Fixed Debug macros to use _C_ instead of commas

This commit is contained in:
jsalmon3 2002-05-27 19:19:28 +00:00
parent b9895e3a06
commit 951f6949f2
24 changed files with 95 additions and 93 deletions

View file

@ -125,7 +125,7 @@ local Unit* CheckForDeadGoal(Unit* unit)
unit->Orders[0].Y=goal->Y+goal->Type->TileHeight/2;
unit->Orders[0].RangeX=unit->Orders[0].RangeY=0;
DebugLevel0Fn("destroyed unit %d\n",UnitNumber(goal));
DebugLevel0Fn("destroyed unit %d\n" _C_ UnitNumber(goal));
RefsDebugCheck( !goal->Refs );
if( !--goal->Refs ) {
ReleaseUnit(goal);
@ -211,7 +211,7 @@ local int CheckForTargetInRange(Unit* unit)
unit->SubAction|=WEAK_TARGET; // weak target
NewResetPath(unit);
DebugLevel3Fn("%d in react range %d\n"
,UnitNumber(unit),UnitNumber(goal));
_C_ UnitNumber(unit) _C_ UnitNumber(goal));
}
//
@ -229,7 +229,7 @@ local int CheckForTargetInRange(Unit* unit)
// Save current command to come back.
unit->SavedOrder=unit->Orders[0];
if( (goal=unit->SavedOrder.Goal) ) {
DebugLevel0Fn("Have goal to come back %d\n",
DebugLevel0Fn("Have goal to come back %d\n" _C_
UnitNumber(goal));
unit->SavedOrder.X=goal->X+goal->Type->TileWidth/2;
unit->SavedOrder.Y=goal->Y+goal->Type->TileHeight/2;
@ -441,7 +441,7 @@ local void AttackTarget(Unit* unit)
if( unit->SavedOrder.Action==UnitActionStill ) {
unit->SavedOrder=unit->Orders[0];
if( (temp=unit->SavedOrder.Goal) ) {
DebugLevel0Fn("Have unit to come back %d?\n",
DebugLevel0Fn("Have unit to come back %d?\n" _C_
UnitNumber(temp));
unit->SavedOrder.X=temp->X+temp->Type->TileWidth/2;
unit->SavedOrder.Y=temp->Y+temp->Type->TileHeight/2;
@ -453,7 +453,7 @@ local void AttackTarget(Unit* unit)
RefsDebugCheck( goal->Destroyed || !goal->Refs );
goal->Refs++;
DebugLevel3Fn("%d Unit in react range %d\n"
,UnitNumber(unit),UnitNumber(goal));
_C_ UnitNumber(unit) _C_ UnitNumber(goal));
unit->Orders[0].Goal=goal;
unit->Orders[0].X=unit->Orders[0].Y=-1;
unit->Orders[0].RangeX=unit->Orders[0].RangeY=
@ -478,7 +478,7 @@ local void AttackTarget(Unit* unit)
// Save current order to come back or to continue it.
unit->SavedOrder=unit->Orders[0];
if( (goal=unit->SavedOrder.Goal) ) {
DebugLevel0Fn("Have goal to come back %d\n",
DebugLevel0Fn("Have goal to come back %d\n" _C_
UnitNumber(goal));
unit->SavedOrder.X=goal->X+goal->Type->TileWidth/2;
unit->SavedOrder.Y=goal->Y+goal->Type->TileHeight/2;
@ -501,7 +501,7 @@ local void AttackTarget(Unit* unit)
// Save current order to come back or to continue it.
unit->SavedOrder=unit->Orders[0];
if( (temp=unit->SavedOrder.Goal) ) {
DebugLevel0Fn("Have goal to come back %d\n",
DebugLevel0Fn("Have goal to come back %d\n" _C_
UnitNumber(temp));
unit->SavedOrder.X=temp->X+temp->Type->TileWidth/2;
unit->SavedOrder.Y=temp->Y+temp->Type->TileHeight/2;
@ -543,7 +543,7 @@ local void AttackTarget(Unit* unit)
*/
global void HandleActionAttack(Unit* unit)
{
DebugLevel3Fn("Attack %d\n",UnitNumber(unit));
DebugLevel3Fn("Attack %d\n" _C_ UnitNumber(unit));
switch( unit->SubAction ) {
//

