From: Holger Schemel Date: Thu, 15 Oct 2015 14:08:20 +0000 (+0200) Subject: removed debug output for 'wrong animation frames' bug X-Git-Tag: 4.0.0.0-rc1~142 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=1afe0b4fb9e16c78f2bb810c1225098f5d77e2d3;p=rocksndiamonds.git removed debug output for 'wrong animation frames' bug --- diff --git a/src/game.c b/src/game.c index f17eb323..41add9e6 100644 --- a/src/game.c +++ b/src/game.c @@ -25,10 +25,6 @@ #define DEBUG_INIT_PLAYER 1 #define DEBUG_PLAYER_ACTIONS 0 -// test element position in level set "test_gfxframe" / level "000" -#define DEBUG_GFXFRAME_X 11 -#define DEBUG_GFXFRAME_Y 9 - /* EXPERIMENTAL STUFF */ #define USE_NEW_AMOEBA_CODE FALSE @@ -3095,11 +3091,6 @@ void InitGame() int initial_move_dir = MV_DOWN; int i, j, x, y; -#if 1 - printf("::: game.graphics_engine_version == %d\n", - game.graphics_engine_version); -#endif - // required here to update video display before fading (FIX THIS) DrawMaskedBorder(REDRAW_DOOR_2); @@ -3395,10 +3386,6 @@ void InitGame() GfxRedraw[x][y] = GFX_REDRAW_NONE; } -#if 1 - printf("::: INIT GAME"); -#endif - SCAN_PLAYFIELD(x, y) { if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y])) @@ -3413,10 +3400,6 @@ void InitGame() ResetGfxAnimation(x, y); } -#if 1 - printf(" -> %d\n", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); -#endif - InitBeltMovement(); for (i = 0; i < MAX_PLAYERS; i++) @@ -4616,11 +4599,6 @@ static void ResetGfxAnimation(int x, int y) GfxFrame[x][y] = 0; ResetGfxFrame(x, y, FALSE); - -#if 1 - if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) - printf(" (RESET_GFX_ANIM)"); -#endif } static void ResetRandomAnimationValue(int x, int y) @@ -10018,11 +9996,6 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); -#if 0 - if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) - printf(" (RESET X)"); -#endif - TEST_DrawLevelField(x, y); if (GFX_CRUMBLED(new_element)) @@ -10293,10 +10266,9 @@ static void HandleElementChange(int x, int y, int page) be drawn instead of the correct frames 0,1,2,3. This is caused by "GfxFrame[][]" being reset *twice* (in two successive frames) after an element change: First when the change delay ("ChangeDelay[][]") - counter has reached zero after decrementing (see "RESET 1" below), - then a second time in the next frame (after "GfxFrame[][]" was - already incremented) when "ChangeDelay[][]" is reset to the initial - delay value again (see "RESET 2" below). + counter has reached zero after decrementing, then a second time in + the next frame (after "GfxFrame[][]" was already incremented) when + "ChangeDelay[][]" is reset to the initial delay value again. This causes frame 0 to be drawn twice, while the last frame won't be drawn anymore, resulting in the wrong frame sequence 0,0,1,2. @@ -10327,12 +10299,6 @@ static void HandleElementChange(int x, int y, int page) { ResetGfxAnimation(x, y); ResetRandomAnimationValue(x, y); - -#if 1 - if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) - printf(" (RESET 2)"); -#endif - } if (change->pre_change_function) @@ -10387,12 +10353,6 @@ static void HandleElementChange(int x, int y, int page) if (change->post_change_function) change->post_change_function(x, y); } - -#if 1 - if (x == DEBUG_GFXFRAME_X && y == DEBUG_GFXFRAME_Y) - printf(" (RESET 1)"); -#endif - } if (change->has_action && !handle_action_before_change) @@ -11469,10 +11429,6 @@ void GameActions_RND() } } -#if 1 - printf("::: %d", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); -#endif - SCAN_PLAYFIELD(x, y) { ChangeCount[x][y] = 0; @@ -11545,10 +11501,6 @@ void GameActions_RND() #endif } -#if 1 - printf(" -> %d", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); -#endif - SCAN_PLAYFIELD(x, y) { element = Feld[x][y]; @@ -11691,10 +11643,6 @@ void GameActions_RND() } } -#if 1 - printf(" -> %d\n", GfxFrame[DEBUG_GFXFRAME_X][DEBUG_GFXFRAME_Y]); -#endif - #if USE_NEW_AMOEBA_CODE /* new experimental amoeba growth stuff */ if (!(FrameCounter % 8))