Fixed Debug macros to use _C_ instead of commas
This commit is contained in:
parent
b9895e3a06
commit
951f6949f2
24 changed files with 95 additions and 93 deletions
src
action
action_attack.cppaction_board.cppaction_build.cppaction_demolish.cppaction_die.cppaction_follow.cppaction_harvest.cppaction_minegold.cppaction_move.cppaction_patrol.cppaction_repair.cppaction_resource.cppaction_returngoods.cppaction_spellcast.cppaction_still.cppaction_unload.cppaction_upgradeto.cppactions.cppcommand.cpp
ai
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@ -125,7 +125,7 @@ local Unit* CheckForDeadGoal(Unit* unit)
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unit->Orders[0].Y=goal->Y+goal->Type->TileHeight/2;
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unit->Orders[0].RangeX=unit->Orders[0].RangeY=0;
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DebugLevel0Fn("destroyed unit %d\n",UnitNumber(goal));
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DebugLevel0Fn("destroyed unit %d\n" _C_ UnitNumber(goal));
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RefsDebugCheck( !goal->Refs );
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if( !--goal->Refs ) {
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ReleaseUnit(goal);
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@ -211,7 +211,7 @@ local int CheckForTargetInRange(Unit* unit)
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unit->SubAction|=WEAK_TARGET; // weak target
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NewResetPath(unit);
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DebugLevel3Fn("%d in react range %d\n"
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,UnitNumber(unit),UnitNumber(goal));
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_C_ UnitNumber(unit) _C_ UnitNumber(goal));
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}
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//
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@ -229,7 +229,7 @@ local int CheckForTargetInRange(Unit* unit)
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// Save current command to come back.
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unit->SavedOrder=unit->Orders[0];
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if( (goal=unit->SavedOrder.Goal) ) {
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DebugLevel0Fn("Have goal to come back %d\n",
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DebugLevel0Fn("Have goal to come back %d\n" _C_
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UnitNumber(goal));
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unit->SavedOrder.X=goal->X+goal->Type->TileWidth/2;
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unit->SavedOrder.Y=goal->Y+goal->Type->TileHeight/2;
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@ -441,7 +441,7 @@ local void AttackTarget(Unit* unit)
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if( unit->SavedOrder.Action==UnitActionStill ) {
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unit->SavedOrder=unit->Orders[0];
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if( (temp=unit->SavedOrder.Goal) ) {
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DebugLevel0Fn("Have unit to come back %d?\n",
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DebugLevel0Fn("Have unit to come back %d?\n" _C_
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UnitNumber(temp));
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unit->SavedOrder.X=temp->X+temp->Type->TileWidth/2;
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unit->SavedOrder.Y=temp->Y+temp->Type->TileHeight/2;
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@ -453,7 +453,7 @@ local void AttackTarget(Unit* unit)
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RefsDebugCheck( goal->Destroyed || !goal->Refs );
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goal->Refs++;
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DebugLevel3Fn("%d Unit in react range %d\n"
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,UnitNumber(unit),UnitNumber(goal));
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_C_ UnitNumber(unit) _C_ UnitNumber(goal));
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unit->Orders[0].Goal=goal;
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unit->Orders[0].X=unit->Orders[0].Y=-1;
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unit->Orders[0].RangeX=unit->Orders[0].RangeY=
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@ -478,7 +478,7 @@ local void AttackTarget(Unit* unit)
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// Save current order to come back or to continue it.
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unit->SavedOrder=unit->Orders[0];
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if( (goal=unit->SavedOrder.Goal) ) {
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DebugLevel0Fn("Have goal to come back %d\n",
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DebugLevel0Fn("Have goal to come back %d\n" _C_
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UnitNumber(goal));
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unit->SavedOrder.X=goal->X+goal->Type->TileWidth/2;
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unit->SavedOrder.Y=goal->Y+goal->Type->TileHeight/2;
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@ -501,7 +501,7 @@ local void AttackTarget(Unit* unit)
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// Save current order to come back or to continue it.
