Group retreat still doesn't work, because when boar() passes a sunk
ship to retreat_ship(), its owner has been reset to POGO already.
This makes it impossible to find the group to retreat. Instead, it
attempts to retreat ships that sank in the same sector with group
retreat orders and with the same fleet letter assigned. If any exist,
shp_may_nav() oopses, and prevents actual retreat of these ghosts.
The other retreat conditions don't have this problem, because they
call putship(), which resets the owner, only after retreat_ship().
Making boar() work the same is not practical. Instead, add an owner
parameter to retreat_ship(), and for symmetry also to retreat_land().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
*
* Known contributors to this file:
* Ken Stevens, 1995
*
* Known contributors to this file:
* Ken Stevens, 1995
+ * Markus Armbruster, 2014-2015
#define RET_DCHRGED 64 /* Retreat when depth-charged */
#define RET_BOARDED 128 /* Retreat when unsuccessfully boarded */
#define RET_DCHRGED 64 /* Retreat when depth-charged */
#define RET_BOARDED 128 /* Retreat when unsuccessfully boarded */
-extern void retreat_ship(struct shpstr *, char);
-extern void retreat_land(struct lndstr *, char);
+extern void retreat_ship(struct shpstr *, natid, char);
+extern void retreat_land(struct lndstr *, natid, char);
struct lndstr land;
struct nstr_item ni;
int foundland, def_uid;
struct lndstr land;
struct nstr_item ni;
int foundland, def_uid;
* *def (see FIXME there).
*/
def_uid = def->shp_uid;
* *def (see FIXME there).
*/
def_uid = def->shp_uid;
if (!(att_fight(A_BOARD, off, &olist, 1.0, def, &dlist, 1.0))) {
getship(def_uid, &ship);
if (ship.shp_rflags & RET_BOARDED) {
if (!(att_fight(A_BOARD, off, &olist, 1.0, def, &dlist, 1.0))) {
getship(def_uid, &ship);
if (ship.shp_rflags & RET_BOARDED) {
- retreat_ship(&ship, 'u');
+ retreat_ship(&ship, def_own, 'u');
putship(def_uid, &ship);
}
}
putship(def_uid, &ship);
}
}
prship(&ship),
xyas(target->sct_x, target->sct_y, player->cnum));
if (dam && (ship.shp_rflags & RET_INJURED))
prship(&ship),
xyas(target->sct_x, target->sct_y, player->cnum));
if (dam && (ship.shp_rflags & RET_INJURED))
- retreat_ship(&ship, 'i');
+ retreat_ship(&ship, ship.shp_own, 'i');
else if (ship.shp_rflags & RET_BOMBED)
else if (ship.shp_rflags & RET_BOMBED)
- retreat_ship(&ship, 'b');
+ retreat_ship(&ship, ship.shp_own, 'b');
putship(ship.shp_uid, &ship);
collateral_damage(target->sct_x, target->sct_y, dam / 2);
}
putship(ship.shp_uid, &ship);
collateral_damage(target->sct_x, target->sct_y, dam / 2);
}
xyas(target->sct_x, target->sct_y, own));
landdamage(&land, dam);
if (dam && (land.lnd_rflags & RET_INJURED))
xyas(target->sct_x, target->sct_y, own));
landdamage(&land, dam);
if (dam && (land.lnd_rflags & RET_INJURED))
- retreat_land(&land, 'i');
+ retreat_land(&land, own, 'i');
else if (land.lnd_rflags & RET_BOMBED)
else if (land.lnd_rflags & RET_BOMBED)
- retreat_land(&land, 'b');
+ retreat_land(&land, own, 'b');
nreport(player->cnum, N_UNIT_BOMB, own, 1);
putland(land.lnd_uid, &land);
collateral_damage(target->sct_x, target->sct_y, dam);
nreport(player->cnum, N_UNIT_BOMB, own, 1);
putland(land.lnd_uid, &land);
collateral_damage(target->sct_x, target->sct_y, dam);
if (target_ship.shp_effic < SHIP_MINEFF)
pr("%s sunk!\n", prship(&target_ship));
if (dam && (target_ship.shp_rflags & RET_INJURED))
if (target_ship.shp_effic < SHIP_MINEFF)
pr("%s sunk!\n", prship(&target_ship));
if (dam && (target_ship.shp_rflags & RET_INJURED))
- retreat_ship(&target_ship, 'i');
+ retreat_ship(&target_ship, target_ship.shp_own, 'i');
putship(target_ship.shp_uid, &target_ship);
}
return RET_OK;
putship(target_ship.shp_uid, &target_ship);
}
return RET_OK;
if (vship.shp_effic < SHIP_MINEFF)
pr("%s sunk!\n", prsub(&vship));
if (dam && (vship.shp_rflags & RET_INJURED))
if (vship.shp_effic < SHIP_MINEFF)
pr("%s sunk!\n", prsub(&vship));
if (dam && (vship.shp_rflags & RET_INJURED))
- retreat_ship(&vship, 'i');
+ retreat_ship(&vship, vict, 'i');
else if (target == targ_sub && (vship.shp_rflags & RET_DCHRGED))
else if (target == targ_sub && (vship.shp_rflags & RET_DCHRGED))
- retreat_ship(&vship, 'd');
+ retreat_ship(&vship, vict, 'd');
else if (totaldefdam == 0 && (vship.shp_rflags & RET_HELPLESS))
else if (totaldefdam == 0 && (vship.shp_rflags & RET_HELPLESS))
- retreat_ship(&vship, 'h');
+ retreat_ship(&vship, vict, 'h');
putship(vship.shp_uid, &vship);
break;
}
putship(vship.shp_uid, &vship);
break;
}
