retreat lretreat: Be less loquacious when changing orders
Instead of listing all the ships or land units ordered, just print how many got ordered, and describe the order, like this: [0:640] Command : retr 2/3 bg itb 2 ships ordered to retreat along path bg when injured, torpedoed, bombed [0:640] Command : retr 2 h 1 ship ordered not to retreat fleetadd doesn't list the ships it reassigns, either. On the other hand, stop lists the sectors it stops. Perhaps it should be gagged, too. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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2 changed files with 63 additions and 47 deletions
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@ -29,7 +29,7 @@
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* Known contributors to this file:
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* Ken Stevens, 1995
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* Steve McClure, 2000
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* Markus Armbruster, 2008-2014
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* Markus Armbruster, 2008-2015
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*/
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#include <config.h>
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@ -51,6 +51,7 @@ static char shp_rflagsc[] = "Xitshbdu";
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static char lnd_rflagsc[] = "XiXXhbXX";
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static int retreat(int);
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static int retreat_show(int, struct nstr_item *);
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int
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retr(void)
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@ -72,8 +73,7 @@ retreat(int type)
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struct nstr_item ni;
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union empobj_storage unit;
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int i, rflags, ch, j;
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char *rflagsc, *p, *name, *rpath, *what;
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int *rflagsp;
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char *rflagsc, *p;
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char buf1[1024];
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char buf2[1024];
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@ -83,7 +83,6 @@ retreat(int type)
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if (!snxtitem(&ni, type, player->argp[1], NULL))
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return RET_SYN;
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nunits = 0;
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if (player->argp[1] && !player->argp[2]) {
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pr("Omitting the second argument is deprecated and will cease to work in a\n"
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@ -101,21 +100,21 @@ retreat(int type)
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return RET_SYN;
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}
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rflags = 0;
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if (*pq == 'q') {
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pq = NULL;
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} else {
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for (i = 0; i < RET_LEN - 1 && pq[i]; i++) {
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if (chkdir(pq[i], DIR_STOP, DIR_LAST) < 0) {
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pr("'%c' is not a valid direction...\n", pq[i]);
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direrr(NULL, NULL, NULL);
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return RET_SYN;
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}
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if (*pq == 'q')
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return retreat_show(type, &ni);
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for (i = 0; i < RET_LEN - 1 && pq[i]; i++) {
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if (chkdir(pq[i], DIR_STOP, DIR_LAST) < 0) {
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pr("'%c' is not a valid direction...\n", pq[i]);
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direrr(NULL, NULL, NULL);
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return RET_SYN;
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}
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for (i--; i >= 0 && pq[i] == dirch[DIR_STOP]; i--)
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pq[i] = 0;
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}
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if (pq && *pq) {
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for (i--; i >= 0 && pq[i] == dirch[DIR_STOP]; i--)
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pq[i] = 0;
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rflags = 0;
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if (*pq) {
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again:
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fl = getstarg(player->argp[3],
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"Retreat conditions ('?' to list available ones)? ",
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@ -154,7 +153,43 @@ retreat(int type)
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rflags = 0;
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}
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nunits = 0;
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while (nxtitem(&ni, &unit)) {
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if (!player->owner || unit.gen.own == 0)
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continue;
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if (type == EF_SHIP) {
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strncpy(unit.ship.shp_rpath, pq, RET_LEN - 1);
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unit.ship.shp_rflags = rflags;
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} else {
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strncpy(unit.land.lnd_rpath, pq, RET_LEN - 1);
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unit.land.lnd_rflags = rflags;
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}
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put_empobj(type, unit.gen.uid, &unit);
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nunits++;
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}
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if (rflags) {
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symbol_set_fmt(buf2, sizeof(buf2), rflags & ~RET_GROUP,
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retreat_flags, ", ", 0);
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pr("%d %s%s ordered to retreat%s along path %s when %s\n",
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nunits, ef_nameof_pretty(type), splur(nunits),
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rflags & RET_GROUP ? " as group" : "", pq, buf2);
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} else
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pr("%d %s%s ordered not to retreat\n",
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nunits, ef_nameof_pretty(type), splur(nunits));
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return RET_OK;
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}
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static int
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retreat_show(int type, struct nstr_item *np)
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{
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char *rflagsc = type == EF_SHIP ? shp_rflagsc : lnd_rflagsc;
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union empobj_storage unit;
