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oot/include/macros.h

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#ifndef _MACROS_H_
#define _MACROS_H_
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))
#define PHYSICAL_TO_VIRTUAL(addr) ((u32)(addr) + 0x80000000)
#define PHYSICAL_TO_VIRTUAL2(addr) ((u32)(addr) - 0x80000000)
#define SEGMENTED_TO_VIRTUAL(addr) (void*)(PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)]) + SEGMENT_OFFSET(addr))
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
#define SQ(x) ((x)*(x))
#define ABS(x) ((x) >= 0 ? (x) : -(x))
#define DECR(x) ((x) == 0 ? 0 : ((x) -= 1))
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#define CLAMP(x,min,max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x))
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#define PLAYER ((Player*)globalCtx->actorCtx.actorList[ACTORTYPE_PLAYER].first)
#define YEARS_CHILD 5
#define YEARS_ADULT 17
#define LINK_IS_CHILD (gSaveContext.link_age != 0)
#define LINK_IS_ADULT (gSaveContext.link_age == 0)
#define LINK_AGE_IN_YEARS (LINK_IS_CHILD ? YEARS_CHILD : YEARS_ADULT)
#define SLOT(item) gItemSlots[item]
#define INV_CONTENT(item) gSaveContext.items[SLOT(item)]
#define AMMO(item) gSaveContext.ammo[SLOT(item)]
#define BEANS_BOUGHT AMMO(ITEM_BEAN + 1)
#define ALL_EQUIP_VALUE(equip) ((s32)(gSaveContext.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
#define CUR_EQUIP_VALUE(equip) ((s32)(gSaveContext.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
#define CUR_UPG_VALUE(upg) ((s32)(gSaveContext.upgrades & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
#define CAPACITY(upg, value) gUpgradeCapacities[upg][value]
#define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg))
#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
(curState)->init = newInit; \
(curState)->size = sizeof(newStruct);
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#endif