View file

@ -79,7 +79,7 @@ local int WaitForTransporter(Unit* unit)
if( !trans || !trans->Type->Transporter ) {
// FIXME: destination destroyed??
DebugLevel2Fn("TRANSPORTER NOT REACHED %d,%d\n",unit->X,unit->Y);
DebugLevel2Fn("TRANSPORTER NOT REACHED %d,%d\n" _C_ unit->X _C_ unit->Y);
return 0;
}
@ -110,7 +110,7 @@ local int WaitForTransporter(Unit* unit)
// FIXME: any enemies in range attack them, while waiting.
//
DebugLevel2Fn("TRANSPORTER NOT REACHED %d,%d\n",unit->X,unit->Y);
DebugLevel2Fn("TRANSPORTER NOT REACHED %d,%d\n" _C_ unit->X _C_ unit->Y);
return 0;
}
@ -187,7 +187,7 @@ global void HandleActionBoard(Unit* unit)
Unit* goal;
DebugLevel3Fn("%p(%d) SubAction %d\n"
,unit,UnitNumber(unit),unit->SubAction);
_C_ unit _C_ UnitNumber(unit) _C_ unit->SubAction);
switch( unit->SubAction ) {
//

View file

@ -95,7 +95,7 @@ global void HandleActionBuild(Unit* unit)
return;
case PF_REACHED:
DebugLevel3Fn("reached %d,%d\n",unit->X,unit->Y);
DebugLevel3Fn("reached %d,%d\n" _C_ unit->X _C_ unit->Y);
break;
default:
@ -218,8 +218,8 @@ global void HandleActionBuild(Unit* unit)
build->Data.Builded.Cancel=0; // FIXME: Is it necessary?
build->Data.Builded.Worker=unit;
DebugLevel3Fn("Build Sum %d, Add %d, Val %d, Sub %d\n"
,build->Data.Builded.Sum,build->Data.Builded.Add
,build->Data.Builded.Val,build->Data.Builded.Sub);
_C_ build->Data.Builded.Sum _C_ build->Data.Builded.Add
_C_ build->Data.Builded.Val _C_ build->Data.Builded.Sub);
build->Wait=CYCLES_PER_SECOND/6;
//
@ -341,7 +341,7 @@ global void HandleActionBuilded(Unit* unit)
if( type->GivesOil ) {
CommandHaulOil(worker,unit,0); // Let the unit haul oil
DebugLevel0Fn("Update oil-platform\n");
DebugLevel0Fn(" =%d\n",unit->Data.Resource.Active);
DebugLevel0Fn(" =%d\n" _C_ unit->Data.Resource.Active);
unit->Data.Resource.Active=0;
unit->Value=worker->Value; // worker holding value while building
}

View file

@ -61,7 +61,7 @@ global void HandleActionDemolish(Unit* unit)
Unit* goal;
int err;
DebugLevel3Fn("Demolish %d\n",UnitNumber(unit));
DebugLevel3Fn("Demolish %d\n" _C_ UnitNumber(unit));
switch( unit->SubAction ) {
//

View file

@ -64,7 +64,7 @@ global void HandleActionDie(Unit* unit)
// Die sequence terminated, generate corpse.
//
if( unit->Reset ) {
DebugLevel3("Die complete %d\n",UnitNumber(unit));
DebugLevel3("Die complete %d\n" _C_ UnitNumber(unit));
if( !unit->Type->CorpseType ) {
ReleaseUnit(unit);
return;

View file

@ -56,9 +56,9 @@ global void HandleActionFollow(Unit* unit)
{
Unit* goal;
DebugLevel3Fn("%d: %d %d,%d \n",UnitNumber(unit),
unit->Orders[0].Goal ? UnitNumber(unit->Orders[0].Goal) : -1,
unit->Orders[0].X,unit->Orders[0].Y);
DebugLevel3Fn("%d: %d %d,%d \n" _C_ UnitNumber(unit) _C_
unit->Orders[0].Goal ? UnitNumber(unit->Orders[0].Goal) : -1 _C_
unit->Orders[0].X _C_ unit->Orders[0].Y);
//
// Reached target
@ -187,7 +187,7 @@ global void HandleActionFollow(Unit* unit)
|| goal->Orders[0].Action==UnitActionStill) ) {
goal=AttackUnitsInReactRange(unit);
if( goal ) {
DebugLevel2Fn("Follow attack %d\n",UnitNumber(goal));
DebugLevel2Fn("Follow attack %d\n" _C_ UnitNumber(goal));
CommandAttack(unit,goal->X,goal->Y,NULL,FlushCommands);
// Save current command to come back.
unit->SavedOrder=unit->Orders[0];