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unit->SavedOrder=unit->Orders[0];
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if( (temp=unit->SavedOrder.Goal) ) {
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DebugLevel0Fn("Have goal to come back %d\n",
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DebugLevel0Fn("Have goal to come back %d\n" _C_
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UnitNumber(temp));
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unit->SavedOrder.X=temp->X+temp->Type->TileWidth/2;
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unit->SavedOrder.Y=temp->Y+temp->Type->TileHeight/2;
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@ -543,7 +543,7 @@ local void AttackTarget(Unit* unit)
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*/
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global void HandleActionAttack(Unit* unit)
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{
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DebugLevel3Fn("Attack %d\n",UnitNumber(unit));
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DebugLevel3Fn("Attack %d\n" _C_ UnitNumber(unit));
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switch( unit->SubAction ) {
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//
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@ -79,7 +79,7 @@ local int WaitForTransporter(Unit* unit)
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if( !trans || !trans->Type->Transporter ) {
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// FIXME: destination destroyed??
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DebugLevel2Fn("TRANSPORTER NOT REACHED %d,%d\n",unit->X,unit->Y);
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DebugLevel2Fn("TRANSPORTER NOT REACHED %d,%d\n" _C_ unit->X _C_ unit->Y);
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return 0;
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}
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@ -110,7 +110,7 @@ local int WaitForTransporter(Unit* unit)
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// FIXME: any enemies in range attack them, while waiting.
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//
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DebugLevel2Fn("TRANSPORTER NOT REACHED %d,%d\n",unit->X,unit->Y);
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DebugLevel2Fn("TRANSPORTER NOT REACHED %d,%d\n" _C_ unit->X _C_ unit->Y);
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return 0;
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}
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@ -187,7 +187,7 @@ global void HandleActionBoard(Unit* unit)
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Unit* goal;
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DebugLevel3Fn("%p(%d) SubAction %d\n"
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,unit,UnitNumber(unit),unit->SubAction);
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_C_ unit _C_ UnitNumber(unit) _C_ unit->SubAction);
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switch( unit->SubAction ) {
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//
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@ -95,7 +95,7 @@ global void HandleActionBuild(Unit* unit)
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return;
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case PF_REACHED:
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DebugLevel3Fn("reached %d,%d\n",unit->X,unit->Y);
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DebugLevel3Fn("reached %d,%d\n" _C_ unit->X _C_ unit->Y);
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break;
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default:
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@ -218,8 +218,8 @@ global void HandleActionBuild(Unit* unit)
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build->Data.Builded.Cancel=0; // FIXME: Is it necessary?
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build->Data.Builded.Worker=unit;
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DebugLevel3Fn("Build Sum %d, Add %d, Val %d, Sub %d\n"
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,build->Data.Builded.Sum,build->Data.Builded.Add
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,build->Data.Builded.Val,build->Data.Builded.Sub);
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_C_ build->Data.Builded.Sum _C_ build->Data.Builded.Add
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_C_ build->Data.Builded.Val _C_ build->Data.Builded.Sub);
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build->Wait=CYCLES_PER_SECOND/6;
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//
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@ -341,7 +341,7 @@ global void HandleActionBuilded(Unit* unit)
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if( type->GivesOil ) {
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CommandHaulOil(worker,unit,0); // Let the unit haul oil
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DebugLevel0Fn("Update oil-platform\n");
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DebugLevel0Fn(" =%d\n",unit->Data.Resource.Active);
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DebugLevel0Fn(" =%d\n" _C_ unit->Data.Resource.Active);
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unit->Data.Resource.Active=0;
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unit->Value=worker->Value; // worker holding value while building
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}
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@ -61,7 +61,7 @@ global void HandleActionDemolish(Unit* unit)
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Unit* goal;
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int err;
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DebugLevel3Fn("Demolish %d\n",UnitNumber(unit));
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DebugLevel3Fn("Demolish %d\n" _C_ UnitNumber(unit));
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switch( unit->SubAction ) {
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//
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@ -64,7 +64,7 @@ global void HandleActionDie(Unit* unit)
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// Die sequence terminated, generate corpse.
