#ifndef MACROS_H
#define MACROS_H

#include "libc/stdint.h"
#include "ultra64/convert.h"
#include "z64.h"

#define SCREEN_WIDTH  320
#define SCREEN_HEIGHT 240

#define SCREEN_WIDTH_HIGH_RES  576
#define SCREEN_HEIGHT_HIGH_RES 454

#define PROJECTED_TO_SCREEN_X(projectedPos, invW) ((projectedPos).x * (invW) * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2))
#define PROJECTED_TO_SCREEN_Y(projectedPos, invW) ((projectedPos).y * (invW) * (-SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2))

#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))

// TODO: After uintptr_t cast change should have an AVOID_UB target that just toggles the KSEG0 bit in the address rather than add/sub 0x80000000
#define PHYSICAL_TO_VIRTUAL(addr) ((uintptr_t)(addr) + RDRAM_CACHED)
#define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - RDRAM_CACHED)
#define SEGMENTED_TO_VIRTUAL(addr) (void*)(PHYSICAL_TO_VIRTUAL(gSegments[SEGMENT_NUMBER(addr)]) + SEGMENT_OFFSET(addr))

#define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamId])

#define STOP_GAMESTATE(curState)     \
    do {                             \
        GameState* state = curState; \
                                     \
        state->running = false;      \
    } while(0)

#define SET_NEXT_GAMESTATE(curState, nextInit, nextSize) \
    do {                                                 \
        GameState* state = curState;                     \
                                                         \
        (state)->init = nextInit;                        \
        (state)->size = nextSize;                        \
    } while (0)

#define GET_PLAYER(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].first)

#define GET_FIRST_ENEMY(play) ((Actor*)(play)->actorCtx.actorLists[ACTORCAT_ENEMY].first)

#define CLOCK_TIME(hr, min) (s32)(((hr) * 60 + (min)) * 0x10000 / (24 * 60))
#define CLOCK_TIME_MINUTE  (CLOCK_TIME(0, 1))
#define DAY_LENGTH (CLOCK_TIME(24, 0))

#define TIME_TO_MINUTES_F(time) ((time) * ((24.0f * 60.0f) / 0x10000)) // 0.021972656f
#define CLOCK_TIME_F(hr, min) (((hr) * 60.0f + (min)) * (0x10000 / (24.0f * 60.0f)))

#define TIME_TO_MINUTES_ALT_F(time) ((time) / (0x10000 / (24.0f * 60.0f)))
#define CLOCK_TIME_ALT_F(hr, min) (((hr) * 60.0f + (min)) / (24.0f * 60.0f / 0x10000))

#define CAPACITY(upg, value) gUpgradeCapacities[upg][value]
#define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg))

// To be used with `Magic_Add`, but ensures enough magic is added to fill the magic bar to capacity
#define MAGIC_FILL_TO_CAPACITY (((void)0, gSaveContext.magicFillTarget) + (gSaveContext.save.playerData.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER)

#define CONTROLLER1(gameState) (&(gameState)->input[0])
#define CONTROLLER2(gameState) (&(gameState)->input[1])
#define CONTROLLER3(gameState) (&(gameState)->input[2])
#define CONTROLLER4(gameState) (&(gameState)->input[3])

#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))

extern 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
#define DEBUG_DISP __gfxCtx->debug.p

// __gfxCtx shouldn't be used directly.
// Use the DISP macros defined above when writing to display buffers.
#define OPEN_DISPS(gfxCtx)                  \
    {                                       \
        GraphicsContext* __gfxCtx = gfxCtx; \
        s32 __dispPad

#define CLOSE_DISPS(gfxCtx) \
    (void)0;                \
    }                       \
    (void)0

/**
 * `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 GRAPH_ALLOC(gfxCtx, size) ((void*)((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - (size))))

// Custom gbi macro
#define gDPSetTileCustom(pkt, fmt, siz, width, height, pal, cms, cmt, masks, maskt, shifts, shiftt)                    \
    {                                                                                                                  \
        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);                                                          \
    }                                                                                                                  \
    (void)0

#define ALIGN8(val) (((val) + 7) & ~7)
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
#define ALIGN64(val) (((val) + 0x3F) & ~0x3F)
#define ALIGN256(val) (((val) + 0xFF) & ~0xFF)

#define SQ(x) ((x) * (x))
#define ABS(x) ((x) >= 0 ? (x) : -(x))
#define ABS_ALT(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 RGBA8(r, g, b, a) (((r & 0xFF) << 24) | ((g & 0xFF) << 16) | ((b & 0xFF) << 8) | ((a & 0xFF) << 0))

#define ROUND(x) (s32)(((x) >= 0.0) ? ((x) + 0.5) : ((x) - 0.5))

#define SWAP(type, a, b)  \
    {                     \
        type _temp = (a); \
        (a) = (b);        \
        (b) = _temp;      \
    }

#define OVERLAY_RELOCATION_OFFSET(overlayEntry) ((uintptr_t)((overlayEntry)->vramStart) - (uintptr_t)((overlayEntry)->loadedRamAddr))
#define VRAM_PTR_SIZE(entry) ((uintptr_t)((entry)->vramEnd) - (uintptr_t)((entry)->vramStart))

#ifdef __GNUC__
#define ALIGNED8 __attribute__ ((aligned (8)))
#else
#define ALIGNED8
#endif

#endif // MACROS_H
