Removed %Zd, wasn't portable.

This commit is contained in:
johns 2001-04-22 21:55:27 +00:00
parent 2c2bdefcdf
commit ab4a8e8c21
28 changed files with 86 additions and 86 deletions

View file

@ -115,7 +115,7 @@ 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 %Zd\n",UnitNumber(goal));
DebugLevel0Fn("destroyed unit %d\n",UnitNumber(goal));
RefsDebugCheck( !goal->Refs );
if( !--goal->Refs ) {
ReleaseUnit(goal);
@ -243,7 +243,7 @@ local void MoveToTarget(Unit* unit)
unit->Orders[0].X=unit->Orders[0].Y=-1;
unit->SubAction|=WEAK_TARGET; // weak target
NewResetPath(unit);
DebugLevel3Fn("%Zd in react range %Zd\n"
DebugLevel3Fn("%d in react range %d\n"
,UnitNumber(unit),UnitNumber(goal));
}
@ -262,7 +262,7 @@ local void MoveToTarget(Unit* unit)
// Save current command to come back.
unit->SavedOrder=unit->Orders[0];
if( (goal=unit->SavedOrder.Goal) ) {
DebugLevel0Fn("Have goal to come back %Zd\n",
DebugLevel0Fn("Have goal to come back %d\n",
UnitNumber(goal));
unit->SavedOrder.X=goal->X+goal->Type->TileWidth/2;
unit->SavedOrder.Y=goal->Y+goal->Type->TileHeight/2;
@ -407,7 +407,7 @@ 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 %Zd?\n",
DebugLevel0Fn("Have unit to come back %d?\n",
UnitNumber(temp));
unit->SavedOrder.X=temp->X+temp->Type->TileWidth/2;
unit->SavedOrder.Y=temp->Y+temp->Type->TileHeight/2;
@ -418,7 +418,7 @@ local void AttackTarget(Unit* unit)
RefsDebugCheck( goal->Destroyed || !goal->Refs );
goal->Refs++;
DebugLevel3Fn("%Zd Unit in react range %Zd\n"
DebugLevel3Fn("%d Unit in react range %d\n"
,UnitNumber(unit),UnitNumber(goal));
unit->Orders[0].Goal=goal;
unit->Orders[0].X=unit->Orders[0].Y=-1;
@ -443,7 +443,7 @@ 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 %Zd\n",
DebugLevel0Fn("Have goal to come back %d\n",
UnitNumber(goal));
unit->SavedOrder.X=goal->X+goal->Type->TileWidth/2;
unit->SavedOrder.Y=goal->Y+goal->Type->TileHeight/2;
@ -466,7 +466,7 @@ 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 %Zd\n",
DebugLevel0Fn("Have goal to come back %d\n",
UnitNumber(temp));
unit->SavedOrder.X=temp->X+temp->Type->TileWidth/2;
unit->SavedOrder.Y=temp->Y+temp->Type->TileHeight/2;
@ -508,7 +508,7 @@ local void AttackTarget(Unit* unit)
*/
global void HandleActionAttack(Unit* unit)
{
DebugLevel3Fn("Attack %Zd\n",UnitNumber(unit));
DebugLevel3Fn("Attack %d\n",UnitNumber(unit));
switch( unit->SubAction ) {
//

View file

@ -176,7 +176,7 @@ global void HandleActionBoard(Unit* unit)
{
int i;
DebugLevel3Fn("%p(%Zd) SubAction %d\n"
DebugLevel3Fn("%p(%d) SubAction %d\n"
,unit,UnitNumber(unit),unit->SubAction);
switch( unit->SubAction ) {

View file

@ -50,7 +50,7 @@ global void HandleActionDemolish(Unit* unit)
Unit* goal;
int err;
DebugLevel3Fn("Demolish %Zd\n",UnitNumber(unit));
DebugLevel3Fn("Demolish %d\n",UnitNumber(unit));
switch( unit->SubAction ) {
//

View file

@ -54,7 +54,7 @@ global void HandleActionDie(Unit* unit)
// Die sequence terminated, generate corpse.
//
if( unit->Reset ) {
DebugLevel3("Die complete %Zd\n",UnitNumber(unit));
DebugLevel3("Die complete %d\n",UnitNumber(unit));
if( !unit->Type->CorpseType ) {
ReleaseUnit(unit);
return;

