int hit_mask = 0;
#if 0
- printf("ScanPixel: start scanning at (%d, %d) [%d, %d] [%d, %d]\n",
- LX, LY, LX / TILEX, LY / TILEY, LX % TILEX, LY % TILEY);
+ Debug("game:mm:ScanPixel", "start scanning at (%d, %d) [%d, %d] [%d, %d]",
+ LX, LY, LX / TILEX, LY / TILEY, LX % TILEX, LY % TILEY);
#endif
// follow laser beam until it hits something (at least the screen border)
if (SX + LX < REAL_SX || SX + LX >= REAL_SX + FULL_SXSIZE ||
SY + LY < REAL_SY || SY + LY >= REAL_SY + FULL_SYSIZE)
{
- printf("ScanPixel: touched screen border!\n");
+ Debug("game:mm:ScanPixel", "touched screen border!");
return HIT_MASK_ALL;
}
DrawLaser(0, DL_LASER_ENABLED);
#if 0
- printf("Start scanning with LX == %d, LY == %d, XS == %d, YS == %d\n",
- LX, LY, XS, YS);
+ Debug("game:mm:ScanLaser",
+ "Start scanning with LX == %d, LY == %d, XS == %d, YS == %d",
+ LX, LY, XS, YS);
#endif
while (1)
hit_mask = ScanPixel();
#if 0
- printf("Hit something at LX == %d, LY == %d, XS == %d, YS == %d\n",
- LX, LY, XS, YS);
+ Debug("game:mm:ScanLaser",
+ "Hit something at LX == %d, LY == %d, XS == %d, YS == %d",
+ LX, LY, XS, YS);
#endif
// hit something -- check out what it was
ELY = (LY + YS) / TILEY;
#if 0
- printf("hit_mask (1) == '%x' (%d, %d) (%d, %d)\n",
- hit_mask, LX, LY, ELX, ELY);
+ Debug("game:mm:ScanLaser", "hit_mask (1) == '%x' (%d, %d) (%d, %d)",
+ hit_mask, LX, LY, ELX, ELY);
#endif
if (!IN_LEV_FIELD(ELX, ELY) || !IN_PIX_FIELD(LX, LY))
}
#if 0
- printf("hit_mask (2) == '%x' (%d, %d) (%d, %d)\n",
- hit_mask, LX, LY, ELX, ELY);
+ Debug("game:mm:ScanLaser", "hit_mask (2) == '%x' (%d, %d) (%d, %d)",
+ hit_mask, LX, LY, ELX, ELY);
#endif
element = Tile[ELX][ELY];
laser.dest_element = element;
#if 0
- printf("Hit element %d at (%d, %d) [%d, %d] [%d, %d] [%d]\n",
- element, ELX, ELY,
- LX, LY,
- LX % TILEX, LY % TILEY,
- hit_mask);
+ Debug("game:mm:ScanLaser",
+ "Hit element %d at (%d, %d) [%d, %d] [%d, %d] [%d]",
+ element, ELX, ELY,
+ LX, LY,
+ LX % TILEX, LY % TILEY,
+ hit_mask);
#endif
#if 0
if (!IN_LEV_FIELD(ELX, ELY))
- printf("WARNING! (1) %d, %d (%d)\n", ELX, ELY, element);
+ Debug("game:mm:ScanLaser", "WARNING! (1) %d, %d (%d)",
+ ELX, ELY, element);
#endif
if (element == EL_EMPTY)
#if 0
if (laser.dest_element != Tile[ELX][ELY])
{
- printf("ALARM: laser.dest_element == %d, Tile[ELX][ELY] == %d\n",
- laser.dest_element, Tile[ELX][ELY]);
+ Debug("game:mm:ScanLaser",
+ "ALARM: laser.dest_element == %d, Tile[ELX][ELY] == %d",
+ laser.dest_element, Tile[ELX][ELY]);
}
#endif
if (!end && !laser.stops_inside_element && !StepBehind())
{
#if 0
- printf("ScanLaser: Go one step back\n");
+ Debug("game:mm:ScanLaser", "Go one step back");
#endif
LX -= XS;
#if 0
if (!IN_LEV_FIELD(ELX, ELY))
- printf("WARNING! (2) %d, %d\n", ELX, ELY);
+ Debug("game:mm:ScanLaser", "WARNING! (2) %d, %d", ELX, ELY);
#endif
}
int elx, ely;
#if 0
- printf("DrawLaserExt: start_edge, num_edges, mode == %d, %d, %d\n",
- start_edge, num_edges, mode);
