diff --git a/src/action/action_attack.cpp b/src/action/action_attack.cpp index c174ab343..a5120ba6b 100644 --- a/src/action/action_attack.cpp +++ b/src/action/action_attack.cpp @@ -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 ) { // diff --git a/src/action/action_board.cpp b/src/action/action_board.cpp index 7df2be1c7..a04ecd625 100644 --- a/src/action/action_board.cpp +++ b/src/action/action_board.cpp @@ -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 ) { diff --git a/src/action/action_demolish.cpp b/src/action/action_demolish.cpp index 2456186f5..c3e5ab4b1 100644 --- a/src/action/action_demolish.cpp +++ b/src/action/action_demolish.cpp @@ -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 ) { // diff --git a/src/action/action_die.cpp b/src/action/action_die.cpp index bb8bfc5ad..0dd1c1eb9 100644 --- a/src/action/action_die.cpp +++ b/src/action/action_die.cpp @@ -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; diff --git a/src/action/action_follow.cpp b/src/action/action_follow.cpp index 6001ffbe8..e0a0d39c4 100644 --- a/src/action/action_follow.cpp +++ b/src/action/action_follow.cpp @@ -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); diff --git a/src/action/action_harvest.cpp b/src/action/action_harvest.cpp index 2dd3cfd34..31505f78a 100644 --- a/src/action/action_harvest.cpp +++ b/src/action/action_harvest.cpp @@ -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; diff --git a/src/action/action_minegold.cpp b/src/action/action_minegold.cpp index 146fd7af4..5be1c7106 100644 --- a/src/action/action_minegold.cpp +++ b/src/action/action_minegold.cpp @@ -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; } diff --git a/src/action/action_move.cpp b/src/action/action_move.cpp index 59f2a839d..6484e80eb 100644 --- a/src/action/action_move.cpp +++ b/src/action/action_move.cpp @@ -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); diff --git a/src/action/action_patrol.cpp b/src/action/action_patrol.cpp index 03181791e..9f349cb3c 100644 --- a/src/action/action_patrol.cpp +++ b/src/action/action_patrol.cpp @@ -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. diff --git a/src/action/action_repair.cpp b/src/action/action_repair.cpp index 027506cad..fa30ba733 100644 --- a/src/action/action_repair.cpp +++ b/src/action/action_repair.cpp @@ -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: diff --git a/src/action/action_research.cpp b/src/action/action_research.cpp index 982cf7c77..91d90b263 100644 --- a/src/action/action_research.cpp +++ b/src/action/action_research.cpp @@ -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; diff --git a/src/action/action_resource.cpp b/src/action/action_resource.cpp index fe031033f..55cfe1ba5 100644 --- a/src/action/action_resource.cpp +++ b/src/action/action_resource.cpp @@ -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 ) { diff --git a/src/action/action_returngoods.cpp b/src/action/action_returngoods.cpp index 0bf9a89d5..f26aeac28 100644 --- a/src/action/action_returngoods.cpp +++ b/src/action/action_returngoods.cpp @@ -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); diff --git a/src/action/action_spellcast.cpp b/src/action/action_spellcast.cpp index 6a7572ed3..e64b1b6ad 100644 --- a/src/action/action_spellcast.cpp +++ b/src/action/action_spellcast.cpp @@ -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); diff --git a/src/action/action_still.cpp b/src/action/action_still.cpp index a6d984000..55ea7a5a8 100644 --- a/src/action/action_still.cpp +++ b/src/action/action_still.cpp @@ -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--; diff --git a/src/action/action_unload.cpp b/src/action/action_unload.cpp index fd3fb0e45..2cbbdcd59 100644 --- a/src/action/action_unload.cpp +++ b/src/action/action_unload.cpp @@ -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 ) { diff --git a/src/action/action_upgradeto.cpp b/src/action/action_upgradeto.cpp index 82fdd9356..2dda6f691 100644 --- a/src/action/action_upgradeto.cpp +++ b/src/action/action_upgradeto.cpp @@ -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 diff --git a/src/action/actions.cpp b/src/action/actions.cpp index efd28e371..dda099f09 100644 --- a/src/action/actions.cpp +++ b/src/action/actions.cpp @@ -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, diff --git a/src/action/command.cpp b/src/action/command.cpp index d9e754a00..9b0db7d23 100644 --- a/src/action/command.cpp +++ b/src/action/command.cpp @@ -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); // diff --git a/src/ai/old_ai.cpp b/src/ai/old_ai.cpp index 1834da4fc..634f22684 100644 --- a/src/ai/old_ai.cpp +++ b/src/ai/old_ai.cpp @@ -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) { diff --git a/src/network/commands.cpp b/src/network/commands.cpp index 00f981325..2272ec78e 100644 --- a/src/network/commands.cpp +++ b/src/network/commands.cpp @@ -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; } diff --git a/src/pathfinder/astar.cpp b/src/pathfinder/astar.cpp index 17aabfe33..c21293479 100644 --- a/src/pathfinder/astar.cpp +++ b/src/pathfinder/astar.cpp @@ -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; } diff --git a/src/pathfinder/pathfinder.cpp b/src/pathfinder/pathfinder.cpp index 0c3594a48..ae44143ba 100644 --- a/src/pathfinder/pathfinder.cpp +++ b/src/pathfinder/pathfinder.cpp @@ -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); diff --git a/src/stratagus/missile.cpp b/src/stratagus/missile.cpp index e724ee9e5..4046662c5 100644 --- a/src/stratagus/missile.cpp +++ b/src/stratagus/missile.cpp @@ -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); // diff --git a/src/unit/unit.cpp b/src/unit/unit.cpp index 2a4f51a5c..4739e93e3 100644 --- a/src/unit/unit.cpp +++ b/src/unit/unit.cpp @@ -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; } diff --git a/src/unit/unit_cache.cpp b/src/unit/unit_cache.cpp index 5413d9ff5..3f33f2d62 100644 --- a/src/unit/unit_cache.cpp +++ b/src/unit/unit_cache.cpp @@ -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); } diff --git a/src/unit/unit_draw.cpp b/src/unit/unit_draw.cpp index b8f125bc0..6d88790e5 100644 --- a/src/unit/unit_draw.cpp +++ b/src/unit/unit_draw.cpp @@ -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; } diff --git a/src/unit/unittype.cpp b/src/unit/unittype.cpp index de0b1b8ba..8d700a23c 100644 --- a/src/unit/unittype.cpp +++ b/src/unit/unittype.cpp @@ -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(); }