mirror of
https://github.com/vcmi/vcmi.git
synced 2025-12-05 23:28:14 +02:00
Finished conversion to new logging API
* removed logger streams * (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
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@@ -306,7 +306,7 @@ DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
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CGObjectInstance *obj = gs->getObjInstance(objid);
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if(!obj)
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{
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logNetwork->errorStream() << "Wrong ChangeObjPos: object " << objid.getNum() << " doesn't exist!";
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logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
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return;
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}
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gs->map->removeBlockVisTiles(obj);
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@@ -384,7 +384,7 @@ DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
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{
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CGObjectInstance *obj = gs->getObjInstance(id);
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logGlobal->debugStream() << "removing object id=" << id << "; address=" << (intptr_t)obj << "; name=" << obj->getObjectName();
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logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());
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//unblock tiles
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gs->map->removeBlockVisTiles(obj);
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@@ -513,7 +513,7 @@ void TryMoveHero::applyGs(CGameState *gs)
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CGHeroInstance *h = gs->getHero(id);
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if (!h)
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{
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logGlobal->errorStream() << "Attempt ot move unavailable hero " << id;
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logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
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return;
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}
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@@ -721,7 +721,7 @@ DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
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o->initObj(gs->getRandomGenerator());
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gs->map->calculateGuardingGreaturePositions();
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logGlobal->debugStream() << "added object id=" << id << "; address=" << (intptr_t)o << "; name=" << o->getObjectName();
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logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName());
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}
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DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs)
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@@ -739,7 +739,7 @@ DLL_LINKAGE const CStackInstance * StackLocation::getStack()
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{
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if(!army->hasStackAtSlot(slot))
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{
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logNetwork->warnStream() << "Warning: " << army->nodeName() << " don't have a stack at slot " << slot;
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logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
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return nullptr;
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}
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return &army->getStack(slot);
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@@ -967,7 +967,7 @@ DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
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auto slot = al.getSlot();
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if(slot->locked)
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{
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logGlobal->debugStream() << "Erasing locked artifact: " << slot->artifact->artType->Name();
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logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->Name());
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DisassembledArtifact dis;
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dis.al.artHolder = al.artHolder;
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auto aset = al.getHolderArtSet();
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@@ -987,12 +987,12 @@ DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
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}
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}
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assert(found && "Failed to determine the assembly this locked artifact belongs to");
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logGlobal->debugStream() << "Found the corresponding assembly: " << dis.al.getSlot()->artifact->artType->Name();
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logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->Name());
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dis.applyGs(gs);
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}
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else
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{
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logGlobal->debugStream() << "Erasing artifact " << slot->artifact->artType->Name();
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logGlobal->debug("Erasing artifact %s", slot->artifact->artType->Name());
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}
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al.removeArtifact();
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}
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@@ -1114,7 +1114,7 @@ DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
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}
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if(!hero)
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{
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logGlobal->errorStream() << "Hero " << h.id << " not found in NewTurn::applyGs";
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logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
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continue;
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}
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hero->movement = h.move;
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@@ -1313,7 +1313,7 @@ DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
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st->state.insert(EBattleStackState::FEAR);
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break;
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default:
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logNetwork->warnStream() << "Unrecognized trigger effect type "<< effect;
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logNetwork->error("Unrecognized trigger effect type %d", effect);
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}
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}
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@@ -1571,12 +1571,12 @@ DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
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if(cumulative || !sta->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid).And(Selector::typeSubtype(effect.type, effect.subtype))))
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{
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//no such effect or cumulative - add new
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logBonus->traceStream() << sta->nodeName() << " receives a new bonus: " << effect.Description();
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logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), effect.Description());
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sta->addNewBonus(std::make_shared<Bonus>(effect));
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}
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else
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{
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logBonus->traceStream() << sta->nodeName() << " updated bonus: " << effect.Description();
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logBonus->trace("%s updated bonus: %s", sta->nodeName(), effect.Description());
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actualizeEffect(sta, effect);
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}
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};
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@@ -1592,7 +1592,7 @@ DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
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processEffect(s, fromEffect, true);
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}
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else
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logNetwork->errorStream() << "Cannot find stack " << id;
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logNetwork->error("Cannot find stack %d", id);
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}
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for(auto & para : uniqueBonuses)
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@@ -1601,7 +1601,7 @@ DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
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if(s)
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processEffect(s, para.second, false);
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else
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logNetwork->errorStream() << "Cannot find stack " << para.first;
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logNetwork->error("Cannot find stack %d", para.first);
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}
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for(auto & para : cumulativeUniqueBonuses)
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@@ -1610,7 +1610,7 @@ DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
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if(s)
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processEffect(s, para.second, true);
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else
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logNetwork->errorStream() << "Cannot find stack " << para.first;
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logNetwork->error("Cannot find stack %d", para.first);
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}
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}
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@@ -1632,7 +1632,7 @@ DLL_LINKAGE void StacksHealedOrResurrected::applyGs(CGameState *gs)
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if(!changedStack->alive() && !accessibility.accessible(changedStack->position, changedStack))
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{
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logNetwork->errorStream() << "Cannot resurrect " << changedStack->nodeName() << " because hex " << changedStack->position << " is occupied!";
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logNetwork->error("Cannot resurrect %s because hex %d is occupied!", changedStack->nodeName(), changedStack->position.hex);
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return; //position is already occupied
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}
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@@ -1730,14 +1730,18 @@ DLL_LINKAGE std::string CatapultAttack::AttackInfo::toString() const
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% destinationTile % static_cast<int>(attackedPart) % static_cast<int>(damageDealt));
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}
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DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CatapultAttack::AttackInfo & attackInfo)
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{
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return out << attackInfo.toString();
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}
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DLL_LINKAGE std::string CatapultAttack::toString() const
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{
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return boost::str(boost::format("{CatapultAttack: attackedParts '%s', attacker '%d'}") % attackedParts % attacker);
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std::ostringstream out;
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out << "[";
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for(auto it = attackedParts.begin(); it != attackedParts.end(); ++it)
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{
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out << it->toString();
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if(std::prev(attackedParts.end()) != it) out << ", ";
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}
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out << "]";
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return boost::str(boost::format("{CatapultAttack: attackedParts '%s', attacker '%d'}") % out.str() % attacker);
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}
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DLL_LINKAGE void BattleStacksRemoved::applyGs(CGameState *gs)
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