Fix JUT_ASSERT and several other macros (#2711)

* Fix JUT_ASSERT to be a nested define

* Switch names that appear in asserts to be constants instead of defines

* Replace `0` in asserts with `NULL` or `FALSE`

* Fix fpclassify

* Fix ARRAY_SIZE

* Use G_CM3D_F_INF

* More fixes for fpclassify

* Remove FLOAT_LABEL

* Remove incorrect FLAG_ON macro

* Remove UNK_BSS macro

* Silence clangd unused header warning for PCH
This commit is contained in:
LagoLunatic
2025-09-28 16:11:07 -04:00
committed by GitHub
parent 737250d7f5
commit 6ec6fce8cb
1008 changed files with 3172 additions and 3237 deletions
+11 -11
View File
@@ -1,4 +1,4 @@
#include "d/dolzel.h"
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/d_kankyo.h"
#include <dolphin.h>
@@ -34,7 +34,7 @@ inline float cosf(float x) {
/* 8019C388-8019C3A4 196CC8 001C+00 2/2 0/0 0/0 .text dKy_WolfPowerup_AmbCol__FP11_GXColorS10 */
void dKy_WolfPowerup_AmbCol(GXColorS10* in_col_p) {
JUT_ASSERT(185, in_col_p != 0);
JUT_ASSERT(185, in_col_p != NULL);
in_col_p->r = 40;
in_col_p->g = 52;
@@ -292,7 +292,7 @@ static u16 lightMaskData[8] = {
/* 8019CB0C-8019CCDC 19744C 01D0+00 3/2 0/0 0/0 .text dKy_WolfPowerup_BgAmbCol__FP11_GXColorS10 */
void dKy_WolfPowerup_BgAmbCol(GXColorS10* in_col_p) {
JUT_ASSERT(374, in_col_p != 0);
JUT_ASSERT(374, in_col_p != NULL);
switch (dKy_sense_pat_get()) {
case 1:
@@ -372,8 +372,8 @@ void dKy_WolfPowerup_BgAmbCol(GXColorS10* in_col_p) {
/* 8019CCDC-8019CE5C 19761C 0180+00 4/3 0/0 0/0 .text dKy_WolfPowerup_FogNearFar__FPfPf
*/
void dKy_WolfPowerup_FogNearFar(f32* near_p, f32* far_p) {
JUT_ASSERT(499, near_p != 0);
JUT_ASSERT(500, far_p != 0);
JUT_ASSERT(499, near_p != NULL);
JUT_ASSERT(500, far_p != NULL);
switch (dKy_sense_pat_get()) {
case 1:
@@ -1105,7 +1105,7 @@ static void dungeonlight_init() {
/* 8019EAA0-8019EBD0 1993E0 0130+00 1/1 0/0 0/0 .text undwater_init__Fv */
static void undwater_init() {
J3DModelData* modelData2 = (J3DModelData*)dComIfG_getObjectRes("Always", 0x1D);
JUT_ASSERT(1867, modelData2 != 0);
JUT_ASSERT(1867, modelData2 != NULL);
g_env_light.undwater_ef_heap = mDoExt_createSolidHeapFromGameToCurrent(0x600, 0x20);
@@ -1120,16 +1120,16 @@ static void undwater_init() {
if (!g_env_light.undwater_btk->init(modelData2, pbtk, TRUE,
J3DFrameCtrl::EMode_LOOP, 1.0f, 0, -1))
{
JUT_ASSERT(1898, 0);
JUT_ASSERT(1898, FALSE);
}
} else {
JUT_ASSERT(1902, 0);
JUT_ASSERT(1902, FALSE);
}
}
mDoExt_restoreCurrentHeap();
mDoExt_adjustSolidHeap(g_env_light.undwater_ef_heap);
} else {
JUT_ASSERT(1917, 0);
JUT_ASSERT(1917, FALSE);
}
}
@@ -4419,7 +4419,7 @@ void dKy_setLight_nowroom_common(char room_no, f32 light_ratio) {
if (lightMask & lightMaskData[i + 2]) {
if (room_tevstr == NULL) {
JUT_ASSERT(12633, 0);
JUT_ASSERT(12633, FALSE);
}
J3DLightInfo* room_light = &room_tevstr->mLights[i].getLightInfo();
@@ -6803,7 +6803,7 @@ void dKy_murky_set(J3DMaterial* material_p) {
J3DGXColorS10 tev_col;
J3DGXColor tev_kcol;
JUT_ASSERT(0x43DB, material_p != 0);
JUT_ASSERT(0x43DB, material_p != NULL);
tev_col.r = g_env_light.bg_amb_col[1].r;
tev_col.g = g_env_light.bg_amb_col[1].g;