View file

@ -46,7 +46,7 @@ global void HandleActionFollow(Unit* unit)
{
Unit* goal;
DebugLevel3Fn("%Zd: %Zd %d,%d \n",UnitNumber(unit),
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);

View file

@ -303,7 +303,7 @@ local int ReturnWithWood(Unit* unit)
if( i==PF_UNREACHABLE ) {
// FIXME: could try another depot, or retry later.
DebugLevel2Fn("WOOD-DEPOSIT NOT REACHED %Zd=%d,%d ? %d\n"
DebugLevel2Fn("WOOD-DEPOSIT NOT REACHED %d=%d,%d ? %d\n"
,UnitNumber(destu),destu->X,destu->Y
,MapDistanceToUnit(unit->X,unit->Y,destu));
unit->Orders[0].Action=UnitActionStill;

View file

@ -91,7 +91,7 @@ local int MoveToGoldMine(Unit* unit)
//
if( i==PF_UNREACHABLE ) {
// FIXME: could try another mine, or retry later.
DebugLevel3Fn("GOLD-MINE NOT REACHED %Zd=%d,%d ? %d\n"
DebugLevel3Fn("GOLD-MINE NOT REACHED %d=%d,%d ? %d\n"
,UnitNumber(destu),x,y,MapDistanceToUnit(unit->X,unit->Y,destu));
return -1;
}
@ -147,7 +147,7 @@ local int MineInGoldmine(Unit* unit)
//
mine=GoldMineOnMap(unit->X,unit->Y);
IfDebug(
DebugLevel3Fn("Found %d,%d=%Zd\n",unit->X,unit->Y,UnitNumber(mine));
DebugLevel3Fn("Found %d,%d=%d\n",unit->X,unit->Y,UnitNumber(mine));
if( !mine ) {
DebugLevel0Fn("No unit? (%d,%d)\n",unit->X,unit->Y);
abort();
@ -298,7 +298,7 @@ local int MoveToGoldDeposit(Unit* unit)
//
if( i==PF_UNREACHABLE ) {
// FIXME: could try another depot, or retry later.
DebugLevel3Fn("GOLD-DEPOT NOT REACHED %Zd=%d,%d ? %d\n"
DebugLevel3Fn("GOLD-DEPOT NOT REACHED %d=%d,%d ? %d\n"
,UnitNumber(destu),x,y,MapDistanceToUnit(unit->X,unit->Y,destu));
return -1;
}

View file

@ -222,7 +222,7 @@ global void HandleActionMove(Unit* unit)
{
Unit* goal;
DebugLevel3Fn("%Zd: %Zd %d,%d \n",UnitNumber(unit),
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);

View file

@ -79,7 +79,7 @@ global void HandleActionPatrol(Unit* unit)
if( goal ) {
Order order;
DebugLevel3("Patrol attack %Zd\n",UnitNumber(goal));
DebugLevel3("Patrol attack %d\n",UnitNumber(goal));
order=unit->Orders[0];
CommandAttack(unit,goal->X,goal->Y,NULL,FlushCommands);
// Save current command to come back.

View file

@ -152,7 +152,7 @@ global void HandleActionRepair(Unit* unit)
Unit* goal;
int err;
DebugLevel3("Repair %Zd\n",UnitNumber(unit));
DebugLevel3("Repair %d\n",UnitNumber(unit));
switch( unit->SubAction ) {
case 0:

View file

@ -48,7 +48,7 @@ global void HandleActionResearch(Unit* unit)
{
Upgrade* upgrade;
DebugLevel3("Research %Zd\n",UnitNumber(unit));
DebugLevel3("Research %d\n",UnitNumber(unit));
if( !unit->SubAction ) { // first entry
unit->SubAction=1;

View file

@ -185,7 +185,7 @@ local int WaitInResource(Unit* unit,const Resource* resource)
//
source=resource->ResourceOnMap(unit->X,unit->Y);
IfDebug(
DebugLevel2Fn("Found %d,%d=%Zd\n",unit->X,unit->Y
DebugLevel2Fn("Found %d,%d=%d\n",unit->X,unit->Y
,UnitNumber(source));
if( !source ) {
DebugLevel0Fn("No unit? (%d,%d)\n",unit->X,unit->Y);
@ -452,7 +452,7 @@ global void HandleActionResource(Unit* unit,const Resource* resource)
{
int ret;
DebugLevel3Fn("%s(%Zd) SubAction %d\n"
DebugLevel3Fn("%s(%d) SubAction %d\n"
,unit->Type->Ident,UnitNumber(unit),unit->SubAction);
switch( unit->SubAction ) {

