Removed %Zd, wasn't portable.
This commit is contained in:
parent
2c2bdefcdf
commit
ab4a8e8c21
28 changed files with 86 additions and 86 deletions
src
action
action_attack.cppaction_board.cppaction_demolish.cppaction_die.cppaction_follow.cppaction_harvest.cppaction_minegold.cppaction_move.cppaction_patrol.cppaction_repair.cppaction_research.cppaction_resource.cppaction_returngoods.cppaction_spellcast.cppaction_still.cppaction_unload.cppaction_upgradeto.cppactions.cppcommand.cpp
ai
network
pathfinder
stratagus
unit
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@ -115,7 +115,7 @@ 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 %Zd\n",UnitNumber(goal));
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DebugLevel0Fn("destroyed unit %d\n",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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@ -243,7 +243,7 @@ local void MoveToTarget(Unit* unit)
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unit->Orders[0].X=unit->Orders[0].Y=-1;
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unit->SubAction|=WEAK_TARGET; // weak target
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NewResetPath(unit);
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DebugLevel3Fn("%Zd in react range %Zd\n"
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DebugLevel3Fn("%d in react range %d\n"
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,UnitNumber(unit),UnitNumber(goal));
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}
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@ -262,7 +262,7 @@ local void MoveToTarget(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 %Zd\n",
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DebugLevel0Fn("Have goal to come back %d\n",
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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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@ -407,7 +407,7 @@ 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 %Zd?\n",
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DebugLevel0Fn("Have unit to come back %d?\n",
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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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@ -418,7 +418,7 @@ 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("%Zd Unit in react range %Zd\n"
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DebugLevel3Fn("%d Unit in react range %d\n"
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,UnitNumber(unit),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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@ -443,7 +443,7 @@ 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 %Zd\n",
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DebugLevel0Fn("Have goal to come back %d\n",
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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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@ -466,7 +466,7 @@ 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 %Zd\n",
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DebugLevel0Fn("Have goal to come back %d\n",
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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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@ -508,7 +508,7 @@ 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 %Zd\n",UnitNumber(unit));
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DebugLevel3Fn("Attack %d\n",UnitNumber(unit));
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switch( unit->SubAction ) {
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//
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@ -176,7 +176,7 @@ global void HandleActionBoard(Unit* unit)
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{
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int i;
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DebugLevel3Fn("%p(%Zd) SubAction %d\n"
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DebugLevel3Fn("%p(%d) SubAction %d\n"
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,unit,UnitNumber(unit),unit->SubAction);
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switch( unit->SubAction ) {
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@ -50,7 +50,7 @@ global void HandleActionDemolish(Unit* unit)
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Unit* goal;
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int err;
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DebugLevel3Fn("Demolish %Zd\n",UnitNumber(unit));
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DebugLevel3Fn("Demolish %d\n",UnitNumber(unit));
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switch( unit->SubAction ) {
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//
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@ -54,7 +54,7 @@ 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 %Zd\n",UnitNumber(unit));
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DebugLevel3("Die complete %d\n",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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@ -46,7 +46,7 @@ global void HandleActionFollow(Unit* unit)
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{
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Unit* goal;
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DebugLevel3Fn("%Zd: %Zd %d,%d \n",UnitNumber(unit),
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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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@ -303,7 +303,7 @@ 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 %Zd=%d,%d ? %d\n"
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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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unit->Orders[0].Action=UnitActionStill;
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@ -91,7 +91,7 @@ local int MoveToGoldMine(Unit* unit)
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//
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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 %Zd=%d,%d ? %d\n"
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DebugLevel3Fn("GOLD-MINE NOT REACHED %d=%d,%d ? %d\n"
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,UnitNumber(destu),x,y,MapDistanceToUnit(unit->X,unit->Y,destu));
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return -1;
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}
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@ -147,7 +147,7 @@ local int MineInGoldmine(Unit* unit)
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//
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mine=GoldMineOnMap(unit->X,unit->Y);
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IfDebug(
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DebugLevel3Fn("Found %d,%d=%Zd\n",unit->X,unit->Y,UnitNumber(mine));
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DebugLevel3Fn("Found %d,%d=%d\n",unit->X,unit->Y,UnitNumber(mine));
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if( !mine ) {
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DebugLevel0Fn("No unit? (%d,%d)\n",unit->X,unit->Y);