+ Debug("game:mm:DrawLaserExt", "start_edge, num_edges, mode == %d, %d, %d",
+ start_edge, num_edges, mode);
#endif
if (start_edge < 0)
#if 0
if (mode == DL_LASER_DISABLED)
{
- printf("DrawLaser: Delete laser from edge %d\n", start_edge);
+ Debug("game:mm:DrawLaserExt", "Delete laser from edge %d", start_edge);
}
#endif
int i;
for (i = 0; i < laser.num_beamers; i++)
- printf("-> %d\n", laser.beamer_edge[i]);
- printf("DrawLaserExt: IS_BEAMER: [%d]: Hit[%d][%d] == %d [%d]\n",
- mode, elx, ely, Hit[elx][ely], start_edge);
- printf("DrawLaserExt: IS_BEAMER: %d / %d\n",
- get_element_angle(element), laser.damage[damage_start].angle);
+ Debug("game:mm:DrawLaserExt", "-> %d", laser.beamer_edge[i]);
+
+ Debug("game:mm:DrawLaserExt", "IS_BEAMER: [%d]: Hit[%d][%d] == %d [%d]",
+ mode, elx, ely, Hit[elx][ely], start_edge);
+ Debug("game:mm:DrawLaserExt", "IS_BEAMER: %d / %d",
+ get_element_angle(element), laser.damage[damage_start].angle);
}
#endif
YS = 2 * Step[laser.current_angle].y;
#if 0
- printf("DrawLaser: Set (LX, LY) to (%d, %d) [%d]\n",
- LX, LY, element);
+ Debug("game:mm:DrawLaserExt", "Set (LX, LY) to (%d, %d) [%d]",
+ LX, LY, element);
#endif
if (start_edge > 0)
int step_size;
#if 0
- printf("element == %d\n", element);
+ Debug("game:mm:DrawLaserExt", "element == %d", element);
#endif
if (IS_22_5_ANGLE(laser.current_angle)) // neither 90° nor 45° angle
#if 0
if (IS_BEAMER(element))
- {
- printf("start_edge == %d, laser.beamer_edge == %d\n",
- start_edge, laser.beamer_edge);
- }
+ Debug("game:mm:DrawLaserExt",
+ "start_edge == %d, laser.beamer_edge == %d",
+ start_edge, laser.beamer_edge);
#endif
LX += step_size * XS;
}
#if 0
- printf("DrawLaser: Finally: (LX, LY) to (%d, %d) [%d]\n",
- LX, LY, element);
+ Debug("game:mm:DrawLaserExt", "Finally: (LX, LY) to (%d, %d) [%d]",
+ LX, LY, element);
#endif
}
continue;
#if 0
- printf("DrawLaser: DL_LASER_ENABLED: i==%d: %d, %d\n",
- i, laser.beamer_edge[i], tmp_start_edge);
+ Debug("game:mm:DrawLaser", "DL_LASER_ENABLED: i==%d: %d, %d",
+ i, laser.beamer_edge[i], tmp_start_edge);
#endif
DrawLaserExt(tmp_start_edge, tmp_num_edges, DL_LASER_ENABLED);
#if 0
if (last_num_edges - start_edge <= 0)
- printf("DrawLaser: DL_LASER_DISABLED: %d, %d\n",
- last_num_edges, start_edge);
+ Debug("game:mm:DrawLaser", "DL_LASER_DISABLED: %d, %d",
+ last_num_edges, start_edge);
#endif
// special case when rotating first beamer: delete laser edge on beamer
element = MovingOrBlocked2Element_MM(ELX, ELY);
#if 0
- printf("HitElement (1): element == %d\n", element);
+ Debug("game:mm:HitElement", "(1): element == %d", element);
#endif
#if 0
if ((ELX * TILEX + 14 - LX) * YS == (ELY * TILEY + 14 - LY) * XS)
- printf("HitElement (%d): EXACT MATCH @ (%d, %d)\n", element, ELX, ELY);
+ Debug("game:mm:HitElement", "(%d): EXACT MATCH @ (%d, %d)",
+ element, ELX, ELY);
else
- printf("HitElement (%d): FUZZY MATCH @ (%d, %d)\n", element, ELX, ELY);
+ Debug("game:mm:HitElement", "(%d): FUZZY MATCH @ (%d, %d)",