View file

@ -85,7 +85,7 @@ global void HandleActionReturnGoods(Unit* unit)
}
unit->Orders[0].X=unit->X;
unit->Orders[0].Y=unit->Y; // Return point to continue.
DebugLevel3("Return to %Zd=%d,%d\n"
DebugLevel3("Return to %d=%d,%d\n"
,UnitNumber(destu),unit->Orders[0].X,unit->Orders[0].Y);
unit->Orders[0].Action=UnitActionHarvest;
NewResetPath(unit);
@ -106,7 +106,7 @@ global void HandleActionReturnGoods(Unit* unit)
RefsDebugCheck( !destu->Refs );
++destu->Refs;
}
DebugLevel3("Return to %Zd=%d,%d\n"
DebugLevel3("Return to %d=%d,%d\n"
,UnitNumber(destu),unit->Orders[0].X,unit->Orders[0].Y);
unit->Orders[0].Action=UnitActionHaulOil;
NewResetPath(unit);

View file

@ -127,7 +127,7 @@ global void HandleActionSpellCast(Unit * unit)
repeat = 0; // repeat spell on next pass? (defaults to `no')
DebugLevel3Fn("%Zd %d,%d+%d+%d\n",
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);

View file

@ -49,7 +49,7 @@ global void ActionStillGeneric(Unit* unit,int ground)
Unit* temp;
Unit* goal;
DebugLevel3Fn(" %Zd\n",UnitNumber(unit));
DebugLevel3Fn(" %d\n",UnitNumber(unit));
if( unit->Removed ) { // Removed units, do nothing?
// If peon is in building or unit is in transporter it is removed.
@ -151,7 +151,7 @@ global void ActionStillGeneric(Unit* unit,int ground)
if( (goal=AttackUnitsInReactRange(unit)) ) {
// Weak goal, can choose other unit, come back after attack
CommandAttack(unit,goal->X,goal->Y,NULL,FlushCommands);
DebugLevel3Fn(" %Zd Attacking in range %d\n"
DebugLevel3Fn(" %d Attacking in range %d\n"
,UnitNumber(unit),unit->SubAction);
DebugCheck( unit->SavedOrder.Action!=UnitActionStill );
DebugCheck( unit->SavedOrder.Goal );
@ -162,13 +162,13 @@ global void ActionStillGeneric(Unit* unit,int ground)
unit->SavedOrder.Goal=NoUnitP;
}
} else if( (goal=AttackUnitsInRange(unit)) ) {
DebugLevel3Fn(" %Zd #%d\n",UnitNumber(goal),goal->Refs);
DebugLevel3Fn(" %d #%d\n",UnitNumber(goal),goal->Refs);
//
// Old goal destroyed.
//
temp=unit->Orders[0].Goal;
if( temp && temp->Destroyed ) {
DebugLevel3Fn(" destroyed unit %Zd #%d\n"
DebugLevel3Fn(" destroyed unit %d #%d\n"
,UnitNumber(temp),temp->Refs);
RefsDebugCheck( !temp->Refs );
if( !--temp->Refs ) {
@ -179,7 +179,7 @@ global void ActionStillGeneric(Unit* unit,int ground)
if( !unit->SubAction || temp!=goal ) {
// New target.
if( temp ) {
DebugLevel3Fn(" old unit %Zd #%d\n"
DebugLevel3Fn(" old unit %d #%d\n"
,UnitNumber(temp),temp->Refs);
RefsDebugCheck( !temp->Refs );
temp->Refs--;

View file

@ -133,7 +133,7 @@ global void HandleActionUnload(Unit* unit)
{
int i;
DebugLevel3Fn("%p(%Zd) SubAction %d\n"
DebugLevel3Fn("%p(%d) SubAction %d\n"
,unit,UnitNumber(unit),unit->SubAction);
switch( unit->SubAction ) {

View file

@ -46,7 +46,7 @@ global void HandleActionUpgradeTo(Unit* unit)
UnitType* type;
const UnitStats* stats;
DebugLevel3Fn(" %Zd\n",UnitNumber(unit));
DebugLevel3Fn(" %d\n",UnitNumber(unit));
player=unit->Player;
if( !unit->SubAction ) { // first entry