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abort();
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@ -298,7 +298,7 @@ local int MoveToGoldDeposit(Unit* unit)
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//
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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 %Zd=%d,%d ? %d\n"
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DebugLevel3Fn("GOLD-DEPOT NOT REACHED %d=%d,%d ? %d\n"
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,UnitNumber(destu),x,y,MapDistanceToUnit(unit->X,unit->Y,destu));
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return -1;
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}
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@ -222,7 +222,7 @@ global void HandleActionMove(Unit* unit)
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{
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Unit* goal;
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DebugLevel3Fn("%Zd: %Zd %d,%d \n",UnitNumber(unit),
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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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@ -79,7 +79,7 @@ global void HandleActionPatrol(Unit* unit)
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if( goal ) {
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Order order;
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DebugLevel3("Patrol attack %Zd\n",UnitNumber(goal));
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DebugLevel3("Patrol attack %d\n",UnitNumber(goal));
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order=unit->Orders[0];
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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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@ -152,7 +152,7 @@ global void HandleActionRepair(Unit* unit)
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Unit* goal;
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int err;
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DebugLevel3("Repair %Zd\n",UnitNumber(unit));
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DebugLevel3("Repair %d\n",UnitNumber(unit));
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switch( unit->SubAction ) {
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case 0:
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@ -48,7 +48,7 @@ global void HandleActionResearch(Unit* unit)
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{
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Upgrade* upgrade;
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DebugLevel3("Research %Zd\n",UnitNumber(unit));
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DebugLevel3("Research %d\n",UnitNumber(unit));
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if( !unit->SubAction ) { // first entry
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unit->SubAction=1;
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@ -185,7 +185,7 @@ local int WaitInResource(Unit* unit,const Resource* resource)
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//
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source=resource->ResourceOnMap(unit->X,unit->Y);
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IfDebug(
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DebugLevel2Fn("Found %d,%d=%Zd\n",unit->X,unit->Y
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DebugLevel2Fn("Found %d,%d=%d\n",unit->X,unit->Y
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,UnitNumber(source));
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if( !source ) {
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DebugLevel0Fn("No unit? (%d,%d)\n",unit->X,unit->Y);
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@ -452,7 +452,7 @@ global void HandleActionResource(Unit* unit,const Resource* resource)
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{
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int ret;
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DebugLevel3Fn("%s(%Zd) SubAction %d\n"
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DebugLevel3Fn("%s(%d) SubAction %d\n"
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,unit->Type->Ident,UnitNumber(unit),unit->SubAction);
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switch( unit->SubAction ) {
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@ -85,7 +85,7 @@ global void HandleActionReturnGoods(Unit* unit)
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}
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unit->Orders[0].X=unit->X;
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unit->Orders[0].Y=unit->Y; // Return point to continue.
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DebugLevel3("Return to %Zd=%d,%d\n"
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DebugLevel3("Return to %d=%d,%d\n"
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,UnitNumber(destu),unit->Orders[0].X,unit->Orders[0].Y);
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unit->Orders[0].Action=UnitActionHarvest;
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NewResetPath(unit);
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@ -106,7 +106,7 @@ global void HandleActionReturnGoods(Unit* unit)
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RefsDebugCheck( !destu->Refs );
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++destu->Refs;
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}
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DebugLevel3("Return to %Zd=%d,%d\n"
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DebugLevel3("Return to %d=%d,%d\n"
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,UnitNumber(destu),unit->Orders[0].X,unit->Orders[0].Y);
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unit->Orders[0].Action=UnitActionHaulOil;
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NewResetPath(unit);
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@ -127,7 +127,7 @@ global void HandleActionSpellCast(Unit * unit)
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repeat = 0; // repeat spell on next pass? (defaults to `no')
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DebugLevel3Fn("%Zd %d,%d+%d+%d\n",
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DebugLevel3Fn("%d %d,%d+%d+%d\n",
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UnitNumber(unit),unit->Orders[0].X,unit->Orders[0].Y,
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unit->Orders[0].RangeX,unit->Orders[0].RangeY);
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@ -49,7 +49,7 @@ global void ActionStillGeneric(Unit* unit,int ground)
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Unit* temp;
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Unit* goal;
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DebugLevel3Fn(" %Zd\n",UnitNumber(unit));
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DebugLevel3Fn(" %d\n",UnitNumber(unit));
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if( unit->Removed ) { // Removed units, do nothing?
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// If peon is in building or unit is in transporter it is removed.