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//
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if( unit->Reset ) {
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DebugLevel3("Die complete %d\n",UnitNumber(unit));
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DebugLevel3("Die complete %d\n" _C_ UnitNumber(unit));
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if( !unit->Type->CorpseType ) {
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ReleaseUnit(unit);
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return;
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@ -56,9 +56,9 @@ global void HandleActionFollow(Unit* unit)
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{
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Unit* goal;
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DebugLevel3Fn("%d: %d %d,%d \n",UnitNumber(unit),
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unit->Orders[0].Goal ? UnitNumber(unit->Orders[0].Goal) : -1,
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unit->Orders[0].X,unit->Orders[0].Y);
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DebugLevel3Fn("%d: %d %d,%d \n" _C_ UnitNumber(unit) _C_
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unit->Orders[0].Goal ? UnitNumber(unit->Orders[0].Goal) : -1 _C_
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unit->Orders[0].X _C_ unit->Orders[0].Y);
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//
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// Reached target
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@ -187,7 +187,7 @@ global void HandleActionFollow(Unit* unit)
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|| goal->Orders[0].Action==UnitActionStill) ) {
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goal=AttackUnitsInReactRange(unit);
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if( goal ) {
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DebugLevel2Fn("Follow attack %d\n",UnitNumber(goal));
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DebugLevel2Fn("Follow attack %d\n" _C_ UnitNumber(goal));
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CommandAttack(unit,goal->X,goal->Y,NULL,FlushCommands);
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// Save current command to come back.
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unit->SavedOrder=unit->Orders[0];
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@ -205,7 +205,7 @@ local int ChopWood(Unit* unit)
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} else {
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// FIXME: support more races!
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DebugLevel0Fn("Wrong unit for chopping wood %d\n"
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,unit->Type->Type);
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_C_ unit->Type->Type);
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}
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unit->Player->UnitTypesCount[unit->Type->Type]++;
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@ -330,8 +330,8 @@ local int ReturnWithWood(Unit* unit)
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if( i==PF_UNREACHABLE ) {
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// FIXME: could try another depot, or retry later.
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DebugLevel2Fn("WOOD-DEPOSIT NOT REACHED %d=%d,%d ? %d\n"
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,UnitNumber(destu),destu->X,destu->Y
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,MapDistanceToUnit(unit->X,unit->Y,destu));
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_C_ UnitNumber(destu) _C_ destu->X _C_ destu->Y
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_C_ MapDistanceToUnit(unit->X,unit->Y,destu));
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unit->Orders[0].Action=UnitActionStill;
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unit->SubAction=0;
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return 0;
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@ -381,7 +381,7 @@ local int ReturnWithWood(Unit* unit)
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unit->Type=UnitTypeHumanWorker;
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} else {
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// FIXME: must support more races.
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DebugLevel0Fn("Wrong unit for returning wood %d\n",unit->Type->Type);
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DebugLevel0Fn("Wrong unit for returning wood %d\n" _C_ unit->Type->Type);
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}
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unit->Player->UnitTypesCount[unit->Type->Type]++;
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@ -101,7 +101,7 @@ local int MoveToGoldMine(Unit* unit)
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if( i==PF_UNREACHABLE ) {
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// FIXME: could try another mine, or retry later.
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DebugLevel3Fn("GOLD-MINE NOT REACHED %d=%d,%d ? %d\n"
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,UnitNumber(destu),destu->X,destu->Y,
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_C_ UnitNumber(destu) _C_ destu->X _C_ destu->Y _C_
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MapDistanceToUnit(unit->X,unit->Y,destu));
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return -1;
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}
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@ -214,7 +214,7 @@ local int MineInGoldmine(Unit* unit)
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// End of gold: destroy gold-mine.