View file

@ -205,7 +205,7 @@ local int ChopWood(Unit* unit)
} else {
// FIXME: support more races!
DebugLevel0Fn("Wrong unit for chopping wood %d\n"
,unit->Type->Type);
_C_ unit->Type->Type);
}
unit->Player->UnitTypesCount[unit->Type->Type]++;
@ -330,8 +330,8 @@ local int ReturnWithWood(Unit* unit)
if( i==PF_UNREACHABLE ) {
// FIXME: could try another depot, or retry later.
DebugLevel2Fn("WOOD-DEPOSIT NOT REACHED %d=%d,%d ? %d\n"
,UnitNumber(destu),destu->X,destu->Y
,MapDistanceToUnit(unit->X,unit->Y,destu));
_C_ UnitNumber(destu) _C_ destu->X _C_ destu->Y
_C_ MapDistanceToUnit(unit->X,unit->Y,destu));
unit->Orders[0].Action=UnitActionStill;
unit->SubAction=0;
return 0;
@ -381,7 +381,7 @@ local int ReturnWithWood(Unit* unit)
unit->Type=UnitTypeHumanWorker;
} else {
// FIXME: must support more races.
DebugLevel0Fn("Wrong unit for returning wood %d\n",unit->Type->Type);
DebugLevel0Fn("Wrong unit for returning wood %d\n" _C_ unit->Type->Type);
}
unit->Player->UnitTypesCount[unit->Type->Type]++;

View file

@ -101,7 +101,7 @@ local int MoveToGoldMine(Unit* unit)
if( i==PF_UNREACHABLE ) {
// FIXME: could try another mine, or retry later.
DebugLevel3Fn("GOLD-MINE NOT REACHED %d=%d,%d ? %d\n"
,UnitNumber(destu),destu->X,destu->Y,
_C_ UnitNumber(destu) _C_ destu->X _C_ destu->Y _C_
MapDistanceToUnit(unit->X,unit->Y,destu));
return -1;
}
@ -214,7 +214,7 @@ local int MineInGoldmine(Unit* unit)
// End of gold: destroy gold-mine.
//
if( !OptionUseDepletedMines && mine->Value<DEFAULT_INCOMES[GoldCost] ) {
DebugLevel0Fn("Mine destroyed %d,%d\n",mine->X,mine->Y);
DebugLevel0Fn("Mine destroyed %d,%d\n" _C_ mine->X _C_ mine->Y);
DropOutAll(mine);
LetUnitDie(mine);
mine=NULL;
@ -248,7 +248,7 @@ local int MineInGoldmine(Unit* unit)
unit->Orders[0].X=unit->Orders[0].Y=-1;
unit->Orders[0].Action=UnitActionMineGold;
unit->SubAction=64;
DebugLevel3Fn("Mine with deposit %d,%d\n",destu->X,destu->Y);
DebugLevel3Fn("Mine with deposit %d,%d\n" _C_ destu->X _C_ destu->Y);
}
//
@ -262,7 +262,7 @@ local int MineInGoldmine(Unit* unit)
} else {
// FIXME: support workers for more races.
DebugLevel0Fn("Wrong unit (%d,%d) for mining gold %d (%s)\n"
,unit->X,unit->Y,unit->Type->Type,unit->Type->Name);
_C_ unit->X _C_ unit->Y _C_ unit->Type->Type _C_ unit->Type->Name);
}
unit->Player->UnitTypesCount[unit->Type->Type]++;
CheckUnitToBeDrawn(unit);
@ -349,8 +349,8 @@ local int MoveToGoldDeposit(Unit* unit)
if( i==PF_UNREACHABLE ) {
// FIXME: could try another depot, or retry later.
DebugLevel3Fn("GOLD-DEPOT NOT REACHED %d=%d,%d ? %d\n"
,UnitNumber(destu),destu->X,destu->Y
,MapDistanceToUnit(unit->X,unit->Y,destu));
_C_ UnitNumber(destu) _C_ destu->X _C_ destu->Y
_C_ MapDistanceToUnit(unit->X,unit->Y,destu));
return -1;
}
@ -389,7 +389,7 @@ local int MoveToGoldDeposit(Unit* unit)
} else {
// FIXME: support workers for more races.
DebugLevel0Fn("Wrong unit (%d,%d) for returning gold %d (%s)\n"
,unit->X,unit->Y,unit->Type->Type,unit->Type->Name);
_C_ unit->X _C_ unit->Y _C_ unit->Type->Type _C_ unit->Type->Name);
}
unit->Player->UnitTypesCount[unit->Type->Type]++;

