Replaces VARARG_8 uses with recursive macros (#4232)

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Nephrite 2024-04-06 02:42:11 +09:00 committed by GitHub
parent db42d2b5a4
commit 93af96c10c
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5 changed files with 40 additions and 82 deletions

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@ -17,6 +17,26 @@
#include "battle_dynamax.h"
#include "random.h" // for rng_value_t
// Helper for accessing command arguments and advancing gBattlescriptCurrInstr.
//
// For example accuracycheck is defined as:
//
// .macro accuracycheck failInstr:req, move:req
// .byte 0x1
// .4byte \failInstr
// .2byte \move
// .endm
//
// Which corresponds to:
//
// CMD_ARGS(const u8 *failInstr, u16 move);
//
// The arguments can be accessed as cmd->failInstr and cmd->move.
// gBattlescriptCurrInstr = cmd->nextInstr; advances to the next instruction.
#define CMD_ARGS(...) const struct __attribute__((packed)) { u8 opcode; RECURSIVELY(R_FOR_EACH(APPEND_SEMICOLON, __VA_ARGS__)) const u8 nextInstr[0]; } *const cmd UNUSED = (const void *)gBattlescriptCurrInstr
#define VARIOUS_ARGS(...) CMD_ARGS(u8 battler, u8 id, ##__VA_ARGS__)
#define NATIVE_ARGS(...) CMD_ARGS(void (*func)(void), ##__VA_ARGS__)
// Used to exclude moves learned temporarily by Transform or Mimic
#define MOVE_IS_PERMANENT(battler, moveSlot) \
(!(gBattleMons[battler].status2 & STATUS2_TRANSFORMED) \

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@ -26,6 +26,9 @@
#define STR(...) STR_(__VA_ARGS__)
#define STR_(...) #__VA_ARGS__
/* You'll never guess what this one does */
#define APPEND_SEMICOLON(a) a;
/* Converts a string to a compound literal, essentially making it a pointer to const u8 */
#define COMPOUND_STRING(str) (const u8[]) _(str)

