DebugLevel uses _C_ instead of comma
This commit is contained in:
parent
d8b8a69af8
commit
920b6759e6
17 changed files with 126 additions and 126 deletions
src
action
ai
map
network
pathfinder
stratagus
unit
video
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@ -365,18 +365,18 @@ global void UnitActions(void)
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if( !list
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&& (!unit->Type->Vanishes
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&& !unit->Orders[0].Action==UnitActionDie) ) {
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DebugLevel0Fn("!removed not on map %d\n",UnitNumber(unit));
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DebugLevel0Fn("!removed not on map %d\n" _C_ UnitNumber(unit));
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abort();
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}
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} else if( list ) {
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DebugLevel0Fn("remove on map %d\n",UnitNumber(unit));
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DebugLevel0Fn("remove on map %d\n" _C_ UnitNumber(unit));
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abort();
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}
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list=unit->Next;
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while( list ) {
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if( list->X!=unit->X || list->Y!=unit->Y ) {
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DebugLevel0Fn("Wrong X,Y %d %d,%d\n",UnitNumber(list)
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,list->X,list->Y);
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DebugLevel0Fn("Wrong X,Y %d %d,%d\n" _C_ UnitNumber(list)
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_C_ list->X _C_ list->Y);
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abort();
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}
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list=list->Next;
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@ -1389,7 +1389,7 @@ global void AiEachSecond(Player* player)
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ev=rdtsc();
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sx=(ev-sv);
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mv=(mv+sx)/2;
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DebugLevel1Fn("%ld %ld\n",sx/1000,mv/1000);
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DebugLevel1Fn("%ld %ld\n" _C_ sx/1000 _C_ mv/1000);
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#endif
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}
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@ -370,15 +370,15 @@ local int AiNeedResources(const UnitType * type)
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player = AiPlayer->Player;
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if ((err = PlayerCheckUnitType(player, type))) {
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if (err & (1 << GoldCost)) {
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DebugLevel3Fn("%d Need gold\n", AiPlayer->Player - Players);
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DebugLevel3Fn("%d Need gold\n" _C_ AiPlayer->Player - Players);
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AiPlayer->NeedGold = 1;
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}
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if (err & (1 << WoodCost)) {
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DebugLevel3Fn("%d Need wood\n", AiPlayer->Player - Players);
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DebugLevel3Fn("%d Need wood\n" _C_ AiPlayer->Player - Players);
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AiPlayer->NeedWood = 1;
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}
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if (err & (1 << OilCost)) {
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DebugLevel3Fn("%d Need oil\n", AiPlayer->Player - Players);
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DebugLevel3Fn("%d Need oil\n" _C_ AiPlayer->Player - Players);
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AiPlayer->NeedOil = 1;
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}
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// FIXME: more resources!!!
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@ -425,20 +425,20 @@ local int AiNearGoldmine(const Unit * goldmine, const Unit * worker,
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y = goldmine->Y;
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addx = goldmine->Type->TileWidth;
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addy = goldmine->Type->TileHeight;
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DebugLevel3("%d,%d\n", type->TileWidth, type->TileHeight);
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DebugLevel3("%d,%d\n" _C_ type->TileWidth _C_ type->TileHeight);
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x -= type->TileWidth; // this should correct it
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y -= type->TileHeight - 1;
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addx += type->TileWidth - 1;
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addy += type->TileHeight - 1;
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DebugLevel3("XXXXX: %d,%d\n", addx, addy);
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DebugLevel3("XXXXX: %d,%d\n" _C_ addx _C_ addy);
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cost = 99999;
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IfDebug( best_x = best_y = 0; ); // remove compiler warning
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for (;;) { // test rectangles around the mine
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for (i = addy; i--; y++) {
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DebugLevel3("\t\tTest %3d,%3d\n", x, y);
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DebugLevel3("\t\tTest %3d,%3d\n" _C_ x _C_ y);
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if (CanBuildUnitType(worker, type, x, y)) {
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d = MapDistanceToType(wx, wy, type, x, y);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n", wx, wy, x, y, d);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n" _C_ wx _C_ wy _C_ x _C_ y _C_ d);
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if (d < cost) {
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cost = d;
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best_x = x;
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@ -448,10 +448,10 @@ local int AiNearGoldmine(const Unit * goldmine, const Unit * worker,
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}
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++addx;
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for (i = addx; i--; x++) {
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DebugLevel3("\t\tTest %3d,%3d\n", x, y);
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DebugLevel3("\t\tTest %3d,%3d\n" _C_ x _C_ y);
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if (CanBuildUnitType(worker, type, x, y)) {
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d = MapDistanceToType(wx, wy, type, x, y);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n", wx, wy, x, y, d);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n" _C_ wx _C_ wy _C_ x _C_ y _C_ d);
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if (d < cost) {
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cost = d;
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best_x = x;
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@ -461,10 +461,10 @@ local int AiNearGoldmine(const Unit * goldmine, const Unit * worker,
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}
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++addy;
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for (i = addy; i--; y--) {
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DebugLevel3("\t\tTest %3d,%3d\n", x, y);
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DebugLevel3("\t\tTest %3d,%3d\n" _C_ x _C_ y);
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if (CanBuildUnitType(worker, type, x, y)) {
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d = MapDistanceToType(wx, wy, type, x, y);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n", wx, wy, x, y, d);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n" _C_ wx _C_ wy _C_ x _C_ y _C_ d);
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if (d < cost) {
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cost = d;
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best_x = x;
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@ -474,10 +474,10 @@ local int AiNearGoldmine(const Unit * goldmine, const Unit * worker,
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}
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++addx;
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for (i = addx; i--; x--) {
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DebugLevel3("\t\tTest %3d,%3d\n", x, y);
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DebugLevel3("\t\tTest %3d,%3d\n" _C_ x _C_ y);
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if (CanBuildUnitType(worker, type, x, y)) {
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d = MapDistanceToType(wx, wy, type, x, y);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n", wx, wy, x, y, d);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n" _C_ wx _C_ wy _C_ x _C_ y _C_ d);
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if (d < cost) {
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cost = d;
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best_x = x;
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@ -486,7 +486,7 @@ local int AiNearGoldmine(const Unit * goldmine, const Unit * worker,
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}
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}
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if (cost != 99999) {
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DebugLevel3("\tBuild at %d,%d\n", best_x, best_y);
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DebugLevel3("\tBuild at %d,%d\n" _C_ best_x _C_ best_y);
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*dx = best_x;
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*dy = best_y;
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return 0;
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@ -510,7 +510,7 @@ global int AiNearHall(const Unit * hall, const Unit * worker,
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int end, state, best_x, best_y, d, cost;
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Unit *goldmines[UnitMax];
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DebugLevel3Fn("hall %d %d,%d\n", UnitNumber(hall), hall->X, hall->Y);
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DebugLevel3Fn("hall %d %d,%d\n" _C_ UnitNumber(hall) _C_ hall->X _C_ hall->Y);
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if (!hall) { // No hall take units place.