View file

@ -179,13 +179,13 @@ local int ActionMoveGeneric(Unit* unit,const Animation* anim)
#endif
}
DebugLevel3Fn(": %d,%d State %2d ",xd,yd,unit->State);
DebugLevel3Fn(": %d,%d State %2d " _C_ xd _C_ yd _C_ unit->State);
DebugLevel3("Walk %d Frame %2d Wait %3d Heading %d %d,%d\n"
,anim[state].Pixel
,anim[state].Frame
,anim[state].Sleep
,unit->Direction
,unit->IX,unit->IY);
_C_ anim[state].Pixel
_C_ anim[state].Frame
_C_ anim[state].Sleep
_C_ unit->Direction
_C_ unit->IX _C_ unit->IY);
//
// Next animation.
@ -234,7 +234,7 @@ local int ActionMoveGeneric(Unit* unit,const Animation* anim)
global int DoActionMove(Unit* unit)
{
if( unit->Type->Animations ) {
DebugLevel3("%s: %p\n",unit->Type->Ident,unit->Type->Animations );
DebugLevel3("%s: %p\n" _C_ unit->Type->Ident _C_ unit->Type->Animations );
return ActionMoveGeneric(unit,unit->Type->Animations->Move);
}
@ -255,9 +255,9 @@ global void HandleActionMove(Unit* unit)
{
Unit* goal;
DebugLevel3Fn("%d: %d %d,%d \n",UnitNumber(unit),
unit->Orders[0].Goal ? UnitNumber(unit->Orders[0].Goal) : -1,
unit->Orders[0].X,unit->Orders[0].Y);
DebugLevel3Fn("%d: %d %d,%d \n" _C_ UnitNumber(unit) _C_
unit->Orders[0].Goal ? UnitNumber(unit->Orders[0].Goal) : -1 _C_
unit->Orders[0].X _C_ unit->Orders[0].Y);
if( !unit->SubAction ) { // first entry
unit->SubAction=1;

View file

@ -87,14 +87,14 @@ global void HandleActionPatrol(Unit* unit)
if( unit->Type->CanAttack && !unit->Type->Tower ) {
goal=AttackUnitsInReactRange(unit);
if( goal ) {
DebugLevel0Fn("Patrol attack %d\n",UnitNumber(goal));
DebugLevel0Fn("Patrol attack %d\n" _C_ UnitNumber(goal));
CommandAttack(unit,goal->X,goal->Y,NULL,FlushCommands);
// Save current command to come back.
unit->SavedOrder=unit->Orders[0];
unit->Orders[0].Action=UnitActionStill;
unit->Orders[0].Goal=NoUnitP;
unit->SubAction=0;
DebugLevel0Fn("Wait %d\n",unit->Wait);
DebugLevel0Fn("Wait %d\n" _C_ unit->Wait);
}
}
}

View file

@ -91,7 +91,7 @@ local void RepairUnit(Unit* unit,Unit* goal)
// original per 100 hit points only 25 gold 25 wood
//
hp=GIVES_HP;
DebugLevel2Fn("hitpoints %d\n",hp);
DebugLevel2Fn("hitpoints %d\n" _C_ hp);
//
// Calculate the repair costs.
@ -197,7 +197,7 @@ global void HandleActionRepair(Unit* unit)
Unit* goal;
int err;
DebugLevel3("Repair %d\n",UnitNumber(unit));
DebugLevel3("Repair %d\n" _C_ UnitNumber(unit));
switch( unit->SubAction ) {
case 0:

View file

@ -147,7 +147,7 @@ local int MoveToResource(Unit* unit,const Resource* resource)
// Activate the resource
//
goal->Data.Resource.Active++;
DebugLevel3Fn("+%d\n",goal->Data.Resource.Active);
DebugLevel3Fn("+%d\n" _C_ goal->Data.Resource.Active);
if( !goal->Frame ) { // show resource working
goal->Frame=resource->Frame;
@ -234,7 +234,7 @@ local int WaitInResource(Unit* unit,const Resource* resource)
//
source->Value-=DEFAULT_INCOMES[resource->Cost];
DebugLevel3Fn("-%d\n",source->Data.Resource.Active);
DebugLevel3Fn("-%d\n" _C_ source->Data.Resource.Active);
if( !--source->Data.Resource.Active ) {
source->Frame=0;
CheckUnitToBeDrawn(source);
@ -264,7 +264,7 @@ local int WaitInResource(Unit* unit,const Resource* resource)
} else {
// FIXME: should support more races
DebugLevel0Fn("Wrong unit-type `%s' for resource `%s'\n"
,unit->Type->Ident,DEFAULT_NAMES[resource->Cost]);
_C_ unit->Type->Ident _C_ DEFAULT_NAMES[resource->Cost]);
}
unit->Player->UnitTypesCount[unit->Type->Type]++;
@ -416,7 +416,7 @@ local int MoveToDepot(Unit* unit,const Resource* resource)
unit->Type=*resource->Orc;
} else {
DebugLevel0Fn("Wrong unit-type `%s' for resource `%s'\n"
,unit->Type->Ident,DEFAULT_NAMES[resource->Cost]);
_C_ unit->Type->Ident _C_ DEFAULT_NAMES[resource->Cost]);
}
unit->Player->UnitTypesCount[unit->Type->Type]++;
@ -508,7 +508,7 @@ global void HandleActionResource(Unit* unit,const Resource* resource)
int ret;
DebugLevel3Fn("%s(%d) SubAction %d\n"
,unit->Type->Ident,UnitNumber(unit),unit->SubAction);
_C_ unit->Type->Ident _C_ UnitNumber(unit) _C_ unit->SubAction);
switch( unit->SubAction ) {
//

View file

@ -78,7 +78,7 @@ global void HandleActionReturnGoods(Unit* unit)
unit->Orders[0].Arg1=(void*)-1;
NewResetPath(unit);
unit->SubAction=65; // FIXME: hardcoded
DebugLevel3("Wait: %d\n",unit->Wait);
DebugLevel3("Wait: %d\n" _C_ unit->Wait);
unit->Wait=1;
return;
}
@ -97,13 +97,13 @@ global void HandleActionReturnGoods(Unit* unit)
unit->Orders[0].X=unit->X;
unit->Orders[0].Y=unit->Y; // Return point to continue.
DebugLevel3("Return to %d=%d,%d\n"
,UnitNumber(unit->Orders[0].Goal)
,unit->Orders[0].X,unit->Orders[0].Y);
_C_ UnitNumber(unit->Orders[0].Goal)
_C_ unit->Orders[0].X _C_ unit->Orders[0].Y);
unit->Orders[0].Action=UnitActionHarvest;
unit->Orders[0].Arg1=(void*)-1;
NewResetPath(unit);
unit->SubAction=128; // FIXME: Hardcoded
DebugLevel3("Wait: %d\n",unit->Wait);
DebugLevel3("Wait: %d\n" _C_ unit->Wait);
unit->Wait=1;
return;
}
@ -120,13 +120,13 @@ global void HandleActionReturnGoods(Unit* unit)
++destu->Refs;
}
DebugLevel3("Return to %d=%d,%d\n"
,UnitNumber(unit->Orders[0].Goal)
,unit->Orders[0].X,unit->Orders[0].Y);
_C_ UnitNumber(unit->Orders[0].Goal)
_C_ unit->Orders[0].X _C_ unit->Orders[0].Y);
unit->Orders[0].Action=UnitActionHaulOil;
unit->Orders[0].Arg1=(void*)-1;
NewResetPath(unit);
unit->SubAction=65; // FIXME: Hardcoded
DebugLevel3("Wait: %d\n",unit->Wait);
DebugLevel3("Wait: %d\n" _C_ unit->Wait);
unit->Wait=1;
return;
}