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@ -151,7 +151,7 @@ global void ActionStillGeneric(Unit* unit,int ground)
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if( (goal=AttackUnitsInReactRange(unit)) ) {
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// Weak goal, can choose other unit, come back after attack
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CommandAttack(unit,goal->X,goal->Y,NULL,FlushCommands);
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DebugLevel3Fn(" %Zd Attacking in range %d\n"
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DebugLevel3Fn(" %d Attacking in range %d\n"
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,UnitNumber(unit),unit->SubAction);
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DebugCheck( unit->SavedOrder.Action!=UnitActionStill );
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DebugCheck( unit->SavedOrder.Goal );
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@ -162,13 +162,13 @@ global void ActionStillGeneric(Unit* unit,int ground)
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unit->SavedOrder.Goal=NoUnitP;
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}
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} else if( (goal=AttackUnitsInRange(unit)) ) {
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DebugLevel3Fn(" %Zd #%d\n",UnitNumber(goal),goal->Refs);
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DebugLevel3Fn(" %d #%d\n",UnitNumber(goal),goal->Refs);
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//
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// Old goal destroyed.
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//
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temp=unit->Orders[0].Goal;
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if( temp && temp->Destroyed ) {
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DebugLevel3Fn(" destroyed unit %Zd #%d\n"
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DebugLevel3Fn(" destroyed unit %d #%d\n"
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,UnitNumber(temp),temp->Refs);
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RefsDebugCheck( !temp->Refs );
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if( !--temp->Refs ) {
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@ -179,7 +179,7 @@ global void ActionStillGeneric(Unit* unit,int ground)
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if( !unit->SubAction || temp!=goal ) {
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// New target.
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if( temp ) {
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DebugLevel3Fn(" old unit %Zd #%d\n"
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DebugLevel3Fn(" old unit %d #%d\n"
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,UnitNumber(temp),temp->Refs);
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RefsDebugCheck( !temp->Refs );
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temp->Refs--;
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@ -133,7 +133,7 @@ global void HandleActionUnload(Unit* unit)
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{
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int i;
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DebugLevel3Fn("%p(%Zd) SubAction %d\n"
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DebugLevel3Fn("%p(%d) SubAction %d\n"
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,unit,UnitNumber(unit),unit->SubAction);
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switch( unit->SubAction ) {
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@ -46,7 +46,7 @@ global void HandleActionUpgradeTo(Unit* unit)
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UnitType* type;
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const UnitStats* stats;
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DebugLevel3Fn(" %Zd\n",UnitNumber(unit));
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DebugLevel3Fn(" %d\n",UnitNumber(unit));
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player=unit->Player;
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if( !unit->SubAction ) { // first entry
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@ -113,7 +113,7 @@ global int UnitShowAnimation(Unit* unit,const Animation* animation)
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local void HandleActionNone(Unit* unit)
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{
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DebugLevel1Fn("FIXME: Should not happen!\n");
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DebugLevel1Fn("FIXME: Unit (%Zd) %s has action none.!\n",
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DebugLevel1Fn("FIXME: Unit (%d) %s has action none.!\n",
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UnitNumber(unit),unit->Type->Ident);
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}
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@ -125,7 +125,7 @@ local void HandleActionNone(Unit* unit)
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local void HandleActionNotWritten(Unit* unit)
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{
