Files
ac-decomp/include/m_lib.h
T
2023-06-15 17:19:42 -04:00

92 lines
3.4 KiB
C

#ifndef M_LIB_H
#define M_LIB_H
#include "types.h"
#include "m_play_h.h"
#include "m_actor_type.h"
#include "MSL_C/math.h"
#include "libu64/u64types.h"
#include "game.h"
#ifdef __cplusplus
extern "C" {
#endif
#define SHT_MIN_S -32768 /* 0x8000 */
#define SHT_MAX_S 32767 /* 0x7FFF */
#define SHT_MIN ((f32)SHT_MIN_S)
#define SHT_MAX ((f32)SHT_MAX_S)
#define SHT_MINV (1.0f / SHT_MAX)
#define ABS(x) (((x) >= 0) ? (x) : -(x))
#define SQ(x) ((x)*(x))
/* radians -> short angle */
#define RAD2SHORT_ANGLE(rad) ((s16)(int)((rad) * (65536.0f / (2.0f * F_PI))))
/* short angle -> radians */
#define SHORT2RAD_ANGLE(s) ((((f32)(s)) / (65536.0f / (2.0f * F_PI))))
/* degrees -> short angle */
#define DEG2SHORT_ANGLE(deg) ((s16)((deg) * (65536.0f / 360.0f)))
/* short angle -> degrees */
#define SHORT2DEG_ANGLE(s) ((((f32)(s)) / (65536.0f / 360.0f)))
typedef struct rgba_t { //can be put in other place
u8 r, g, b, a;
} rgba_t;
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(const f32 now, const f32 start, const f32 end, const f32 accelerateDist, const f32 brakeDist);
extern void Game_play_Projection_Trans(GAME_PLAY* const play, xyz_t* wpos, xyz_t* screen_pos);
extern f32 get_percent(const int max, const int min, const int x);
#ifdef __cplusplus
}
#endif
#endif