View file

@ -155,9 +155,9 @@ global void HandleActionSpellCast(Unit * unit)
int flags;
const SpellType *spell;
DebugLevel3Fn("%d %d,%d+%d+%d\n",
UnitNumber(unit),unit->Orders[0].X,unit->Orders[0].Y,
unit->Orders[0].RangeX,unit->Orders[0].RangeY);
DebugLevel3Fn("%d %d,%d+%d+%d\n" _C_
UnitNumber(unit) _C_ unit->Orders[0].X _C_ unit->Orders[0].Y _C_
unit->Orders[0].RangeX _C_ unit->Orders[0].RangeY);
switch (unit->SubAction) {

View file

@ -58,7 +58,7 @@ global void ActionStillGeneric(Unit* unit,int ground)
Unit* temp;
Unit* goal;
DebugLevel3Fn(" %d\n",UnitNumber(unit));
DebugLevel3Fn(" %d\n" _C_ UnitNumber(unit));
if( unit->Removed ) { // Removed units, do nothing?
// If peon is in building or unit is in transporter it is removed.
@ -161,7 +161,7 @@ global void ActionStillGeneric(Unit* unit,int ground)
// Weak goal, can choose other unit, come back after attack
CommandAttack(unit,goal->X,goal->Y,NULL,FlushCommands);
DebugLevel3Fn(" %d Attacking in range %d\n"
,UnitNumber(unit),unit->SubAction);
_C_ UnitNumber(unit) _C_ unit->SubAction);
DebugCheck( unit->SavedOrder.Action!=UnitActionStill );
DebugCheck( unit->SavedOrder.Goal );
unit->SavedOrder.Action=UnitActionAttack;
@ -171,14 +171,14 @@ global void ActionStillGeneric(Unit* unit,int ground)
unit->SavedOrder.Goal=NoUnitP;
}
} else if( (goal=AttackUnitsInRange(unit)) ) {
DebugLevel3Fn(" %d #%d\n",UnitNumber(goal),goal->Refs);
DebugLevel3Fn(" %d #%d\n" _C_ UnitNumber(goal) _C_ goal->Refs);
//
// Old goal destroyed.
//
temp=unit->Orders[0].Goal;
if( temp && temp->Destroyed ) {
DebugLevel3Fn(" destroyed unit %d #%d\n"
,UnitNumber(temp),temp->Refs);
_C_ UnitNumber(temp) _C_ temp->Refs);
RefsDebugCheck( !temp->Refs );
if( !--temp->Refs ) {
ReleaseUnit(temp);
@ -189,7 +189,7 @@ global void ActionStillGeneric(Unit* unit,int ground)
// New target.
if( temp ) {
DebugLevel3Fn(" old unit %d #%d\n"
,UnitNumber(temp),temp->Refs);
_C_ UnitNumber(temp) _C_ temp->Refs);
RefsDebugCheck( !temp->Refs );
temp->Refs--;
RefsDebugCheck( !temp->Refs );

View file

@ -166,7 +166,7 @@ found:
*/
local int MoveToCoast(Unit* unit)
{
DebugLevel3Fn("%p\n",unit->Orders[0].Goal);
DebugLevel3Fn("%p\n" _C_ unit->Orders[0].Goal);
switch( DoActionMove(unit) ) { // reached end-point?
case PF_UNREACHABLE:
@ -200,7 +200,7 @@ local void LeaveTransporter(Unit* unit)
Unit* goal;
goal=unit->Orders[0].Goal;
DebugLevel3Fn("Goal %p\n",goal);
DebugLevel3Fn("Goal %p\n" _C_ goal);
if( goal ) {
unit->Orders[0].Goal=NoUnitP;
if( goal->Destroyed ) {
@ -258,7 +258,7 @@ global void HandleActionUnload(Unit* unit)
int i;
DebugLevel3Fn("%p(%d) SubAction %d\n"
,unit,UnitNumber(unit),unit->SubAction);
_C_ unit _C_ UnitNumber(unit) _C_ unit->SubAction);
switch( unit->SubAction ) {
//

View file

@ -55,7 +55,7 @@ global void HandleActionUpgradeTo(Unit* unit)
UnitType* type;
const UnitStats* stats;
DebugLevel3Fn(" %d\n",UnitNumber(unit));
DebugLevel3Fn(" %d\n" _C_ UnitNumber(unit));
player=unit->Player;
if( !unit->SubAction ) { // first entry