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DebugLevel1Fn("FIXME: Not written!\n");
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DebugLevel1Fn("FIXME: Unit (%Zd) %s has action %d.!\n",
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DebugLevel1Fn("FIXME: Unit (%d) %s has action %d.!\n",
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UnitNumber(unit),unit->Type->Ident,unit->Orders[0].Action);
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}
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@ -350,17 +350,17 @@ 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 %Zd\n",UnitNumber(unit));
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DebugLevel0Fn("!removed not on map %d\n",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 %Zd\n",UnitNumber(unit));
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DebugLevel0Fn("remove on map %d\n",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 %Zd %d,%d\n",UnitNumber(list)
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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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abort();
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}
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@ -398,7 +398,7 @@ global void UnitActions(void)
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}
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fprintf(logf,"%d: ",FrameCounter);
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fprintf(logf,"%Zd %s S%d/%d-%d P%d Refs %d\n",
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fprintf(logf,"%d %s S%d/%d-%d P%d Refs %d\n",
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UnitNumber(unit),unit->Type ? unit->Type->Ident : "unit-killed",
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unit->State,unit->SubAction,
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unit->Orders[0].Action,
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@ -1180,7 +1180,7 @@ global void CommandSpellCast(Unit* unit,int x,int y,Unit* dest
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}
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);
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DebugLevel3Fn(": %Zd spell-casts on %Zd\n"
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DebugLevel3Fn(": %d spell-casts on %d\n"
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,UnitNumber(unit),dest ? UnitNumber(dest) : 0);
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//
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@ -360,15 +360,15 @@ 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("%Zd Need gold\n", AiPlayer->Player - Players);
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DebugLevel3Fn("%d Need gold\n", 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("%Zd Need wood\n", AiPlayer->Player - Players);
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DebugLevel3Fn("%d Need wood\n", 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("%Zd Need oil\n", AiPlayer->Player - Players);
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DebugLevel3Fn("%d Need oil\n", 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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@ -662,7 +662,7 @@ 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 %Zd %d,%d -> Goldmine %Zd %d,%d\n",
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DebugLevel3("\tWorker %d %d,%d -> Goldmine %d %d,%d\n",
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UnitNumber(workers[best_w])
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, workers[best_w]->X, workers[best_w]->Y,
|
||||
UnitNumber(goldmines[best_g])
|
||||
|
@ -916,7 +916,7 @@ local void AiAssignWorker(void)
|
|||
|
||||
// Count workers
|
||||
num_worker = AiFindFreeWorkers(workers);
|
||||
DebugLevel3Fn("Player %Zd: %d\n", AiPlayer->Player - Players, num_worker);
|
||||
DebugLevel3Fn("Player %d: %d\n", AiPlayer->Player - Players, num_worker);
|
||||
if (num_worker) {
|
||||
num_still = num_gold = num_wood = num_repair = 0;
|
||||
for (w = 0; w < num_worker; ++w) {
|
||||
|
@ -940,12 +940,12 @@ local void AiAssignWorker(void)
|
|||
}
|
||||
}
|
||||
|
||||
DebugLevel3("Ai: Player %Zd: ", AiPlayer->Player - Players);
|
||||
DebugLevel3("Ai: Player %d: ", AiPlayer->Player - Players);
|
||||
DebugLevel3("Workers %d, Gold %d, Wood %d, Repair %d, Still %d.\n",
|
||||
num_worker, num_gold, num_wood, num_repair, num_still);
|
||||
|
||||
if (AiPlayer->NeedGold && AiPlayer->NeedWood) {
|
||||
DebugLevel3("Ai: Player %Zd need gold and wood\n",
|
||||
DebugLevel3("Ai: Player %d need gold and wood\n",
|
||||
AiPlayer->Player - Players);
|
||||
// Assign half to wood and gold.
|
||||
if (num_still) { // assign the non-working
|
||||
|
@ -976,7 +976,7 @@ local void AiAssignWorker(void)
|
|||
}
|
||||
|
||||
if (AiPlayer->NeedGold) {
|
||||
DebugLevel3("Ai: Player %Zd need gold\n",
|
||||
DebugLevel3("Ai: Player %d need gold\n",
|
||||
AiPlayer->Player - Players);
|
||||
// Assign all to mine gold.
|
||||
for (w = 0; w < num_worker; ++w) {
|
||||
|
@ -999,7 +999,7 @@ local void AiAssignWorker(void)
|
|||
}
|
||||
|
||||
if (AiPlayer->NeedWood) {
|
||||
DebugLevel3("Ai: Player %Zd need wood\n",
|
||||
DebugLevel3("Ai: Player %d need wood\n",
|
||||
AiPlayer->Player - Players);
|
||||
// Assign all to harvest wood.