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DebugLevel3Fn("Called without hall\n");
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@ -520,7 +520,7 @@ global int AiNearHall(const Unit * hall, const Unit * worker,
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}
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num_goldmine = FindUnitsByType(UnitTypeGoldMine, goldmines);
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DebugLevel3("\tGoldmines %d\n", num_goldmine);
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DebugLevel3("\tGoldmines %d\n" _C_ num_goldmine);
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wx = worker->X;
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wy = worker->Y;
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x = hall->X;
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@ -530,7 +530,7 @@ global int AiNearHall(const Unit * hall, const Unit * worker,
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cost = 99999;
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IfDebug(best_x = best_y = 0;
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); // remove compiler warning
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DebugLevel3("%d,%d\n", type->TileWidth, type->TileHeight);
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DebugLevel3("%d,%d\n" _C_ type->TileWidth _C_ type->TileHeight);
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/// leave two fields free!
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#define SPACE 2 /// Space around buildings
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x -= type->TileWidth + SPACE; // this should correct it
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@ -565,7 +565,7 @@ global int AiNearHall(const Unit * hall, const Unit * worker,
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state = 0;
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end = y + addy++;
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if (cost != 99999) {
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DebugLevel3("\tBuild at %d,%d\n", best_x, best_y);
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DebugLevel3("\tBuild at %d,%d\n" _C_ best_x _C_ best_y);
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*dx = best_x;
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*dy = best_y;
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return cost;
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@ -575,10 +575,10 @@ global int AiNearHall(const Unit * hall, const Unit * worker,
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}
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// FIXME: this check outside the map could be speeded up.
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if (y < 0 || x < 0 || y >= TheMap.Height || x >= TheMap.Width) {
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DebugLevel3("\t\tSkip %3d,%3d\n", x, y);
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DebugLevel3("\t\tSkip %3d,%3d\n" _C_ x _C_ y);
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continue;
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}
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DebugLevel3("\t\tTest %3d,%3d\n", x, y);
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DebugLevel3("\t\tTest %3d,%3d\n" _C_ x _C_ y);
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if (CanBuildUnitType(worker, type, x, y)) {
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if (x == hall->X || y == hall->Y || x == hall->X + 1
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|| y == hall->Y + 1 || x == hall->X + 2 || y == hall->Y + 2
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@ -598,7 +598,7 @@ global int AiNearHall(const Unit * hall, const Unit * worker,
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continue;
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} //too near goldmine
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d = MapDistanceToType(wx, wy, type, x, y);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n", wx, wy, x, y, d);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n" _C_ wx _C_ wy _C_ x _C_ y _C_ d);
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if (d < cost) {
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cost = d;
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best_x = x;
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@ -637,14 +637,14 @@ local int AiBuildHall(int type)
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// Find all available peon/peasants.
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num_worker = AiFindFreeWorkers(workers);
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DebugLevel3("\tWorkers %d\n", num_worker);
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DebugLevel3("\tWorkers %d\n" _C_ num_worker);
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if (!num_worker) {
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return -1;
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} // QUESTION: only not working ??
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// Find all goldmines.
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num_goldmine = FindUnitsByType(UnitTypeGoldMine, goldmines);
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DebugLevel3("\tGoldmines %d\n", num_goldmine);
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DebugLevel3("\tGoldmines %d\n" _C_ num_goldmine);
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if (!num_goldmine) {
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return -1;
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}
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@ -662,8 +662,8 @@ local int AiBuildHall(int type)
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y = workers[w]->Y;
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for (g = 0; g < num_goldmine; ++g) {
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d = MapDistanceToUnit(x, y, goldmines[g]);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n", x, y,
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goldmines[g]->X, goldmines[g]->Y, d);
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DebugLevel3("\t\t%3d,%3d -> %3d,%3d = %3d\n" _C_ x _C_ y _C_
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goldmines[g]->X _C_ goldmines[g]->Y _C_ d);
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if (d < cost && UnitReachable(workers[w], goldmines[g], 1)) {
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best_w = w;
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best_g = g;
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@ -672,11 +672,11 @@ local int AiBuildHall(int type)
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}
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}
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// Did use the first if no could be moved.
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DebugLevel3("\tWorker %d %d,%d -> Goldmine %d %d,%d\n",
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DebugLevel3("\tWorker %d %d,%d -> Goldmine %d %d,%d\n" _C_
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UnitNumber(workers[best_w])
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, workers[best_w]->X, workers[best_w]->Y,
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_C_ workers[best_w]->X _C_ workers[best_w]->Y _C_
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UnitNumber(goldmines[best_g])
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, goldmines[best_g]->X, goldmines[best_g]->Y);
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_C_ goldmines[best_g]->X _C_ goldmines[best_g]->Y);
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// Find the nearest buildable place near the gold-mine.
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if (AiNearGoldmine(goldmines[best_g]
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@ -708,11 +708,11 @@ local int AiBuildBuilding(int type)
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Unit *workers[UnitMax];
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int num_worker, cost, best_w, best_x, best_y, x, y, d, w;
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DebugLevel3Fn("(%d)\n", type);
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DebugLevel3Fn("(%d)\n" _C_ type);
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// Find all available peon/peasants.
