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

@@ -58,8 +58,8 @@ void MapMark_Init(GlobalContext* globalCtx) {
MapMarkDataOverlay* overlay = &sMapMarkDataOvl;
u32 overlaySize = (uintptr_t)overlay->vramEnd - (uintptr_t)overlay->vramStart;
overlay->loadedRamAddr = GameState_Alloc(&globalCtx->state, overlaySize, "../z_map_mark.c", 235);
LogUtils_CheckNullPointer("dlftbl->allocp", overlay->loadedRamAddr, "../z_map_mark.c", 236);
overlay->loadedRamAddr = GAMESTATE_ALLOC_MC(&globalCtx->state, overlaySize);
LOG_CHECK_NULL_POINTER("dlftbl->allocp", overlay->loadedRamAddr);
Overlay_Load(overlay->vromStart, overlay->vromEnd, overlay->vramStart, overlay->vramEnd, overlay->loadedRamAddr);
@@ -96,7 +96,7 @@ void MapMark_DrawForDungeon(GlobalContext* globalCtx) {
mapMarkIconData = &sLoadedMarkDataTable[dungeon][interfaceCtx->mapRoomNum][0];
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_map_mark.c", 303);
OPEN_DISPS(globalCtx->state.gfxCtx);
while (true) {
if (mapMarkIconData->markType == MAP_MARK_NONE) {
@@ -145,7 +145,7 @@ void MapMark_DrawForDungeon(GlobalContext* globalCtx) {
mapMarkIconData++;
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_map_mark.c", 339);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void MapMark_Draw(GlobalContext* globalCtx) {