/************************************************************************** Log city messages, they will appear like this 2: Polish Romenna(5,35) [s1 d106 u11 g1] must have Archers ... **************************************************************************/ void real_city_log(const char *file, const char *function, int line, enum log_level level, bool notify, const struct city *pcity, const char *msg, ...) { char buffer[500]; char buffer2[500]; va_list ap; char aibuf[500] = "\0"; CALL_PLR_AI_FUNC(log_fragment_city, city_owner(pcity), aibuf, sizeof(aibuf), pcity); fc_snprintf(buffer, sizeof(buffer), "%s %s(%d,%d) [s%d] {%s} ", nation_rule_name(nation_of_city(pcity)), city_name(pcity), TILE_XY(pcity->tile), city_size_get(pcity), aibuf); va_start(ap, msg); fc_vsnprintf(buffer2, sizeof(buffer2), msg, ap); va_end(ap); cat_snprintf(buffer, sizeof(buffer), "%s", buffer2); if (notify) { notify_conn(NULL, NULL, E_AI_DEBUG, ftc_log, "%s", buffer); } do_log(file, function, line, FALSE, level, "%s", buffer); }
/************************************************************************** Log city messages, they will appear like this 2: Polish Romenna(5,35) [s1 d106 u11 g1] must have Archers ... **************************************************************************/ void CITY_LOG(int level, const struct city *pcity, const char *msg, ...) { char buffer[500]; char buffer2[500]; va_list ap; int minlevel = MIN(LOGLEVEL_CITY, level); if (pcity->debug) { minlevel = LOG_TEST; } else if (minlevel > fc_log_level) { return; } my_snprintf(buffer, sizeof(buffer), "%s %s(%d,%d) [s%d d%d u%d g%d] ", nation_rule_name(nation_of_city(pcity)), city_name(pcity), TILE_XY(pcity->tile), pcity->size, pcity->ai->danger, pcity->ai->urgency, pcity->ai->grave_danger); va_start(ap, msg); my_vsnprintf(buffer2, sizeof(buffer2), msg, ap); va_end(ap); cat_snprintf(buffer, sizeof(buffer), "%s", buffer2); if (pcity->debug) { notify_conn(NULL, NULL, E_AI_DEBUG, ftc_log, "%s", buffer); } freelog(minlevel, "%s", buffer); }
/************************************************************************** Log unit messages, they will appear like this 2: Polish Archers[139] (5,35)->(0,0){0,0} stays to defend city where [] is unit id, ()->() are coordinates present and goto, and {,} contains bodyguard and ferryboat ids. **************************************************************************/ void UNIT_LOG(int level, const struct unit *punit, const char *msg, ...) { char buffer[500]; char buffer2[500]; va_list ap; int minlevel = MIN(LOGLEVEL_UNIT, level); int gx, gy; bool messwin = FALSE; /* output to message window */ if (punit->debug) { minlevel = LOG_TEST; } else { /* Are we a virtual unit evaluated in a debug city?. */ if (punit->id == 0) { struct city *pcity = tile_city(punit->tile); if (pcity && pcity->debug) { minlevel = LOG_TEST; messwin = TRUE; } } if (minlevel > fc_log_level) { return; } } if (punit->goto_tile) { gx = punit->goto_tile->x; gy = punit->goto_tile->y; } else { gx = gy = -1; } my_snprintf(buffer, sizeof(buffer), "%s %s[%d] %s (%d,%d)->(%d,%d){%d,%d} ", nation_rule_name(nation_of_unit(punit)), unit_rule_name(punit), punit->id, get_activity_text(punit->activity), TILE_XY(punit->tile), gx, gy, punit->ai.bodyguard, punit->ai.ferryboat); va_start(ap, msg); my_vsnprintf(buffer2, sizeof(buffer2), msg, ap); va_end(ap); cat_snprintf(buffer, sizeof(buffer), "%s", buffer2); if (punit->debug || messwin) { notify_conn(NULL, NULL, E_AI_DEBUG, ftc_log, "%s", buffer); } freelog(minlevel, "%s", buffer); }
/************************************************************************** Log message for bodyguards. They will appear like this 2: Polish Mech. Inf.[485] bodyguard (38,22){Riflemen:574@37,23} was ... note that these messages are likely to wrap if long. **************************************************************************/ void BODYGUARD_LOG(int level, const struct unit *punit, const char *msg) { char buffer[500]; int minlevel = MIN(LOGLEVEL_BODYGUARD, level); const struct unit *pcharge; const struct city *pcity; int id = -1; int charge_x = -1; int charge_y = -1; const char *type = "guard"; const char *s = "none"; if (punit->debug) { minlevel = LOG_TEST; } else if (minlevel > fc_log_level) { return; } pcity = game_find_city_by_number(punit->ai.charge); pcharge = game_find_unit_by_number(punit->ai.charge); if (pcharge) { charge_x = pcharge->tile->x; charge_y = pcharge->tile->y; id = pcharge->id; type = "bodyguard"; s = unit_rule_name(pcharge); } else if (pcity) { charge_x = pcity->tile->x; charge_y = pcity->tile->y; id = pcity->id; type = "cityguard"; s = city_name(pcity); } /* else perhaps the charge died */ my_snprintf(buffer, sizeof(buffer), "%s %s[%d] %s (%d,%d){%s:%d@%d,%d} ", nation_rule_name(nation_of_unit(punit)), unit_rule_name(punit), punit->id, type, TILE_XY(punit->tile), s, id, charge_x, charge_y); cat_snprintf(buffer, sizeof(buffer), "%s", msg); if (punit->debug) { notify_conn(NULL, NULL, E_AI_DEBUG, ftc_log, "%s", buffer); } freelog(minlevel, "%s", buffer); }
/************************************************************************** ... **************************************************************************/ void races_toggles_set_sensitive(void) { int i; if (!races_dialog_shell) { return; } for (i = 0; i < nation_count(); i++) { if (nation_idx_to_race_toggle[i] > -1) { XtSetSensitive(races_toggles[nation_idx_to_race_toggle[i]], TRUE); } } nations_iterate(nation) { int selected_nation = -1; int this_index = nation_index(nation); if (!is_nation_playable(nation)) { continue; } if (nation->is_available && !nation->player) { continue; } if (races_buttons_get_current() != -1) { selected_nation = nation_index(races_toggles_to_nations[races_buttons_get_current()]); } log_debug(" [%d]: %d = %s", selected_nation, nation_number(nation), nation_rule_name(nation)); if (this_index == selected_nation) { XawToggleUnsetCurrent(races_toggles[0]); XtSetSensitive(races_toggles[nation_idx_to_race_toggle[this_index]], FALSE); select_random_race(); } else { XtSetSensitive(races_toggles[nation_idx_to_race_toggle[this_index]], FALSE); } } nations_iterate_end; }
/************************************************************************** Log unit messages, they will appear like this 2: Polish Archers[139] (5,35)->(0,0){0,0} stays to defend city where [] is unit id, ()->() are coordinates present and goto, and {,} contains bodyguard and ferryboat ids. **************************************************************************/ void real_unit_log(const char *file, const char *function, int line, enum log_level level, bool notify, const struct unit *punit, const char *msg, ...) { char buffer[500]; char buffer2[500]; va_list ap; int gx, gy; char aibuf[500] = "\0"; CALL_PLR_AI_FUNC(log_fragment_unit, unit_owner(punit), aibuf, sizeof(aibuf), punit); if (punit->goto_tile) { index_to_map_pos(&gx, &gy, tile_index(punit->goto_tile)); } else { gx = gy = -1; } fc_snprintf(buffer, sizeof(buffer), "%s %s[%d] %s (%d,%d)->(%d,%d){%s} ", nation_rule_name(nation_of_unit(punit)), unit_rule_name(punit), punit->id, get_activity_text(punit->activity), TILE_XY(unit_tile(punit)), gx, gy, aibuf); va_start(ap, msg); fc_vsnprintf(buffer2, sizeof(buffer2), msg, ap); va_end(ap); cat_snprintf(buffer, sizeof(buffer), "%s", buffer2); if (notify) { notify_conn(NULL, NULL, E_AI_DEBUG, ftc_log, "%s", buffer); } do_log(file, function, line, FALSE, level, "%s", buffer); }