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num_worker = AiFindFreeWorkers(workers);
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DebugLevel3("\tWorkers %d\n", num_worker);
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DebugLevel3("\tWorkers %d\n" _C_ num_worker);
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if (!num_worker) {
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return -1;
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}
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@ -742,7 +742,7 @@ local int AiBuildBuilding(int type)
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}
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}
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if (cost != 99999) {
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DebugLevel3Fn("at %d,%d\n", best_x, best_y);
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DebugLevel3Fn("at %d,%d\n" _C_ best_x _C_ best_y);
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CommandBuildBuilding(workers[best_w], best_x, best_y, UnitTypeByWcNum(type),
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1);
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AiMarkBuildUnitType(UnitTypeByWcNum(type));
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@ -807,7 +807,7 @@ local void AiMineGold(Unit * unit)
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{
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Unit *dest;
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DebugLevel3Fn("%d\n", UnitNumber(unit));
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DebugLevel3Fn("%d\n" _C_ UnitNumber(unit));
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dest = FindGoldMine(unit, unit->X, unit->Y);
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if (!dest) {
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// FIXME: now not really, no goldmine.
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@ -826,7 +826,7 @@ local int AiHarvest(Unit * unit)
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int x, y, addx, addy, i, n, r, wx, wy, bestx, besty, cost;
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Unit *dest;
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DebugLevel3Fn("%d\n", UnitNumber(unit));
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DebugLevel3Fn("%d\n" _C_ UnitNumber(unit));
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x = unit->X;
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y = unit->Y;
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addx = unit->Type->TileWidth;
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@ -838,7 +838,7 @@ local int AiHarvest(Unit * unit)
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// This is correct, but can this be written faster???
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if ((dest = FindWoodDeposit(unit->Player, x, y))) {
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NearestOfUnit(dest, x, y, &wx, &wy);
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DebugLevel3("To %d,%d\n", wx, wy);
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DebugLevel3("To %d,%d\n" _C_ wx _C_ wy);
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} else {
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wx = unit->X;
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wy = unit->Y;
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@ -854,7 +854,7 @@ local int AiHarvest(Unit * unit)
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if (CheckedForestOnMap(x, y)) {
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AiPlayer->NoWood = 0;
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n = max(abs(wx - x), abs(wy - y));
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DebugLevel3("Distance %d,%d %d\n", x, y, n);
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DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
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if (n < cost && PlaceReachable(unit, x, y, 1)) {
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cost = n;
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bestx = x;
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@ -867,7 +867,7 @@ local int AiHarvest(Unit * unit)
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if (CheckedForestOnMap(x, y)) {
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AiPlayer->NoWood = 0;
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n = max(abs(wx - x), abs(wy - y));
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DebugLevel3("Distance %d,%d %d\n", x, y, n);
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DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
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if (n < cost && PlaceReachable(unit, x, y, 1)) {
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cost = n;
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bestx = x;
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@ -880,7 +880,7 @@ local int AiHarvest(Unit * unit)
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if (CheckedForestOnMap(x, y)) {
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AiPlayer->NoWood = 0;
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n = max(abs(wx - x), abs(wy - y));
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DebugLevel3("Distance %d,%d %d\n", x, y, n);
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DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
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if (n < cost && PlaceReachable(unit, x, y, 1)) {
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cost = n;
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bestx = x;
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@ -893,7 +893,7 @@ local int AiHarvest(Unit * unit)
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if (CheckedForestOnMap(x, y)) {
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AiPlayer->NoWood = 0;
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n = max(abs(wx - x), abs(wy - y));
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DebugLevel3("Distance %d,%d %d\n", x, y, n);
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DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
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if (n < cost && PlaceReachable(unit, x, y, 1)) {
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cost = n;
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bestx = x;
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@ -902,7 +902,7 @@ local int AiHarvest(Unit * unit)
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}
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}
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if (cost != 99999) {
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DebugLevel3Fn("wood on %d,%d\n", x, y);
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DebugLevel3Fn("wood on %d,%d\n" _C_ x _C_ y);
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CommandHarvest(unit, bestx, besty,FlushCommands);
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return 1;
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}
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@ -926,7 +926,7 @@ local void AiAssignWorker(void)
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// Count workers
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num_worker = AiFindFreeWorkers(workers);
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DebugLevel3Fn("Player %d: %d\n", AiPlayer->Player - Players, num_worker);
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DebugLevel3Fn("Player %d: %d\n" _C_ AiPlayer->Player - Players _C_ num_worker);
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if (num_worker) {
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num_still = num_gold = num_wood = num_repair = 0;
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for (w = 0; w < num_worker; ++w) {
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@ -945,17 +945,17 @@ local void AiAssignWorker(void)
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++num_repair;
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break;
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default:
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DebugLevel0("%d\n", action);
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DebugLevel0("%d\n" _C_ action);
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break;
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}
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}
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DebugLevel3("Ai: Player %d: ", AiPlayer->Player - Players);
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DebugLevel3("Workers %d, Gold %d, Wood %d, Repair %d, Still %d.\n",
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num_worker, num_gold, num_wood, num_repair, num_still);
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DebugLevel3("Ai: Player %d: " _C_ AiPlayer->Player - Players);
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DebugLevel3("Workers %d, Gold %d, Wood %d, Repair %d, Still %d.\n" _C_
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num_worker _C_ num_gold _C_ num_wood _C_ num_repair _C_ num_still);
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if (AiPlayer->NeedGold && AiPlayer->NeedWood) {
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DebugLevel3("Ai: Player %d need gold and wood\n",
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DebugLevel3("Ai: Player %d need gold and wood\n" _C_
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AiPlayer->Player - Players);
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// Assign half to wood and gold.
|
||||
if (num_still) { // assign the non-working
|
||||
|
@ -986,7 +986,7 @@ local void AiAssignWorker(void)
|
|||
}
|
||||
|
||||
if (AiPlayer->NeedGold) {
|
||||
DebugLevel3("Ai: Player %d need gold\n",
|
||||
DebugLevel3("Ai: Player %d need gold\n" _C_
|
||||
AiPlayer->Player - Players);
|
||||
// Assign all to mine gold.
|
||||
for (w = 0; w < num_worker; ++w) {
|
||||
|
@ -1009,7 +1009,7 @@ local void AiAssignWorker(void)
|
|||
}
|
||||
|
||||
if (AiPlayer->NeedWood) {
|
||||
DebugLevel3("Ai: Player %d need wood\n",
|
||||
DebugLevel3("Ai: Player %d need wood\n" _C_
|
||||
AiPlayer->Player - Players);
|
||||
// Assign all to harvest wood.
