1) swap out the pattern of

CODE: SELECT ALL
#if defined (WIN32) || defined (LINUX)
  char    buf[4096], *p = buf;
  sprintf(buf, "Some debug message showing  variables %i and %i\n", variableA, variableB);
  OutputDebugString(buf);
#endif


new paradigm:
CODE: SELECT ALL
DebugTrace("Some debug message showing variables " << variableA <<" and " << variableB);


No more dealing with formatting sprintf crap, just stream out variables. Also, DebugTrace washes out in release automatically. (TODO, need to sweep through the rest of the app to apply the changes to all the cases where OutputDebugString() is being called)

2) added two traces to follow adding/resolving things on the stack;

3) changed the uninformative "stack object" string that was the default for base class interrupts to use typeinfo(*this).name() so that you can actually see the derived class in the trace output. Here's a sample of what my trace output looks like now:
Action added to stack: Devoted Hero
Resolving Action on stack: Devoted Hero
Action added to stack: class NextGamePhase
Resolving Action on stack: class NextGamePhase
Action added to stack: class NextGamePhase
Resolving Action on stack: class NextGamePhase
Action added to stack: class StackAbility
Resolving Action on stack: class StackAbility
Action added to stack: class DrawAction
Resolving Action on stack: class DrawAction

4) replaced some hardcoded 0 / -1 values with their proper enums.
This commit is contained in:
wrenczes@gmail.com
2010-10-06 09:28:45 +00:00
parent 9c982475fe
commit 291a0d0312
3 changed files with 54 additions and 32 deletions

View File

@@ -57,7 +57,7 @@ class Interruptible: public PlayGuiObject, public Targetable{
virtual void Render(){};
int typeAsTarget(){return TARGET_STACKACTION;};
Interruptible(bool hasFocus = false):PlayGuiObject(40,x,y,hasFocus){state=NOT_RESOLVED;display=0;source=NULL;};
virtual const string getDisplayName() const {return "stack object";};
virtual const string getDisplayName() const;
void Render(MTGCardInstance * source, JQuad * targetQuad, string alt1, string alt2, string action, bool bigQuad = false);
virtual int receiveEvent(WEvent * event) {return 0;};
#if defined (WIN32) || defined (LINUX)

View File

@@ -0,0 +1,29 @@
#ifndef DEBUGROUTINES_H
#define DEBUGROUTINES_H
// dirty, but I get OS header includes this way
#include "JGE.h"
#include <iostream>
#include <stdio.h>
#include <string>
#include <sstream>
#if defined (WIN32) || defined (LINUX)
#ifdef _DEBUG
#define DebugTrace(inString) \
{ \
std::ostringstream stream; \
stream << inString << std::endl; \
OutputDebugString(stream.str().c_str()); \
}
#endif //#ifdef _DEBUG
#endif // Win32, Linux
#ifndef DebugTrace
#define DebugTrace(inString) (void (0))
#endif
#endif // DEBUGROUTINES_H

