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https://github.com/HarbourMasters/Shipwright.git
synced 2025-03-03 02:01:47 -05:00
Initial pass on some logging that would be helpful for debugging crashes/problems (#1457)
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@ -708,6 +708,7 @@ void SaveManager::InitFileDebug() {
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// Threaded SaveFile takes copy of gSaveContext for local unmodified storage
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void SaveManager::SaveFileThreaded(int fileNum, SaveContext* saveContext, int sectionID) {
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SPDLOG_INFO("Save File - fileNum: {}", fileNum);
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// Needed for first time save, hasn't changed in forever anyway
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saveBlock["version"] = 1;
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if (sectionID == SECTION_ID_BASE) {
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@ -800,6 +801,7 @@ void SaveManager::SaveGlobal() {
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}
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void SaveManager::LoadFile(int fileNum) {
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SPDLOG_INFO("Load File - fileNum: {}", fileNum);
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assert(std::filesystem::exists(GetFileName(fileNum)));
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InitFile(false);
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@ -87,6 +87,7 @@ void OTRPlay_InitScene(PlayState* play, s32 spawn) {
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auto data2 = ResourceMgr_LoadVtxByCRC(0x68d4ea06044e228f);*/
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(play->sceneNum);
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SPDLOG_INFO("Scene Init - sceneNum: {0:#x}, entranceIndex: {1:#x}", play->sceneNum, gSaveContext.entranceIndex);
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volatile int a = 0;
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}
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@ -541,6 +541,8 @@ extern "C" s32 OTRfunc_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomN
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roomCtx->unk_30 ^= 1;
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SPDLOG_INFO("Room Init - curRoom.num: {0:#x}", roomCtx->curRoom.num);
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return 1;
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}
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@ -662,6 +662,7 @@ s32 Flags_GetSwitch(PlayState* play, s32 flag) {
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* Sets current scene switch flag.
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*/
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void Flags_SetSwitch(PlayState* play, s32 flag) {
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lusprintf(__FILE__, __LINE__, 2, "Switch Flag Set - %#x", flag);
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if (flag < 0x20) {
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play->actorCtx.flags.swch |= (1 << flag);
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} else {
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@ -673,6 +674,7 @@ void Flags_SetSwitch(PlayState* play, s32 flag) {
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* Unsets current scene switch flag.
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*/
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void Flags_UnsetSwitch(PlayState* play, s32 flag) {
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lusprintf(__FILE__, __LINE__, 2, "Switch Flag Unset - %#x", flag);
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if (flag < 0x20) {
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play->actorCtx.flags.swch &= ~(1 << flag);
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} else {
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@ -724,6 +726,7 @@ s32 Flags_GetTreasure(PlayState* play, s32 flag) {
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* Sets current scene chest flag.
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*/
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void Flags_SetTreasure(PlayState* play, s32 flag) {
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lusprintf(__FILE__, __LINE__, 2, "Treasure Flag Set - %#x", flag);
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play->actorCtx.flags.chest |= (1 << flag);
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}
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@ -784,6 +787,7 @@ s32 Flags_GetCollectible(PlayState* play, s32 flag) {
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* Sets current scene collectible flag.
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*/
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void Flags_SetCollectible(PlayState* play, s32 flag) {
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lusprintf(__FILE__, __LINE__, 2, "Collectible Flag Set - %#x", flag);
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if (flag != 0) {
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if (flag < 0x20) {
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play->actorCtx.flags.collect |= (1 << flag);
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@ -1576,6 +1576,7 @@ void Message_Decode(PlayState* play) {
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extern const char* msgStaticTbl[];
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void Message_OpenText(PlayState* play, u16 textId) {
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lusprintf(__FILE__, __LINE__, 2, "Display Text - textId: %#x", textId);
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static s16 messageStaticIndices[] = { 0, 1, 3, 2 };
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MessageContext* msgCtx = &play->msgCtx;
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Font* font = &msgCtx->font;
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@ -1759,6 +1759,7 @@ u8 Return_Item(u8 itemID, ModIndex modId, ItemID returnItem) {
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* @return u8
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*/
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u8 Item_Give(PlayState* play, u8 item) {
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lusprintf(__FILE__, __LINE__, 2, "Item Give - item: %#x", item);
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static s16 sAmmoRefillCounts[] = { 5, 10, 20, 30, 5, 10, 30, 0, 5, 20, 1, 5, 20, 50, 200, 10 };
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s16 i;
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s16 slot;
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