|
||||
for (w = 0; w < num_worker; ++w) {
|
||||
|
@ -1064,7 +1064,7 @@ local void AiAssignWorker(void)
|
|||
num_worker = FindPlayerUnitsByType(AiPlayer->Player,
|
||||
UnitTypeByWcNum(AiChooseRace(UnitPeasantWithGold)),
|
||||
workers);
|
||||
DebugLevel3("Gold %d\n", num_worker);
|
||||
DebugLevel3("Gold %d\n" _C_ num_worker);
|
||||
if (num_worker) { // assign the non working
|
||||
if (AiPlayer->MainHall) {
|
||||
for (w = 0; w < num_worker; ++w) {
|
||||
|
@ -1078,7 +1078,7 @@ local void AiAssignWorker(void)
|
|||
num_worker = FindPlayerUnitsByType(AiPlayer->Player,
|
||||
UnitTypeByWcNum(AiChooseRace(UnitPeasantWithWood)),
|
||||
workers);
|
||||
DebugLevel3("Wood %d\n", num_worker);
|
||||
DebugLevel3("Wood %d\n" _C_ num_worker);
|
||||
if (num_worker) { // assign the non working
|
||||
if (AiPlayer->MainHall) {
|
||||
for (w = 0; w < num_worker; ++w) {
|
||||
|
@ -1253,8 +1253,8 @@ local int AiNeedBuilding(int type)
|
|||
*/
|
||||
local int AiCommandBuild(int type, int number, int action)
|
||||
{
|
||||
DebugLevel3Fn("%s(%d), %d, %d\n",
|
||||
UnitTypeByWcNum(type)->Ident, type, number, action);
|
||||
DebugLevel3Fn("%s(%d), %d, %d\n" _C_
|
||||
UnitTypeByWcNum(type)->Ident _C_ type _C_ number _C_ action);
|
||||
|
||||
if (number == 0)
|
||||
return 1;
|
||||
|
@ -1388,10 +1388,10 @@ local void AiNextGoal(void)
|
|||
*/
|
||||
global void AiHelpMe(const Unit* attacker,Unit * defender)
|
||||
{
|
||||
DebugLevel0("HELP %s(%d,%d) attacked by %s(%d,%d)",
|
||||
defender->Type->Ident,defender->X, defender->Y,
|
||||
attacker ? attacker->Type->Ident : "killed",
|
||||
attacker ? attacker->X : 0, attacker ? attacker->Y : 0);
|
||||
DebugLevel0("HELP %s(%d,%d) attacked by %s(%d,%d)" _C_
|
||||
defender->Type->Ident _C_ defender->X _C_ defender->Y _C_
|
||||
attacker ? attacker->Type->Ident : "killed" _C_
|
||||
attacker ? attacker->X : 0 _C_ attacker ? attacker->Y : 0);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -1432,8 +1432,8 @@ global void AiNeedMoreFarms(Unit* unit,const UnitType* what)
|
|||
*/
|
||||
global void AiWorkComplete(Unit * unit, Unit * what)
|
||||
{
|
||||
DebugLevel3("Ai: Player %d: %d Work %d complete\n",
|
||||
unit->Player - Players, UnitNumber(unit), UnitNumber(what));
|
||||
DebugLevel3("Ai: Player %d: %d Work %d complete\n" _C_
|
||||
unit->Player - Players _C_ UnitNumber(unit) _C_ UnitNumber(what));
|
||||
// FIXME: correct position
|
||||
if (unit->Player->Type == PlayerPerson) {
|
||||
return;
|
||||
|
@ -1457,8 +1457,8 @@ global void AiCanNotBuild(Unit * unit, const UnitType * what)
|
|||
{
|
||||
int i;
|
||||
|
||||
DebugLevel1("Ai: Player %d: %d Can't build %d at %d,%d\n",
|
||||
unit->Player - Players, UnitNumber(unit), what->Type, unit->X,
|
||||
DebugLevel1("Ai: Player %d: %d Can't build %d at %d,%d\n" _C_
|
||||
unit->Player - Players _C_ UnitNumber(unit) _C_ what->Type _C_ unit->X _C_
|
||||
unit->Y);
|
||||
// FIXME: correct position
|
||||
if (unit->Player->Type == PlayerPerson) {
|
||||
|
@ -1488,8 +1488,8 @@ global void AiCanNotReach(Unit * unit, const UnitType * what)
|
|||
{
|
||||
int i;
|
||||
|
||||
DebugLevel3("Ai: Player %d: %d Can't reach %d at %d,%d\n",
|
||||
unit->Player - Players, UnitNumber(unit), what->Type, unit->X,
|
||||
DebugLevel3("Ai: Player %d: %d Can't reach %d at %d,%d\n" _C_
|
||||
unit->Player - Players _C_ UnitNumber(unit) _C_ what->Type _C_ unit->X _C_
|
||||
unit->Y);
|
||||
// FIXME: correct position
|
||||
if (unit->Player->Type == PlayerPerson) {
|
||||
|
@ -1520,8 +1520,8 @@ global void AiCanNotReach(Unit * unit, const UnitType * what)
|
|||
*/
|
||||
global void AiTrainingComplete(Unit * unit, Unit * what)
|
||||
{
|
||||
DebugLevel3("Ai: Player %d: %d Training %d complete\n",
|
||||
unit->Player - Players, UnitNumber(unit), UnitNumber(what));
|
||||
DebugLevel3("Ai: Player %d: %d Training %d complete\n" _C_
|
||||
unit->Player - Players _C_ UnitNumber(unit) _C_ UnitNumber(what));
|
||||
// FIXME: correct position
|
||||
if (unit->Player->Type == PlayerPerson) {
|
||||
return;
|
||||
|
@ -1580,7 +1580,7 @@ global void AiEachCycle(Player * player)
|
|||
}
|
||||
|
||||
AiPlayer = player->Ai;
|
||||
DebugLevel3Fn("Player %d\n", player->Player);
|
||||
DebugLevel3Fn("Player %d\n" _C_ player->Player);
|
||||
command = AiPlayer->Commands[AiPlayer->CmdIndex];
|
||||
if (AiPlayer->GoalHead->Next == 0) {
|
||||
if (command.Number == 0 && command.Command == 0) {
|
||||
|
|
|
@ -1705,7 +1705,7 @@ global void DrawMapBackgroundInViewport (int v, int x, int y)
|
|||
mv=sx;
|
||||
}
|
||||
|
||||
DebugLevel1("%ld %ld %3ld\n",(long)sx,mv,(sx*100)/mv);
|
||||
DebugLevel1("%ld %ld %3ld\n" _C_ (long)sx _C_ mv _C_ (sx*100)/mv);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -1799,7 +1799,7 @@ global void DrawMapBackground(int x,int y)
|
|||
mv=sx;
|
||||
}
|
||||
|
||||
DebugLevel1("%ld %ld %3ld\n",(long)sx,mv,(sx*100)/mv);
|
||||
DebugLevel1("%ld %ld %3ld\n" _C_ (long)sx _C_ mv _C_ (sx*100)/mv);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -1791,7 +1791,7 @@ extern int VideoDrawText(int x,int y,unsigned font,const unsigned char* text);
|
|||
mv=sx;
|
||||
}
|
||||
|
||||
DebugLevel1("%ld %ld %3ld\n",(long)sx,mv,(sx*100)/mv);
|
||||
DebugLevel1("%ld %ld %3ld\n" _C_ (long)sx _C_ mv _C_ (sx*100)/mv);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -445,7 +445,7 @@ global void NetworkServerStartGame(void)
|
|||
#if 0
|
||||
// ARI: is this code path really executed? (initially h >= NetPlayers..)
