mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-10 11:35:19 -05:00
99260acaf1
* Use PlayState instead of GlobalContext - GlobalContext -> PlayState - globalCtx -> play - GlobalCtx -> PlayState - globalContext -> playState * Find and replace Gameplay_ with Play_ * Correct some misnamed argument cases
179 lines
4.7 KiB
C++
179 lines
4.7 KiB
C++
#include "CrashHandlerExp.h"
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#include "variables.h"
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#include "z64.h"
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#include "z64actor.h"
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#include <string.h>
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#include <stdio.h>
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#include <array>
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#define WRITE_VAR_LINE(buff, len, varName, varValue) \
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append_str(buff, len, varName); \
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append_line(buff, len, varValue);
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#define WRITE_VAR(buff, len, varName, varValue) \
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append_str(buff, len, varName); \
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append_str(buff, len, varValue);
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extern "C" PlayState* gPlayState;
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static std::array<const char*, ACTORCAT_MAX> sCatToStrArray{
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"SWITCH", "BG", "PLAYER", "EXPLOSIVE", "NPC", "ENEMY", "PROP", "ITEMACTION", "MISC", "BOSS", "DOOR", "CHEST",
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};
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static std::array<const char*, SCENE_ID_MAX> sSceneIdToStrArray{
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"SCENE_YDAN",
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"SCENE_DDAN",
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"SCENE_BDAN",
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"SCENE_BMORI1",
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"SCENE_HIDAN",
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"SCENE_MIZUSIN",
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"SCENE_JYASINZOU",
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"SCENE_HAKADAN",
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"SCENE_HAKADANCH",
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"SCENE_ICE_DOUKUTO",
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"SCENE_GANON",
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"SCENE_MEN",
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"SCENE_GERUDOWAY",
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"SCENE_GANONTIKA",
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"SCENE_GANON_SONOGO",
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"SCENE_GANONTIKA_SONOGO",
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"SCENE_TAKARAYA",
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"SCENE_YDAN_BOSS",
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"SCENE_DDAN_BOSS",
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"SCENE_BDAN_BOSS",
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"SCENE_MORIBOSSROOM",
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"SCENE_FIRE_BS",
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"SCENE_MIZUSIN_BS",
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"SCENE_JYASINBOSS",
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"SCENE_HAKADAN_BS",
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"SCENE_GANON_BOSS",
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"SCENE_GANON_FINAL",
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"SCENE_ENTRA",
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"SCENE_ENTRA_N",
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"SCENE_ENRUI",
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"SCENE_MARKET_ALLEY",
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"SCENE_MARKET_ALLEY_N",
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"SCENE_MARKET_DAY",
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"SCENE_MARKET_NIGHT",
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"SCENE_MARKET_RUINS",
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"SCENE_SHRINE",
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"SCENE_SHRINE_N",
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"SCENE_SHRINE_R",
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"SCENE_KOKIRI_HOME",
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"SCENE_KOKIRI_HOME3",
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"SCENE_KOKIRI_HOME4",
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"SCENE_KOKIRI_HOME5",
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"SCENE_KAKARIKO",
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"SCENE_KAKARIKO3",
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"SCENE_SHOP1",
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"SCENE_KOKIRI_SHOP",
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"SCENE_GOLON",
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"SCENE_ZOORA",
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"SCENE_DRAG",
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"SCENE_ALLEY_SHOP",
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"SCENE_NIGHT_SHOP",
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"SCENE_FACE_SHOP",
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"SCENE_LINK_HOME",
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"SCENE_IMPA",
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"SCENE_MALON_STABLE",
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"SCENE_LABO",
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"SCENE_HYLIA_LABO",
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"SCENE_TENT",
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"SCENE_HUT",
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"SCENE_DAIYOUSEI_IZUMI",
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"SCENE_YOUSEI_IZUMI_TATE",
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"SCENE_YOUSEI_IZUMI_YOKO",
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"SCENE_KAKUSIANA",
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"SCENE_HAKAANA",
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"SCENE_HAKAANA2",
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"SCENE_HAKAANA_OUKE",
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"SCENE_SYATEKIJYOU",
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"SCENE_TOKINOMA",
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"SCENE_KENJYANOMA",
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"SCENE_HAIRAL_NIWA",
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"SCENE_HAIRAL_NIWA_N",
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"SCENE_HIRAL_DEMO",
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"SCENE_HAKASITARELAY",
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"SCENE_TURIBORI",
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"SCENE_NAKANIWA",
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"SCENE_BOWLING",
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"SCENE_SOUKO",
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"SCENE_MIHARIGOYA",
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"SCENE_MAHOUYA",
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"SCENE_GANON_DEMO",
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"SCENE_KINSUTA",
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"SCENE_SPOT00",
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"SCENE_SPOT01",
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"SCENE_SPOT02",
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"SCENE_SPOT03",
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"SCENE_SPOT04",
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"SCENE_SPOT05",
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"SCENE_SPOT06",
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"SCENE_SPOT07",
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"SCENE_SPOT08",
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"SCENE_SPOT09",
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"SCENE_SPOT10",
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"SCENE_SPOT11",
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"SCENE_SPOT12",
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"SCENE_SPOT13",
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"SCENE_SPOT15",
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"SCENE_SPOT16",
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"SCENE_SPOT17",
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"SCENE_SPOT18",
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"SCENE_SPOT20",
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"SCENE_GANON_TOU",
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};
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static void append_str(char* buf, size_t* len, const char* str) {
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while (*str != '\0')
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buf[(*len)++] = *str++;
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}
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static void append_line(char* buf, size_t* len, const char* str) {
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while (*str != '\0')
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buf[(*len)++] = *str++;
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buf[(*len)++] = '\n';
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}
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static void CrashHandler_WriteActorData(char* buffer, size_t* pos) {
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char intCharBuffer[16];
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append_line(buffer, pos, "Actor Id Params");
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for (unsigned int i = 0; i < ACTORCAT_MAX; i++) {
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ActorListEntry* entry = &gPlayState->actorCtx.actorLists[i];
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Actor* cur;
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if(entry->length == 0) {
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continue;
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}
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WRITE_VAR_LINE(buffer, pos, "Actor Cat: ", sCatToStrArray[i]);
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cur = entry->head;
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while (cur != nullptr) {
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// Actor ID
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snprintf(intCharBuffer, sizeof(intCharBuffer), "0x%03X ", cur->id);
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append_str(buffer, pos, intCharBuffer);
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// Actor Params
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snprintf(intCharBuffer, sizeof(intCharBuffer), "0x%04X", cur->params);
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append_line(buffer, pos, intCharBuffer);
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cur = cur->next;
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}
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}
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}
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extern "C" void CrashHandler_PrintSohData(char* buffer, size_t* pos) {
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char intCharBuffer[16];
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append_line(buffer, pos, "Build Information:");
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WRITE_VAR_LINE(buffer, pos, "Game Version: ", (const char*)gBuildVersion);
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WRITE_VAR_LINE(buffer, pos, "Build Date: ", (const char*)gBuildDate);
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if (gPlayState != nullptr) {
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append_line(buffer, pos, "Actors:");
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CrashHandler_WriteActorData(buffer, pos);
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WRITE_VAR_LINE(buffer, pos, "Scene: ", sSceneIdToStrArray[gPlayState->sceneNum]);
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snprintf(intCharBuffer, sizeof(intCharBuffer), "%i", gPlayState->roomCtx.curRoom.num);
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WRITE_VAR_LINE(buffer, pos, "Room: ", intCharBuffer);
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}
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} |