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https://github.com/HarbourMasters/Shipwright.git
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Use Macro for __FILE__ & __LINE__ when possible (#559)
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
This commit is contained in:
parent
a9c3c7541e
commit
a5df9dddf0
467 changed files with 3081 additions and 3459 deletions
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@ -410,7 +410,7 @@ void Map_InitData(GlobalContext* globalCtx, s16 room) {
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sEntranceIconMapIndex = extendedMapIndex;
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//DmaMgr_SendRequest1(interfaceCtx->mapSegment,
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//(uintptr_t)_map_grand_staticSegmentRomStart + gMapData->owMinimapTexOffset[extendedMapIndex],
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//gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
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//gMapData->owMinimapTexSize[mapIndex], __FILE__, __LINE__);
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if (sEntranceIconMapIndex < 24)
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memcpy(globalCtx->interfaceCtx.mapSegment, ResourceMgr_LoadTexByName(minimapTableOW[sEntranceIconMapIndex]), gMapData->owMinimapTexSize[mapIndex]);
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@ -443,7 +443,7 @@ void Map_InitData(GlobalContext* globalCtx, s16 room) {
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//DmaMgr_SendRequest1(globalCtx->interfaceCtx.mapSegment,
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//(uintptr_t)_map_i_staticSegmentRomStart +
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//((gMapData->dgnMinimapTexIndexOffset[mapIndex] + room) * 0xFF0),
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//0xFF0, "../z_map_exp.c", 346);
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//0xFF0, __FILE__, __LINE__);
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memcpy(globalCtx->interfaceCtx.mapSegment, ResourceMgr_LoadTexByName(minimapTableDangeon[gMapData->dgnMinimapTexIndexOffset[mapIndex] + room]), 0xFF0);
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@ -516,11 +516,11 @@ void Map_Init(GlobalContext* globalCtx) {
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interfaceCtx->unk_258 = -1;
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interfaceCtx->unk_25A = -1;
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interfaceCtx->mapSegment = GameState_Alloc(&globalCtx->state, 0x1000, "../z_map_exp.c", 457);
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interfaceCtx->mapSegment = GAMESTATE_ALLOC_MC(&globalCtx->state, 0x1000);
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// "MAP texture initialization scene_data_ID=%d mapSegment=%x"
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osSyncPrintf("\n\n\nMAP テクスチャ初期化 scene_data_ID=%d\nmapSegment=%x\n\n", globalCtx->sceneNum,
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interfaceCtx->mapSegment, globalCtx);
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ASSERT(interfaceCtx->mapSegment != NULL, "parameter->mapSegment != NULL", "../z_map_exp.c", 459);
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ASSERT(interfaceCtx->mapSegment != NULL);
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switch (globalCtx->sceneNum) {
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case SCENE_SPOT00:
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@ -599,7 +599,7 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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s16 tempX, tempZ;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_map_exp.c", 565);
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OPEN_DISPS(globalCtx->state.gfxCtx);
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if (globalCtx->interfaceCtx.minimapAlpha >= 0xAA) {
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func_80094A14(globalCtx->state.gfxCtx);
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@ -618,7 +618,7 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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Matrix_RotateX(-1.6f, MTXMODE_APPLY);
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tempX = (0x7FFF - player->actor.shape.rot.y) / 0x400;
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Matrix_RotateY(tempX / 10.0f, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_map_exp.c", 585),
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gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 255, 0, 255);
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@ -632,14 +632,14 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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Matrix_Scale(VREG(9) / 100.0f, VREG(9) / 100.0f, VREG(9) / 100.0f, MTXMODE_APPLY);
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Matrix_RotateX(VREG(52) / 10.0f, MTXMODE_APPLY);
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Matrix_RotateY(sPlayerInitialDirection / 10.0f, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_map_exp.c", 603),
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gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0xFF, 200, 0, 0, 255);
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gSPDisplayList(OVERLAY_DISP++, gCompassArrowDL);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_map_exp.c", 607);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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void Minimap_Draw(GlobalContext* globalCtx) {
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@ -647,7 +647,7 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
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s32 mapIndex = gSaveContext.mapIndex;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_map_exp.c", 626);
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OPEN_DISPS(globalCtx->state.gfxCtx);
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if (globalCtx->pauseCtx.state < 4) {
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switch (globalCtx->sceneNum) {
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@ -819,7 +819,7 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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}
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_map_exp.c", 782);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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s16 Map_GetFloorTextIndexOffset(s32 mapIndex, s32 floor) {
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@ -876,7 +876,6 @@ void Map_Update(GlobalContext* globalCtx) {
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if (R_MAP_TEX_INDEX != (R_MAP_TEX_INDEX_BASE + Map_GetFloorTextIndexOffset(mapIndex, floor))) {
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R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE + Map_GetFloorTextIndexOffset(mapIndex, floor);
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}
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if (1) {} // Appears to be necessary to match
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if (interfaceCtx->mapRoomNum != sLastRoomNum) {
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// "Current floor = %d Current room = %x Number of rooms = %d"
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