#ifndef MACROS_H #define MACROS_H #ifndef AVOID_UB #define BAD_RETURN(type) type #else #define BAD_RETURN(type) void #endif #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) (void*)((uintptr_t)(addr) + 0x80000000) #define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - 0x80000000) #define SEGMENTED_TO_VIRTUAL(addr) PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)] + SEGMENT_OFFSET(addr)) #define SQ(x) ((x)*(x)) #define ABS(x) ((x) >= 0 ? (x) : -(x)) #define DECR(x) ((x) == 0 ? 0 : --(x)) #define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x)) #define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x)) #define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x)) #define SWAP(type, a, b) \ { \ type _temp = (a); \ (a) = (b); \ (b) = _temp; \ } \ (void)0 #define RGBA8(r, g, b, a) ((((r) & 0xFF) << 24) | (((g) & 0xFF) << 16) | (((b) & 0xFF) << 8) | (((a) & 0xFF) << 0)) #define GET_PLAYER(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].head) #define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamId]) #define LINK_IS_ADULT (gSaveContext.save.linkAge == LINK_AGE_ADULT) #define LINK_IS_CHILD (gSaveContext.save.linkAge == LINK_AGE_CHILD) #define YEARS_CHILD 5 #define YEARS_ADULT 17 #define LINK_AGE_IN_YEARS (!LINK_IS_ADULT ? YEARS_CHILD : YEARS_ADULT) #define CLOCK_TIME(hr, min) ((s32)(((hr) * 60 + (min)) * (f32)0x10000 / (24 * 60) + 0.5f)) #define IS_DAY (gSaveContext.save.nightFlag == 0) #define IS_NIGHT (gSaveContext.save.nightFlag == 1) #define SLOT(item) gItemSlots[item] #define INV_CONTENT(item) gSaveContext.save.info.inventory.items[SLOT(item)] #define AMMO(item) gSaveContext.save.info.inventory.ammo[SLOT(item)] #define BEANS_BOUGHT AMMO(ITEM_MAGIC_BEAN + 1) #define ALL_EQUIP_VALUE(equip) ((s32)(gSaveContext.save.info.inventory.equipment & gEquipMasks[equip]) >> gEquipShifts[equip]) #define CUR_EQUIP_VALUE(equip) ((s32)(gSaveContext.save.info.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip]) #define OWNED_EQUIP_FLAG(equip, value) (gBitFlags[value] << gEquipShifts[equip]) #define OWNED_EQUIP_FLAG_ALT(equip, value) ((1 << (value)) << gEquipShifts[equip]) #define CHECK_OWNED_EQUIP(equip, value) (OWNED_EQUIP_FLAG(equip, value) & gSaveContext.save.info.inventory.equipment) #define CHECK_OWNED_EQUIP_ALT(equip, value) (gBitFlags[(value) + (equip) * 4] & gSaveContext.save.info.inventory.equipment) #define SWORD_EQUIP_TO_PLAYER(swordEquip) (swordEquip) #define SHIELD_EQUIP_TO_PLAYER(shieldEquip) (shieldEquip) #define TUNIC_EQUIP_TO_PLAYER(tunicEquip) ((tunicEquip) - 1) #define BOOTS_EQUIP_TO_PLAYER(bootsEquip) ((bootsEquip) - 1) #define CUR_UPG_VALUE(upg) ((s32)(gSaveContext.save.info.inventory.upgrades & gUpgradeMasks[upg]) >> gUpgradeShifts[upg]) #define CAPACITY(upg, value) gUpgradeCapacities[upg][value] #define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg)) #define CHECK_QUEST_ITEM(item) (gBitFlags[item] & gSaveContext.save.info.inventory.questItems) #define CHECK_DUNGEON_ITEM(item, dungeonIndex) (gSaveContext.save.info.inventory.dungeonItems[dungeonIndex] & gBitFlags[item]) #define GET_GS_FLAGS(index) \ ((gSaveContext.save.info.gsFlags[(index) >> 2] & gGsFlagsMasks[(index) & 3]) >> gGsFlagsShifts[(index) & 3]) #define SET_GS_FLAGS(index, value) \ (gSaveContext.save.info.gsFlags[(index) >> 2] |= (value) << gGsFlagsShifts[(index) & 3]) #define HIGH_SCORE(score) (gSaveContext.save.info.highScores[score]) #define GET_EVENTCHKINF(flag) (gSaveContext.save.info.eventChkInf[(flag) >> 4] & (1 << ((flag) & 0xF))) #define SET_EVENTCHKINF(flag) (gSaveContext.save.info.eventChkInf[(flag) >> 4] |= (1 << ((flag) & 0xF))) #define CLEAR_EVENTCHKINF(flag) (gSaveContext.save.info.eventChkInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF))) #define GET_ITEMGETINF(flag) (gSaveContext.save.info.itemGetInf[(flag) >> 4] & (1 << ((flag) & 0xF))) #define SET_ITEMGETINF(flag) (gSaveContext.save.info.itemGetInf[(flag) >> 4] |= (1 << ((flag) & 0xF))) #define GET_INFTABLE(flag) (gSaveContext.save.info.infTable[(flag) >> 4] & (1 << ((flag) & 0xF))) #define SET_INFTABLE(flag) (gSaveContext.save.info.infTable[(flag) >> 4] |= (1 << ((flag) & 0xF))) #define CLEAR_INFTABLE(flag) (gSaveContext.save.info.infTable[(flag) >> 4] &= ~(1 << ((flag) & 0xF))) #define GET_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] & (1 << ((flag) & 0xF))) #define SET_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] |= (1 << ((flag) & 0xF))) #define CLEAR_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] &= ~(1 << ((flag) & 0xF))) #define B_BTN_ITEM ((gSaveContext.buttonStatus[0] == ITEM_NONE) \ ? ITEM_NONE \ : (gSaveContext.save.info.equips.buttonItems[0] == ITEM_GIANTS_KNIFE) \ ? ITEM_SWORD_BIGGORON \ : gSaveContext.save.info.equips.buttonItems[0]) #define C_BTN_ITEM(button) ((gSaveContext.buttonStatus[(button) + 1] != BTN_DISABLED) \ ? gSaveContext.save.info.equips.buttonItems[(button) + 1] \ : ITEM_NONE) #define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0) #define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0) #define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask)) // IDO doesn't support variadic macros, but it merely throws a warning for the // number of arguments not matching the definition (warning 609) instead of // throwing an error. We suppress this warning and rely on GCC to catch macro // argument errors instead. // Note some tools define __sgi but preprocess with a modern cpp implementation, // ensure that these do not use the IDO workaround to avoid errors. #define IDO_PRINTF_WORKAROUND (__sgi && !__GNUC__ && !M2CTX) #if OOT_DEBUG #define PRINTF osSyncPrintf #elif IDO_PRINTF_WORKAROUND #define PRINTF(args) (void)0 #else #define PRINTF(format, ...) (void)0 #endif #if OOT_DEBUG #define LOG(exp, value, format, file, line) \ do { \ LogUtils_LogThreadId(file, line); \ osSyncPrintf(exp " = " format "\n", value); \ } while (0) #else #define LOG(exp, value, format, file, line) (void)(value) #endif #define LOG_STRING(string, file, line) LOG(#string, string, "%s", file, line) #define LOG_ADDRESS(exp, value, file, line) LOG(exp, value, "%08x", file, line) #define LOG_TIME(exp, value, file, line) LOG(exp, value, "%lld", file, line) #define LOG_NUM(exp, value, file, line) LOG(exp, value, "%d", file, line) #define LOG_HEX(exp, value, file, line) LOG(exp, value, "%x", file, line) #define LOG_HEX32(exp, value, file, line) LOG(exp, value, "%08x", file, line) #define LOG_FLOAT(exp, value, file, line) LOG(exp, value, "%f", file, line) #define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \ do { \ GameState* state = curState; \ \ (state)->init = newInit; \ (state)->size = sizeof(newStruct); \ } while (0) #define SET_FULLSCREEN_VIEWPORT(view) \ { \ Viewport viewport; \ viewport.bottomY = SCREEN_HEIGHT; \ viewport.rightX = SCREEN_WIDTH; \ viewport.topY = 0; \ viewport.leftX = 0; \ View_SetViewport(view, &viewport); \ } \ (void)0 struct GraphicsContext; extern struct GraphicsContext* __gfxCtx; #define WORK_DISP __gfxCtx->work.p #define POLY_OPA_DISP __gfxCtx->polyOpa.p #define POLY_XLU_DISP __gfxCtx->polyXlu.p #define OVERLAY_DISP __gfxCtx->overlay.p #if OOT_DEBUG // __gfxCtx shouldn't be used directly. // Use the DISP macros defined above when writing to display buffers. #define OPEN_DISPS(gfxCtx, file, line) \ { \ GraphicsContext* __gfxCtx; \ Gfx* dispRefs[4]; \ __gfxCtx = gfxCtx; \ (void)__gfxCtx; \ Graph_OpenDisps(dispRefs, gfxCtx, file, line) #define CLOSE_DISPS(gfxCtx, file, line) \ Graph_CloseDisps(dispRefs, gfxCtx, file, line); \ } \ (void)0 #define GRAPH_ALLOC(gfxCtx, size) Graph_Alloc(gfxCtx, size) #define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx, file, line) #define MATRIX_NEW(gfxCtx, file, line) Matrix_NewMtx(gfxCtx, file, line) #define MATRIX_CHECK_FLOATS(mtx, file, line) Matrix_CheckFloats(mtx, file, line) #define DMA_REQUEST_SYNC(ram, vrom, size, file, line) DmaMgr_RequestSyncDebug(ram, vrom, size, file, line) #define DMA_REQUEST_ASYNC(req, ram, vrom, size, unk5, queue, msg, file, line) DmaMgr_RequestAsyncDebug(req, ram, vrom, size, unk5, queue, msg, file, line) #define GAME_STATE_ALLOC(gameState, size, file, line) GameState_Alloc(gameState, size, file, line) #define DEBUG_ARENA_MALLOC(size, file, line) DebugArena_MallocDebug(size, file, line) #define DEBUG_ARENA_MALLOC_R(size, file, line) DebugArena_MallocRDebug(size, file, line) #define DEBUG_ARENA_FREE(size, file, line) DebugArena_FreeDebug(size, file, line) #define SYSTEM_ARENA_MALLOC(size, file, line) SystemArena_MallocDebug(size, file, line) #define SYSTEM_ARENA_MALLOC_R(size, file, line) SystemArena_MallocRDebug(size, file, line) #define SYSTEM_ARENA_FREE(size, file, line) SystemArena_FreeDebug(size, file, line) #define ZELDA_ARENA_MALLOC(size, file, line) ZeldaArena_MallocDebug(size, file, line) #define ZELDA_ARENA_MALLOC_R(size, file, line) ZeldaArena_MallocRDebug(size, file, line) #define ZELDA_ARENA_FREE(size, file, line) ZeldaArena_FreeDebug(size, file, line) #define LOG_UTILS_CHECK_NULL_POINTER(exp, ptr, file, line) LogUtils_CheckNullPointer(exp, ptr, file, line) #define LOG_UTILS_CHECK_VALID_POINTER(exp, ptr, file, line) LogUtils_CheckValidPointer(exp, ptr, file, line) #define HUNGUP_AND_CRASH(file, line) Fault_AddHungupAndCrash(file, line) #define GAME_ALLOC_MALLOC(alloc, size, file, line) GameAlloc_MallocDebug(alloc, size, file, line) #else #define OPEN_DISPS(gfxCtx, file, line) \ { \ GraphicsContext* __gfxCtx = gfxCtx; \ s32 __dispPad #define CLOSE_DISPS(gfxCtx, file, line) \ (void)0; \ } \ (void)0 #define GRAPH_ALLOC(gfxCtx, size) ((void*)((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - ALIGN16(size)))) #define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx) #define MATRIX_NEW(gfxCtx, file, line) Matrix_NewMtx(gfxCtx) #define MATRIX_CHECK_FLOATS(mtx, file, line) (mtx) #define DMA_REQUEST_SYNC(ram, vrom, size, file, line) DmaMgr_RequestSync(ram, vrom, size) #define DMA_REQUEST_ASYNC(req, ram, vrom, size, unk5, queue, msg, file, line) DmaMgr_RequestAsync(req, ram, vrom, size, unk5, queue, msg) #define GAME_STATE_ALLOC(gameState, size, file, line) THA_AllocTailAlign16(&(gameState)->tha, size) #define DEBUG_ARENA_MALLOC(size, file, line) DebugArena_Malloc(size) #define DEBUG_ARENA_MALLOC_R(size, file, line) DebugArena_MallocR(size) #define DEBUG_ARENA_FREE(size, file, line) DebugArena_Free(size) #define SYSTEM_ARENA_MALLOC(size, file, line) SystemArena_Malloc(size) #define SYSTEM_ARENA_MALLOC_R(size, file, line) SystemArena_MallocR(size) #define SYSTEM_ARENA_FREE(size, file, line) SystemArena_Free(size) #define ZELDA_ARENA_MALLOC(size, file, line) ZeldaArena_Malloc(size) #define ZELDA_ARENA_MALLOC_R(size, file, line) ZeldaArena_MallocR(size) #define ZELDA_ARENA_FREE(size, file, line) ZeldaArena_Free(size) #define LOG_UTILS_CHECK_NULL_POINTER(exp, ptr, file, line) (void)0 #define LOG_UTILS_CHECK_VALID_POINTER(exp, ptr, file, line) (void)0 #define HUNGUP_AND_CRASH(file, line) LogUtils_HungupThread(file, line) #define GAME_ALLOC_MALLOC(alloc, size, file, line) GameAlloc_Malloc(alloc, size) #endif /* OOT_DEBUG */ /** * `x` vertex x * `y` vertex y * `z` vertex z * `s` texture s coordinate * `t` texture t coordinate * `crnx` red component of color vertex, or x component of normal vertex * `cgny` green component of color vertex, or y component of normal vertex * `cbnz` blue component of color vertex, or z component of normal vertex * `a` alpha */ #define VTX(x,y,z,s,t,crnx,cgny,cbnz,a) { { { x, y, z }, 0, { s, t }, { crnx, cgny, cbnz, a } } } #define VTX_T(x,y,z,s,t,cr,cg,cb,a) { { x, y, z }, 0, { s, t }, { cr, cg, cb, a } } #define gDPSetTileCustom(pkt, fmt, siz, width, height, pal, cms, cmt, masks, maskt, shifts, shiftt) \ do { \ gDPPipeSync(pkt); \ gDPTileSync(pkt); \ gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, \ masks, shifts); \ gDPTileSync(pkt); \ gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_RENDERTILE, pal, cmt, maskt, shiftt, \ cms, masks, shifts); \ gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, ((width)-1) << G_TEXTURE_IMAGE_FRAC, \ ((height)-1) << G_TEXTURE_IMAGE_FRAC); \ } while (0) #endif