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author | Max Horn | 2010-10-26 22:33:49 +0000 |
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committer | Max Horn | 2010-10-26 22:33:49 +0000 |
commit | 7c2323bdc3163dae4f03dfc033ad7e47fb20ccda (patch) | |
tree | 0bd8440076b6a1482bf95ee975c5ab73ec2d8346 /engines/agi/agi.cpp | |
parent | 4e2d1b507a395c6dc618af38711e30bd89a91b00 (diff) | |
download | scummvm-rg350-7c2323bdc3163dae4f03dfc033ad7e47fb20ccda.tar.gz scummvm-rg350-7c2323bdc3163dae4f03dfc033ad7e47fb20ccda.tar.bz2 scummvm-rg350-7c2323bdc3163dae4f03dfc033ad7e47fb20ccda.zip |
AGI: Replace report() macro by debug() / warning()
This makes AGI quite a bit less noisy by default.
svn-id: r53868
Diffstat (limited to 'engines/agi/agi.cpp')
-rw-r--r-- | engines/agi/agi.cpp | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/engines/agi/agi.cpp b/engines/agi/agi.cpp index 0646f321d4..2cf6d2613f 100644 --- a/engines/agi/agi.cpp +++ b/engines/agi/agi.cpp @@ -360,12 +360,12 @@ int AgiEngine::agiInit() { switch (getVersion() >> 12) { case 2: - report("Emulating Sierra AGI v%x.%03x\n", + debug("Emulating Sierra AGI v%x.%03x\n", (int)(getVersion() >> 12) & 0xF, (int)(getVersion()) & 0xFFF); break; case 3: - report("Emulating Sierra AGI v%x.002.%03x\n", + debug("Emulating Sierra AGI v%x.002.%03x\n", (int)(getVersion() >> 12) & 0xF, (int)(getVersion()) & 0xFFF); break; @@ -382,10 +382,10 @@ int AgiEngine::agiInit() { _game.sbuf = _game.sbuf256c; if (_game.gameFlags & ID_AMIGA) - report("Amiga padded game detected.\n"); + debug(1, "Amiga padded game detected."); if (_game.gameFlags & ID_AGDS) - report("AGDS mode enabled.\n"); + debug(1, "AGDS mode enabled."); ec = _loader->init(); // load vol files, etc @@ -655,7 +655,7 @@ void AgiEngine::initialize() { _game.state = STATE_LOADED; debugC(2, kDebugLevelMain, "game loaded"); } else { - report("Could not open AGI game"); + warning("Could not open AGI game"); } debugC(2, kDebugLevelMain, "Init sound"); @@ -703,7 +703,6 @@ Common::Error AgiBase::init() { Common::Error AgiEngine::go() { CursorMan.showMouse(true); - report(" \nAGI engine %s is ready.\n", gScummVMVersion); if (_game.state < STATE_LOADED) { do { mainCycle(); @@ -747,7 +746,7 @@ void AgiEngine::parseFeatures() { for (int i = 0; i < numFeatures; i++) { for (const Flags *flag = flags; flag->name; flag++) { if (!scumm_stricmp(feature[i], flag->name)) { - debug(0, "Added feature: %s", flag->name); + debug(2, "Added feature: %s", flag->name); setFeature(flag->flag); break; |