#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)) #define CLAMP(x,min,max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x)) #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); #endif