#define CaseGe(RVAR) EVT_CMD(EVT_OP_CASE_GE, RVAR),
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/// Marks the start of a switch case that executes unconditionally. It also marks the end of any previous case.
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#define CaseDefault EVT_CMD(EVT_OP_CASE_DEFAULT),
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/// Marks the start of a switch case that executes only if `LVAR == RVAR`. It also marks the end of any previous case.
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/// Unlike CaseEq, CaseOrEq will fallthrough to the next case until EndCaseGroup is reached.
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#define CaseOrEq(RVAR) EVT_CMD(EVT_OP_CASE_OR_EQ, RVAR),
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/// Marks the start of a switch case that executes only if `LVAR == RVAR`. It also marks the end of any previous case.
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/// Similar to CaseOrEq, CaseAndEq has fallthrough. However, if `LVAR != RVAR`, fallthrough does not apply.
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#define CaseAndEq(RVAR) EVT_CMD(EVT_OP_CASE_AND_EQ, RVAR),
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/// Marks the start of a switch case that executes only if the `RVAR` flag is set on `LVAR`, i.e. `(LVAR & RVAR) != 1`.
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/// It also marks the end of any previous case.
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#define CaseFlag(RVAR) EVT_CMD(EVT_OP_CASE_FLAG, RVAR),
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/// Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
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#define EndCaseGroup EVT_CMD(EVT_OP_END_CASE_GROUP),
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/// Marks the start of a switch case that executes only if `MIN <= LVAR <= MAX` (inclusive).
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/// It also marks the end of any previous case.
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#define CaseRange(MIN, MAX) EVT_CMD(EVT_OP_CASE_RANGE, MIN, MAX),
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/// Marks the end of a switch case
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#define BreakSwitch EVT_CMD(EVT_OP_BREAK_SWITCH),
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/// Marks the end of a switch statement and any case.
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#define EndSwitch EVT_CMD(EVT_OP_END_SWITCH),
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/// Sets the given variable to a given value casted to an integer.
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#define Set(VAR, INT_VALUE) EVT_CMD(EVT_OP_SET, VAR, (Bytecode) INT_VALUE),
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/// Sets the given variable to a given value, skipping the evt_get_variable call.
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/// That is, `SetConst(LocalVar(0), LocalVar(1))` will set `LocalVar(0)` to `0xFE363C81` instead of copying the value of
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/// `LocalVar(1)` into `LocalVar(0)`.
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#define SetConst(VAR, CONST) EVT_CMD(EVT_OP_SET_CONST, VAR, (Bytecode) CONST),
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/// Sets the given variable to a given value, but supports Floats.
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#define SetF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_SETF, VAR, FLOAT_VALUE),
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// Basic arithmetic operations.
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#define Add(VAR, INT_VALUE) EVT_CMD(EVT_OP_ADD, VAR, INT_VALUE),
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#define Sub(VAR, INT_VALUE) EVT_CMD(EVT_OP_SUB, VAR, INT_VALUE),
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#define Mul(VAR, INT_VALUE) EVT_CMD(EVT_OP_MUL, VAR, INT_VALUE),
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#define Div(VAR, INT_VALUE) EVT_CMD(EVT_OP_DIV, VAR, INT_VALUE),
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#define Mod(VAR, INT_VALUE) EVT_CMD(EVT_OP_MOD, VAR, INT_VALUE),
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// Basic floating-point arithmetic operations.
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#define AddF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_ADDF, VAR, FLOAT_VALUE),
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#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 EVT_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
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// see https://stackoverflow.com/questions/11761703/overloading-macro-on-number-of-arguments
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// solution provided by R1tschY and edited by Gabriel Staples
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#define __NARG__(args...) \
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__NARG_I_(args,__RSEQ_N())
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#define __NARG_I_(args...) \
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__ARG_N(args)
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#define __ARG_N( \
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_1, _2, _3, _4, _5, _6, _7, _8, _9,_10, \
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_11,_12,_13,_14,_15,_16,_17,_18,_19,_20, \
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_21,_22,_23,_24,_25,_26,_27,_28,_29,_30, \
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_31,_32,_33,_34,_35,_36,_37,_38,_39,_40, \
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_41,_42,_43,_44,_45,_46,_47,_48,_49,_50, \
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_51,_52,_53,_54,_55,_56,_57,_58,_59,_60, \
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_61,_62,_63,N,...) N
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#define __RSEQ_N() \
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63,62,61,60, \
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59,58,57,56,55,54,53,52,51,50, \
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49,48,47,46,45,44,43,42,41,40, \
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39,38,37,36,35,34,33,32,31,30, \
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29,28,27,26,25,24,23,22,21,20, \
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19,18,17,16,15,14,13,12,11,10, \
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9,8,7,6,5,4,3,2,1,0
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#define _VFUNC_(name, n) name##n
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#define _VFUNC(name, n) _VFUNC_(name, n)
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#define VFUNC(func, args...) _VFUNC(func, __NARG__(args)) (args)
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#define PlayEffect(args...) VFUNC(PlayEffect, args)
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#define PlayEffect1(effect) \
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Call(PlayEffect_impl, effect, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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#define PlayEffect2(effect, subtype) \
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Call(PlayEffect_impl, effect, subtype, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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#define PlayEffect3(effect, subtype, a) \
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Call(PlayEffect_impl, effect, subtype, a, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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#define PlayEffect4(effect, subtype, a, b) \
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Call(PlayEffect_impl, effect, subtype, a, b, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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#define PlayEffect5(effect, subtype, a, b, c) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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#define PlayEffect6(effect, subtype, a, b, c, d) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, d, 0, 0, 0, 0, 0, 0, 0, 0)
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#define PlayEffect7(effect, subtype, a, b, c, d, e) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, 0, 0, 0, 0, 0, 0, 0)
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#define PlayEffect8(effect, subtype, a, b, c, d, e, f) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, 0, 0, 0, 0, 0, 0)
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#define PlayEffect9(effect, subtype, a, b, c, d, e, f, g) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, 0, 0, 0, 0, 0)
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#define PlayEffect10(effect, subtype, a, b, c, d, e, f, g, h) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, 0, 0, 0, 0)
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#define PlayEffect11(effect, subtype, a, b, c, d, e, f, g, h, i) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, 0, 0, 0)
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#define PlayEffect12(effect, subtype, a, b, c, d, e, f, g, h, i, j) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, j, 0, 0)
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#define PlayEffect13(effect, subtype, a, b, c, d, e, f, g, h, i, j, k) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, j, k, 0)
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#define PlayEffect14(effect, subtype, a, b, c, d, e, f, g, h, i, j, k, l) \
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Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, j, k, l)
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#endif
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