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authorcadmic <cadmic24@gmail.com>2024-01-09 04:59:03 -0800
committerGitHub <noreply@github.com>2024-01-09 07:59:03 -0500
commitcd917b0cb8c20e457d43805ee27d2597daed63e3 (patch)
tree6506a87bb08252072ca10e6993f64f2b475fca09 /src/code/z_actor.c
parente146d7bc2642633f8b09357c115014a3dfca59da (diff)
Create debug macros for common functions (#1597)
* Create debug macros for common functions * Revert NDEBUG change * MALLOCR -> MALLOC_R * DEBUG -> OOT_DEBUG * Use the same name for debug and non-debug matrix functions * Fix file/line argument order * Revert g[s]DPNoOp[Tag] * Use SystemArena_MallocDebug directly in GameAlloc_MallocDebug * MTXF_TO_MTX -> MATRIX_TO_MTX
Diffstat (limited to 'src/code/z_actor.c')
-rw-r--r--src/code/z_actor.c67
1 files changed, 32 insertions, 35 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index ccd3e20cd..f2cd50edc 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -54,7 +54,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, PlayState* play, Gfx* dlist,
temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale;
Matrix_Scale(actor->scale.x * temp2, 1.0f, actor->scale.z * temp2, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 1588),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 1588),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);
@@ -94,7 +94,7 @@ void ActorShadow_DrawFoot(PlayState* play, Light* light, MtxF* arg2, s32 arg3, f
Matrix_RotateY(sp58, MTXMODE_APPLY);
Matrix_Scale(arg5, 1.0f, arg5 * arg6, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 1687), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 1687), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gFootShadowDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 1693);
@@ -377,7 +377,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
Matrix_RotateZ(M_PI / 2, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(entry->unk_0C, entry->unk_0C, 0.0f, MTXMODE_APPLY);
- gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 2116),
+ gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2116),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
Matrix_Pop();
@@ -404,8 +404,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 2153),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2153), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
}
@@ -679,7 +678,7 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
u32 size = loadedScene->titleFile.vromEnd - loadedScene->titleFile.vromStart;
if ((size != 0) && (size <= 0x3000)) {
- DmaMgr_RequestSyncDebug(texture, loadedScene->titleFile.vromStart, size, "../z_actor.c", 2765);
+ DMA_REQUEST_SYNC(texture, loadedScene->titleFile.vromStart, size, "../z_actor.c", 2765);
}
titleCtx->texture = texture;
@@ -1363,11 +1362,11 @@ Gfx* func_8002E830(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext*
LookAt* lookAt;
f32 correctedEyeX;
- lookAt = Graph_Alloc(gfxCtx, sizeof(LookAt));
+ lookAt = GRAPH_ALLOC(gfxCtx, sizeof(LookAt));
correctedEyeX = (eye->x == object->x) && (eye->z == object->z) ? eye->x + 0.001f : eye->x;
- *hilite = Graph_Alloc(gfxCtx, sizeof(Hilite));
+ *hilite = GRAPH_ALLOC(gfxCtx, sizeof(Hilite));
if (R_HREG_MODE == HREG_MODE_PRINT_HILITE_INFO) {
osSyncPrintf("z_actor.c 3529 eye=[%f(%f) %f %f] object=[%f %f %f] light_direction=[%f %f %f]\n", correctedEyeX,
@@ -1426,7 +1425,7 @@ void func_8002EBCC(Actor* actor, PlayState* play, s32 flag) {
hilite = func_8002EABC(&actor->world.pos, &play->view.eye, &lightDir, play->state.gfxCtx);
if (flag != 0) {
- displayList = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Gfx));
+ displayList = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx));
displayListHead = displayList;
OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 4384);
@@ -1452,7 +1451,7 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag) {
hilite = func_8002EB44(&actor->world.pos, &play->view.eye, &lightDir, play->state.gfxCtx);
if (flag != 0) {
- displayList = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Gfx));
+ displayList = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx));
displayListHead = displayList;
OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 4429);
@@ -2034,14 +2033,14 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 100, 200, 0, 255);
Matrix_RotateZ(BINANG_TO_RAD_ALT2((play->gameplayFrames * 1500) & 0xFFFF), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 5458),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 5458),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
Matrix_Pop();
Matrix_RotateZ(BINANG_TO_RAD_ALT2(~((play->gameplayFrames * 1200) & 0xFFFF)), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 5463),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 5463),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
}
@@ -2689,7 +2688,7 @@ void func_80031C3C(ActorContext* actorCtx, PlayState* play) {
}
if (actorCtx->absoluteSpace != NULL) {
- ZeldaArena_FreeDebug(actorCtx->absoluteSpace, "../z_actor.c", 6731);
+ ZELDA_ARENA_FREE(actorCtx->absoluteSpace, "../z_actor.c", 6731);
actorCtx->absoluteSpace = NULL;
}
@@ -2775,7 +2774,7 @@ void Actor_FreeOverlay(ActorOverlay* actorOverlay) {
if (HREG(20) != 0) {
osSyncPrintf("オーバーレイ解放します\n"); // "Overlay deallocated"
}
- ZeldaArena_FreeDebug(actorOverlay->loadedRamAddr, "../z_actor.c", 6834);
+ ZELDA_ARENA_FREE(actorOverlay->loadedRamAddr, "../z_actor.c", 6834);
