diff --git a/src/ai/old_ai.cpp b/src/ai/old_ai.cpp index 5a6be5757..f13adb850 100644 --- a/src/ai/old_ai.cpp +++ b/src/ai/old_ai.cpp @@ -726,9 +726,9 @@ local int AiBuildHall(int type) } // Did use the first if no could be moved. DebugLevel3("\tWorker %Zd %d,%d -> Goldmine %Zd %d,%d\n" - ,UnitNumber(workers[best_w]), + ,UnitNumber(workers[best_w]) ,workers[best_w]->X,workers[best_w]->Y - ,UnitNumber(goldmines[best_g]), + ,UnitNumber(goldmines[best_g]) ,goldmines[best_g]->X,goldmines[best_g]->Y); // Find the nearest buildable place near the gold-mine. @@ -1005,7 +1005,8 @@ local void AiAssignWorker(void) if(AiPlayer->NeedGold && AiPlayer->NeedWood) { - DebugLevel3("Ai: Player %d need gold and wood\n",AiPlayer->Player); + DebugLevel3("Ai: Player %Zd need gold and wood\n" + ,AiPlayer->Player-Players); // Assign half to wood and gold. if(num_still) { // assign the non-working @@ -1033,7 +1034,8 @@ local void AiAssignWorker(void) if(AiPlayer->NeedGold) { - DebugLevel3("Ai: Player %d need gold\n",AiPlayer->Player); + DebugLevel3("Ai: Player %Zd need gold\n" + ,AiPlayer->Player-Players); // Assign all to mine gold. for(w=0; w<num_worker; ++w) { @@ -1057,7 +1059,8 @@ local void AiAssignWorker(void) if(AiPlayer->NeedWood) { - DebugLevel3("Ai: Player %d need wood\n",AiPlayer->Player); + DebugLevel3("Ai: Player %Zd need wood\n" + ,AiPlayer->Player-Players); // Assign all to harvest wood. for(w=0; w<num_worker; ++w) { @@ -1412,8 +1415,8 @@ global void AiHelpMe(Unit * unit) */ global void AiWorkComplete(Unit* unit,Unit* what) { - DebugLevel3("Ai: Player %d: %d Work %d complete\n" - ,unit->Player,UnitNumber(unit),what-Units); + DebugLevel3("Ai: Player %Zd: %Zd Work %Zd complete\n" + ,unit->Player-Players,UnitNumber(unit),UnitNumber(what)); // FIXME: correct position if(unit->Player->Type==PlayerHuman) {return;} AiPlayer=&Ais[unit->Player->Player]; @@ -1467,8 +1470,8 @@ global void AiCanNotReach(Unit* unit,const UnitType* what) */ global void AiTrainingComplete(Unit* unit,Unit* what) { - DebugLevel3("Ai: Player %d: %d Training %d complete\n" - ,unit->Player,UnitNumber(unit),what-Units); + DebugLevel3("Ai: Player %Zd: %Zd Training %Zd complete\n" + ,unit->Player-Players,UnitNumber(unit),UnitNumber(what)); // FIXME: correct position if(unit->Player->Type==PlayerHuman) { return; @@ -1552,7 +1555,7 @@ global void AiInit(Player* player) PlayerAi* aip; Unit* units[MAX_UNITS]; - DebugLevel2Fn("Player %d\n",player->Player); + DebugLevel2Fn("Player %d\n" _C_ player->Player); player->Ai=aip=&Ais[player->Player]; aip->Player=player;