|
||||
for (w = 0; w < num_worker; ++w) {
|
||||
|
@ -1386,7 +1386,7 @@ global void AiHelpMe(Unit * unit)
|
|||
*/
|
||||
global void AiWorkComplete(Unit * unit, Unit * what)
|
||||
{
|
||||
DebugLevel3("Ai: Player %Zd: %Zd Work %Zd complete\n",
|
||||
DebugLevel3("Ai: Player %d: %d Work %d complete\n",
|
||||
unit->Player - Players, UnitNumber(unit), UnitNumber(what));
|
||||
// FIXME: correct position
|
||||
if (unit->Player->Type == PlayerHuman) {
|
||||
|
@ -1411,7 +1411,7 @@ global void AiCanNotBuild(Unit * unit, const UnitType * what)
|
|||
{
|
||||
int i;
|
||||
|
||||
DebugLevel1("Ai: Player %Zd: %Zd Can't build %d at %d,%d\n",
|
||||
DebugLevel1("Ai: Player %d: %d Can't build %d at %d,%d\n",
|
||||
unit->Player - Players, UnitNumber(unit), what->Type, unit->X,
|
||||
unit->Y);
|
||||
// FIXME: correct position
|
||||
|
@ -1442,7 +1442,7 @@ global void AiCanNotReach(Unit * unit, const UnitType * what)
|
|||
{
|
||||
int i;
|
||||
|
||||
DebugLevel3("Ai: Player %Zd: %Zd Can't reach %d at %d,%d\n",
|
||||
DebugLevel3("Ai: Player %d: %d Can't reach %d at %d,%d\n",
|
||||
unit->Player - Players, UnitNumber(unit), what->Type, unit->X,
|
||||
unit->Y);
|
||||
// FIXME: correct position
|
||||
|
@ -1474,7 +1474,7 @@ global void AiCanNotReach(Unit * unit, const UnitType * what)
|
|||
*/
|
||||
global void AiTrainingComplete(Unit * unit, Unit * what)
|
||||
{
|
||||
DebugLevel3("Ai: Player %Zd: %Zd Training %Zd complete\n",
|
||||
DebugLevel3("Ai: Player %d: %d Training %d complete\n",
|
||||
unit->Player - Players, UnitNumber(unit), UnitNumber(what));
|
||||
// FIXME: correct position
|
||||
if (unit->Player->Type == PlayerHuman) {
|
||||
|
|
|
@ -93,7 +93,7 @@ local void CommandLog(const char* name,const Unit* unit,int flag,
|
|||
//
|
||||
// Frame, unit, (type-ident only for better readable.
|
||||
//
|
||||
fprintf(logf,"(log %d 'U%Zd '%s '%s '%s",
|
||||
fprintf(logf,"(log %d 'U%d '%s '%s '%s",
|
||||
FrameCounter,UnitNumber(unit),unit->Type->Ident,name,
|
||||
flag ? "flush" : "append");
|
||||
|
||||
|
@ -107,7 +107,7 @@ local void CommandLog(const char* name,const Unit* unit,int flag,
|
|||
// Destination given.
|
||||
//
|
||||
if( dest ) {
|
||||
fprintf(logf," 'U%Zd",UnitNumber(dest));
|
||||
fprintf(logf," 'U%d",UnitNumber(dest));
|
||||
}
|
||||
//
|
||||
// Value given.
|
||||
|
@ -594,7 +594,7 @@ global void ParseCommand(unsigned short msgnr,UnitRef unum,
|
|||
// Check if unit is already killed?
|
||||
//
|
||||
if( unit->Destroyed ) {
|
||||
DebugLevel0Fn(" destroyed unit skipping %Zd\n",UnitNumber(unit));
|
||||
DebugLevel0Fn(" destroyed unit skipping %d\n",UnitNumber(unit));
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -315,7 +315,7 @@ local int AStarFindPath(Unit* unit,int* pxd,int* pyd)
|
|||
static int xoffset[]={ 0,-1,+1, 0, -1,+1,-1,+1 };
|
||||
static int yoffset[]={ -1, 0, 0,+1, -1,-1,+1,+1 };
|
||||
|
||||
DebugLevel3Fn("%Zd %d,%d->%d,%d\n",
|
||||
DebugLevel3Fn("%d %d,%d->%d,%d\n",
|
||||
UnitNumber(unit),
|
||||
unit->X,unit->Y,
|
||||
unit->Command.Data.Move.DX,unit->Command.Data.Move.DY);
|
||||
|
@ -415,7 +415,7 @@ local int AStarFindPath(Unit* unit,int* pxd,int* pyd)
|
|||
//
|
||||
// Select a "good" point from the open set.
|
||||
// Nearest point to goal.
