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Dump debug.con and debug.map on insertsprite() failure
git-svn-id: https://svn.eduke32.com/eduke32@332 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
37dea75dc6
commit
8127c07f45
1 changed files with 76 additions and 69 deletions
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@ -3784,6 +3784,71 @@ short LocateTheLocator(short n,short sn)
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return -1;
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}
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void dumpdebugdata(void)
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{
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int i,j,x;
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FILE * fp=fopen("debug.con","w");
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for (i=0;i<MAX_WEAPONS;i++)
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{
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for (j=0;j<numplayers;j++)
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{
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fprintf(fp,"Player %d\n\n",j);
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fprintf(fp,"WEAPON%d_CLIP %ld\n",i,aplWeaponClip[i][j]);
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fprintf(fp,"WEAPON%d_RELOAD %ld\n",i,aplWeaponReload[i][j]);
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fprintf(fp,"WEAPON%d_FIREDELAY %ld\n",i,aplWeaponFireDelay[i][j]);
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fprintf(fp,"WEAPON%d_TOTALTIME %ld\n",i,aplWeaponTotalTime[i][j]);
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fprintf(fp,"WEAPON%d_HOLDDELAY %ld\n",i,aplWeaponHoldDelay[i][j]);
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fprintf(fp,"WEAPON%d_FLAGS %ld\n",i,aplWeaponFlags[i][j]);
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fprintf(fp,"WEAPON%d_SHOOTS %ld\n",i,aplWeaponShoots[i][j]);
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fprintf(fp,"WEAPON%d_SPAWNTIME %ld\n",i,aplWeaponSpawnTime[i][j]);
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fprintf(fp,"WEAPON%d_SPAWN %ld\n",i,aplWeaponSpawn[i][j]);
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fprintf(fp,"WEAPON%d_SHOTSPERBURST %ld\n",i,aplWeaponShotsPerBurst[i][j]);
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fprintf(fp,"WEAPON%d_WORKSLIKE %ld\n",i,aplWeaponWorksLike[i][j]);
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fprintf(fp,"WEAPON%d_INITIALSOUND %ld\n",i,aplWeaponInitialSound[i][j]);
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fprintf(fp,"WEAPON%d_FIRESOUND %ld\n",i,aplWeaponFireSound[i][j]);
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fprintf(fp,"WEAPON%d_SOUND2TIME %ld\n",i,aplWeaponSound2Time[i][j]);
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fprintf(fp,"WEAPON%d_SOUND2SOUND %ld\n",i,aplWeaponSound2Sound[i][j]);
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fprintf(fp,"WEAPON%d_RELOADSOUND1 %ld\n",i,aplWeaponReloadSound1[i][j]);
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fprintf(fp,"WEAPON%d_RELOADSOUND2 %ld\n",i,aplWeaponReloadSound2[i][j]);
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}
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fprintf(fp,"\n");
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}
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for (x=0;x<MAXSTATUS;x++)
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{
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j = headspritestat[x];
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while (j >= 0)
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{
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fprintf(fp,"Sprite %d (%ld,%ld,%ld) (picnum: %d)\n",j,sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].picnum);
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for (i=0;i<iGameVarCount;i++)
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{
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if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERACTOR))
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{
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if (aGameVars[i].plValues[j] != aDefaultGameVars[i].lValue)
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{
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fprintf(fp,"gamevar %s ",aGameVars[i].szLabel);
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fprintf(fp,"%ld",aGameVars[i].plValues[j]);
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fprintf(fp," GAMEVAR_FLAG_PERACTOR");
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if (aGameVars[i].dwFlags != GAMEVAR_FLAG_PERACTOR)
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{
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fprintf(fp," // ");
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if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_SYSTEM))
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{
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fprintf(fp," (system)");
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}
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}
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fprintf(fp,"\n");
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}
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}
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}
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fprintf(fp,"\n");
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j = nextspritestat[j];
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}
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}
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DumpGameVars(fp);
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fclose(fp);
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saveboard("debug.map",&ps[myconnectindex].posx,&ps[myconnectindex].posy,&ps[myconnectindex].posz,&ps[myconnectindex].ang,&ps[myconnectindex].cursectnum);
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}
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short EGS(short whatsect,long s_x,long s_y,long s_z,short s_pn,signed char s_s,signed char s_xr,signed char s_yr,short s_a,short s_ve,long s_zv,short s_ow,signed char s_ss)
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{
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short i;
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@ -3793,7 +3858,11 @@ short EGS(short whatsect,long s_x,long s_y,long s_z,short s_pn,signed char s_s,s
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i = insertsprite(whatsect,s_ss);
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if ( i < 0 )
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gameexit(" Too many sprites spawned.");
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{
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dumpdebugdata();
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OSD_Printf("Failed spawning sprite with tile %ld from sprite %ld (%ld) at x:%ld,y:%ld,z:%ld,sector:%ld\n",s_pn,s_ow,sprite[s_ow].picnum,s_x,s_y,s_z,whatsect);
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gameexit("Too many sprites spawned.");
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}
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hittype[i].bposx = s_x;
