if (nr != i)
{
- Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
- Error(ERR_EXIT, "this should not happen -- please debug");
+ Error("'game_panel_controls' structure corrupted at %d", i);
+
+ Fail("this should not happen -- please debug");
}
// force update of game controls after initialization
byte mapped_action[MAX_PLAYERS];
#if DEBUG_PLAYER_ACTIONS
- Print(":::");
for (i = 0; i < MAX_PLAYERS; i++)
- Print(" %d, ", stored_player[i].effective_action);
+ DebugContinued("", "%d, ", stored_player[i].effective_action);
#endif
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action = mapped_action[i];
#if DEBUG_PLAYER_ACTIONS
- Print(" =>");
+ DebugContinued("", "=> ");
for (i = 0; i < MAX_PLAYERS; i++)
- Print(" %d, ", stored_player[i].effective_action);
- Print("\n");
+ DebugContinued("", "%d, ", stored_player[i].effective_action);
+ DebugContinued("game:playing:player", "\n");
#endif
}
#if DEBUG_PLAYER_ACTIONS
else
{
- Print(":::");
for (i = 0; i < MAX_PLAYERS; i++)
- Print(" %d, ", stored_player[i].effective_action);
- Print("\n");
+ DebugContinued("", "%d, ", stored_player[i].effective_action);
+ DebugContinued("game:playing:player", "\n");
}
#endif
#endif
if (game.num_random_calls != num_random_calls)
{
- Error(ERR_INFO, "number of random calls out of sync");
- Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
- Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
- Error(ERR_EXIT, "this should not happen -- please debug");
+ Error("number of random calls out of sync");
+ Error("number of random calls should be %d", num_random_calls);
+ Error("number of random calls is %d", game.num_random_calls);
+
+ Fail("this should not happen -- please debug");
}
}
GDI_END);
if (gi == NULL)
- Error(ERR_EXIT, "cannot create gadget");
+ Fail("cannot create gadget");
game_gadget[id] = gi;
}