Apply paxed's DEBUG patch to remove DEBUG/D_DEBUG.
Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
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@@ -1717,9 +1717,7 @@ struct obj *obj, *otmp;
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if (context.bypasses)
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return 0;
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else {
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#ifdef DEBUG
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pline("%s for a moment.", Tobjnam(obj, "pulsate"));
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#endif
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debugpline("%s for a moment.", Tobjnam(obj, "pulsate"));
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obj->bypass = 0;
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}
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}
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@@ -3418,9 +3416,7 @@ struct obj **ootmp; /* to return worn armor for caller to disintegrate */
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resist(mon, type < ZT_SPELL(0) ? WAND_CLASS : '\0', 0, NOTELL))
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tmp /= 2;
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if (tmp < 0) tmp = 0; /* don't allow negative damage */
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#ifdef WIZ_PATCH_DEBUG
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pline("zapped monster hp = %d (= %d - %d)", mon->mhp-tmp,mon->mhp,tmp);
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#endif
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debugpline("zapped monster hp = %d (= %d - %d)", mon->mhp-tmp,mon->mhp,tmp);
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mon->mhp -= tmp;
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return(tmp);
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}
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