|
||||
DebugLevel0Fn("%Zd way too long\n",UnitNumber(unit));
|
||||
DebugLevel0Fn("%d way too long\n",UnitNumber(unit));
|
||||
ex=best_x;
|
||||
ey=best_y;
|
||||
}
|
||||
|
@ -489,11 +489,11 @@ local int AStarFindPath(Unit* unit,int* pxd,int* pyd)
|
|||
ex=best_x;
|
||||
ey=best_y;
|
||||
if(ex==unit->X && ey==unit->Y) {
|
||||
DebugLevel3Fn("%Zd unreachable\n",UnitNumber(unit));
|
||||
DebugLevel3Fn("%d unreachable\n",UnitNumber(unit));
|
||||
AStarCleanUp(num_in_close);
|
||||
return -2;
|
||||
}
|
||||
DebugLevel3Fn("%Zd unreachable: going to closest\n",UnitNumber(unit));
|
||||
DebugLevel3Fn("%d unreachable: going to closest\n",UnitNumber(unit));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -525,7 +525,7 @@ local int AStarFindPath(Unit* unit,int* pxd,int* pyd)
|
|||
if(j==AStarMovingUnitCrossingCost) {
|
||||
// we should wait, we are blocked by a moving unit
|
||||
//FIXME: this might lead to a deadlock, or something similar
|
||||
DebugLevel3("Unit %Zd waiting. Proposed move: %d %d\n",
|
||||
DebugLevel3("Unit %d waiting. Proposed move: %d %d\n",
|
||||
UnitNumber(unit),*pxd,*pyd);
|
||||
path_length=0;
|
||||
} else {
|
||||
|
@ -538,7 +538,7 @@ local int AStarFindPath(Unit* unit,int* pxd,int* pyd)
|
|||
}
|
||||
// let's clean up the matrix now
|
||||
AStarCleanUp(num_in_close);
|
||||
DebugLevel3Fn("%Zd\n",UnitNumber(unit));
|
||||
DebugLevel3Fn("%d\n",UnitNumber(unit));
|
||||
DebugLevel3Fn("proposed move: %d %d (%d)\n",*pxd,*pyd,path_length);
|
||||
return path_length;
|
||||
}
|
||||
|
|
|
@ -345,7 +345,7 @@ global int UnitReachable(const Unit* src,const Unit* dst,int range)
|
|||
unsigned char* matrix;
|
||||
int depth;
|
||||
|
||||
DebugLevel3Fn("%Zd(%d,%d,%s)->%Zd(%d,%d,%s) "
|
||||
DebugLevel3Fn("%d(%d,%d,%s)->%d(%d,%d,%s) "
|
||||
,UnitNumber(src),src->X,src->Y,src->Type->Ident
|
||||
,UnitNumber(dst),dst->X,dst->Y,dst->Type->Ident);
|
||||
|
||||
|
@ -596,7 +596,7 @@ local int ComplexNewPath(Unit* unit,int gx,int gy,int ox,int oy,char* path)
|
|||
int add;
|
||||
int unreachable;
|
||||
|
||||
DebugLevel3Fn("%s(%Zd) to %Zd=%d,%d+%d+%d\n"
|
||||
DebugLevel3Fn("%s(%d) to %d=%d,%d+%d+%d\n"
|
||||
,unit->Type->Ident,UnitNumber(unit)
|
||||
,unit->Command.Data.Move.Goal
|
||||
? UnitNumber(unit->Command.Data.Move.Goal) : 0
|
||||
|
@ -708,7 +708,7 @@ local int ComplexNewPath(Unit* unit,int gx,int gy,int ox,int oy,char* path)
|
|||
}
|
||||
goal=UnitCacheOnXY(x,y,unit->Type->UnitType);
|
||||
if( !goal ) { // Should not happen.
|
||||
DebugLevel0Fn("%Zd %s: No goal for %d,%d on %d,%d?\n",
|
||||
DebugLevel0Fn("%d %s: No goal for %d,%d on %d,%d?\n",
|
||||
UnitNumber(unit),unit->Type->Ident,
|
||||
unit->X,unit->Y,x,y);
|
||||
*m=99;
|
||||
|
@ -856,7 +856,7 @@ global int NewPath(Unit* unit,int* xdp,int* ydp)
|
|||
rx=unit->Orders[0].RangeX;
|
||||
ry=unit->Orders[0].RangeY;
|
||||
|
||||
DebugLevel3Fn("%Zd: -> %s %p | %dx%d+%d+%d\n"
|
||||
DebugLevel3Fn("%d: -> %s %p | %dx%d+%d+%d\n"
|
||||
,UnitNumber(unit),unit->Command.Data.Move.Fast ? "F" : "C"
|
||||
,goal,gx,gy,rx,ry);
|
||||
|
||||
|
|
|
@ -789,7 +789,7 @@ global Missile* MakeMissile(MissileType* type,int sx,int sy,int dx,int dy)
|
|||
{
|
||||
Missile* missile;
|
||||
|
||||
DebugLevel3Fn("type %Zd(%s) at %d,%d to %d,%d\n"
|
||||
DebugLevel3Fn("type %d(%s) at %d,%d to %d,%d\n"
|
||||
,type-MissileTypes,type->Ident,sx,sy,dx,dy);
|
||||
|
||||
//
|
||||
|
|
|
@ -110,7 +110,7 @@ global void FreeUnitMemory(Unit* unit)
|
|||
*/
|
||||
global void ReleaseUnit(Unit* unit)
|
||||
{
|
||||
DebugLevel2Fn("%d:Unit %p %Zd `%s'\n",FrameCounter,
|
||||
DebugLevel2Fn("%d:Unit %p %d `%s'\n",FrameCounter,
|
||||
unit,UnitNumber(unit),unit->Type->Ident);
|
||||
|
||||
DebugCheck( !unit->Type ); // already free.