actorOverlay->loadedRamAddr = NULL;
}
}
@@ -2833,8 +2832,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
if (actorCtx->absoluteSpace == NULL) {
// "AMF: absolute magic field"
- actorCtx->absoluteSpace =
- ZeldaArena_MallocRDebug(ACTOROVL_ABSOLUTE_SPACE_SIZE, "AMF:絶対魔法領域", 0);
+ actorCtx->absoluteSpace = ZELDA_ARENA_MALLOC_R(ACTOROVL_ABSOLUTE_SPACE_SIZE, "AMF:絶対魔法領域", 0);
if (HREG(20) != 0) {
// "Absolute magic field reservation - %d bytes reserved"
osSyncPrintf("絶対魔法領域確保 %d バイト確保\n", ACTOROVL_ABSOLUTE_SPACE_SIZE);
@@ -2843,9 +2841,9 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
overlayEntry->loadedRamAddr = actorCtx->absoluteSpace;
} else if (overlayEntry->allocType & ACTOROVL_ALLOC_PERSISTENT) {
- overlayEntry->loadedRamAddr = ZeldaArena_MallocRDebug(overlaySize, name, 0);
+ overlayEntry->loadedRamAddr = ZELDA_ARENA_MALLOC_R(overlaySize, name, 0);
} else {
- overlayEntry->loadedRamAddr = ZeldaArena_MallocDebug(overlaySize, name, 0);
+ overlayEntry->loadedRamAddr = ZELDA_ARENA_MALLOC(overlaySize, name, 0);
}
if (overlayEntry->loadedRamAddr == NULL) {
@@ -2886,7 +2884,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
return NULL;
}
- actor = ZeldaArena_MallocDebug(actorInit->instanceSize, name, 1);
+ actor = ZELDA_ARENA_MALLOC(actorInit->instanceSize, name, 1);
if (actor == NULL) {
// "Actor class cannot be reserved! %s <size=%d bytes>"
@@ -3027,7 +3025,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
newHead = Actor_RemoveFromCategory(play, actorCtx, actor);
- ZeldaArena_FreeDebug(actor, "../z_actor.c", 7242);
+ ZELDA_ARENA_FREE(actor, "../z_actor.c", 7242);
if (overlayEntry->vramStart == NULL) {
if (HREG(20) != 0) {
@@ -3205,15 +3203,15 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
u32 objectSlotsSize;
matricesSize = (count + 1) * sizeof(*bodyBreak->matrices);
- bodyBreak->matrices = ZeldaArena_MallocDebug(matricesSize, "../z_actor.c", 7540);
+ bodyBreak->matrices = ZELDA_ARENA_MALLOC(matricesSize, "../z_actor.c", 7540);
if (bodyBreak->matrices != NULL) {
dListsSize = (count + 1) * sizeof(*bodyBreak->dLists);
- bodyBreak->dLists = ZeldaArena_MallocDebug(dListsSize, "../z_actor.c", 7543);
+ bodyBreak->dLists = ZELDA_ARENA_MALLOC(dListsSize, "../z_actor.c", 7543);
if (bodyBreak->dLists != NULL) {
objectSlotsSize = (count + 1) * sizeof(*bodyBreak->objectSlots);
- bodyBreak->objectSlots = ZeldaArena_MallocDebug(objectSlotsSize, "../z_actor.c", 7546);
+ bodyBreak->objectSlots = ZELDA_ARENA_MALLOC(objectSlotsSize, "../z_actor.c", 7546);
if (bodyBreak->objectSlots != NULL) {
Lib_MemSet((u8*)bodyBreak->matrices, matricesSize, 0);
@@ -3226,15 +3224,15 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
}
if (bodyBreak->matrices != NULL) {
- ZeldaArena_FreeDebug(bodyBreak->matrices, "../z_actor.c", 7558);
+ ZELDA_ARENA_FREE(bodyBreak->matrices, "../z_actor.c", 7558);
}
if (bodyBreak->dLists != NULL) {
- ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7561);
+ ZELDA_ARENA_FREE(bodyBreak->dLists, "../z_actor.c", 7561);
}
if (bodyBreak->objectSlots != NULL) {
- ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7564);
+ ZELDA_ARENA_FREE(bodyBreak->objectSlots, "../z_actor.c", 7564);
}
}
@@ -3301,9 +3299,9 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
bodyBreak->val = BODYBREAK_STATUS_FINISHED;
- ZeldaArena_FreeDebug(bodyBreak->matrices, "../z_actor.c", 7678);
- ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7679);
- ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7680);
+ ZELDA_ARENA_FREE(bodyBreak->matrices, "../z_actor.c", 7678);
+ ZELDA_ARENA_FREE(bodyBreak->dLists, "../z_actor.c", 7679);
+ ZELDA_ARENA_FREE(bodyBreak->objectSlots, "../z_actor.c", 7680);
return true;
}
@@ -3640,7 +3638,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
Matrix_Scale(arg1->x, 1.0f, arg1->z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 8149), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8149), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gCircleShadowDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 8155);
@@ -3728,8 +3726,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) {
Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY);
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 8299),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8299), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, entry->chainDL);
if (i % 2) {
@@ -3744,7 +3741,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) {
Matrix_Put(&baseMtxF);
Matrix_Scale(frame * 0.1f, frame * 0.1f, frame * 0.1f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 8314), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8314), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, entry->lockDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 8319);
@@ -4065,7 +4062,7 @@ void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex
Gfx* func_80034B28(GraphicsContext* gfxCtx) {
Gfx* displayList;
- displayList = Graph_Alloc(gfxCtx, sizeof(Gfx));
+ displayList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx));
gSPEndDisplayList(displayList);
return displayList;
@@ -4075,7 +4072,7 @@ Gfx* func_80034B54(GraphicsContext* gfxCtx) {
Gfx* displayListHead;
Gfx* displayList;
- displayList = displayListHead = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
+ displayList = displayListHead = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A,
AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |