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9 years agotests/fire: Cover firing with foreign assets
Markus Armbruster [Sat, 14 Feb 2015 10:14:11 +0000 (11:14 +0100)]
tests/fire: Cover firing with foreign assets

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agofire: Clean up damage sanity check and printing of range
Markus Armbruster [Sun, 8 Feb 2015 11:45:52 +0000 (12:45 +0100)]
fire: Clean up damage sanity check and printing of range

Repeated for ship, sector and land unit firing.  The latter prints
range only when the sanity check succeeds.

Factor out, changing ship and sector to behave like land unit firing.

When the sanity check fails, print "Jammed!" instead of "Klick!",
because "Klick!" suggests no shells.  Used to be printed exactly then,
but the condition first became impossible (Chainsaw), then generalized
to "can't fire for whatever reason" (commit 22c6fd8, v4.3.12).

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoRevert "Permit ships that can drop depth charges, but not fire"
Markus Armbruster [Sun, 8 Feb 2015 11:38:55 +0000 (12:38 +0100)]
Revert "Permit ships that can drop depth charges, but not fire"

This reverts commit 9b0b0dc7729b7fadc09d5769cc1128341b3c3d33.

The fire command drops depth charges when the target is a submarine in
range and firing ship has the capability.  Else, it blindly fires
guns.  It used to reject ships that can't use guns, even when they
could use depth charges, but commit 9b0b0dc (v4.3.31) lifted that
restruction.  No such ships exist in the stock game.

If the firing ship can't fire guns, shp_fire() returns -1, triggering
an oops.  Broken in commit 0757042.

Avoiding dependence of depth charge on gun fire capability is
pleasing, but nevertheless a bad idea without test coverage.  Creating
the necessary tests isn't worth it, so put back the traditional
restriction instead.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agofire: Print "Kaboom" even when the target is out of range
Markus Armbruster [Sun, 8 Feb 2015 11:29:22 +0000 (12:29 +0100)]
fire: Print "Kaboom" even when the target is out of range

To make shell use more obvious.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agofire: Simplify logic to use depth charges rather than guns
Markus Armbruster [Sun, 8 Feb 2015 11:20:56 +0000 (12:20 +0100)]
fire: Simplify logic to use depth charges rather than guns

Meaning of targ_sub changes from "target is a submarine" to "attacking
the target with depth charges".

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agofire: Drop a sanity check that can't fail
Markus Armbruster [Sun, 8 Feb 2015 11:09:05 +0000 (12:09 +0100)]
fire: Drop a sanity check that can't fail

Can't fail since commit 66165f3, v4.3.14.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agofire: Always clear mission when firing
Markus Armbruster [Sat, 7 Feb 2015 16:57:54 +0000 (17:57 +0100)]
fire: Always clear mission when firing

Mission is cleared only when firing at a target that is out of range.
Screwed up when missions were added in Chainsaw.  Always clear it when
firing.  Matches torpedo.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/fire: Cover mission clearing
Markus Armbruster [Sat, 7 Feb 2015 16:34:32 +0000 (17:34 +0100)]
tests/fire: Cover mission clearing

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/fire: Show all ships, planes, land units after the test
Markus Armbruster [Sat, 7 Feb 2015 16:28:39 +0000 (17:28 +0100)]
tests/fire: Show all ships, planes, land units after the test

Instead of just the damaged ones.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agofire: Fix artillery splashing the bridge span under itself
Markus Armbruster [Sat, 7 Feb 2015 14:49:03 +0000 (15:49 +0100)]
fire: Fix artillery splashing the bridge span under itself

multifire() writes back the firing sector after applying damage.  When
an artillery unit on a bridge span commits suicide by shelling down
the supporting bridge heads, this writeback puts the bridge span right
back (less the land units and planes on it), triggering a seqno oops.
On the next update of the bridge head, the bridge span falls again.
Broken in commit fe5b266, v4.3.14.

The problematic write back is superfluous.  Remove it along with a few
equally superfluous ones.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoboard: Fix mobility cost when defender's efficiency < 100%
Markus Armbruster [Tue, 3 Feb 2015 06:44:23 +0000 (07:44 +0100)]
board: Fix mobility cost when defender's efficiency < 100%

The cost is meant to be proportional to efficiency / 100, but the code
truncates the fraction to zero.  Broken in Empire 2.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoconvert: Drop broken code to charge security unit mobility
Markus Armbruster [Sun, 1 Feb 2015 16:48:58 +0000 (17:48 +0100)]
convert: Drop broken code to charge security unit mobility

Conversion is easier when land units with capability security are
present.  Each such land unit is charged 10 mobility.  The mobility
charge is undocumented.

Land unit mobility is charged even when conversion turns out to be
impossible, say because the sector has no mobility.  I call this a
bug.  Has been that way since security land units were added in
Chainsaw 3.

Except the mobility charge doesn't actually work anymore: the changed
land unit is never written back.  Broken in commit 82c9166, v4.3.16.
Fix this bug would be trivial, but would bring back the bug described
above, and fixing that one is harder, and doesn't feel worthwhile.

Remove the broken charging of land unit mobility instead.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agobomb: Fix damage to mobility when bombing planes
Markus Armbruster [Sun, 1 Feb 2015 16:24:51 +0000 (17:24 +0100)]
bomb: Fix damage to mobility when bombing planes

A bombed plane's mobility is multiplied by dam/100.0, i.e. the higher
the damage, the lower the mobility loss.  Has always been broken.  Fix
by computing the new mobility with damage(), like we do elsewhere.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agocommands: Always put ship or land unit before retreating it
Markus Armbruster [Mon, 12 Jan 2015 21:19:32 +0000 (22:19 +0100)]
commands: Always put ship or land unit before retreating it

boar() puts before retreating, the other callers afterwards.  Subtle
difference, because putting resets the owner of the dead to POGO.

Until the commit before previous, retreat didn't fully work after put.
Now it does.  The subtle difference between boar() and the other
callers still exists.  It's better to do it the same everywhere, as
subtle differences invite bugs.  Since changing boar() is not
practical, change the others.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosonar: Drop a redundant putship()
Markus Armbruster [Mon, 12 Jan 2015 21:13:36 +0000 (22:13 +0100)]
sonar: Drop a redundant putship()

The old retreat_ship() took care not to put its ship argument (it
still put other ships in a group retreat).  Callers put it
unconditionally to make the change to the ship permanent.

The current retreat code puts all ships it changes, rendering sona()'s
putship() redundant.  Drop it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoretreat: Fix group retreat after failed board sinks ship
Markus Armbruster [Mon, 12 Jan 2015 20:19:02 +0000 (21:19 +0100)]
retreat: Fix group retreat after failed board sinks ship

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>
9 years agoRevert "retreat: Oops on retreating ghosts"
Markus Armbruster [Mon, 12 Jan 2015 19:13:44 +0000 (20:13 +0100)]
Revert "retreat: Oops on retreating ghosts"

This reverts commit c3a839934f159b72b510cecb45c8c396efb38119.

The commit message's claim that the code never actually retreats
ghosts is wrong: boar() does.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Conflicts:
src/lib/subs/retreat.c

9 years agoboard: Don't retreat ship#0 after failed board sinks ship
Markus Armbruster [Mon, 12 Jan 2015 19:07:17 +0000 (20:07 +0100)]
board: Don't retreat ship#0 after failed board sinks ship

The root cause is in put_combat(): after it sinks the ship, it calls
att_get_combat(), which treats a combat object with a dead ship as an
error, tells the attacker "not in the same sector!", and "recovers" by
putting the combat object into an error state.  Too hard for me to fix
right now, so put in a FIXME comment.

The error state trips up retreat.  boar() uses the victim's ship
number in the combat object to find the ship it may have to retreat.
Putting the combat object into an error state sets this number to
zero.  If that ship exists, and isn't owned by the attacker, and has
RET_BOARDED set, it retreats.  Oops.  Broken when Empire 2 factored
out common combat code.

Fix by saving the ship number while it's still valid.

This uncovers the next bug: we now pass a dead ship to retreat_ship().
Oopses since commit f743f37.  Its commit message says "Harmless, but
avoid it anyway."  Going to revert.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/retreat: Cover retreat after failed board sinks victim
Markus Armbruster [Mon, 12 Jan 2015 18:37:55 +0000 (19:37 +0100)]
tests/retreat: Cover retreat after failed board sinks victim

Should trigger group retreat, but doesn't; marked "BUG:" in the test
input.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotorpedo: Fix news on owner of ships sunk by return torpedoes
Markus Armbruster [Sun, 11 Jan 2015 16:53:05 +0000 (17:53 +0100)]
torpedo: Fix news on owner of ships sunk by return torpedoes

fire_torp() reads targ->shp_own after putship().  If targ sank, its
owner is POGO by then.  Screwed up when return torpedoes were added in
Chainsaw.  Fix by reporting news before putship().

torp() is correct, because it gets the owner from a local variable.
Change it like fire_torp() anyway.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotorpedo: Don't disclose uid, type, owner of torpedoed subs
Markus Armbruster [Sun, 11 Jan 2015 16:50:09 +0000 (17:50 +0100)]
torpedo: Don't disclose uid, type, owner of torpedoed subs

torp() reports target uid and type to the player.  Hide for submarine
targets, just like we hide attacking submarine details in bulletins to
the target's owner.

torp() and fire_torp() leak submarine owners through the news.
Suppress news for submarine targets.  This is consistent with fire:
mfir() doesn't report depth-charging, and quiet_bigdef() doesn't
report return torpedoes.

Historical note: the code has always hidden submarine uid, type and
owner in places, and leaked them in others.  When capability sub-torp
was added in Chainsaw, no attention was paid to hiding.  When Empire 2
hid attacking submarines, it did nothing for submarine targets.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agobomb: Drop empty line after a ship's "blam-blam"
Markus Armbruster [Sun, 11 Jan 2015 14:12:17 +0000 (15:12 +0100)]
bomb: Drop empty line after a ship's "blam-blam"

It's only printed for ships.  Looks misplaced when it's followed by
"sunk" or other damage reports.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agobomb: Include position when reporting bombed land unit
Markus Armbruster [Sun, 11 Jan 2015 14:05:34 +0000 (15:05 +0100)]
bomb: Include position when reporting bombed land unit

Use the exact same format as for ships.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agobomb: Suppress bulletin when player bombs his own assets
Markus Armbruster [Sun, 11 Jan 2015 14:02:16 +0000 (15:02 +0100)]
bomb: Suppress bulletin when player bombs his own assets

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agobomb: Fix to report bombing of plane to owner once, not twice
Markus Armbruster [Sun, 11 Jan 2015 13:59:54 +0000 (14:59 +0100)]
bomb: Fix to report bombing of plane to owner once, not twice

Has always been broken that way.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Make correctness of some wu() uses more obvious
Markus Armbruster [Sun, 11 Jan 2015 13:12:37 +0000 (14:12 +0100)]
subs: Make correctness of some wu() uses more obvious

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoassault attack paradrop: Fix inconsistent support formatting
Markus Armbruster [Sun, 11 Jan 2015 12:52:27 +0000 (13:52 +0100)]
assault attack paradrop: Fix inconsistent support formatting

With offensive support but no defensive support, there's no empty line
separating the support table from the text that follows.  Fix that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: De-duplicate formatting in intelligence_report()
Markus Armbruster [Sun, 11 Jan 2015 12:38:40 +0000 (13:38 +0100)]
subs: De-duplicate formatting in intelligence_report()

Every piece is formatted either with pr(), or with sprintf() for later
sending with wu().  The output is actually identical.  Format with
sprintf() always, and then either pr() or wu() the results.

While there, change the first parameter's type from int to natid.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Oops when a telegram doesn't end with a newline
Markus Armbruster [Sun, 11 Jan 2015 12:24:08 +0000 (13:24 +0100)]
subs: Oops when a telegram doesn't end with a newline

Telegrams should always end with a newline.  The common cause for a
missing newline is misuse of wu() to print partial lines.  Almost
always works, as the read command merges telegrams arriving in quick
succession.  But if the telegrams are more than five seconds apart
(clock jumped somehow), we get a telegram header in the middle of a
line.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Clean up misuse of wu() around mission bomb damage
Markus Armbruster [Sun, 11 Jan 2015 12:06:54 +0000 (13:06 +0100)]
subs: Clean up misuse of wu() around mission bomb damage

Don't use multiple calls of wu() to print a single line, because that
creates a separate bulletin for each part.  The read command normally
merges the bulletins, but if the bulletins are more than five seconds
apart (clock jumped somehow), we get a bulletin header in the middle
of a line.  Unlikely to happen, but it also messes up pln_damage()'s
line wrapping (see commit e002bf2).  Clean it up.

The wu() misuse was introduced in Empire 2.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Change pln_damage()'s parameter noisy to string prefix
Markus Armbruster [Sun, 11 Jan 2015 11:59:24 +0000 (12:59 +0100)]
subs: Change pln_damage()'s parameter noisy to string prefix

No functional change for now.  The next commit will put it to use.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoupdate: Clean up misuse of wu() in prod_nat()
Markus Armbruster [Sun, 11 Jan 2015 11:25:03 +0000 (12:25 +0100)]
update: Clean up misuse of wu() in prod_nat()

Don't use multiple calls of wu() to print a single line, because that
creates a separate telegram for each part.  The read command normally
merges the telegrams, but if they are more than five seconds apart
(clock jumped somehow), we get a telegram header in the middle of a
line.  Unlikely to happen, but clean it up anyway.

The misuse has always been there.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agobomb: Fix to reject attempts to bomb unused planes
Markus Armbruster [Sun, 11 Jan 2015 09:35:22 +0000 (10:35 +0100)]
bomb: Fix to reject attempts to bomb unused planes

Report "not spotted", like we do for unused ships and land units.
Missed in commit 23d52a4, v4.3,16.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoretreat lretreat: Be less loquacious when changing orders
Markus Armbruster [Sat, 10 Jan 2015 09:23:48 +0000 (10:23 +0100)]
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>
9 years agotests: Wean off deprecated retreat syntax
Markus Armbruster [Sat, 10 Jan 2015 13:25:52 +0000 (14:25 +0100)]
tests: Wean off deprecated retreat syntax

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoretreat lretreat: Deprecate pseudo-condition 'c'
Markus Armbruster [Sat, 10 Jan 2015 13:16:00 +0000 (14:16 +0100)]
retreat lretreat: Deprecate pseudo-condition 'c'

It's redundant; retreat path 'h' cancels orders just fine.  Document
that instead.  'c' still works, and I don't plan to break it as long
as it doesn't get in the way, which seems unlikely.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoretreat lretreat: Change query syntax to match mission
Markus Armbruster [Sat, 10 Jan 2015 12:43:23 +0000 (13:43 +0100)]
retreat lretreat: Change query syntax to match mission

Optional arguments can save typing.  Mandatory arguments are more
easily discoverable: just run the command and answer its prompts.
Empire traditionally uses optional arguments only for expert features.
Consider mission:

    [0:640] Command : mission
    Ship, plane or land unit (p,sh,la)? s
    ship(s)? 0
    Mission (int, sup, osup, dsup, esc, res, air, query, clear)? int
    operations point? .
    frg  frigate Early Bird(#0) on an interdiction mission, centered on 21,-3, radius 0
    1 ship

Compare retreat:

    [0:638] Command : retreat
    ship(s)? 0
    shp#     ship type       x,y   fl path       as flt?  flags
       0 frg  frigate       21,-3
    1 ship

Arguments are not discoverable this way.

Change retreat to work like mission: make the second argument
mandatory, and if it's 'q', show retreat orders, else treat it as path
and ask for conditions:

    [0:637] Command : retreat
    ship(s)? 0
    Retreat path, or q to query? jj
    Retreat conditions ('?' to list available ones)? i
    shp#     ship type       x,y   fl path       as flt?  flags
       0 frg  frigate       21,-3     jj                  i
    1 ship

To reduce smart client and script breakage, keep retreat with one
argument working as before, but print a deprecation warning.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoretreat lretreat: Strip trailing 'h' from retreat path
Markus Armbruster [Sat, 10 Jan 2015 09:03:33 +0000 (10:03 +0100)]
retreat lretreat: Strip trailing 'h' from retreat path

Has no effect now.  Before the recent rewrite of automatic retreat, it
could be used to trigger group retreat while staying put.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoinfo torpedo: Say "torpedo", not "torp"
Markus Armbruster [Sat, 10 Jan 2015 08:08:25 +0000 (09:08 +0100)]
info torpedo: Say "torpedo", not "torp"

Documentation and player output should use proper words.  "torp" ain't
one.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoretreat lretreat edit xdump: Change "torped" to "torpedoed"
Markus Armbruster [Sat, 10 Jan 2015 07:52:59 +0000 (08:52 +0100)]
retreat lretreat edit xdump: Change "torped" to "torpedoed"

"torped" comes from symbol table retreat_flags.  Visible in output of
edit, retreat, lretreat and xdump.  Tolerable in edit, but player
commands like retreat should really use proper words.

Fixing it in retreat_flags changes xdump output, thus risks breaking
clients.  Do it anyway, since no known client recognizes this
particular symbol value.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosymbol: New symbol_set_fmt() parameter sep, use for show
Markus Armbruster [Sat, 10 Jan 2015 07:39:48 +0000 (08:39 +0100)]
symbol: New symbol_set_fmt() parameter sep, use for show

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosymbol: Make actofgod.c's fmtflags() public as symbol_set_fmt()
Markus Armbruster [Sat, 10 Jan 2015 07:29:55 +0000 (08:29 +0100)]
symbol: Make actofgod.c's fmtflags() public as symbol_set_fmt()

Move to nstreval.c, rename, external linkage.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agobomb: Fix ship list header for ASW planes
Markus Armbruster [Sat, 10 Jan 2015 06:22:05 +0000 (07:22 +0100)]
bomb: Fix ship list header for ASW planes

The code to list ships got triplicated in Chainsaw.  Empire 2 screwed
up one copy in its global replace of owner by player->owner.

Fix it by de-duplicating.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Drop a few superfluous variables
Markus Armbruster [Sat, 10 Jan 2015 06:19:14 +0000 (07:19 +0100)]
subs: Drop a few superfluous variables

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agolaunch name trade: Check for getstarg() failure immediately
Markus Armbruster [Fri, 9 Jan 2015 15:25:34 +0000 (16:25 +0100)]
launch name trade: Check for getstarg() failure immediately

Rather than after post-yield sanity checking.  Just to make it obvious
that we are handling getstarg() failure.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests: Fix crash when getstarg() fails
Markus Armbruster [Fri, 9 Jan 2015 15:19:13 +0000 (16:19 +0100)]
tests: Fix crash when getstarg() fails

Screwed up when test-suite-only command __cmd was added in commit
e852d45.  Should never happen with the intended use.  Fix it anyway.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoretreat lretreat: Fix crash when getstarg() fails
Markus Armbruster [Fri, 9 Jan 2015 15:12:29 +0000 (16:12 +0100)]
retreat lretreat: Fix crash when getstarg() fails

Broken in commit 40ec33b.  Mitigating factor: can only happen when the
player gives an empty argument, e.g. retreat 0 "".

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoretreat: Rewrite automatic retreat code to fix its many bugs
Markus Armbruster [Wed, 7 Jan 2015 18:38:53 +0000 (19:38 +0100)]
retreat: Rewrite automatic retreat code to fix its many bugs

Much of the retreat code duplicates navigate and march code.  Worse,
retreat's version is full of bugs:

* Land units can sometimes retreat when they couldn't march: while on
  the trading block (forbidden with march since 4.0.9), crewless
  (likewise since 4.0.0), kidnapped in a foreign sector (inconsistent
  since land units were added in Chainsaw 3), loaded on a ship
  (likewise) or a land unit (inconsistent since trains were added in
  4.0.0).

* Ships can retreat while on the trading block (forbidden with
  navigate since 4.0.9)

* Land units can't retreat into foreign sectors even though they could
  march there, namely when sector is allied or the land unit is a spy.
  They can march there since 4.0.0.

* Land units keep their fortification on retreat.  Has been that way
  since retreat was added in Chainsaw.

Then there's group retreat.  It's basically crazy:

* It triggers retreat for everyone in the same fleet or army, one
  after the other, regardless of retreat path, conditions (including
  group retreat), or even location.  The latter is quite abusable
  since retreats aren't interdicted.  Has been that way since retreat
  was added in Chainsaw.

* Group retreat fails to trigger when the originally retreating ship
  or land unit has no retreat path left when it's done.  Broken in
  commit b860123.

Finally, the reporting to the owner is sub-par:

* When a retreat is cut short by insufficient mobility or
  obstructions, its end sector isn't reported, leaving the player
  guessing.

* Non-retreats can be confusingly reported as retreat to the same
  sector.  Can happen when the retreat path starts with 'h' (obscure
  feature to suppress a single retreat), or when a group retreat
  includes a ship or land unit without retreat orders.

* Interaction with mines during retreat is reported before the retreat
  itself, which can be quite confusing.

* Sweeping landmines isn't reported at all.

* Much code and much bulletin text is dedicated to reporting what
  caused the retreat, even though it should be perfectly obvious.

Rewrite this on top of common navigate and march code.  Reuse of
common code fixes the "can retreat when it couldn't navigate/march"
and the "can't retreat into sectors it could navigate or march into"
bugs, and improves the reporting.

One special case isn't a bug fix but a rule change: mountains.  The
old code forbids that explicitly, and it's clearly intentional, if
undocumented.  The new code allows it by not doing anything special.

Turn group retreat into an actual group retreat: everyone in the same
fleet and sector with the the same retreat path and group retreat
condition joins the group.  The group retreats together, just like in
navigate and march.

Take care to always report the end sector.  When retreat is
impossible, report "can't retreat".  When retreat is partial, report
"and stays in X,Y".  When it's complete, report "stopped at X,Y".

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/retreat: Test mission clearing more thoroughly
Markus Armbruster [Wed, 7 Jan 2015 16:45:26 +0000 (17:45 +0100)]
tests/retreat: Test mission clearing more thoroughly

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/retreat: Cover spies
Markus Armbruster [Wed, 7 Jan 2015 14:26:04 +0000 (15:26 +0100)]
tests/retreat: Cover spies

This exposes yet another bug.  It's marked "BUG:" in the test input.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/retreat: Cover trains
Markus Armbruster [Wed, 7 Jan 2015 13:54:21 +0000 (14:54 +0100)]
tests/retreat: Cover trains

This exposes yet another bug.  It's marked "BUG:" in the test input.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/retreat: Cover canals
Markus Armbruster [Wed, 7 Jan 2015 13:36:53 +0000 (14:36 +0100)]
tests/retreat: Cover canals

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/retreat: Cover ships and land units on sale
Markus Armbruster [Wed, 7 Jan 2015 13:29:32 +0000 (14:29 +0100)]
tests/retreat: Cover ships and land units on sale

This exposes more bugs.  They're marked "BUG:" in the test input.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoretreat: Don't report a destroyed ship/land unit couldn't retreat
Markus Armbruster [Wed, 7 Jan 2015 13:16:01 +0000 (14:16 +0100)]
retreat: Don't report a destroyed ship/land unit couldn't retreat

Commit df8a1ff redone without breaking stuff.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoRevert "retreat: Don't report a destroyed ship/land unit couldn't retreat"
Markus Armbruster [Wed, 7 Jan 2015 13:12:40 +0000 (14:12 +0100)]
Revert "retreat: Don't report a destroyed ship/land unit couldn't retreat"

This reverts commit df8a1ffc1bf77567e4972810d5c729a73fcb42e6.

Because it breaks group retreat.  Trivial conflicts due to the removal
of option SAIL.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Conflicts:
src/lib/subs/retreat.c
tests/retreat/journal.log

9 years agotests/retreat: Improve group retreat coverage
Markus Armbruster [Wed, 7 Jan 2015 11:12:04 +0000 (12:12 +0100)]
tests/retreat: Improve group retreat coverage

This exposes more bugs.  They're marked "BUG:" in the test input.  A
few bugs get masked, but I'll unmask them again in the next commit.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/retreat: Put some targets in separate locations
Markus Armbruster [Wed, 7 Jan 2015 09:32:50 +0000 (10:32 +0100)]
tests/retreat: Put some targets in separate locations

To reduce coupling between test cases.

Lucky dice expose another bug.  It's marked "BUG:" in the test input.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/retreat: Drop unused minefields
Markus Armbruster [Wed, 7 Jan 2015 09:18:47 +0000 (10:18 +0100)]
tests/retreat: Drop unused minefields

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/retreat: Clean up setup, improve comments
Markus Armbruster [Wed, 7 Jan 2015 08:44:45 +0000 (09:44 +0100)]
tests/retreat: Clean up setup, improve comments

setup-POGO unintentionally gives dead ships, planes and land units
mobility, which makes them show up in final.xdump.  Rearrange to avoid
that, and for clarity.  While there, improve comments.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests: Normalize setup.journal.log and setup.server.log
Markus Armbruster [Wed, 7 Jan 2015 08:40:42 +0000 (09:40 +0100)]
tests: Normalize setup.journal.log and setup.server.log

These logs are saved in the sandbox to help debugging setup.
Normalize them to make them easier to read.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoedit: Fix tech and range adjustment for edit p key 'T'
Markus Armbruster [Tue, 6 Jan 2015 14:22:01 +0000 (15:22 +0100)]
edit: Fix tech and range adjustment for edit p key 'T'

It sets the new type, then falls through to setting tech if the new
type requires more than the plane currently has.  Two problems with
that:

* If we fall through, the plane is invalid: it has less tech than
  required.  Its only use before it gets overwritten is pln_set_tech()
  calling pln_range_max() to find out whether the range is limited.
  Passes a negative number to log().  Not fatal, but pln_set_tech()'s
  range adjustment is unlikely to work.

* If we don't fall through, the range may still need adjustment,
  either up (to keep it unlimited if the new type has more range), or
  down (to keep it within the new type's shorter range).

Screwed up when the key was added in commit 6b0b6f17.  Fix by
adjusting tech first, then setting the type, then adjusting the range.
The latter relies on pln_set_tech() coping with ranges exceeding the
type's maximum, which it does.

Change the other type edits similarly for consistency.

When a type edit triggers a tech change, the tech change is now
silent.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotests/actofgod: Test plane type change's effect on range
Markus Armbruster [Tue, 6 Jan 2015 13:45:51 +0000 (14:45 +0100)]
tests/actofgod: Test plane type change's effect on range

Demonstrate bugs: doesn't always preserve unlimited range, and doesn't
always cut range back to maximum.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Inline shp_stays(), lnd_stays()
Markus Armbruster [Tue, 6 Jan 2015 13:10:23 +0000 (14:10 +0100)]
subs: Inline shp_stays(), lnd_stays()

Most of the remaining callers need to fool around with snprintf() to
use them.  Not worthwhile anymore.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agonavigate march: Stop on non-fatal mine hits, too
Markus Armbruster [Mon, 5 Jan 2015 19:23:46 +0000 (20:23 +0100)]
navigate march: Stop on non-fatal mine hits, too

We stop on mine hits only when they're fatal.  Has always been that
way.  When interdiction was added in Chainsaw, it worked the same.
Empire 2 changed the commands to stop on any interdiction damage.  Now
stop on any mine damage, too.

Interdiction can fail to do damage (all bombs miss), and mines can be
detected without damage (by sweeping).  Perhaps we should stop then as
well.  Left for another day.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Rename unit_path() to unit_move_route() and move it
Markus Armbruster [Mon, 5 Jan 2015 16:58:31 +0000 (17:58 +0100)]
subs: Rename unit_path() to unit_move_route() and move it

Move it next to its only caller unit_move().

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Rename shp_nav(), lnd_mar()
Markus Armbruster [Mon, 5 Jan 2015 16:44:26 +0000 (17:44 +0100)]
subs: Rename shp_nav(), lnd_mar()

... to shp_nav_stay_behind(), lnd_mar_stay_behind(), to better reflect
their purpose.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agonavigate march: Fix use-after-free and other bugs
Markus Armbruster [Mon, 5 Jan 2015 15:32:25 +0000 (16:32 +0100)]
navigate march: Fix use-after-free and other bugs

unit_move() is too big and has too many paths through its loop.
Maintenance of the (unspoken) loop invariant isn't obvious.  In fact,
it isn't maintained on some paths.  I found several bugs:

* We check prerequisite conditions for moving before the first move
  and around prompts.  When a condition becomes wrong on the move,
  movement continues all the same until the next prompt.  I believe
  the only way this can happen is loss of crew due to hitting a mine.

* We cache ships and land units in a list of struct ulist.  When a
  ship or land unit gets left behind, its node is removed from the
  list and freed.

  We keep pointer flg pointing to the flagship in that list for
  convenience.  However, the pointer isn't updated until the next
  prompt.  It's referenced for automatic radar and all sub-commands
  other than the six directions and 'h'.  Use after free when such a
  sub-command gets processed after a flagship change without a prompt.
  Same for land units.  For instance, navigating a pair of ships "jh"
  where the flagship has no mobility leaves the flagship behind, then
  attempts to radar automatically using the ship in the freed list
  node.  Likewise, marching a similar pair of land units "jl" examines
  the land unit in the freed list node to figure out how to look.

* We cache mobility in the same list to support fractional mobility
  during movement.  Movement deducts from cached mobility and writes
  the result back to the ship or land unit.

  If something else charges it mobility while it's in this list, the
  cache becomes stale.  shp_nav() and lnd_nav() reload stale caches,
  but don't run often enough.  For instance, when a ship hits mines,
  the mine damage makes the cache stale.  If a direction or 'h'
  follows directly, the stale mobility is written back, clobbering the
  mine hit's mobility loss.

This mess dates back to Empire 2, where it replaced a different mess.
There may be more bugs.

unit_move()'s complex control flow makes reasoning about its loop
invariant too error-prone.  Rewrite the mess instead, splitting off
sensible subroutines.

Also fixes a couple of minor annoyances:

* White-space can confuse the parser.  For instance, "jg l" is
  interpreted like "jgll".  Fix to reject the space.  Broken in commit
  0c12d83, v4.3.7.

* The flagship uses radar automatically before any sub-command (since
  Chainsaw), and all ships use it automatically after a move (since
  4.2.2).  Make them all use it before and after each sub-command,
  whether it's a move or not.

* Land units don't use radar automatically.  Make them use it just
  like ships.

* Always report a flagship / leader change right when it happens, not
  only before and after a prompt.

Left for another day, marked FIXME: BTU charging is unclean.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Move shared code from navi.c to subs
Markus Armbruster [Mon, 5 Jan 2015 12:12:38 +0000 (13:12 +0100)]
subs: Move shared code from navi.c to subs

Rename do_unit_move() to unit_move() to blend into unitsub.c.  Give
its helpers static linkage.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agonavigate march: Fix "same mob type" and "not on sale" checks
Markus Armbruster [Mon, 5 Jan 2015 12:10:14 +0000 (13:10 +0100)]
navigate march: Fix "same mob type" and "not on sale" checks

Unlike the other "may move" conditions, "same mobility type
(MOB_MARCH, MOB_RAIL) as leader" and "not on sale" are only checked
when collecting ships and land units.

The former breaks when a deity unwisely edits a land unit's type while
it is being marched.  Messed up when the check was added in commit
36e41e5 (v4.3.7).  However, editing has become possible only recently,
in commit 6b0b6f1.

The latter would break if a ship could be put on the market while it
is being navigated, but that's not possible, because only the owner
can navigate (see also commit 8c502d4), and only the owner can sell.
Same for land units.  Messed up in 4.0.9.  Clean it up anyway.  Bonus:
nicer error message, even spelled correctly.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agonavigate march: Wipe mission and retreat orders less eagerly
Markus Armbruster [Mon, 5 Jan 2015 10:07:50 +0000 (11:07 +0100)]
navigate march: Wipe mission and retreat orders less eagerly

navi() uses shp_sel() to collect ships, then shp_nav() to drop
ineligible ships.  shp_sel() wipes mission and retreat orders.  Stupid
when shp_nav() will drop them right away.

Avoid that by having shp_sel() check shp_nav()'s conditions, too.

navi()'s shp_nav() call won't find anything to drop now.  The call
will be removed shortly.

This drops "& stays in" from some failure reports, since shp_nav()'s
reject messages end with "& stays in X,Y", and shp_sel()'s don't.

Likewise for marc(), lnd_sel(), lnd_mar().

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agomarch: Give up fortification only on actual move or sweep
Markus Armbruster [Mon, 5 Jan 2015 10:14:31 +0000 (11:14 +0100)]
march: Give up fortification only on actual move or sweep

Don't wipe it in lnd_sel(), rely on lnd_mar_one_sector() and
lnd_sweep() to wipe it when the land unit actually moves.

Closes FRE#43.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Factor lnd_may_mar() out of lnd_mar()
Markus Armbruster [Mon, 5 Jan 2015 09:58:49 +0000 (10:58 +0100)]
subs: Factor lnd_may_mar() out of lnd_mar()

lnd_may_mar() uses lp->lnd_own rather than actor, but that's okay,
lnd_mar() ensures they're the same.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Factor shp_may_nav() out of shp_nav()
Markus Armbruster [Mon, 5 Jan 2015 09:57:19 +0000 (10:57 +0100)]
subs: Factor shp_may_nav() out of shp_nav()

shp_may_nav() uses sp->shp_own rather than actor, but that's okay,
shp_nav() ensures they're the same.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Clean up direction code range checks
Markus Armbruster [Sun, 4 Jan 2015 16:52:36 +0000 (17:52 +0100)]
subs: Clean up direction code range checks

Compare with DIR_LAST instead of DIR_VIEW, to avoid assuming DIR_VIEW
is the first non-direction code.

While there, oops on unexpected code.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agobomb fire launch torpedo: Don't disclose ship sinking in retreat
Markus Armbruster [Sun, 4 Jan 2015 12:49:38 +0000 (13:49 +0100)]
bomb fire launch torpedo: Don't disclose ship sinking in retreat

These commands report "sunk!" even when the ship survives the attack
but sinks during retreat.  bomb even reports where on the retreat the
ship sinks.  Has been that way since retreat was added in Chainsaw.