|
||||
|
@ -146,7 +146,7 @@ global void ReleaseUnit(Unit* unit)
|
|||
unit->Destroyed=1; // mark as destroyed
|
||||
RefsDebugCheck( !unit->Refs );
|
||||
if( --unit->Refs>0 ) {
|
||||
DebugLevel2Fn("%d:More references of %Zd #%d\n",FrameCounter
|
||||
DebugLevel2Fn("%d:More references of %d #%d\n",FrameCounter
|
||||
,UnitNumber(unit),unit->Refs);
|
||||
return;
|
||||
}
|
||||
|
@ -176,7 +176,7 @@ global void ReleaseUnit(Unit* unit)
|
|||
ReleasedTail=&unit->Next;
|
||||
unit->Refs=FrameCounter+NetworkMaxLag; // could be reuse after this.
|
||||
IfDebug(
|
||||
DebugLevel2Fn("%d:No more references %Zd\n",
|
||||
DebugLevel2Fn("%d:No more references %d\n",
|
||||
FrameCounter,UnitNumber(unit));
|
||||
unit->Type=NULL; // for debugging.
|
||||
);
|
||||
|
@ -195,7 +195,7 @@ global Unit* MakeUnit(UnitType* type,Player* player)
|
|||
Unit* unit;
|
||||
Unit** slot;
|
||||
|
||||
DebugLevel3Fn("%s(%Zd)\n",type->Name,player-Players);
|
||||
DebugLevel3Fn("%s(%d)\n",type->Name,player-Players);
|
||||
|
||||
//
|
||||
// Can use released unit?
|
||||
|
@ -240,7 +240,7 @@ global Unit* MakeUnit(UnitType* type,Player* player)
|
|||
player->UnitTypesCount[type->Type]++;
|
||||
}
|
||||
|
||||
DebugLevel3Fn("%p %Zd\n",unit,UnitNumber(unit));
|
||||
DebugLevel3Fn("%p %d\n",unit,UnitNumber(unit));
|
||||
|
||||
//
|
||||
// Initialise unit structure (must be zero filled!)
|
||||
|
@ -458,7 +458,7 @@ global void RemoveUnit(Unit* unit)
|
|||
}
|
||||
}
|
||||
|
||||
DebugLevel3Fn("%Zd %p %p\n",UnitNumber(unit),unit,unit->Next);
|
||||
DebugLevel3Fn("%d %p %p\n",UnitNumber(unit),unit,unit->Next);
|
||||
UnitCacheRemove(unit);
|
||||
#ifdef UNIT_ON_MAP
|
||||
if( 0 ) {
|
||||
|
@ -467,7 +467,7 @@ global void RemoveUnit(Unit* unit)
|
|||
list=TheMap.Fields[unit->Y*TheMap.Width+unit->X].Here.Units;
|
||||
while( list ) { // find the unit
|
||||
if( list==unit ) {
|
||||
DebugLevel0Fn("%Zd\n",UnitNumber(unit));
|
||||
DebugLevel0Fn("%d\n",UnitNumber(unit));
|
||||
abort();
|
||||
break;
|
||||
}
|
||||
|
@ -551,7 +551,7 @@ global void UnitLost(const Unit* unit)
|
|||
}
|
||||
}
|
||||
|
||||
DebugLevel3Fn("Lost %s(%Zd)\n",unit->Type->Ident,UnitNumber(unit));
|
||||
DebugLevel3Fn("Lost %s(%d)\n",unit->Type->Ident,UnitNumber(unit));
|
||||
|
||||
//
|
||||
// Destroy oil-platform, must re-make oil patch.