View File

@@ -2,6 +2,7 @@
The Action Stack contains all information for Game Events that can be interrupted (Interruptible)
*/
#include "../include/config.h"
#include "../include/DebugRoutines.h"
#include "../include/ActionStack.h"
#include "../include/MTGAbility.h"
#include "../include/GameObserver.h"
@@ -12,6 +13,9 @@
#include "../include/TargetChooser.h"
#include "../include/CardGui.h"
#include "../include/Translate.h"
#include <typeinfo>
/*
NextGamePhase requested by user
*/
@@ -50,6 +54,11 @@ ostream& NextGamePhase::toString(ostream& out) const
return out;
}
const string Interruptible::getDisplayName() const
{
return typeid(*this).name();
}
void Interruptible::Render(MTGCardInstance * source, JQuad * targetQuad, string alt1, string alt2, string action, bool bigQuad){
WFont * mFont = resources.GetWFont(Constants::MAIN_FONT);
mFont->SetColor(ARGB(255,255,255,255));
@@ -404,15 +413,13 @@ int ActionStack::addAction(Interruptible * action){
interruptDecision[i] = 0;
}
Add(action);
DebugTrace("Action added to stack: " << action->getDisplayName());
return 1;
}
Spell * ActionStack::addSpell(MTGCardInstance * _source, TargetChooser * tc, ManaCost * mana, int payResult,int storm){
#if defined (WIN32) || defined (LINUX)
char buf[4096], *p = buf;
sprintf(buf, "ACTIONSTACK Add spell\n");
OutputDebugString(buf);
#endif
DebugTrace("ACTIONSTACK Add spell");
if(storm > 0){ mana = NULL;}
if(mana < 0) {mana = 0;}
Spell * spell = NEW Spell(mCount,_source,tc, mana,payResult);
@@ -465,7 +472,7 @@ int ActionStack::resolve(){
if (!action)
return 0;
DebugTrace("Resolving Action on stack: " << action->getDisplayName());
if (action->resolve()){
action->state = RESOLVED_OK;
}else{
@@ -597,19 +604,19 @@ void ActionStack::Update(float dt){
currentPlayerId = 1;
otherPlayerId = 0;
}
if (interruptDecision[currentPlayerId] == 0){
if (interruptDecision[currentPlayerId] == NOT_DECIDED){
askIfWishesToInterrupt = game->players[currentPlayerId];
game->isInterrupting = game->players[currentPlayerId];
modal = 1;
}else if (interruptDecision[currentPlayerId] == -1){
}else if (interruptDecision[currentPlayerId] == INTERRUPT){
game->isInterrupting = game->players[currentPlayerId];
}else{
if (interruptDecision[otherPlayerId] == 0){
if (interruptDecision[otherPlayerId] == NOT_DECIDED){
askIfWishesToInterrupt = game->players[otherPlayerId];
game->isInterrupting = game->players[otherPlayerId];
modal = 1;
}else if (interruptDecision[otherPlayerId] == -1){
}else if (interruptDecision[otherPlayerId] == INTERRUPT){
game->isInterrupting = game->players[otherPlayerId];
}else{
resolve();
@@ -682,11 +689,7 @@ bool ActionStack::CheckUserInput(JButton key){
if (n != -1 && n != mCurr && mObjects[mCurr]->Leaving(JGE_BTN_UP)){
mCurr = n;
mObjects[mCurr]->Entering();
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "ACTIONSTACK UP TO mCurr = %i\n", mCurr);
OutputDebugString(buf);
#endif
DebugTrace("ACTIONSTACK UP TO mCurr = " << mCurr);
}
}
return true;
@@ -696,20 +699,13 @@ bool ActionStack::CheckUserInput(JButton key){
if (n!= -1 && n != mCurr && mObjects[mCurr]->Leaving(JGE_BTN_DOWN)){
mCurr = n;
mObjects[mCurr]->Entering();
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "ACTIONSTACK DOWN TO mCurr = %i\n", mCurr);
OutputDebugString(buf);
#endif
DebugTrace("ACTIONSTACK DOWN TO mCurr " << mCurr);
}
}
return true;
}else if (JGE_BTN_OK == key){
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "ACTIONSTACK CLIKED mCurr = %i\n", mCurr);
OutputDebugString(buf);
#endif
DebugTrace("ACTIONSTACK CLICKED mCurr = " << mCurr);
game->stackObjectClicked(((Interruptible *) mObjects[mCurr]));
return true;
}
@@ -743,7 +739,7 @@ while( iter != mObjects.end() ){
void ActionStack::Fizzle(Interruptible * action){
if (!action){
OutputDebugString("ACTIONSTACK ==ERROR==: action is NULL in ActionStack::Fizzle\n");
DebugTrace("ACTIONSTACK ==ERROR==: action is NULL in ActionStack::Fizzle");
return;
}
if (action->type == ACTION_SPELL){
@@ -896,14 +892,11 @@ void Interruptible::Dump(){
sstate = "unknown";
break;
}
char buf[4096];
sprintf(buf, " type %s(%i) - state %s(%i) - display %i\n", stype.c_str(), type, sstate.c_str(),state, display);
OutputDebugString(buf);
DebugTrace("type: " << stype << " " << type << " - state: " << sstate << " " << state << " - display: " << display);
}
void ActionStack::Dump(){
OutputDebugString("=====\nDumping Action Stack=====\n");
DebugTrace("=====\nDumping Action Stack=====");
for (int i=0;i<mCount ;i++){
Interruptible * current = (Interruptible *)mObjects[i];
current->Dump();