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//
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if( !OptionUseDepletedMines && mine->Value<DEFAULT_INCOMES[GoldCost] ) {
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DebugLevel0Fn("Mine destroyed %d,%d\n",mine->X,mine->Y);
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DebugLevel0Fn("Mine destroyed %d,%d\n" _C_ mine->X _C_ mine->Y);
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DropOutAll(mine);
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LetUnitDie(mine);
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mine=NULL;
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@ -248,7 +248,7 @@ local int MineInGoldmine(Unit* unit)
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unit->Orders[0].X=unit->Orders[0].Y=-1;
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unit->Orders[0].Action=UnitActionMineGold;
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unit->SubAction=64;
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DebugLevel3Fn("Mine with deposit %d,%d\n",destu->X,destu->Y);
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DebugLevel3Fn("Mine with deposit %d,%d\n" _C_ destu->X _C_ destu->Y);
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}
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//
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@ -262,7 +262,7 @@ local int MineInGoldmine(Unit* unit)
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} else {
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// FIXME: support workers for more races.
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DebugLevel0Fn("Wrong unit (%d,%d) for mining gold %d (%s)\n"
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,unit->X,unit->Y,unit->Type->Type,unit->Type->Name);
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_C_ unit->X _C_ unit->Y _C_ unit->Type->Type _C_ unit->Type->Name);
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}
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unit->Player->UnitTypesCount[unit->Type->Type]++;
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CheckUnitToBeDrawn(unit);
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@ -349,8 +349,8 @@ local int MoveToGoldDeposit(Unit* unit)
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if( i==PF_UNREACHABLE ) {
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// FIXME: could try another depot, or retry later.
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DebugLevel3Fn("GOLD-DEPOT NOT REACHED %d=%d,%d ? %d\n"
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,UnitNumber(destu),destu->X,destu->Y
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,MapDistanceToUnit(unit->X,unit->Y,destu));
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_C_ UnitNumber(destu) _C_ destu->X _C_ destu->Y
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_C_ MapDistanceToUnit(unit->X,unit->Y,destu));
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return -1;
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}
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@ -389,7 +389,7 @@ local int MoveToGoldDeposit(Unit* unit)
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} else {
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// FIXME: support workers for more races.
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DebugLevel0Fn("Wrong unit (%d,%d) for returning gold %d (%s)\n"
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,unit->X,unit->Y,unit->Type->Type,unit->Type->Name);
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_C_ unit->X _C_ unit->Y _C_ unit->Type->Type _C_ unit->Type->Name);
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}
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unit->Player->UnitTypesCount[unit->Type->Type]++;
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@ -179,13 +179,13 @@ local int ActionMoveGeneric(Unit* unit,const Animation* anim)
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#endif
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}
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DebugLevel3Fn(": %d,%d State %2d ",xd,yd,unit->State);
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DebugLevel3Fn(": %d,%d State %2d " _C_ xd _C_ yd _C_ unit->State);
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DebugLevel3("Walk %d Frame %2d Wait %3d Heading %d %d,%d\n"
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,anim[state].Pixel
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,anim[state].Frame
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,anim[state].Sleep
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,unit->Direction
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,unit->IX,unit->IY);
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_C_ anim[state].Pixel
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_C_ anim[state].Frame
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_C_ anim[state].Sleep
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_C_ unit->Direction
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_C_ unit->IX _C_ unit->IY);
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//
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// Next animation.
