diff options
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r-- | sword2/anims.cpp | 44 |
1 files changed, 17 insertions, 27 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp index 2e3862b77a..a37f1fbec4 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -35,7 +35,6 @@ #include "anims.h" #include "console.h" #include "controls.h" // for 'speechSelected' & 'subtitles' -#include "debug.h" #include "defs.h" #include "header.h" #include "interpreter.h" @@ -156,7 +155,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) { #ifdef _SWORD2_DEBUG // check that we haven't been passed a zero resource number if (res == 0) - Con_fatal_error("Animate: %s (id %d) passed zero anim resource (%s line %u)", FetchObjectName(ID), ID, __FILE__, __LINE__); + Con_fatal_error("Animate: %s (id %d) passed zero anim resource", FetchObjectName(ID), ID); #endif // open anim file @@ -166,7 +165,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) { // check this this resource is actually an animation file! head = (_standardHeader *) anim_file; if (head->fileType != ANIMATION_FILE) - Con_fatal_error("Animate: %s (%d) is not an anim! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__); + Con_fatal_error("Animate: %s (%d) is not an anim!", FetchObjectName(res), res); #endif // point to anim header @@ -175,7 +174,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) { /* #ifdef _SWORD2_DEBUG // check there's at least one frame if (anim_head->noAnimFrames == 0) - Con_fatal_error("Animate: %s (%d) has zero frame count! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__); + Con_fatal_error("Animate: %s (%d) has zero frame count!", FetchObjectName(res), res); #endif */ // now running an anim, looping back to this 'FN' call again @@ -188,7 +187,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) { ob_graphic->anim_pc = 0; } else if (Get_sync()) { // We've received a sync - return to script immediately - // Zdebug("**sync stopped %d**", ID); + debug(5, "**sync stopped %d**", ID); // If sync received, anim finishes right now (remaining on // last frame). Quit animation, but continue script. @@ -278,7 +277,7 @@ int32 FN_set_frame(int32 *params) { #ifdef _SWORD2_DEBUG // check that we haven't been passed a zero resource number if (res == 0) - Con_fatal_error("FN_set_frame: %s (id %d) passed zero anim resource (%s line %u)", FetchObjectName(ID), ID, __FILE__, __LINE__); + Con_fatal_error("FN_set_frame: %s (id %d) passed zero anim resource", FetchObjectName(ID), ID); #endif // open the resource (& check it's valid) @@ -289,7 +288,7 @@ int32 FN_set_frame(int32 *params) { // check this this resource is actually an animation file! head = (_standardHeader *) anim_file; if (head->fileType != ANIMATION_FILE) - Con_fatal_error("FN_set_frame: %s (%d) is not an anim! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__); + Con_fatal_error("FN_set_frame: %s (%d) is not an anim!", FetchObjectName(res), res); #endif // set up pointer to the animation header @@ -298,7 +297,7 @@ int32 FN_set_frame(int32 *params) { /* #ifdef _SWORD2_DEBUG // check there's at least one frame if (anim_head->noAnimFrames == 0) - Con_fatal_error("FN_set_frame: %s (%d) has zero frame count! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__); + Con_fatal_error("FN_set_frame: %s (%d) has zero frame count!", FetchObjectName(res), res); #endif */ // set up anim resource in graphic object @@ -495,7 +494,7 @@ int32 FN_add_sequence_text(int32 *params) { #ifdef _SWORD2_DEBUG if (sequenceTextLines == MAX_SEQUENCE_TEXT_LINES) - Con_fatal_error("FN_add_sequence_text ran out of lines (%s line %u)",__FILE__,__LINE__); + Con_fatal_error("FN_add_sequence_text ran out of lines"); #endif sequence_text_list[sequenceTextLines].textNumber = params[0]; @@ -538,11 +537,8 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) { // now ok to close the text file res_man.Res_close(text_res); -#ifdef _SWORD2_DEBUG - // Write to walkthrough file (zebug0.txt) // 1st word of text line is the official line number - Zdebug(0,"(%d) SEQUENCE TEXT: %s", *(uint16 *) text, text + 2); -#endif + debug(5,"(%d) SEQUENCE TEXT: %s", *(uint16 *) text, text + 2); // is it to be speech or subtitles or both? // assume speech is not running until know otherwise @@ -669,17 +665,15 @@ int32 FN_smacker_lead_in(int32 *params) { #ifdef _SWORD2_DEBUG header = (_standardHeader *) leadIn; if (header->fileType != WAV_FILE) - Con_fatal_error("FN_smacker_lead_in() given invalid resource (%s line %u)", __FILE__, __LINE__); + Con_fatal_error("FN_smacker_lead_in() given invalid resource"); #endif leadIn += sizeof(_standardHeader); // wav data gets copied to sound memory rv = g_sound->PlayFx(0, leadIn, 0, 0, RDSE_FXLEADIN); -#ifdef _SWORD2_DEBUG if (rv) - Zdebug("SFX ERROR: PlayFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__); -#endif + debug(5, "SFX ERROR: PlayFx() returned %.8x", rv); res_man.Res_close(params[0]); @@ -716,22 +710,20 @@ int32 FN_play_sequence(int32 *params) { // of computer games" - but at the very least we want to show the // cutscene subtitles, so I removed them. - Zdebug("FN_play_sequence(\"%s\");", params[0]); + debug(5, "FN_play_sequence(\"%s\");", params[0]); #ifdef _SWORD2_DEBUG // check that the name paseed from script is 8 chars or less if (strlen((char *) params[0]) > 8) - Con_fatal_error("Sequence filename too long (%s line %u)", __FILE__, __LINE__); + Con_fatal_error("Sequence filename too long"); #endif // add the appropriate file extension & play it sprintf(filename, "%s.smk", (char *) params[0]); -#ifdef _SWORD2_DEBUG // Write to walkthrough file (zebug0.txt) - Zdebug(0,"PLAYING SEQUENCE \"%s\"", filename); -#endif + debug(5, "PLAYING SEQUENCE \"%s\"", filename); // now create the text sprites, if any (James27may97) @@ -746,7 +738,7 @@ int32 FN_play_sequence(int32 *params) { #ifdef _SWORD2_DEBUG header = (_standardHeader *)leadOut; if (header->fileType != WAV_FILE) - Con_fatal_error("FN_smacker_lead_out() given invalid resource (%s line %u)", __FILE__, __LINE__); + error("FN_smacker_lead_out() given invalid resource"); #endif leadOut += sizeof(_standardHeader); @@ -775,11 +767,9 @@ int32 FN_play_sequence(int32 *params) { smackerLeadOut = 0; } -#ifdef _SWORD2_DEBUG // check the error return-value if (rv) - Zdebug("PlaySmacker(\"%s\") returned 0x%.8x", filename, rv); -#endif + debug(5, "PlaySmacker(\"%s\") returned 0x%.8x", filename, rv); // now clear the text sprites, if any (James27may97) @@ -798,7 +788,7 @@ int32 FN_play_sequence(int32 *params) { memset(pal, 0, 256 * sizeof(_palEntry)); BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT); - Zdebug("FN_play_sequence FINISHED"); + debug(5, "FN_play_sequence FINISHED"); // continue script return IR_CONT; |