From 073e0eb3c9148d6dd8b2c9ce788843b8180351cb Mon Sep 17 00:00:00 2001 From: Darkvater Date: Tue, 26 Dec 2006 17:36:18 +0000 Subject: (svn r7565) -Codechange: Rework DEBUG functionality. Look for appropiate debugging levels to use in debug.h. grfmsg() is now used as a specific debug-function for grf. --- ai/trolly/build.c | 10 +++++----- ai/trolly/pathfinder.c | 4 ++-- ai/trolly/shared.c | 2 +- ai/trolly/trolly.c | 21 +++++++++------------ 4 files changed, 17 insertions(+), 20 deletions(-) (limited to 'ai') diff --git a/ai/trolly/build.c b/ai/trolly/build.c index f61521ba7..9959d0d04 100644 --- a/ai/trolly/build.c +++ b/ai/trolly/build.c @@ -116,7 +116,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!"); + DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); return 0; } return cost; @@ -127,7 +127,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!"); + DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]); return 0; } return cost; @@ -166,7 +166,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!"); + DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]); return 0; } return cost; @@ -177,7 +177,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { - DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!"); + DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]); return 0; } return cost; @@ -201,7 +201,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla // Currently, we ignore CMD_ERRORs! if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { // Problem.. let's just abort it all! - DEBUG(ai,0)("Darn, the route could not be built.. aborting!"); + DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]); p->ainew.state = AI_STATE_NOTHING; return 0; } diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c index c5ab35122..6ffdf1fec 100644 --- a/ai/trolly/pathfinder.c +++ b/ai/trolly/pathfinder.c @@ -200,14 +200,14 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre PathFinderInfo->route[i++] = parent->node.tile; if (i > lengthof(PathFinderInfo->route)) { // We ran out of space for the PathFinder - DEBUG(ai, 0)("[AiPathFinder] Ran out of space in the route[] array!!!"); + DEBUG(ai, 0, "No more space in pathfinder route[] array"); PathFinderInfo->route_length = -1; // -1 indicates out of space return; } parent = parent->parent; } while (parent != NULL); PathFinderInfo->route_length = i; - DEBUG(ai, 1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash)); + DEBUG(ai, 1, "Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash)); } diff --git a/ai/trolly/shared.c b/ai/trolly/shared.c index d41544ef0..e683b60ea 100644 --- a/ai/trolly/shared.c +++ b/ai/trolly/shared.c @@ -109,7 +109,7 @@ bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag) // Out of special_vehicle spots :s if (new_id == -1) { - DEBUG(ai, 1)("special_vehicles list is too small :("); + DEBUG(ai, 1, "special_vehicles list is too small"); return false; } p->ainew.special_vehicles[new_id].veh_id = v->index; diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c index 23a700b06..d67a064b4 100644 --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -445,8 +445,7 @@ static void AiNew_State_LocateRoute(Player *p) p->ainew.to_ic = p->ainew.temp; p->ainew.state = AI_STATE_FIND_STATION; - DEBUG(ai,1)( - "[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)", + DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)", distance, p->ainew.from_ic, p->ainew.temp @@ -508,8 +507,7 @@ static void AiNew_State_LocateRoute(Player *p) } p->ainew.state = AI_STATE_FIND_STATION; - DEBUG(ai,1)( - "[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)", + DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)", distance, p->ainew.from_ic, p->ainew.temp @@ -763,7 +761,7 @@ static void AiNew_State_FindPath(Player *p) r = p->ainew.pathfinder->main(p->ainew.pathfinder); switch (r) { case AYSTAR_NO_PATH: - DEBUG(ai,1)("[AiNew] PathFinder found no route!"); + DEBUG(ai, 1, "No route found by pathfinder"); // Start all over again p->ainew.state = AI_STATE_NOTHING; break; @@ -955,7 +953,7 @@ static void AiNew_State_VerifyRoute(Player *p) // Check if we have enough money for it! if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) { // Too bad.. - DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost); + DEBUG(ai, 1, "Insufficient funds to build route (%d)", p->ainew.new_cost); p->ainew.state = AI_STATE_NOTHING; return; } @@ -975,7 +973,7 @@ static void AiNew_State_VerifyRoute(Player *p) p->ainew.state = AI_STATE_BUILD_STATION; p->ainew.temp = 0; - DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!"); + DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile); } @@ -993,7 +991,7 @@ static void AiNew_State_BuildStation(Player *p) p->ainew.state = AI_STATE_BUILD_PATH; } if (CmdFailed(res)) { - DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be built!"); + DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile); p->ainew.state = AI_STATE_NOTHING; // If the first station _was_ build, destroy it if (p->ainew.temp != 0) @@ -1010,7 +1008,7 @@ static void AiNew_State_BuildPath(Player *p) assert(p->ainew.state == AI_STATE_BUILD_PATH); // p->ainew.temp is set to -1 when this function is called for the first time if (p->ainew.temp == -1) { - DEBUG(ai,1)("[AiNew] Starting to build the path.."); + DEBUG(ai, 1, "Starting to build new path"); // Init the counter p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Set the position to the startingplace (-1 because in a minute we do ++) @@ -1091,8 +1089,7 @@ static void AiNew_State_BuildPath(Player *p) } } - - DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost); + DEBUG(ai, 1, "Finished building path, cost: %d", p->ainew.new_cost); p->ainew.state = AI_STATE_BUILD_DEPOT; } } @@ -1122,7 +1119,7 @@ static void AiNew_State_BuildDepot(Player *p) res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC); if (CmdFailed(res)) { - DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be built!"); + DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile); p->ainew.state = AI_STATE_NOTHING; return; } -- cgit v1.2.3-54-g00ecf