|
||||
Hosts[i].PlyNr = num[0];
|
||||
DebugLevel0Fn("Hosts[%d].PlyNr = %i\n", i, num[0]);
|
||||
DebugLevel0Fn("Hosts[%d].PlyNr = %i\n" _C_ i _C_ num[0]);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
|
|
@ -699,7 +699,7 @@ global void NetworkEvent(void)
|
|||
// Both directions are same fast/slow
|
||||
ncq = (NetworkCommandQueue *)(CommandsOut->last);
|
||||
while (ncq->List->prev) {
|
||||
DebugLevel3Fn("resend %d? %d\n", ncq->Time, n);
|
||||
DebugLevel3Fn("resend %d? %d\n" _C_ ncq->Time _C_ n);
|
||||
if (ncq->Time == n) {
|
||||
NetworkSendPacket(ncq);
|
||||
break;
|
||||
|
|
|
@ -135,8 +135,8 @@ void RegionDeleteNeighbor (Region *reg, Region *neigh)
|
|||
break;
|
||||
}
|
||||
if (i == reg->NumNeighbors) {
|
||||
DebugLevel0Fn ("region %d is not a neighbor of %d.\n",
|
||||
reg->RegId, neigh->RegId);
|
||||
DebugLevel0Fn ("region %d is not a neighbor of %d.\n" _C_
|
||||
reg->RegId _C_ neigh->RegId);
|
||||
return;
|
||||
}
|
||||
for ( ; i+1 < reg->NumNeighbors; i++) {
|
||||
|
|
|
@ -401,7 +401,7 @@ void RegGroupAddToSuperGroups (int group_id)
|
|||
RegGroup *g = RegGroupSetFindGroup (group_id);
|
||||
Region *r;
|
||||
|
||||
//DebugLevel0Fn ("reinitializing group %d.\n", group_id);
|
||||
//DebugLevel0Fn ("reinitializing group %d.\n" _C_ group_id);
|
||||
for (r = g->Regions; r; r = r->NextInGroup) {
|
||||
int i;
|
||||
|
||||
|
@ -496,8 +496,8 @@ local void SuperGroupAddRegGroup (SuperGroup *s, RegGroup *g)
|
|||
for ( ; gptr->NextInSGroup[type]; gptr=gptr->NextInSGroup[type]);
|
||||
gptr->NextInSGroup[type] = g;
|
||||
}
|
||||
//DebugLevel2Fn ("added Group %4d to SuperGroup %2d of type %d.\n",
|
||||
// g->Id, s->Id, type);
|
||||
//DebugLevel2Fn ("added Group %4d to SuperGroup %2d of type %d.\n" _C_
|
||||
// g->Id _C_ s->Id _C_ type);
|
||||
}
|
||||
|
||||
local void SuperGroupDeleteRegGroup (SuperGroup *s, RegGroup *group)
|
||||
|
|
|
@ -737,9 +737,9 @@ local int MissileVisible(const Missile* missile)
|
|||
if ( !AnyMapAreaVisibleOnScreen(tileMinX,tileMinY,tileMaxX,tileMaxY) ) {
|
||||
return 0;
|
||||
}
|
||||
DebugLevel3Fn("Missile bounding box %d %d %d %d (Map %d %d %d %d)\n",
|
||||
tileMinX,tileMaxX,tileMinY,tileMaxY,
|
||||
MapX,MapX+MapWidth,MapY,MapY+MapHeight);
|
||||
DebugLevel3Fn("Missile bounding box %d %d %d %d (Map %d %d %d %d)\n" _C_
|
||||
tileMinX _C_ tileMaxX _C_ tileMinY _C_ tileMaxY _C_
|
||||
MapX _C_ MapX+MapWidth _C_ MapY _C_ MapY+MapHeight);
|
||||
return 1;
|
||||
}
|
||||
#endif /* SPLIT_SCREEN_SUPPORT */
|
||||
|
|
|
@ -2565,7 +2565,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
|
|||
int bestd;
|
||||
Unit* destu;
|
||||
|
||||
DebugLevel3Fn("%d %d,%d\n",UnitNumber(unit),unit->X,unit->Y);
|
||||
DebugLevel3Fn("%d %d,%d\n" _C_ UnitNumber(unit) _C_ unit->X _C_ unit->Y);
|
||||
|
||||
x=unit->X;
|
||||
y=unit->Y;
|
||||
|
@ -2578,7 +2578,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
|
|||
//
|
||||
if( (destu=FindWoodDeposit(unit->Player,x,y)) ) {
|
||||
NearestOfUnit(destu,x,y,&wx,&wy);
|
||||
DebugLevel3("To %d,%d\n",wx,wy);
|
||||
DebugLevel3("To %d,%d\n" _C_ wx _C_ wy);
|
||||
} else {
|
||||
wx=unit->X;
|
||||
wy=unit->Y;
|
||||
|
@ -2592,7 +2592,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
|
|||
for( i=addy; i--; y++ ) {
|
||||
if( CheckedForestOnMap(x,y) ) {
|
||||
n=max(abs(wx-x),abs(wy-y));
|
||||
DebugLevel3("Distance %d,%d %d\n",x,y,n);
|
||||
DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
|
||||
if( n<bestd ) {
|
||||
bestd=n;
|
||||
bestx=x;
|
||||
|
@ -2604,7 +2604,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
|
|||
for( i=addx; i--; x++ ) {
|
||||
if( CheckedForestOnMap(x,y) ) {
|
||||
n=max(abs(wx-x),abs(wy-y));
|
||||
DebugLevel3("Distance %d,%d %d\n",x,y,n);
|
||||
DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
|
||||
if( n<bestd ) {
|
||||
bestd=n;
|
||||
bestx=x;
|
||||
|
@ -2616,7 +2616,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
|
|||
for( i=addy; i--; y-- ) {
|
||||
if( CheckedForestOnMap(x,y) ) {
|
||||
n=max(abs(wx-x),abs(wy-y));
|
||||