View file

@ -113,7 +113,7 @@ global int UnitShowAnimation(Unit* unit,const Animation* animation)
local void HandleActionNone(Unit* unit)
{
DebugLevel1Fn("FIXME: Should not happen!\n");
DebugLevel1Fn("FIXME: Unit (%Zd) %s has action none.!\n",
DebugLevel1Fn("FIXME: Unit (%d) %s has action none.!\n",
UnitNumber(unit),unit->Type->Ident);
}
@ -125,7 +125,7 @@ local void HandleActionNone(Unit* unit)
local void HandleActionNotWritten(Unit* unit)
{
DebugLevel1Fn("FIXME: Not written!\n");
DebugLevel1Fn("FIXME: Unit (%Zd) %s has action %d.!\n",
DebugLevel1Fn("FIXME: Unit (%d) %s has action %d.!\n",
UnitNumber(unit),unit->Type->Ident,unit->Orders[0].Action);
}
@ -350,17 +350,17 @@ global void UnitActions(void)
if( !list
&& (!unit->Type->Vanishes
&& !unit->Orders[0].Action==UnitActionDie) ) {
DebugLevel0Fn("!removed not on map %Zd\n",UnitNumber(unit));
DebugLevel0Fn("!removed not on map %d\n",UnitNumber(unit));
abort();
}
} else if( list ) {
DebugLevel0Fn("remove on map %Zd\n",UnitNumber(unit));
DebugLevel0Fn("remove on map %d\n",UnitNumber(unit));
abort();
}
list=unit->Next;
while( list ) {
if( list->X!=unit->X || list->Y!=unit->Y ) {
DebugLevel0Fn("Wrong X,Y %Zd %d,%d\n",UnitNumber(list)
DebugLevel0Fn("Wrong X,Y %d %d,%d\n",UnitNumber(list)
,list->X,list->Y);
abort();
}
@ -398,7 +398,7 @@ global void UnitActions(void)
}
fprintf(logf,"%d: ",FrameCounter);
fprintf(logf,"%Zd %s S%d/%d-%d P%d Refs %d\n",
fprintf(logf,"%d %s S%d/%d-%d P%d Refs %d\n",
UnitNumber(unit),unit->Type ? unit->Type->Ident : "unit-killed",
unit->State,unit->SubAction,
unit->Orders[0].Action,

View file

@ -1180,7 +1180,7 @@ global void CommandSpellCast(Unit* unit,int x,int y,Unit* dest
}
);
DebugLevel3Fn(": %Zd spell-casts on %Zd\n"
DebugLevel3Fn(": %d spell-casts on %d\n"
,UnitNumber(unit),dest ? UnitNumber(dest) : 0);
//

View file

@ -360,15 +360,15 @@ local int AiNeedResources(const UnitType * type)
player = AiPlayer->Player;
if ((err = PlayerCheckUnitType(player, type))) {
if (err & (1 << GoldCost)) {
DebugLevel3Fn("%Zd Need gold\n", AiPlayer->Player - Players);
DebugLevel3Fn("%d Need gold\n", AiPlayer->Player - Players);
AiPlayer->NeedGold = 1;
}
if (err & (1 << WoodCost)) {
DebugLevel3Fn("%Zd Need wood\n", AiPlayer->Player - Players);
DebugLevel3Fn("%d Need wood\n", AiPlayer->Player - Players);
AiPlayer->NeedWood = 1;
}
if (err & (1 << OilCost)) {
DebugLevel3Fn("%Zd Need oil\n", AiPlayer->Player - Players);
DebugLevel3Fn("%d Need oil\n", AiPlayer->Player - Players);
AiPlayer->NeedOil = 1;
}
// FIXME: more resources!!!
@ -662,7 +662,7 @@ local int AiBuildHall(int type)
}
}
// Did use the first if no could be moved.
DebugLevel3("\tWorker %Zd %d,%d -> Goldmine %Zd %d,%d\n",
DebugLevel3("\tWorker %d %d,%d -> Goldmine %d %d,%d\n",
UnitNumber(workers[best_w])
, 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) {

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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);

View file

@ -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);
//

View file

@ -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;
}

View file

@ -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);
}

View file

@ -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;
}

View file

@ -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();
}