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@ -234,7 +234,7 @@ local int ActionMoveGeneric(Unit* unit,const Animation* anim)
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global int DoActionMove(Unit* unit)
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{
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if( unit->Type->Animations ) {
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DebugLevel3("%s: %p\n",unit->Type->Ident,unit->Type->Animations );
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DebugLevel3("%s: %p\n" _C_ unit->Type->Ident _C_ unit->Type->Animations );
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return ActionMoveGeneric(unit,unit->Type->Animations->Move);
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}
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@ -255,9 +255,9 @@ global void HandleActionMove(Unit* unit)
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{
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Unit* goal;
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DebugLevel3Fn("%d: %d %d,%d \n",UnitNumber(unit),
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unit->Orders[0].Goal ? UnitNumber(unit->Orders[0].Goal) : -1,
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unit->Orders[0].X,unit->Orders[0].Y);
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DebugLevel3Fn("%d: %d %d,%d \n" _C_ UnitNumber(unit) _C_
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unit->Orders[0].Goal ? UnitNumber(unit->Orders[0].Goal) : -1 _C_
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unit->Orders[0].X _C_ unit->Orders[0].Y);
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if( !unit->SubAction ) { // first entry
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unit->SubAction=1;
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@ -87,14 +87,14 @@ global void HandleActionPatrol(Unit* unit)
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if( unit->Type->CanAttack && !unit->Type->Tower ) {
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goal=AttackUnitsInReactRange(unit);
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if( goal ) {
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DebugLevel0Fn("Patrol attack %d\n",UnitNumber(goal));
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DebugLevel0Fn("Patrol attack %d\n" _C_ UnitNumber(goal));
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CommandAttack(unit,goal->X,goal->Y,NULL,FlushCommands);
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// Save current command to come back.
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unit->SavedOrder=unit->Orders[0];
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unit->Orders[0].Action=UnitActionStill;
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unit->Orders[0].Goal=NoUnitP;
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unit->SubAction=0;
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DebugLevel0Fn("Wait %d\n",unit->Wait);
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DebugLevel0Fn("Wait %d\n" _C_ unit->Wait);
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}
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}
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}
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@ -91,7 +91,7 @@ local void RepairUnit(Unit* unit,Unit* goal)
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// original per 100 hit points only 25 gold 25 wood
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//
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hp=GIVES_HP;
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DebugLevel2Fn("hitpoints %d\n",hp);
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DebugLevel2Fn("hitpoints %d\n" _C_ hp);
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//
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// Calculate the repair costs.
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@ -197,7 +197,7 @@ global void HandleActionRepair(Unit* unit)
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Unit* goal;
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int err;
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DebugLevel3("Repair %d\n",UnitNumber(unit));
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DebugLevel3("Repair %d\n" _C_ UnitNumber(unit));
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switch( unit->SubAction ) {
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case 0:
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@ -147,7 +147,7 @@ local int MoveToResource(Unit* unit,const Resource* resource)
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// Activate the resource
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//
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goal->Data.Resource.Active++;
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DebugLevel3Fn("+%d\n",goal->Data.Resource.Active);
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DebugLevel3Fn("+%d\n" _C_ goal->Data.Resource.Active);
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if( !goal->Frame ) { // show resource working
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goal->Frame=resource->Frame;
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@ -234,7 +234,7 @@ local int WaitInResource(Unit* unit,const Resource* resource)
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//
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source->Value-=DEFAULT_INCOMES[resource->Cost];
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DebugLevel3Fn("-%d\n",source->Data.Resource.Active);
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DebugLevel3Fn("-%d\n" _C_ source->Data.Resource.Active);
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if( !--source->Data.Resource.Active ) {
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source->Frame=0;
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CheckUnitToBeDrawn(source);
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@ -264,7 +264,7 @@ local int WaitInResource(Unit* unit,const Resource* resource)
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} else {
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// FIXME: should support more races
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DebugLevel0Fn("Wrong unit-type `%s' for resource `%s'\n"
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,unit->Type->Ident,DEFAULT_NAMES[resource->Cost]);
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_C_ unit->Type->Ident _C_ DEFAULT_NAMES[resource->Cost]);
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}
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unit->Player->UnitTypesCount[unit->Type->Type]++;
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@ -416,7 +416,7 @@ local int MoveToDepot(Unit* unit,const Resource* resource)
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unit->Type=*resource->Orc;
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} else {
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DebugLevel0Fn("Wrong unit-type `%s' for resource `%s'\n"
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,unit->Type->Ident,DEFAULT_NAMES[resource->Cost]);
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_C_ unit->Type->Ident _C_ DEFAULT_NAMES[resource->Cost]);
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}
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unit->Player->UnitTypesCount[unit->Type->Type]++;
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@ -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 ) {
|
||||
//
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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) {
|
||||
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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 ) {
|
||||
//
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
@ -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!)
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Add table
Reference in a new issue