DebugLevel3("Distance %d,%d %d\n",x,y,n);
|
||||
DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
|
||||
if( n<bestd ) {
|
||||
bestd=n;
|
||||
bestx=x;
|
||||
|
@ -2628,7 +2628,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
|
|||
for( i=addx; i--; x-- ) {
|
||||
if( CheckedForestOnMap(x,y) ) {
|
||||
n=max(abs(wx-x),abs(wy-y));
|
||||
DebugLevel3("Distance %d,%d %d\n",x,y,n);
|
||||
DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
|
||||
if( n<bestd ) {
|
||||
bestd=n;
|
||||
bestx=x;
|
||||
|
@ -2637,7 +2637,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
|
|||
}
|
||||
}
|
||||
if( bestd!=99999 ) {
|
||||
DebugLevel3Fn("wood on %d,%d\n",x,y);
|
||||
DebugLevel3Fn("wood on %d,%d\n" _C_ x _C_ y);
|
||||
*px=bestx;
|
||||
*py=besty;
|
||||
return 1;
|
||||
|
|
|
@ -228,7 +228,7 @@ local QuadTreeLeaf* NewQuadTreeLeaf(QuadTreeValue* value,QuadTreeLeaf* next)
|
|||
*/
|
||||
local void QuadTreeLeafFree(QuadTreeLeaf* leaf)
|
||||
{
|
||||
DebugLevel3("Free-leaf: %p\n",leaf);
|
||||
DebugLevel3("Free-leaf: %p\n" _C_ leaf);
|
||||
|
||||
free(leaf);
|
||||
}
|
||||
|
@ -240,7 +240,7 @@ local void QuadTreeLeafFree(QuadTreeLeaf* leaf)
|
|||
*/
|
||||
local void QuadTreeNodeFree(QuadTreeNode* node)
|
||||
{
|
||||
DebugLevel3("Free-node: %p\n",node);
|
||||
DebugLevel3("Free-node: %p\n" _C_ node);
|
||||
|
||||
free(node);
|
||||
}
|
||||
|
@ -280,8 +280,8 @@ local void QuadTreeInsert(QuadTree* tree,QuadTreeValue* value)
|
|||
IfDebug(
|
||||
if( leaf->Next ) {
|
||||
DebugLevel3("More...\n");
|
||||
DebugLevel3("Leaf: %p %p,",leaf,leaf->Value);
|
||||
DebugLevel3("Leaf: %p %p\n",leaf->Next,leaf->Next->Value);
|
||||
DebugLevel3("Leaf: %p %p," _C_ leaf _C_ leaf->Value);
|
||||
DebugLevel3("Leaf: %p %p\n" _C_ leaf->Next _C_ leaf->Next->Value);
|
||||
}
|
||||
);
|
||||
*nodep=(QuadTreeNode*)leaf;
|
||||
|
@ -315,7 +315,7 @@ local void QuadTreeDelete(QuadTree* tree,QuadTreeValue* value)
|
|||
if( !(node=*nodep) ) {
|
||||
DebugLevel0Fn("Value not found\n");
|
||||
DebugLevel0Fn("%d,%d\n"
|
||||
,QuadTreeValueXOf(value),QuadTreeValueYOf(value));
|
||||
_C_ QuadTreeValueXOf(value) _C_ QuadTreeValueYOf(value));
|
||||
return;
|
||||
}
|
||||
stack[1+level]=nodep;
|
||||
|
@ -333,7 +333,7 @@ local void QuadTreeDelete(QuadTree* tree,QuadTreeValue* value)
|
|||
if( !leaf ) {
|
||||
DebugLevel0Fn("Value not found\n");
|
||||
DebugLevel0Fn("%d,%d\n"
|
||||
,QuadTreeValueXOf(value),QuadTreeValueYOf(value));
|
||||
_C_ QuadTreeValueXOf(value) _C_ QuadTreeValueYOf(value));
|
||||
return;
|
||||
}
|
||||
if( leaf->Value==value ) {
|
||||
|
@ -343,8 +343,8 @@ local void QuadTreeDelete(QuadTree* tree,QuadTreeValue* value)
|
|||
}
|
||||
*leafp=leaf->Next; // remove from list
|
||||
|
||||
DebugLevel3("FREE: %p %p %d,%d\n",leafp,leaf
|
||||
,leaf->Value->X,leaf->Value->Y);
|
||||
DebugLevel3("FREE: %p %p %d,%d\n" _C_ leafp _C_ leaf
|
||||
_C_ leaf->Value->X _C_ leaf->Value->Y);
|
||||
QuadTreeLeafFree(leaf);
|
||||
StatisticDelLeaf(tree);
|
||||
|
||||
|
@ -361,7 +361,7 @@ local void QuadTreeDelete(QuadTree* tree,QuadTreeValue* value)
|
|||
break;
|
||||
}
|
||||
*nodep=NULL;
|
||||
DebugLevel3("FREE: %p %p\n",nodep,node);
|
||||
DebugLevel3("FREE: %p %p\n" _C_ nodep _C_ node);
|
||||
QuadTreeNodeFree(node);
|
||||
StatisticDelNode(tree);
|
||||
}
|
||||
|
@ -444,7 +444,7 @@ local int SelectQuadTreeLeaf(QuadTreeLeaf* leaf,QuadTreeValue** table,int index)
|
|||
if( leaf ) {
|
||||
while( leaf ) {
|
||||
DebugLevel3("%d,%d "
|
||||
,QuadTreeValueXOf(leaf->Value),QuadTreeValueYOf(leaf->Value));
|
||||
_C_ QuadTreeValueXOf(leaf->Value) _C_ QuadTreeValueYOf(leaf->Value));
|
||||
table[index++]=leaf->Value;
|
||||
leaf=leaf->Next;
|
||||
}
|
||||
|
@ -465,10 +465,10 @@ local int SelectQuadTreeNode(QuadTreeNode* node,int kx,int ky,int levels
|
|||
|
||||
if( node ) {
|
||||
if( levels ) {
|
||||
DebugLevel3("Levels %d key %x %x\n",levels,kx,ky);
|
||||
DebugLevel3("Levels %d key %x %x\n" _C_ levels _C_ kx _C_ ky);
|
||||
i=kx|(1<<levels);
|
||||
j=ky|(1<<levels);
|
||||
DebugLevel3("New key %d %d\n",i,j);