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@ -723,27 +723,8 @@ struct BattleTestRunnerState
extern const struct TestRunner gBattleTestRunner;
extern struct BattleTestRunnerState *const gBattleTestRunnerState;
#define MEMBERS(...) VARARG_8(MEMBERS_, __VA_ARGS__)
#define MEMBERS_0()
#define MEMBERS_1(a) a;
#define MEMBERS_2(a, b) a; b;
#define MEMBERS_3(a, b, c) a; b; c;
#define MEMBERS_4(a, b, c, d) a; b; c; d;
#define MEMBERS_5(a, b, c, d, e) a; b; c; d; e;
#define MEMBERS_6(a, b, c, d, e, f) a; b; c; d; e; f;
#define MEMBERS_7(a, b, c, d, e, f, g) a; b; c; d; e; f; g;
#define MEMBERS_8(a, b, c, d, e, f, g, h) a; b; c; d; e; f; g; h;
#define APPEND_TRUE(...) VARARG_8(APPEND_TRUE_, __VA_ARGS__)
#define APPEND_TRUE_0()
#define APPEND_TRUE_1(a) a, TRUE
#define APPEND_TRUE_2(a, b) a, TRUE, b, TRUE
#define APPEND_TRUE_3(a, b, c) a, TRUE, b, TRUE, c, TRUE
#define APPEND_TRUE_4(a, b, c, d) a, TRUE, b, TRUE, c, TRUE, d, TRUE
#define APPEND_TRUE_5(a, b, c, d, e) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE
#define APPEND_TRUE_6(a, b, c, d, e, f) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE, f, TRUE
#define APPEND_TRUE_7(a, b, c, d, e, f, g) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE, f, TRUE, g, TRUE
#define APPEND_TRUE_8(a, b, c, d, e, f, g, h) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE, f, TRUE, g, TRUE, h, TRUE
#define APPEND_COMMA_TRUE(a) , a, TRUE
#define R_APPEND_TRUE(...) __VA_OPT__(FIRST(__VA_ARGS__), TRUE RECURSIVELY(R_FOR_EACH(APPEND_COMMA_TRUE, EXCEPT_1(__VA_ARGS__))))
/* Test */
@ -754,7 +735,7 @@ extern struct BattleTestRunnerState *const gBattleTestRunnerState;
}
#define BATTLE_TEST_ARGS_SINGLE(_name, _type, ...) \
struct CAT(Result, __LINE__) { MEMBERS(__VA_ARGS__) }; \
struct CAT(Result, __LINE__) { RECURSIVELY(R_FOR_EACH(APPEND_SEMICOLON, __VA_ARGS__)) }; \
static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *, const u32, struct BattlePokemon *, struct BattlePokemon *); \
__attribute__((section(".tests"))) static const struct Test CAT(sTest, __LINE__) = \
{ \
@ -772,7 +753,7 @@ extern struct BattleTestRunnerState *const gBattleTestRunnerState;
static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *results, const u32 i, struct BattlePokemon *player, struct BattlePokemon *opponent)
#define BATTLE_TEST_ARGS_DOUBLE(_name, _type, ...) \
struct CAT(Result, __LINE__) { MEMBERS(__VA_ARGS__) }; \
struct CAT(Result, __LINE__) { RECURSIVELY(R_FOR_EACH(APPEND_SEMICOLON, __VA_ARGS__)) }; \
static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *, const u32, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *); \
__attribute__((section(".tests"))) static const struct Test CAT(sTest, __LINE__) = \
{ \
@ -911,28 +892,28 @@ enum { TURN_CLOSED, TURN_OPEN, TURN_CLOSING };
#define TURN for (OpenTurn(__LINE__); gBattleTestRunnerState->data.turnState == TURN_OPEN; CloseTurn(__LINE__))
#define MOVE(battler, ...) Move(__LINE__, battler, (struct MoveContext) { APPEND_TRUE(__VA_ARGS__) })
#define MOVE(battler, ...) Move(__LINE__, battler, (struct MoveContext) { R_APPEND_TRUE(__VA_ARGS__) })
#define EXPECT_MOVE(battler, ...) ExpectMove(__LINE__, battler, (struct MoveContext) { APPEND_TRUE(__VA_ARGS__) })
#define EXPECT_MOVE(battler, ...) ExpectMove(__LINE__, battler, (struct MoveContext) { R_APPEND_TRUE(__VA_ARGS__) })
#define NOT_EXPECT_MOVE(battler, _move) ExpectMove(__LINE__, battler, (struct MoveContext) { .move = _move, .explicitMove = TRUE, .notExpected = TRUE, .explicitNotExpected = TRUE, })
#define EXPECT_MOVES(battler, ...) ExpectMoves(__LINE__, battler, FALSE, (struct FourMoves) {{ __VA_ARGS__ }})
#define NOT_EXPECT_MOVES(battler, ...) ExpectMoves(__LINE__, battler, TRUE, (struct FourMoves) {{ __VA_ARGS__ }})
#define EXPECT_SEND_OUT(battler, partyIndex) ExpectSendOut(__LINE__, battler, partyIndex)
#define EXPECT_SWITCH(battler, partyIndex) ExpectSwitch(__LINE__, battler, partyIndex)
#define SCORE_EQ(battler, ...) Score(__LINE__, battler, CMP_EQUAL, FALSE, (struct TestAIScoreStruct) { APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_NE(battler, ...) Score(__LINE__, battler, CMP_NOT_EQUAL, FALSE, (struct TestAIScoreStruct) { APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_GT(battler, ...) Score(__LINE__, battler, CMP_GREATER_THAN, FALSE, (struct TestAIScoreStruct) { APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_LT(battler, ...) Score(__LINE__, battler, CMP_LESS_THAN, FALSE, (struct TestAIScoreStruct) { APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_EQ_VAL(battler, ...) Score(__LINE__, battler, CMP_EQUAL, TRUE, (struct TestAIScoreStruct) { APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_NE_VAL(battler, ...) Score(__LINE__, battler, CMP_NOT_EQUAL, TRUE, (struct TestAIScoreStruct) { APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_GT_VAL(battler, ...) Score(__LINE__, battler, CMP_GREATER_THAN, TRUE, (struct TestAIScoreStruct) { APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_LT_VAL(battler, ...) Score(__LINE__, battler, CMP_LESS_THAN, TRUE, (struct TestAIScoreStruct) { APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_EQ(battler, ...) Score(__LINE__, battler, CMP_EQUAL, FALSE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_NE(battler, ...) Score(__LINE__, battler, CMP_NOT_EQUAL, FALSE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_GT(battler, ...) Score(__LINE__, battler, CMP_GREATER_THAN, FALSE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_LT(battler, ...) Score(__LINE__, battler, CMP_LESS_THAN, FALSE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_EQ_VAL(battler, ...) Score(__LINE__, battler, CMP_EQUAL, TRUE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_NE_VAL(battler, ...) Score(__LINE__, battler, CMP_NOT_EQUAL, TRUE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_GT_VAL(battler, ...) Score(__LINE__, battler, CMP_GREATER_THAN, TRUE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_LT_VAL(battler, ...) Score(__LINE__, battler, CMP_LESS_THAN, TRUE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define FORCED_MOVE(battler) ForcedMove(__LINE__, battler)
#define SWITCH(battler, partyIndex) Switch(__LINE__, battler, partyIndex)
#define SKIP_TURN(battler) SkipTurn(__LINE__, battler)
#define SEND_OUT(battler, partyIndex) SendOut(__LINE__, battler, partyIndex)
#define USE_ITEM(battler, ...) UseItem(__LINE__, battler, (struct ItemContext) { APPEND_TRUE(__VA_ARGS__) })
#define USE_ITEM(battler, ...) UseItem(__LINE__, battler, (struct ItemContext) { R_APPEND_TRUE(__VA_ARGS__) })
#define WITH_RNG(tag, value) rng: ((struct TurnRNG) { tag, value })
struct MoveContext
@ -998,8 +979,8 @@ void SendOut(u32 sourceLine, struct BattlePokemon *, u32 partyIndex);
#define ABILITY_POPUP(battler, ...) QueueAbility(__LINE__, battler, (struct AbilityEventContext) { __VA_ARGS__ })
#define ANIMATION(type, id, ...) QueueAnimation(__LINE__, type, id, (struct AnimationEventContext) { __VA_ARGS__ })
#define HP_BAR(battler, ...) QueueHP(__LINE__, battler, (struct HPEventContext) { APPEND_TRUE(__VA_ARGS__) })
#define EXPERIENCE_BAR(battler, ...) QueueExp(__LINE__, battler, (struct ExpEventContext) { APPEND_TRUE(__VA_ARGS__) })
#define HP_BAR(battler, ...) QueueHP(__LINE__, battler, (struct HPEventContext) { R_APPEND_TRUE(__VA_ARGS__) })
#define EXPERIENCE_BAR(battler, ...) QueueExp(__LINE__, battler, (struct ExpEventContext) { R_APPEND_TRUE(__VA_ARGS__) })
// Static const is needed to make the modern compiler put the pattern variable in the .rodata section, instead of putting it on stack(which can break the game).
#define MESSAGE(pattern) do {static const u8 msg[] = _(pattern); QueueMessage(__LINE__, msg);} while (0)
#define STATUS_ICON(battler, status) QueueStatus(__LINE__, battler, (struct StatusEventContext) { status })

