#ifndef SF64_TAGGING #define SF64_TAGGING /* For dynamic actors */ #define TAG_ADDRESS(ptr) ((u32) (ptr) & 0x0FFFFFFF) /* X XXX XX XX TYPE ID INDEX CUSTOM */ #define TAG_OBJ(ptr) (((((ptr)->obj.id) << 16) & 0x0FFF0000) | ((((ptr)->index) << 8) & 0x0000FF00)) /* Actor Types */ #define TAG_ACTOR(actor) ((u32) (0x10000000 | (TAG_OBJ(actor)))) #define TAG_ACTOR_EVENT(actor) ((u32) (0x20000000 | (TAG_OBJ(actor)))) #define TAG_ACTOR_EVENT_COMMON(actor) ((u32) (0x90000000 | (TAG_OBJ(actor)))) #define TAG_BOSS(boss) ((u32) (0x30000000 | (TAG_OBJ(boss)))) #define TAG_SCENERY(scenery) ((u32) (0x40000000 | (TAG_OBJ(scenery)))) #define TAG_SCENERY_360(scenery360) ((u32) (0x50000000 | (TAG_ADDRESS(scenery360)))) #define TAG_EFFECT(effect) ((u32) (0x60000000 | (TAG_OBJ(effect)))) #define TAG_ITEM(item) ((u32) (0x70000000 | (TAG_OBJ(item)))) #define TAG_PLAYER_SHOT(shot) ((u32) (0xC0000000 | (TAG_OBJ(shot)))) /* Skeletons */ #define TAG_LIMB_ADDRESS(ptr, data) ((((u32) (ptr) << 16) & 0xFFFF0000) | ((u32) (data) & 0x0000FFFF)) #define TAG_LIMB(limb, data) ((u32) (0x80000000 | (TAG_LIMB_ADDRESS(limb, data)))) /* Others */ #define TAG_ARWING_SKEL(arwing) (0xB0000000 | (((u32) (arwing) << 16) & 0x0FFF0000)) #endif