View file

@ -78,11 +78,11 @@ global int UnitShowAnimation(Unit* unit,const Animation* animation)
UnitUpdateHeading(unit); // FIXME: remove this!!
}
DebugLevel3Fn("State %2d ",state);
DebugLevel3Fn("State %2d " _C_ state);
DebugLevel3("Flags %2d Pixel %2d Frame %2d Wait %3d "
,animation[state].Flags,animation[state].Pixel
,animation[state].Frame,animation[state].Sleep);
DebugLevel3("Heading %d +%d,%d\n",unit->Direction,unit->IX,unit->IY);
_C_ animation[state].Flags _C_ animation[state].Pixel
_C_ animation[state].Frame _C_ animation[state].Sleep);
DebugLevel3("Heading %d +%d,%d\n" _C_ unit->Direction _C_ unit->IX _C_ unit->IY);
unit->Frame+=animation[state].Frame;
unit->IX+=animation[state].Pixel;
@ -125,8 +125,8 @@ global int UnitShowAnimation(Unit* unit,const Animation* animation)
local void HandleActionNone(Unit* unit __attribute__((unused)))
{
DebugLevel1Fn("FIXME: Should not happen!\n");
DebugLevel1Fn("FIXME: Unit (%d) %s has action none.!\n",
UnitNumber(unit),unit->Type->Ident);
DebugLevel1Fn("FIXME: Unit (%d) %s has action none.!\n" _C_
UnitNumber(unit) _C_ unit->Type->Ident);
}
/**
@ -137,8 +137,8 @@ local void HandleActionNone(Unit* unit __attribute__((unused)))
local void HandleActionNotWritten(Unit* unit __attribute__((unused)))
{
DebugLevel1Fn("FIXME: Not written!\n");
DebugLevel1Fn("FIXME: Unit (%d) %s has action %d.!\n",
UnitNumber(unit),unit->Type->Ident,unit->Orders[0].Action);
DebugLevel1Fn("FIXME: Unit (%d) %s has action %d.!\n" _C_
UnitNumber(unit) _C_ unit->Type->Ident _C_ unit->Orders[0].Action);
}
/**

View file

@ -939,7 +939,7 @@ global void CommandCancelTraining(Unit* unit,int slot,const UnitType* type)
slot+=n;
}
DebugLevel0Fn("Cancel type: %s\n",type ? type->Ident : "-any-");
DebugLevel0Fn("Cancel type: %s\n" _C_ type ? type->Ident : "-any-");
//
// Check if the unit-type is still trained? (NETWORK!)
//
@ -1238,7 +1238,7 @@ global void CommandSpellCast(Unit* unit,int x,int y,Unit* dest
);
DebugLevel3Fn(": %d spell-casts on %d\n"
,UnitNumber(unit),dest ? UnitNumber(dest) : 0);
_C_ UnitNumber(unit) _C_ dest ? UnitNumber(dest) : 0);
//
// Check if unit is still valid? (NETWORK!)

View file

@ -150,7 +150,7 @@ local void AiCheckUnits(void)
if( x>e+counter[t] ) { // Request it.
DebugLevel3Fn("Need %s *%d\n" _C_
AiPlayer->UnitTypeRequests[i].Table[0]->Ident,x);
AiPlayer->UnitTypeRequests[i].Table[0]->Ident _C_ x);
AiAddUnitTypeRequest(AiPlayer->UnitTypeRequests[i].Table[0],
x-e-counter[t]);
counter[t]+=x-e-counter[t];
@ -175,7 +175,7 @@ local void AiCheckUnits(void)
x=aiut->Want;
if( x>unit_types_count[t]+counter[t] ) { // Request it.
DebugLevel2Fn("Force %d need %s * %d\n" _C_ i _C_
aiut->Type->Ident,x);
aiut->Type->Ident _C_ x);
AiAddUnitTypeRequest(aiut->Type,
x-unit_types_count[t]-counter[t]);
counter[t]+=x-unit_types_count[t]-counter[t];
@ -495,7 +495,7 @@ local void SaveAiType(FILE* file,const AiType* aitype)
if( aitype->Next ) {
SaveAiType(file,aitype->Next);
}
DebugLevel3Fn("%s,%s,%s\n",aitype->Name,aitype->Race,aitype->Class);
DebugLevel3Fn("%s,%s,%s\n" _C_ aitype->Name _C_ aitype->Race _C_ aitype->Class);
fprintf(file,"(define-ai \"%s\" '%s '%s\n",
aitype->Name,aitype->Race ? aitype->Race : "*",aitype->Class);
@ -735,7 +735,7 @@ global void AiInit(Player* player)
ait=AiTypes;
ainame=AiTypeWcNames[player->AiNum];
DebugLevel0(" %s\n",ainame);
DebugLevel0(" %s\n" _C_ ainame);
//
// Search correct AI type.
@ -841,7 +841,7 @@ global void CleanAi(void)
// Free AiTypes.
//
for( aitype=AiTypes; aitype; aitype=temp ) {
DebugLevel3Fn("%s,%s,%s\n",aitype->Name,aitype->Race,aitype->Class);
DebugLevel3Fn("%s,%s,%s\n" _C_ aitype->Name _C_ aitype->Race _C_ aitype->Class);
free(aitype->Name);
free(aitype->Race);
free(aitype->Class);