+ element, ELX, ELY);
#endif
AddDamagedField(ELX, ELY);
}
#if 0
- printf("HitElement (2): element == %d\n", element);
+ Debug("game:mm:HitElement", "(2): element == %d", element);
#endif
if (LX + 5 * XS < 0 ||
}
#if 0
- printf("HitElement (3): element == %d\n", element);
+ Debug("game:mm:HitElement", "(3): element == %d", element);
#endif
if (IS_POLAR(element) &&
{
#if 0
if ((ELX * TILEX + 14 - LX) * YS == (ELY * TILEY + 14 - LY) * XS)
- printf("EXACT MATCH @ (%d, %d)\n", ELX, ELY);
+ Debug("game:mm:HitElement", "EXACT MATCH @ (%d, %d)", ELX, ELY);
else
- printf("FUZZY MATCH @ (%d, %d)\n", ELX, ELY);
+ Debug("game:mm:HitElement", "FUZZY MATCH @ (%d, %d)", ELX, ELY);
#endif
LX = ELX * TILEX + 14;
}
#if 0
- printf("HitElement (4): element == %d\n", element);
+ Debug("game:mm:HitElement", "(4): element == %d", element);
#endif
if ((IS_BEAMER(element) || IS_FIBRE_OPTIC(element)) &&
int step_size;
#if 0
- printf("HitElement (BEAMER): element == %d\n", element);
+ Debug("game:mm:HitElement", "(BEAMER): element == %d", element);
#endif
laser.num_damages--;
// check if the laser hit only the edge of an element and, if so, go on
#if 0
- printf("LX, LY, hit_mask == %d, %d, %d\n", LX, LY, hit_mask);
+ Debug("game:mm:HitOnlyAnEdge", "LX, LY, hit_mask == %d, %d, %d",
+ LX, LY, hit_mask);
#endif
if ((hit_mask == HIT_MASK_TOPLEFT ||
LY += YS;
#if 0
- printf("[HitOnlyAnEdge() == TRUE]\n");
+ Debug("game:mm:HitOnlyAnEdge", "[HitOnlyAnEdge() == TRUE]");
#endif
return TRUE;
}
#if 0
- printf("[HitOnlyAnEdge() == FALSE]\n");
+ Debug("game:mm:HitOnlyAnEdge", "[HitOnlyAnEdge() == FALSE]");
#endif
return FALSE;
int grid_angle = get_element_angle(element);
#if 0
- printf("HitPolarizer: angle: grid == %d, laser == %d\n",
- grid_angle, laser.current_angle);
+ Debug("game:mm:HitPolarizer", "angle: grid == %d, laser == %d",
+ grid_angle, laser.current_angle);
#endif
AddLaserEdge(LX, LY);
LY += YS;
#if 0
- printf("HitPolarizer: LX, LY == %d, %d [%d, %d] [%d, %d]\n",
- LX, LY,
- LX / TILEX, LY / TILEY,
- LX % TILEX, LY % TILEY);
+ Debug("game:mm:HitPolarizer", "LX, LY == %d, %d [%d, %d] [%d, %d]",
+ LX, LY,
+ LX / TILEX, LY / TILEY,
+ LX % TILEX, LY % TILEY);
#endif
return FALSE;
if (IS_BEAMER(Tile[x][y]))
{
#if 0
- printf("TEST (%d, %d) [%d] [%d]\n",
- LX, LY,
- laser.beamer_edge, laser.beamer[1].num);
+ Debug("game:mm:RotateMirror", "TEST (%d, %d) [%d] [%d]",
+ LX, LY, laser.beamer_edge, laser.beamer[1].num);
#endif
laser.num_edges--;
#if 0
if (element != Tile[ELX][ELY])
{
- printf("element == %d, Tile[ELX][ELY] == %d\n",
- element, Tile[ELX][ELY]);
+ Debug("game:mm:GameActions_MM_Ext", "element == %d, Tile[ELX][ELY] == %d",
+ element, Tile[ELX][ELY]);
}
#endif
DrawField_MM(ELX, ELY);
#if 0
- printf("NEW ELEMENT: (%d, %d)\n", ELX, ELY);
+ Debug("game:mm:GameActions_MM_Ext", "NEW ELEMENT: (%d, %d)", ELX, ELY);
#endif
// above stuff: GRAY BALL -> PRISM !!!
#endif
ScanLaser();
-
- /*
- printf("TEST ELEMENT: %d\n", Tile[0][0]);
- */
#endif
return;