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@ -519,21 +519,6 @@ static u32 GetMaxMoveStatusEffect(u16 move)
}
}
// CALLNATIVE FUNCTIONS
#define CMD_ARGS(...) const struct __attribute__((packed)) { u8 opcode; MEMBERS(__VA_ARGS__) const u8 nextInstr[0]; } *const cmd = (const void *)gBattlescriptCurrInstr
#define NATIVE_ARGS(...) CMD_ARGS(void (*func)(void), ##__VA_ARGS__)
#define MEMBERS(...) VARARG_8(MEMBERS_, __VA_ARGS__)
#define MEMBERS_0()
#define MEMBERS_1(a) a;
#define MEMBERS_2(a, b) a; b;
#define MEMBERS_3(a, b, c) a; b; c;
#define MEMBERS_4(a, b, c, d) a; b; c; d;
#define MEMBERS_5(a, b, c, d, e) a; b; c; d; e;
#define MEMBERS_6(a, b, c, d, e, f) a; b; c; d; e; f;
#define MEMBERS_7(a, b, c, d, e, f, g) a; b; c; d; e; f; g;
#define MEMBERS_8(a, b, c, d, e, f, g, h) a; b; c; d; e; f; g; h;
// Updates Dynamax HP multipliers and healthboxes.
void BS_UpdateDynamax(void)
{

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@ -66,37 +66,6 @@
#include "config/battle.h"
#include "data/battle_move_effects.h"
// Helper for accessing command arguments and advancing gBattlescriptCurrInstr.
//
// For example accuracycheck is defined as:
//
// .macro accuracycheck failInstr:req, move:req
// .byte 0x1
// .4byte \failInstr
// .2byte \move
// .endm
//
// Which corresponds to:
//
// CMD_ARGS(const u8 *failInstr, u16 move);
//
// The arguments can be accessed as cmd->failInstr and cmd->move.
// gBattlescriptCurrInstr = cmd->nextInstr; advances to the next instruction.
#define CMD_ARGS(...) const struct __attribute__((packed)) { u8 opcode; MEMBERS(__VA_ARGS__) const u8 nextInstr[0]; } *const cmd UNUSED = (const void *)gBattlescriptCurrInstr
#define VARIOUS_ARGS(...) CMD_ARGS(u8 battler, u8 id, ##__VA_ARGS__)
#define NATIVE_ARGS(...) CMD_ARGS(void (*func)(void), ##__VA_ARGS__)
#define MEMBERS(...) VARARG_8(MEMBERS_, __VA_ARGS__)
#define MEMBERS_0()
#define MEMBERS_1(a) a;
#define MEMBERS_2(a, b) a; b;
#define MEMBERS_3(a, b, c) a; b; c;
#define MEMBERS_4(a, b, c, d) a; b; c; d;
#define MEMBERS_5(a, b, c, d, e) a; b; c; d; e;
#define MEMBERS_6(a, b, c, d, e, f) a; b; c; d; e; f;
#define MEMBERS_7(a, b, c, d, e, f, g) a; b; c; d; e; f; g;
#define MEMBERS_8(a, b, c, d, e, f, g, h) a; b; c; d; e; f; g; h;
// table to avoid ugly powing on gba (courtesy of doesnt)
// this returns (i^2.5)/4
// the quarters cancel so no need to re-quadruple them in actual calculation