View file

@ -106,7 +106,7 @@ local void AiCleanForce(int force)
aitype=AiPlayer->Force[force].UnitTypes;
while( aitype ) {
if( aitype->Want>counter[aitype->Type->Type] ) {
DebugLevel3Fn("%d: missing %s.\n",force,aitype->Type->Ident);
DebugLevel3Fn("%d: missing %s.\n" _C_ force _C_ aitype->Type->Ident);
AiPlayer->Force[force].Completed=0;
}
counter[aitype->Type->Type]-=aitype->Want;
@ -417,7 +417,7 @@ local void AiLoadForce(AiForce* force)
if( unit->Orders[0].Action!=UnitActionBoard ) {
if( table[i]->Orders[0].Action==UnitActionStill
&& table[i]->OrderCount==1 ) {
DebugLevel0Fn("Send transporter %d\n",i);
DebugLevel0Fn("Send transporter %d\n" _C_ i);
CommandFollow(table[i],unit,FlushCommands);
}
CommandBoard(unit,table[i],FlushCommands);

View file

@ -144,7 +144,7 @@ local int AiBloodlustSpell(Unit* unit)
continue;
}
r = MapDistanceBetweenUnits(unit, table[i]);
DebugLevel0Fn("Distance %d\n", r);
DebugLevel0Fn("Distance %d\n" _C_ r);
if (r <= 1) {
DebugLevel0Fn("`%s' cast bloodlust\n" _C_ unit->Type->
Ident);

View file

@ -1151,10 +1151,10 @@ local void AiCollectResources(void)
total=0;
for( c=0; c<MaxCosts; ++c ) {
total+=an[c]+rn[c];
DebugLevel3Fn("Assigned %d = %d\n",c,an[c]);
DebugLevel3Fn("Resource %d = %d\n",c,rn[c]);
DebugLevel3Fn("Assigned %d = %d\n" _C_ c _C_ an[c]);
DebugLevel3Fn("Resource %d = %d\n" _C_ c _C_ rn[c]);
}
DebugLevel3Fn("Unassigned %d of total %d\n",un,total);
DebugLevel3Fn("Unassigned %d of total %d\n" _C_ un _C_ total);
//
// Now assign the free workers.
@ -1165,7 +1165,7 @@ local void AiCollectResources(void)
unit=unassigned[i];
for( o=c=0; c<MaxCosts; ++c ) {
DebugLevel3Fn("%d, %d, %d\n",(an[c]+rn[c])*pt,p[c],total*p[c]);
DebugLevel3Fn("%d, %d, %d\n" _C_ (an[c]+rn[c])*pt _C_ p[c] _C_ total*p[c]);
if( (an[c]+rn[c])*pt<total*p[c] ) {
o=c;
break;

View file

@ -304,7 +304,9 @@ local SCM CclDefineAi(SCM list)
SCM value;
char* str;
AiType* aitype;
#ifdef DEBUG
const AiType* ait;
#endif
aitype=malloc(sizeof(AiType));
aitype->Next=AiTypes;
@ -771,7 +773,7 @@ local SCM CclAiSleep(SCM value)
{
int i;
DebugLevel3Fn("%lu %d\n",GameCycle,AiPlayer->SleepCycles);
DebugLevel3Fn("%lu %d\n" _C_ GameCycle _C_ AiPlayer->SleepCycles);
if( AiPlayer->SleepCycles ) {
if( AiPlayer->SleepCycles<GameCycle ) {
AiPlayer->SleepCycles=0;