X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_mm%2Fmm_game.c;h=a15772850bacab0182ca5581a28cf2a9fb28eff8;hb=343ecd1bed93fa862903ff981ede342825f14401;hp=e3437a7c64cd88faa0f8eaca3b2c39f47ba58ee8;hpb=65d710d4b2680becc1d1910b2e464f2f4e2201d4;p=rocksndiamonds.git diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index e3437a7c..a1577285 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -771,8 +771,8 @@ static int ScanPixel(void) 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) @@ -785,7 +785,7 @@ static int ScanPixel(void) 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; } @@ -858,8 +858,9 @@ void ScanLaser(void) 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) @@ -877,8 +878,9 @@ void ScanLaser(void) 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 @@ -886,8 +888,8 @@ void ScanLaser(void) 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)) @@ -919,24 +921,26 @@ void ScanLaser(void) } #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) @@ -1002,15 +1006,16 @@ void ScanLaser(void) #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; @@ -1026,7 +1031,7 @@ void ScanLaser(void) #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 } @@ -1036,8 +1041,8 @@ static void DrawLaserExt(int start_edge, int num_edges, int mode) 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) @@ -1057,7 +1062,7 @@ static void DrawLaserExt(int start_edge, int num_edges, int mode) #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 @@ -1117,11 +1122,12 @@ static void DrawLaserExt(int start_edge, int num_edges, int mode) 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 @@ -1161,8 +1167,8 @@ static void DrawLaserExt(int start_edge, int num_edges, int mode) 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) @@ -1177,7 +1183,7 @@ static void DrawLaserExt(int start_edge, int num_edges, int mode) 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 @@ -1197,10 +1203,9 @@ static void DrawLaserExt(int start_edge, int num_edges, int mode) #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; @@ -1215,8 +1220,8 @@ static void DrawLaserExt(int start_edge, int num_edges, int mode) } #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 } @@ -1247,8 +1252,8 @@ void DrawLaser(int start_edge, int mode) 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); @@ -1282,8 +1287,8 @@ void DrawLaser(int start_edge, int mode) #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 @@ -1317,14 +1322,16 @@ boolean HitElement(int element, int hit_mask) 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); @@ -1355,7 +1362,7 @@ boolean HitElement(int element, int hit_mask) } #if 0 - printf("HitElement (2): element == %d\n", element); + Debug("game:mm:HitElement", "(2): element == %d", element); #endif if (LX + 5 * XS < 0 || @@ -1368,7 +1375,7 @@ boolean HitElement(int element, int hit_mask) } #if 0 - printf("HitElement (3): element == %d\n", element); + Debug("game:mm:HitElement", "(3): element == %d", element); #endif if (IS_POLAR(element) && @@ -1399,9 +1406,9 @@ boolean HitElement(int element, int hit_mask) { #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; @@ -1557,7 +1564,7 @@ boolean HitElement(int element, int hit_mask) } #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)) && @@ -1569,7 +1576,7 @@ boolean HitElement(int element, int hit_mask) int step_size; #if 0 - printf("HitElement (BEAMER): element == %d\n", element); + Debug("game:mm:HitElement", "(BEAMER): element == %d", element); #endif laser.num_damages--; @@ -1636,7 +1643,8 @@ boolean HitOnlyAnEdge(int element, int hit_mask) // 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 || @@ -1674,14 +1682,14 @@ boolean HitOnlyAnEdge(int element, int hit_mask) 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; @@ -1697,8 +1705,8 @@ boolean HitPolarizer(int element, int hit_mask) 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); @@ -1735,10 +1743,10 @@ boolean HitPolarizer(int element, int hit_mask) 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; @@ -2905,9 +2913,8 @@ void RotateMirror(int x, int y, int button) 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--; @@ -3166,8 +3173,8 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode) #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 @@ -3425,7 +3432,7 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode) 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 !!! @@ -3457,10 +3464,6 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode) #endif ScanLaser(); - - /* - printf("TEST ELEMENT: %d\n", Tile[0][0]); - */ #endif return;