|
||||
DebugLevel3("New key %d %d\n" _C_ i _C_ j);
|
||||
if( x1<=i ) {
|
||||
if( y1<=j ) {
|
||||
index=SelectQuadTreeNode(node->Next[0],kx,ky,levels-1
|
||||
|
@ -491,10 +491,10 @@ local int SelectQuadTreeNode(QuadTreeNode* node,int kx,int ky,int levels
|
|||
}
|
||||
}
|
||||
} else {
|
||||
DebugLevel3("Levels %d key %x %x\n",levels,kx,ky);
|
||||
DebugLevel3("Levels %d key %x %x\n" _C_ levels _C_ kx _C_ ky);
|
||||
i=kx|(1<<levels);
|
||||
j=ky|(1<<levels);
|
||||
DebugLevel3("New key %d %d\n",i,j);
|
||||
DebugLevel3("New key %d %d\n" _C_ i _C_ j);
|
||||
if( x1<=i ) {
|
||||
if( y1<=j ) {
|
||||
index=SelectQuadTreeLeaf((QuadTreeLeaf*)node->Next[0]
|
||||
|
@ -528,7 +528,7 @@ local int QuadTreeSelect(QuadTree* tree
|
|||
{
|
||||
int num;
|
||||
|
||||
DebugLevel3("%d,%d-%d,%d:",x1,y1,x2,y2);
|
||||
DebugLevel3("%d,%d-%d,%d:" _C_ x1 _C_ y1 _C_ x2 _C_ y2);
|
||||
num=SelectQuadTreeNode(tree->Root,0,0,tree->Levels-1,x1,y1,x2,y2,table,0);
|
||||
DebugLevel3("\n");
|
||||
return num;
|
||||
|
@ -546,7 +546,7 @@ local void PrintQuadTreeLeaf(QuadTreeLeaf* leaf,int level,int levels)
|
|||
DebugLevel0(" ");
|
||||
}
|
||||
while( leaf ) {
|
||||
DebugLevel0("%d,%d ",leaf->Value->X,leaf->Value->Y);
|
||||
DebugLevel0("%d,%d " _C_ leaf->Value->X _C_ leaf->Value->Y);
|
||||
leaf=leaf->Next;
|
||||
}
|
||||
DebugLevel0("\n");
|
||||
|
@ -564,8 +564,8 @@ local void PrintQuadTreeNode(QuadTreeNode* node,int level,int levels)
|
|||
for( i=0; i<level; ++i ) {
|
||||
DebugLevel0(" ");
|
||||
}
|
||||
DebugLevel0("%8p(%d): %8p %8p %8p %8p\n",node,levels-level
|
||||
,node->Next[0],node->Next[1],node->Next[2],node->Next[3]);
|
||||
DebugLevel0("%8p(%d): %8p %8p %8p %8p\n" _C_ node _C_ levels-level
|
||||
_C_ node->Next[0] _C_ node->Next[1] _C_ node->Next[2] _C_ node->Next[3]);
|
||||
if( level+1==levels ) {
|
||||
PrintQuadTreeLeaf((QuadTreeLeaf*)node->Next[0],level+1,levels);
|
||||
PrintQuadTreeLeaf((QuadTreeLeaf*)node->Next[1],level+1,levels);
|
||||
|
@ -585,7 +585,7 @@ local void PrintQuadTreeNode(QuadTreeNode* node,int level,int levels)
|
|||
*/
|
||||
local void PrintQuadTree(QuadTree* tree)
|
||||
{
|
||||
DebugLevel0("Tree: Levels %d\n",tree->Levels);
|
||||
DebugLevel0("Tree: Levels %d\n" _C_ tree->Levels);
|
||||
if( !tree->Root ) {
|
||||
DebugLevel0("EMPTY TREE\n");
|
||||
return;
|
||||
|
@ -599,13 +599,13 @@ local void PrintQuadTree(QuadTree* tree)
|
|||
local void QuadTreePrintStatistic(QuadTree* tree)
|
||||
{
|
||||
IfDebug(if (!tree) return;)
|
||||
DebugLevel0("Quad-Tree: %p Levels %d\n",tree,tree->Levels);
|
||||
DebugLevel0("Quad-Tree: %p Levels %d\n" _C_ tree _C_ tree->Levels);
|
||||
DebugLevel0("\tInserts %d, deletes %d\n"
|
||||
,tree->Inserts,tree->Deletes);
|
||||
_C_ tree->Inserts _C_ tree->Deletes);
|
||||
DebugLevel0("\tNodes %d, made %d, freed %d\n"
|
||||
,tree->Nodes,tree->NodesMade,tree->NodesFreed);
|
||||
_C_ tree->Nodes _C_ tree->NodesMade _C_ tree->NodesFreed);
|
||||
DebugLevel0("\tLeafs %d, made %d, freed %d\n"
|
||||
,tree->Leafs,tree->LeafsMade,tree->LeafsFreed);
|
||||
_C_ tree->Leafs _C_ tree->LeafsMade _C_ tree->LeafsFreed);
|
||||
}
|
||||
|
||||
//*****************************************************************************
|
||||
|
@ -621,7 +621,7 @@ local QuadTree* PositionCache; /// My quad tree for lookup
|
|||
*/
|
||||
global void UnitCacheInsert(Unit* unit)
|
||||
{
|
||||
DebugLevel3Fn("Insert UNIT %8p %08X\n",unit,UnitNumber(unit));
|
||||
DebugLevel3Fn("Insert UNIT %8p %08X\n" _C_ unit _C_ UnitNumber(unit));
|
||||
QuadTreeInsert(PositionCache,unit);
|
||||
}
|
||||
|
||||
|
@ -632,7 +632,7 @@ global void UnitCacheInsert(Unit* unit)
|
|||
*/
|
||||
global void UnitCacheRemove(Unit* unit)
|
||||
{
|
||||
DebugLevel3Fn("Remove UNIT %8p %08X\n",unit,UnitNumber(unit));
|
||||
DebugLevel3Fn("Remove UNIT %8p %08X\n" _C_ unit _C_ UnitNumber(unit));
|
||||
QuadTreeDelete(PositionCache,unit);
|
||||
}
|
||||
|
||||
|
@ -728,9 +728,9 @@ global Unit* UnitCacheOnXY(int x,int y,int type)
|
|||
IfDebug(
|
||||
// FIXME: the error isn't here!