xyas(ship.shp_x, ship.shp_y,
targ.shp_own), prship(&targ));
if (targ.shp_rflags & RET_SONARED) {
xyas(ship.shp_x, ship.shp_y,
targ.shp_own), prship(&targ));
if (targ.shp_rflags & RET_SONARED) {
- retreat_ship(&targ, 's');
+ retreat_ship(&targ, targ.shp_own, 's');
putship(targ.shp_uid, &targ);
}
}
putship(targ.shp_uid, &targ);
}
}
if (vship.shp_effic < SHIP_MINEFF)
pr("%s sunk!\n", prsub(&vship));
if (vship.shp_rflags & RET_TORPED)
if (vship.shp_effic < SHIP_MINEFF)
pr("%s sunk!\n", prsub(&vship));
if (vship.shp_rflags & RET_TORPED)
- retreat_ship(&vship, 't');
+ retreat_ship(&vship, vshipown, 't');
putship(vship.shp_uid, &vship);
} else {
pr("Missed\n");
putship(vship.shp_uid, &vship);
} else {
pr("Missed\n");
-retreat_ship(struct shpstr *sp, char code)
+retreat_ship(struct shpstr *sp, natid own, char code)
struct emp_qelem list;
struct nstr_item ni;
struct shpstr ship;
struct emp_qelem list;
struct nstr_item ni;
struct shpstr ship;
- if (sp->shp_own == player->cnum || !sp->shp_rpath[0])
+ if (CANT_HAPPEN(!own || (sp->shp_own && sp->shp_own != own)))
+ return;
+ if (own == player->cnum || !sp->shp_rpath[0])
return;
n = retreat_steps(sp->shp_rpath);
return;
n = retreat_steps(sp->shp_rpath);
* We're going to put a copy of *sp into list. The movement loop
* will use that copy, which may render *sp stale. To avoid
* leaving the caller with a stale *sp, we'll re-get it at the
* We're going to put a copy of *sp into list. The movement loop
* will use that copy, which may render *sp stale. To avoid
* leaving the caller with a stale *sp, we'll re-get it at the
- * end. To make that work, we need to put it now. However, that
- * resets sp->shp_own when the ship sinks, so save it first.
+ * end. To make that work, we need to put it now. Resets
+ * sp->shp_own when the ship sinks.
putship(sp->shp_uid, sp);
emp_initque(&list);
putship(sp->shp_uid, sp);
emp_initque(&list);
-retreat_land(struct lndstr *lp, char code)
+retreat_land(struct lndstr *lp, natid own, char code)
struct emp_qelem list;
struct nstr_item ni;
struct lndstr land;
struct emp_qelem list;
struct nstr_item ni;
struct lndstr land;
- if (lp->lnd_own == player->cnum || !lp->lnd_rpath[0])
+ if (CANT_HAPPEN(!own || (lp->lnd_own && lp->lnd_own != own)))
+ return;
+ if (own == player->cnum || !lp->lnd_rpath[0])
return;
n = retreat_steps(lp->lnd_rpath);
return;
n = retreat_steps(lp->lnd_rpath);
return;
/* See explanation in retreat_ship() */
return;
/* See explanation in retreat_ship() */
putland(lp->lnd_uid, lp);
emp_initque(&list);
putland(lp->lnd_uid, lp);
emp_initque(&list);
| as group (fleet u): 132 sinks, 131 unremarkable
board 132 5
50
| as group (fleet u): 132 sinks, 131 unremarkable
board 132 5
50
-| BUG: group does not retreat
__cmd added 1 4 0
||| Land units
| BUG: condition b triggers only on hit
__cmd added 1 4 0
||| Land units
| BUG: condition b triggers only on hit
104 2 0 4 10 100 127 0 45 0 4 interdiction 1 "" 0 10 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 (injured torpedoed helpless) "nn"
120 2 -9 1 18 100 93 0 60 -5 1 none 1 "" 0 10 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 () ""
130 2 -9 1 12 100 96 0 60 -5 1 none 1 "" 0 10 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 () ""
104 2 0 4 10 100 127 0 45 0 4 interdiction 1 "" 0 10 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 (injured torpedoed helpless) "nn"
120 2 -9 1 18 100 93 0 60 -5 1 none 1 "" 0 10 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 () ""
130 2 -9 1 12 100 96 0 60 -5 1 none 1 "" 0 10 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 () ""
-131 2 -5 1 12 100 127 0 60 -5 1 interdiction 1 "u" 0 10 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 (group boarded) "gg"
+131 2 -9 1 12 100 96 0 60 -5 1 none 1 "u" 0 10 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 () ""
132 0 -5 1 12 0 127 0 60 -5 1 interdiction 1 "u" 0 65 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 (group boarded) "gg"
149 0 0 0 0 0 0 0 0 0 0 none 0 "" 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" 0 0 0 () ""
/config
132 0 -5 1 12 0 127 0 60 -5 1 interdiction 1 "u" 0 65 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" -3 1 1 (group boarded) "gg"
149 0 0 0 0 0 0 0 0 0 0 none 0 "" 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 "" 0 0 0 () ""
/config
Play#0 output Play#0 1 1 (#1) lost 50 troops trying to board tt troop transport (#132)
Play#0 output Play#0 1 We lost 15 troops defending
Play#0 output Play#0 1 tt troop transport (#132) sunk!
