Gamestate table (#1354)

* gamestate_table.h

* move macros

* bss

* format
This commit is contained in:
Anghelo Carvajal
2023-08-12 11:44:35 -04:00
committed by GitHub
parent 138dd55662
commit 656fd08ee8
8 changed files with 81 additions and 55 deletions
-10
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@@ -53,21 +53,11 @@
// 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.saveInfo.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))
#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 BIT_FLAG_TO_SHIFT(flag) \
((flag & 0x80) ? 7 : \
(flag & 0x40) ? 6 : \
-5
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@@ -71,11 +71,6 @@ DECLARE_SEGMENT(code)
DECLARE_ROM_SEGMENT(code)
DECLARE_BSS_SEGMENT(code)
DECLARE_OVERLAY_SEGMENT(title)
DECLARE_OVERLAY_SEGMENT(select)
DECLARE_OVERLAY_SEGMENT(opening)
DECLARE_OVERLAY_SEGMENT(file_choose)
DECLARE_OVERLAY_SEGMENT(daytelop)
DECLARE_OVERLAY_SEGMENT(kaleido_scope)
DECLARE_OVERLAY_SEGMENT(player_actor)
+17
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@@ -0,0 +1,17 @@
/**
* Gamestate Table
*
* DEFINE_GAMESTATE should be used for gamestates with code loaded from an overlay
* - Argument 0: Gamestate type name (without State suffix, also used for Init and Destroy function names)
* - Argument 1: Gamestate id enum name
* - Argument 2: Gamestate overlay segment name without the `ovl_` prefix
*
* DEFINE_GAMESTATE_INTERNAL should be used for gamestates that aren't an overlay, the first two arguments are the same as for DEFINE_GAMESTATE
*/
/* 0x00 */ DEFINE_GAMESTATE_INTERNAL(Setup, GAMESTATE_SETUP)
/* 0x01 */ DEFINE_GAMESTATE(MapSelect, GAMESTATE_MAP_SELECT, select)
/* 0x02 */ DEFINE_GAMESTATE(ConsoleLogo, GAMESTATE_CONSOLE_LOGO, title)
/* 0x03 */ DEFINE_GAMESTATE_INTERNAL(Play, GAMESTATE_PLAY)
/* 0x04 */ DEFINE_GAMESTATE(TitleSetup, GAMESTATE_TITLE_SETUP, opening)
/* 0x05 */ DEFINE_GAMESTATE(FileSelect, GAMESTATE_FILE_SELECT, file_choose)
/* 0x06 */ DEFINE_GAMESTATE(DayTelop, GAMESTATE_DAYTELOP, daytelop)
-3
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@@ -226,9 +226,6 @@ extern ActorId gMaxActorId;
extern BgCheckSceneSubdivisionEntry sSceneSubdivisionList[];
extern BgSpecialSceneMaxObjects sCustomDynapolyMem[];
extern GameStateOverlay gGameStateOverlayTable[];
extern s32 gGraphNumGameStates;
// extern UNK_TYPE4 D_801BDAC0;
// extern UNK_TYPE4 D_801BDAC4;
// extern UNK_TYPE4 D_801BDAC8;
+21
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@@ -12,6 +12,18 @@ struct GraphicsContext;
struct GameState;
#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) enumName,
#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
typedef enum GameStateId {
#include "tables/gamestate_table.h"
/* 0x07 */ GAMESTATE_ID_MAX
} GameStateId;
#undef DEFINE_GAMESTATE
#undef DEFINE_GAMESTATE_INTERNAL
typedef void (*GameStateFunc)(struct GameState* gameState);
typedef struct {
@@ -85,6 +97,15 @@ extern f32 gFramerateDivisorHalf;
extern f32 gFramerateDivisorThird;
extern GameStateOverlay gGameStateOverlayTable[GAMESTATE_ID_MAX];
extern GameStateId gGraphNumGameStates;
#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 STOP_GAMESTATE(curState) \
do { \
GameState* state = curState; \