|
||||
if( !leaf->Value->Type ) {
|
||||
DebugLevel0("Error UNIT %8p %08X %d,%d\n",leaf->Value
|
||||
,UnitNumber(leaf->Value),leaf->Value->X,leaf->Value->Y);
|
||||
DebugLevel0("Removed unit in cache %d,%d!!!!\n",x,y);
|
||||
DebugLevel0("Error UNIT %8p %08X %d,%d\n" _C_ leaf->Value
|
||||
_C_ UnitNumber(leaf->Value) _C_ leaf->Value->X _C_ leaf->Value->Y);
|
||||
DebugLevel0("Removed unit in cache %d,%d!!!!\n" _C_ x _C_ y);
|
||||
leaf=leaf->Next;
|
||||
continue;
|
||||
}
|
||||
|
@ -767,7 +767,7 @@ global void InitUnitCache(void)
|
|||
for( l=0; n; l++ ) {
|
||||
n>>=1;
|
||||
}
|
||||
DebugLevel0("UnitCache: %d Levels\n",l);
|
||||
DebugLevel0("UnitCache: %d Levels\n" _C_ l);
|
||||
PositionCache=NewQuadTree(l);
|
||||
}
|
||||
|
||||
|
|
|
@ -973,10 +973,10 @@ local void DrawDecoration(const Unit* unit,const UnitType* type,int x,int y)
|
|||
n=3-((f-75)/(25/3))+ 0;
|
||||
} else if( f>50 ) {
|
||||
n=3-((f-50)/(25/3))+ 4;
|
||||
DebugLevel3("%d - %d\n",f,n);
|
||||
DebugLevel3("%d - %d\n" _C_ f _C_ n);
|
||||
} else {
|
||||
n=3-(f/(50/3))+ 8;
|
||||
DebugLevel3("%d - %d\n",f,n);
|
||||
DebugLevel3("%d - %d\n" _C_ f _C_ n);
|
||||
}
|
||||
#endif
|
||||
DebugCheck( n<0 );
|
||||
|
|
|
@ -132,8 +132,8 @@ global void SetVideoSync(void)
|
|||
fprintf(stderr,"Can't set itimer\n");
|
||||
}
|
||||
|
||||
DebugLevel3("Timer installed %ld,%ld\n",
|
||||
itv.it_interval.tv_sec,itv.it_interval.tv_usec);
|
||||
DebugLevel3("Timer installed %ld,%ld\n" _C_
|
||||
itv.it_interval.tv_sec _C_ itv.it_interval.tv_usec);
|
||||
}
|
||||
|
||||
#else
|
||||
|
|
|
@ -172,7 +172,7 @@ global void SetVideoSync(void)
|
|||
|
||||
FrameTicks = ms / 10;
|
||||
FrameRemainder = ms % 10;
|
||||
DebugLevel0Fn("frames %d - %d.%dms\n", SkipFrames, ms / 10, ms % 10);
|
||||
DebugLevel0Fn("frames %d - %d.%dms\n" _C_ SkipFrames _C_ ms / 10 _C_ ms % 10);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1293,7 +1293,7 @@ global void InitVideo(void)
|
|||
#endif
|
||||
|
||||
#ifndef SPLIT_SCREEN_SUPPORT
|
||||
DebugLevel3Fn("%d %d\n",MapWidth,MapHeight);
|
||||
DebugLevel3Fn("%d %d\n" _C_ MapWidth _C_ MapHeight);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -70,7 +70,7 @@
|
|||
*/
|
||||
global void SetVideoSync(void)
|
||||
{
|
||||
DebugLevel0Fn("%d\n",(100*1000/CYCLES_PER_SECOND)/VideoSyncSpeed);
|
||||
DebugLevel0Fn("%d\n" _C_ (100*1000/CYCLES_PER_SECOND)/VideoSyncSpeed);
|
||||
}
|
||||
|
||||
/*----------------------------------------------------------------------------
|
||||
|
@ -94,7 +94,7 @@ global void InitVideoSdl(void)
|
|||
VideoBpp=16;
|
||||
VideoDepth=16;
|
||||
|
||||
DebugLevel3Fn("Video init ready %d %d\n",VideoDepth,VideoBpp);
|
||||
DebugLevel3Fn("Video init ready %d %d\n" _C_ VideoDepth _C_ VideoBpp);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
Loading…
Add table
Reference in a new issue