Play#0 output Play#0 1 1 (#1) lost 50 troops trying to board tt troop transport (#132)
Play#0 output Play#0 1 We lost 15 troops defending
Play#0 output Play#0 1 tt troop transport (#132) sunk!
+ Play#0 output Play#0 1 tt troop transport (#131) retreats along path gg
+ Play#0 output Play#0 1 tt troop transport (#131) stopped at -9,1
Play#0 output Play#0 1 1 planes spotted over 0,2
Play#0 output Play#0 1 1 bombs did 44% damage to cav cavalry #30 at 0,2
Play#0 output Play#0 1 cav cavalry #30 takes 17
Play#0 output Play#0 1 1 planes spotted over 0,2
Play#0 output Play#0 1 1 bombs did 44% damage to cav cavalry #30 at 0,2
Play#0 output Play#0 1 cav cavalry #30 takes 17
Play#0 output Play#0 1 2 104 lc light cruis 0,4 100% 0 10 0 0 0 0 0 0 127 45
Play#0 output Play#0 1 2 120 sb submarine -9,1 100% 0 10 0 0 0 0 0 0 93 60
Play#0 output Play#0 1 2 130 tt troop trans -9,1 100% 0 10 0 0 0 0 0 0 96 60
Play#0 output Play#0 1 2 104 lc light cruis 0,4 100% 0 10 0 0 0 0 0 0 127 45
Play#0 output Play#0 1 2 120 sb submarine -9,1 100% 0 10 0 0 0 0 0 0 93 60
Play#0 output Play#0 1 2 130 tt troop trans -9,1 100% 0 10 0 0 0 0 0 0 96 60
- Play#0 output Play#0 1 2 131 tt troop trans -5,1 u 100% 0 10 0 0 0 0 0 0 127 60
+ Play#0 output Play#0 1 2 131 tt troop trans -9,1 u 100% 0 10 0 0 0 0 0 0 96 60
Play#0 output Play#0 1 58 ships
Play#0 output Play#0 6 0 640
Play#0 input retr * ?rflags#0 q
Play#0 output Play#0 1 58 ships
Play#0 output Play#0 6 0 640
Play#0 input retr * ?rflags#0 q
Play#0 output Play#0 1 2 84 dd destroyer -6,2 nn ihb
Play#0 output Play#0 1 2 101 lc light cruis 0,4 nn ith
Play#0 output Play#0 1 2 104 lc light cruis 0,4 nn ith
Play#0 output Play#0 1 2 84 dd destroyer -6,2 nn ihb
Play#0 output Play#0 1 2 101 lc light cruis 0,4 nn ith
Play#0 output Play#0 1 2 104 lc light cruis 0,4 nn ith
- Play#0 output Play#0 1 2 131 tt troop trans -5,1 u gg Yes u
- Play#0 output Play#0 1 32 ships
+ Play#0 output Play#0 1 31 ships
Play#0 output Play#0 6 0 639
Play#0 input miss s * ?mission#0 q
Play#0 command mission
Play#0 output Play#0 6 0 639
Play#0 input miss s * ?mission#0 q
Play#0 command mission
Play#0 output Play#0 1 dd destroyer (#84) -6,2 -6,2 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#101) 0,4 0,4 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#104) 0,4 0,4 1 is on an interdiction mission
Play#0 output Play#0 1 dd destroyer (#84) -6,2 -6,2 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#101) 0,4 0,4 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#104) 0,4 0,4 1 is on an interdiction mission
- Play#0 output Play#0 1 tt troop transport (#131) -5,1 -5,1 1 is on an interdiction mission
Play#0 output Play#0 6 0 637
Play#0 input land *
Play#0 command land
Play#0 output Play#0 6 0 637
Play#0 input land *
Play#0 command land