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hittype[i].bposy = s_y;
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@ -6708,7 +6777,7 @@ char cheatbuf[MAXCHEATLEN],cheatbuflen;
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void cheats(void)
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{
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short ch, i, j, k=0,x,y, weapon;
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short ch, i, j, k=0, weapon;
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static char z=0;
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char consolecheat = 0; // JBF 20030914
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@ -6811,73 +6880,11 @@ FOUNDCHEAT:
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KB_FlushKeyBoardQueue();
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ps[myconnectindex].cheat_phase = 0;
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{
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int i,j;
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FILE * fp=fopen("debug.con","w");
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for (i=0;i<MAX_WEAPONS;i++)
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{
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for (j=0;j<numplayers;j++)
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{
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fprintf(fp,"Player %d\n\n",j);
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fprintf(fp,"WEAPON%d_CLIP %ld\n",i,aplWeaponClip[i][j]);
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fprintf(fp,"WEAPON%d_RELOAD %ld\n",i,aplWeaponReload[i][j]);
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fprintf(fp,"WEAPON%d_FIREDELAY %ld\n",i,aplWeaponFireDelay[i][j]);
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fprintf(fp,"WEAPON%d_TOTALTIME %ld\n",i,aplWeaponTotalTime[i][j]);
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fprintf(fp,"WEAPON%d_HOLDDELAY %ld\n",i,aplWeaponHoldDelay[i][j]);
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fprintf(fp,"WEAPON%d_FLAGS %ld\n",i,aplWeaponFlags[i][j]);
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fprintf(fp,"WEAPON%d_SHOOTS %ld\n",i,aplWeaponShoots[i][j]);
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fprintf(fp,"WEAPON%d_SPAWNTIME %ld\n",i,aplWeaponSpawnTime[i][j]);
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fprintf(fp,"WEAPON%d_SPAWN %ld\n",i,aplWeaponSpawn[i][j]);
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fprintf(fp,"WEAPON%d_SHOTSPERBURST %ld\n",i,aplWeaponShotsPerBurst[i][j]);
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fprintf(fp,"WEAPON%d_WORKSLIKE %ld\n",i,aplWeaponWorksLike[i][j]);
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fprintf(fp,"WEAPON%d_INITIALSOUND %ld\n",i,aplWeaponInitialSound[i][j]);
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fprintf(fp,"WEAPON%d_FIRESOUND %ld\n",i,aplWeaponFireSound[i][j]);
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fprintf(fp,"WEAPON%d_SOUND2TIME %ld\n",i,aplWeaponSound2Time[i][j]);
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fprintf(fp,"WEAPON%d_SOUND2SOUND %ld\n",i,aplWeaponSound2Sound[i][j]);
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fprintf(fp,"WEAPON%d_RELOADSOUND1 %ld\n",i,aplWeaponReloadSound1[i][j]);
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fprintf(fp,"WEAPON%d_RELOADSOUND2 %ld\n",i,aplWeaponReloadSound2[i][j]);
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}
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fprintf(fp,"\n");
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}
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for (x=0;x<MAXSTATUS;x++)
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{
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j = headspritestat[x];
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while (j >= 0)
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{
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fprintf(fp,"Sprite %d (%ld,%ld,%ld) (picnum: %d)\n",j,sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].picnum);
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for (i=0;i<iGameVarCount;i++)
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{
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if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERACTOR))
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{
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if (aGameVars[i].plValues[j] != aDefaultGameVars[i].lValue)
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{
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fprintf(fp,"gamevar %s ",aGameVars[i].szLabel);
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fprintf(fp,"%ld",aGameVars[i].plValues[j]);
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fprintf(fp," GAMEVAR_FLAG_PERACTOR");
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if (aGameVars[i].dwFlags != GAMEVAR_FLAG_PERACTOR)
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{
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fprintf(fp," // ");
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if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_SYSTEM))
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{
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fprintf(fp," (system)");
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}
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}
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fprintf(fp,"\n");
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}
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}
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}
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fprintf(fp,"\n");
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j = nextspritestat[j];
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}
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}
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DumpGameVars(fp);
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fclose(fp);
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saveboard("debug.map",&ps[myconnectindex].posx,&ps[myconnectindex].posy,&ps[myconnectindex].posz,&ps[myconnectindex].ang,&ps[myconnectindex].cursectnum);
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Bsprintf(tempbuf,"GAMEVARS DUMPED TO DEBUG.CON");
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adduserquote(tempbuf);
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Bsprintf(tempbuf,"MAP DUMPED TO DEBUG.MAP");
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adduserquote(tempbuf);
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}
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dumpdebugdata();
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Bsprintf(tempbuf,"GAMEVARS DUMPED TO DEBUG.CON");
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adduserquote(tempbuf);
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Bsprintf(tempbuf,"MAP DUMPED TO DEBUG.MAP");
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adduserquote(tempbuf);
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break;
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case CHEAT_CLIP:
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