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 0d85caaf7e342648c01a15fe21e93637352dc596.

* 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:
Baoulettes
2022-07-06 01:29:34 +02:00
committed by GitHub
parent a9c3c7541e
commit a5df9dddf0
467 changed files with 3081 additions and 3459 deletions

View File

@@ -949,7 +949,6 @@ s32 func_800458D4(Camera* camera, VecSph* eyeAtDir, f32 arg2, f32* arg3, s16 arg
eyeAtAngle = Math_FAtan2F(deltaY, OLib_Vec3fDistXZ(&camera->at, &camera->eye));
if (eyeAtAngle > DEGF_TO_RADF(OREG(32))) {
if (1) {}
phi_f2 = 1.0f - sinf(DEGF_TO_RADF(eyeAtAngle - OREG(32)));
} else if (eyeAtAngle < DEGF_TO_RADF(OREG(33))) {
phi_f2 = 1.0f - sinf(DEGF_TO_RADF(OREG(33)) - eyeAtAngle);
@@ -1876,7 +1875,6 @@ s32 Camera_Normal3(Camera* camera) {
camera->yawUpdateRateInv, sp98, 0.1f);
camera->pitchUpdateRateInv = Camera_LERPCeilF((f32)OREG(7) + (anim->swing.swingUpdateRateTimer * 2),
camera->pitchUpdateRateInv, sp94, 0.1f);
if (1) {}
anim->swing.swingUpdateRateTimer--;
} else {
camera->yawUpdateRateInv = Camera_LERPCeilF(norm3->yawUpdateSpeed, camera->yawUpdateRateInv, sp98, 0.1f);
@@ -5401,7 +5399,6 @@ s32 Camera_Unique9(Camera* camera) {
}
spB4 = scratchSph.r;
if (1) {}
scratchSph.r =
!(spB4 < anim->curKeyFrame->eyeTargetInit.z)
? Camera_LERPCeilF(anim->curKeyFrame->eyeTargetInit.z, spB4, anim->curKeyFrame->lerpStepScale, 1.0f)
@@ -6666,7 +6663,6 @@ s32 Camera_Special9(Camera* camera) {
sCameraInterfaceFlags = params->interfaceFlags;
switch (camera->animState) {
if (1) {}
case 0:
camera->unk_14C &= ~(0x4 | 0x2);
@@ -6751,7 +6747,6 @@ s32 Camera_Special9(Camera* camera) {
}
break;
}
if (1) {}
spAC = playerPosRot->pos;
spAC.y += playerYOffset;
camera->dist = OLib_Vec3fDist(&spAC, eye);
@@ -6762,7 +6757,7 @@ s32 Camera_Special9(Camera* camera) {
}
Camera* Camera_Create(View* view, CollisionContext* colCtx, GlobalContext* globalCtx) {
Camera* newCamera = ZeldaArena_MallocDebug(sizeof(*newCamera), "../z_camera.c", 9370);
Camera* newCamera = ZELDA_ARENA_MALLOC_DEBUG(sizeof(*newCamera));
if (newCamera != NULL) {
osSyncPrintf(VT_FGCOL(BLUE) "camera: create --- allocate %d byte" VT_RST "\n", sizeof(*newCamera) * 4);
@@ -6776,7 +6771,7 @@ Camera* Camera_Create(View* view, CollisionContext* colCtx, GlobalContext* globa
void Camera_Destroy(Camera* camera) {
if (camera != NULL) {
osSyncPrintf(VT_FGCOL(BLUE) "camera: destroy ---" VT_RST "\n");
ZeldaArena_FreeDebug(camera, "../z_camera.c", 9391);
ZELDA_ARENA_FREE_DEBUG(camera);
} else {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: destroy: already cleared\n" VT_RST);
}
@@ -7782,7 +7777,6 @@ s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags) {
}
if (flags & 8) {
if (1) {}
camera->camDataIdx = camera->prevCamDataIdx;
camera->prevCamDataIdx = -1;
} else if (!(flags & 4)) {