|
||||
|
@ -582,7 +582,7 @@ global void UpdateForNewUnit(const Unit* unit,int upgrade)
|
|||
const UnitType* type;
|
||||
Player* player;
|
||||
|
||||
DebugLevel3Fn("unit %Zd (%d)\n"
|
||||
DebugLevel3Fn("unit %d (%d)\n"
|
||||
,UnitNumber(unit),unit->Type->Type);
|
||||
|
||||
player=unit->Player;
|
||||
|
@ -1175,7 +1175,7 @@ global void RescueUnits(void)
|
|||
memcpy(table,p->Units,l*sizeof(Unit*));
|
||||
for( j=0; j<l; j++ ) {
|
||||
unit=table[j];
|
||||
DebugLevel3("Checking %Zd\n",UnitNumber(unit));
|
||||
DebugLevel3("Checking %d\n",UnitNumber(unit));
|
||||
#ifdef UNIT_ON_MAP
|
||||
// FIXME: could be done faster?
|
||||
#endif
|
||||
|
@ -1461,7 +1461,7 @@ global void DropOutNearest(Unit* unit,int gx,int gy,int addx,int addy)
|
|||
int bestd;
|
||||
int mask;
|
||||
|
||||
DebugLevel3Fn("%Zd\n",UnitNumber(unit));
|
||||
DebugLevel3Fn("%d\n",UnitNumber(unit));
|
||||
DebugCheck( !unit->Removed );
|
||||
|
||||
x=unit->X;
|
||||
|
@ -1834,7 +1834,7 @@ global Unit* FindGoldMine(const Unit* source,int x,int y)
|
|||
best=unit;
|
||||
}
|
||||
}
|
||||
DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
DebugLevel3Fn("%d %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
return best;
|
||||
}
|
||||
|
||||
|
@ -1880,7 +1880,7 @@ global Unit* FindGoldDeposit(const Unit* source,int x,int y)
|
|||
best=unit;
|
||||
}
|
||||
}
|
||||
DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
DebugLevel3Fn("%d %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
return best;
|
||||
}
|
||||
|
||||
|
@ -1922,7 +1922,7 @@ global Unit* FindWoodDeposit(const Player* player,int x,int y)
|
|||
}
|
||||
}
|
||||
|
||||
DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
DebugLevel3Fn("%d %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
return best;
|
||||
}
|
||||
|
||||
|
@ -1945,7 +1945,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
|
|||
int bestd;
|
||||
Unit* destu;
|
||||
|
||||
DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(unit),unit->X,unit->Y);
|
||||
DebugLevel3Fn("%d %d,%d\n",UnitNumber(unit),unit->X,unit->Y);
|
||||
|
||||
x=unit->X;
|
||||
y=unit->Y;
|
||||
|
@ -2071,7 +2071,7 @@ global Unit* FindOilPlatform(const Player* player,int x,int y)
|
|||
}
|
||||
}
|
||||
|
||||
DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
DebugLevel3Fn("%d %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
return best;
|
||||
}
|
||||
|
||||
|
@ -2118,7 +2118,7 @@ global Unit* FindOilDeposit(const Player* player,int x,int y)
|
|||
}
|
||||
}
|
||||
|
||||
DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
DebugLevel3Fn("%d %d,%d\n",UnitNumber(best),best->X,best->Y);
|
||||
return best;
|
||||
}
|
||||
|
||||
|
|
|
@ -874,7 +874,7 @@ global int UnitCacheSelect(int x1,int y1,int x2,int y2,Unit** table)
|
|||
for( unit=mf->Here.Units; unit; unit=unit->Next ) {
|
||||
IfDebug(
|
||||
if( !unit->Type ) {
|
||||
DebugLevel0Fn("%d,%d: %Zd, %d,%d\n"
|
||||
DebugLevel0Fn("%d,%d: %d, %d,%d\n"
|
||||
,i,y,UnitNumber(unit),unit->X,unit->Y);
|
||||
fflush(stdout);
|
||||
}
|
||||
|
|
|
@ -1022,7 +1022,7 @@ local void DrawUnit(const Unit* unit)
|
|||
const UnitStats* stats;
|
||||
|
||||
if ( unit->Revealer ) { // Revealers are not drawn
|
||||
DebugLevel3Fn("Drawing revealer %Zd\n",UnitNumber(unit));
|
||||
DebugLevel3Fn("Drawing revealer %d\n",UnitNumber(unit));
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -778,7 +778,7 @@ global void ParsePudUDTA(const char* udta,int length)
|
|||
// FIXME: peon applies also to peon-with-gold and peon-with-wood
|
||||
// FIXME: oil-tanker applies also to oil-tanker-full
|
||||
|
||||
DebugLevel0("\tUDTA used %Zd bytes\n",udta-start);
|
||||
DebugLevel0("\tUDTA used %d bytes\n",udta-start);
|
||||
|
||||
UpdateStats();
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue