#ifndef M_LIB_H #define M_LIB_H #include "types.h" #include "m_play_h.h" #include "m_actor_type.h" #include "sys_math.h" #include "libu64/u64types.h" #include "game.h" #ifdef __cplusplus extern "C" { #endif #define SHT_MINV (1.0f / SHT_MAX) #define ABS(x) (((x) >= 0) ? (x) : -(x)) #define SQ(x) ((x) * (x)) #define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x)) #define CLAMP_MAX(x, max) ((max) < (x) ? (max) : (x)) #define CLAMP(x, min, max) ((x) < (min) ? (min) : (((x) > (max) ? (max) : (x)))) #define CLAMP2(x, min, max) ((min) < (x) ? (((x) < (max) ? (x) : (max))) : (min)) /* Float modulo operator */ #define MOD_F(a, m) (a - (int)((a) * (1.0f / (m))) * (m)) /* radians -> short angle */ #define RAD2SHORT_ANGLE(rad) ((s16)(int)((rad) * (65536.0f / (2.0f * F_PI)))) #define RAD2SHORTANGLE(rad) ((s16)((32768.0f / F_PI) * ((f32)(rad)))) #define RAD2SHORT_ANGLE2(rad) ((s16)((rad) * (65536.0f / (2.0f * F_PI)))) /* short angle -> radians */ #define SHORT2RAD_ANGLE(s) ((((f32)(s)) / (65536.0f / (2.0f * F_PI)))) #define SHORT2RAD_ANGLE2(s) ((f32)(s) * ((2.0f * F_PI) / 65536.0f)) #define SHORTANGLE2RAD(sangle) ((F_PI / 32768.0f) * ((f32)(sangle))) /* degrees -> short angle */ #define DEG2SHORT_ANGLE(deg) ((s16)((deg) * (65536.0f / 360.0f))) #define DEG2SHORT_ANGLE2(deg) ((int)((deg) * (65536.0f / 360.0f))) #define DEG2SHORT_ANGLE3(deg) ((deg) * (65536.0f / 360.0f)) /* short angle -> degrees */ #define SHORT2DEG_ANGLE(s) ((((f32)(s)) / (65536.0f / 360.0f))) /* radians -> degrees */ #define RAD2DEG(rad) ((180.0f / F_PI) * (rad)) /* degrees -> radians */ #define DEG2RAD(deg) ((F_PI / 180.0f) * (deg)) typedef struct rgba_t { // can be put in other place u8 r, g, b, a; } rgba_t; typedef struct rgb_t { uint r, g, b; } rgb_t; typedef struct { xyz_t position; s_xyz angle; } PositionAngle; extern void mem_copy(u8* dst, u8* src, size_t size); extern void mem_clear(u8* dst, size_t size, u8 val); extern int mem_cmp(u8* p1, u8* p2, size_t size); extern f32 cos_s(s16 angle); extern f32 sin_s(s16 angle); extern int chase_angle(s16* const pValue, const s16 target, s16 step); extern int chase_s(s16* const pValue, const s16 target, s16 step); extern int chase_f(f32* const pValue, const f32 target, f32 step); extern f32 chase_xyz_t(xyz_t* const pValue, const xyz_t* const target, const f32 fraction); extern int chase_angle2(s16* const pValue, const s16 limit, const s16 step); extern void inter_float(f32* const pValue, const f32 arg1, const int step); extern s16 get_random_timer(const s16 base, const s16 range); extern void xyz_t_move(xyz_t* const dest, const xyz_t* const src); extern void xyz_t_move_s_xyz(xyz_t* const dest, const s_xyz* const src); extern void xyz_t_add(const xyz_t* const augend, const xyz_t* const addend, xyz_t* const total); extern void xyz_t_sub(const xyz_t* const minuend, const xyz_t* const subtrahend, xyz_t* const diff); extern void xyz_t_mult_v(xyz_t* const multiplicand, const f32 multiplier); extern f32 search_position_distance(const xyz_t* const pos, const xyz_t* const target); extern f32 search_position_distanceXZ(const xyz_t* const pos, const xyz_t* const target); extern s16 search_position_angleY(const xyz_t* const pos, const xyz_t* const target); extern s16 search_position_angleX(const xyz_t* const pos, const xyz_t* const target); extern f32 add_calc(f32* pValue, f32 target, f32 fraction, f32 maxStep, f32 minStep); extern void add_calc2(f32* pValue, f32 target, f32 fraction, f32 maxStep); extern void add_calc0(f32* pValue, f32 fraction, f32 maxStep); extern s16 add_calc_short_angle2(s16* pValue, s16 target, f32 fraction, s16 maxStep, s16 minStep); extern s16 add_calc_short_angle3(s16* pValue, s16 target, f32 fraction, s16 maxStep, s16 minStep); extern void rgba_t_move(rgba_t* dest, const rgba_t* const src); extern int none_proc1(); extern void none_proc2(ACTOR* actor, GAME* game); extern int _Game_play_isPause(GAME_PLAY* play); extern f32 check_percent_abs(f32 x, f32 min, f32 max, f32 scale, int shift_by_min); extern f32 get_percent_forAccelBrake(f32 now, f32 start, f32 end, f32 accelerateDist, f32 brakeDist); extern void Game_play_Projection_Trans(GAME_PLAY* const play, xyz_t* world_pos, xyz_t* screen_pos); extern f32 get_percent(const int max, const int min, const int x); #ifdef __cplusplus } #endif #endif