(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.
This commit is contained in:
@@ -116,7 +116,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!");
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DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
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return 0;
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}
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return cost;
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@@ -127,7 +127,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!");
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DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part - 1]);
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return 0;
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}
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return cost;
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@@ -166,7 +166,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!");
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DEBUG(ai, 0, "[BuildPath] tunnel could not be built (0x%X)", route[part]);
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return 0;
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}
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return cost;
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@@ -177,7 +177,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!");
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DEBUG(ai, 0, "[BuildPath] bridge could not be built (0x%X, 0x%X)", route[part], route[part + 1]);
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return 0;
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}
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return cost;
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@@ -201,7 +201,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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// Currently, we ignore CMD_ERRORs!
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if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
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// Problem.. let's just abort it all!
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DEBUG(ai,0)("Darn, the route could not be built.. aborting!");
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DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
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p->ainew.state = AI_STATE_NOTHING;
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return 0;
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}
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@@ -200,14 +200,14 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre
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PathFinderInfo->route[i++] = parent->node.tile;
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if (i > lengthof(PathFinderInfo->route)) {
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// We ran out of space for the PathFinder
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DEBUG(ai, 0)("[AiPathFinder] Ran out of space in the route[] array!!!");
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DEBUG(ai, 0, "No more space in pathfinder route[] array");
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PathFinderInfo->route_length = -1; // -1 indicates out of space
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return;
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}
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parent = parent->parent;
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} while (parent != NULL);
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PathFinderInfo->route_length = i;
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DEBUG(ai, 1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
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DEBUG(ai, 1, "Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
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}
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@@ -109,7 +109,7 @@ bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag)
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// Out of special_vehicle spots :s
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if (new_id == -1) {
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DEBUG(ai, 1)("special_vehicles list is too small :(");
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DEBUG(ai, 1, "special_vehicles list is too small");
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return false;
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}
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p->ainew.special_vehicles[new_id].veh_id = v->index;
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@@ -445,8 +445,7 @@ static void AiNew_State_LocateRoute(Player *p)
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p->ainew.to_ic = p->ainew.temp;
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p->ainew.state = AI_STATE_FIND_STATION;
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DEBUG(ai,1)(
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"[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",
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DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)",
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distance,
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p->ainew.from_ic,
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p->ainew.temp
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@@ -508,8 +507,7 @@ static void AiNew_State_LocateRoute(Player *p)
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}
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p->ainew.state = AI_STATE_FIND_STATION;
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DEBUG(ai,1)(
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"[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",
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DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)",
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distance,
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p->ainew.from_ic,
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p->ainew.temp
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@@ -763,7 +761,7 @@ static void AiNew_State_FindPath(Player *p)
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r = p->ainew.pathfinder->main(p->ainew.pathfinder);
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switch (r) {
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case AYSTAR_NO_PATH:
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DEBUG(ai,1)("[AiNew] PathFinder found no route!");
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DEBUG(ai, 1, "No route found by pathfinder");
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// Start all over again
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p->ainew.state = AI_STATE_NOTHING;
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break;
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@@ -955,7 +953,7 @@ static void AiNew_State_VerifyRoute(Player *p)
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// Check if we have enough money for it!
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if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
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// Too bad..
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DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost);
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DEBUG(ai, 1, "Insufficient funds to build route (%d)", p->ainew.new_cost);
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p->ainew.state = AI_STATE_NOTHING;
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return;
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}
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@@ -975,7 +973,7 @@ static void AiNew_State_VerifyRoute(Player *p)
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p->ainew.state = AI_STATE_BUILD_STATION;
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p->ainew.temp = 0;
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DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
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DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile);
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}
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@@ -993,7 +991,7 @@ static void AiNew_State_BuildStation(Player *p)
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p->ainew.state = AI_STATE_BUILD_PATH;
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}
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if (CmdFailed(res)) {
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DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be built!");
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DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile);
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p->ainew.state = AI_STATE_NOTHING;
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// If the first station _was_ build, destroy it
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if (p->ainew.temp != 0)
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@@ -1010,7 +1008,7 @@ static void AiNew_State_BuildPath(Player *p)
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assert(p->ainew.state == AI_STATE_BUILD_PATH);
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// p->ainew.temp is set to -1 when this function is called for the first time
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if (p->ainew.temp == -1) {
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DEBUG(ai,1)("[AiNew] Starting to build the path..");
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DEBUG(ai, 1, "Starting to build new path");
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// Init the counter
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p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
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// Set the position to the startingplace (-1 because in a minute we do ++)
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@@ -1091,8 +1089,7 @@ static void AiNew_State_BuildPath(Player *p)
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}
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}
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DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
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DEBUG(ai, 1, "Finished building path, cost: %d", p->ainew.new_cost);
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p->ainew.state = AI_STATE_BUILD_DEPOT;
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}
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}
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@@ -1122,7 +1119,7 @@ static void AiNew_State_BuildDepot(Player *p)
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res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
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if (CmdFailed(res)) {
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DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be built!");
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DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile);
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p->ainew.state = AI_STATE_NOTHING;
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return;
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}
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