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int nunits;
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char *name, *rpath, *what;
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int *rflagsp, rflags, i;
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nunits = 0;
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while (nxtitem(np, &unit)) {
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if (!player->owner || unit.gen.own == 0)
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continue;
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if (type == EF_SHIP) {
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@ -176,14 +211,9 @@ retreat(int type)
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rpath = unit.land.lnd_rpath;
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rflagsp = &unit.land.lnd_rflags;
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}
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if (pq) {
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strncpy(rpath, pq, RET_LEN - 1);
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*rflagsp = rflags;
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put_empobj(type, unit.gen.uid, &unit);
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}
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if (player->god)
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pr("%3d ", unit.gen.own);
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pr("%4d ", ni.cur);
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pr("%4d ", np->cur);
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pr("%-16.16s ", name);
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prxy("%4d,%-4d ", unit.gen.x, unit.gen.y);
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pr("%1.1s", &unit.gen.group);
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@ -193,11 +223,11 @@ retreat(int type)
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pr("Yes ");
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else
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pr(" ");
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for (j = 1; rflagsc[j]; j++) {
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if ((1 << j) & rflags) {
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if (CANT_HAPPEN(rflagsc[j] == 'X'))
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for (i = 1; rflagsc[i]; i++) {
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if ((1 << i) & rflags) {
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if (CANT_HAPPEN(rflagsc[i] == 'X'))
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continue;
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pr("%c", rflagsc[j]);
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pr("%c", rflagsc[i]);
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}
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}
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pr("\n");
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@ -50,22 +50,15 @@
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Play#1 output Play#1 6 0 639
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Play#1 input retr 2/3 bgyujnbgyujnbgyujn itshbdu
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Play#1 command retreat
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Play#1 output Play#1 1 shp# ship type x,y fl path as flt? flags
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Play#1 output Play#1 1 2 lc light cruis -3,1 bgyujnbgy itshbdu
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Play#1 output Play#1 1 3 lc light cruis -3,1 a bgyujnbgy itshbdu
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Play#1 output Play#1 1 2 ships
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Play#1 output Play#1 1 2 ships ordered to retreat along path bgyujnbgyujnbgyujn when injured, torpedoed, sonared, helpless, bombed, depth-charged, boarded
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Play#1 output Play#1 6 0 638
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Play#1 input retr 3 h
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Play#1 command retreat
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Play#1 output Play#1 1 shp# ship type x,y fl path as flt? flags
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Play#1 output Play#1 1 3 lc light cruis -3,1 a
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Play#1 output Play#1 1 1 ship
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Play#1 output Play#1 1 1 ship ordered not to retreat
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Play#1 output Play#1 6 0 637
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Play#1 input retr a ?uid=4 b h
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Play#1 command retreat
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Play#1 output Play#1 1 shp# ship type x,y fl path as flt? flags
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Play#1 output Play#1 1 4 lc light cruis -5,1 a b Yes h
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Play#1 output Play#1 1 1 ship
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Play#1 output Play#1 1 1 ship ordered to retreat as group along path b when helpless
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Play#1 output Play#1 6 0 636
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Play#1 input fleet a 7
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Play#1 command fleetadd
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@ -115,22 +108,15 @@
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Play#1 output Play#1 6 0 634
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Play#1 input lret 2/3 yujnbgyujnbgyujnbg ihb
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Play#1 command lretreat
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Play#1 output Play#1 1 lnd# unit type x,y ar path as army? flags
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Play#1 output Play#1 1 2 inf infantry -3,1 yujnbgyuj ihb
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Play#1 output Play#1 1 3 inf infantry -3,1 a yujnbgyuj ihb
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Play#1 output Play#1 1 2 units
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Play#1 output Play#1 1 2 land units ordered to retreat along path yujnbgyujnbgyujnbg when injured, helpless, bombed
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Play#1 output Play#1 6 0 633
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Play#1 input lret 3 h
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Play#1 command lretreat
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Play#1 output Play#1 1 lnd# unit type x,y ar path as army? flags
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Play#1 output Play#1 1 3 inf infantry -3,1 a
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Play#1 output Play#1 1 1 unit
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Play#1 output Play#1 1 1 land unit ordered not to retreat
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Play#1 output Play#1 6 0 632
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Play#1 input lret a ?uid=4 b h
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Play#1 command lretreat
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Play#1 output Play#1 1 lnd# unit type x,y ar path as army? flags
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Play#1 output Play#1 1 4 inf infantry -4,0 a b Yes h
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Play#1 output Play#1 1 1 unit
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Play#1 output Play#1 1 1 land unit ordered to retreat as group along path b when helpless
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Play#1 output Play#1 6 0 631
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Play#1 input army a 7
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Play#1 command army
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