Report "sunk!" only when the attack sinks the ship directly.

Similar code exists for land units, but it doesn't report killings.
Change it anyway, to keep it consistent with the ship code.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agotorpedo: Fix mobility cost of retreat after hit
Markus Armbruster [Sun, 4 Jan 2015 12:12:48 +0000 (13:12 +0100)]
torpedo: Fix mobility cost of retreat after hit

torp() applies torpedo damage after retreat.  Wrong, because mobility
cost increases with damage.  Broken since retreat was added in
Chainsaw.

Fix by applying damage before retreat.  Bonus: bulletins make more
sense.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoUpdate copyright notice
Markus Armbruster [Fri, 2 Jan 2015 08:14:50 +0000 (09:14 +0100)]
Update copyright notice

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoUpdate known contributors comments
Markus Armbruster [Wed, 31 Dec 2014 09:42:30 +0000 (10:42 +0100)]
Update known contributors comments

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoempmod: Fix usage string of retreat and lretreat
Markus Armbruster [Wed, 31 Dec 2014 09:26:05 +0000 (10:26 +0100)]
empmod: Fix usage string of retreat and lretreat

Has been wrong since the commands were added in Chainsaw.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoinfo/retreat info/lretreat: Fix and clean up
Markus Armbruster [Wed, 31 Dec 2014 09:02:23 +0000 (10:02 +0100)]
info/retreat info/lretreat: Fix and clean up

.SY claims all arguments are individually optional.  Fix that, and
clarify that omitting the optional arguments shows current orders.

Don't complicate syntax with <SECTS>, <SHIP/FLEET> covers sectors.

The two pages are identical apart from header and footer.  They
mention land units briefly, then explain ship retreat.  Lazy.  Drop
the land unit mention from "info retreat", and rewrite "info lretreat"
for land units.

Update example output for current code.

Don't shout retreat conditions.  We've always accepted both lower and
upper case conditions.  Help has been advertising lower case since
commit bb5dfd8, v4.3.16.

While there, fix a few misspellings and such.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoinfo/lretreat: Resync with retreat.t
Markus Armbruster [Wed, 31 Dec 2014 08:55:08 +0000 (09:55 +0100)]
info/lretreat: Resync with retreat.t

Commit 18ee9a2f (v4.2.21) and commit 18ee9a2f (v4.3.16) updated only
info/retreat.t, and missed info/lretreat.t.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoinfo/retreat: De-document retreat condition help
Markus Armbruster [Wed, 31 Dec 2014 08:54:08 +0000 (09:54 +0100)]
info/retreat: De-document retreat condition help

Documented in commit dc41544, v4.3.16.  It actually worked only at the
condition prompt then.  No longer recognized elsewhere since commit
c699949.  The documentation is now misleading.  Simply drop it; the
prompt points out how to get help,

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Report where exactly ships and land units sweep mines
Markus Armbruster [Mon, 29 Dec 2014 21:45:20 +0000 (22:45 +0100)]
subs: Report where exactly ships and land units sweep mines

shp_sweep() and lnd_sweep() print only a couple of "Sweep...".
Sometimes, the sector isn't obvious, e.g. when you march multiple
sectors in one go, sweeping along the way.

Print "Approaching minefield at X,Y..." right before the first sweep
in a sector.

Note that retreat.c duplicates the sweeping code.  Retreating ships
report sweeping with coordinates since commit dcd0794, v4.2.21.
Retreating land units still sweep silently.  Left for another day.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Drop contains_engineer(), lnd_find_capable() can do
Markus Armbruster [Mon, 29 Dec 2014 19:13:21 +0000 (20:13 +0100)]
subs: Drop contains_engineer(), lnd_find_capable() can do

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agonavigate march: Nicer error messages for sub-command 'm'
Markus Armbruster [Mon, 29 Dec 2014 18:49:39 +0000 (19:49 +0100)]
navigate march: Nicer error messages for sub-command 'm'

Don't report every incapable ship or land unit.  Complain only when
there are no capable ships or land units available.

The ships are all in the same sector, so complain about the sector
type just once instead of once per capable ship or land unit.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agomarch attack assault: Hit mines like ships do
Markus Armbruster [Mon, 29 Dec 2014 17:05:30 +0000 (18:05 +0100)]
march attack assault: Hit mines like ships do

When ships enter a sector with sea mines, any minesweepers sweep, then
hit mines, and finally all ships (including the minesweepers) hit
mines.  Sweeping in a sector (navigate sub-command 'm') works the same
without the final step.

When land units enter a sector with land mines, any engineers sweep,
and then all land units (including the engineers) hit mines.  Sweeping
in a sector (march sub-command 'm') works the same, which means
non-engineers can hit mines then.  Broken in Empire 2.

Actually broken for ships too then.  4.0.17 fixed ships, but neglected
to fix land units.

Change the land unit code to work like the ship code.  Fixes march
sub-command 'm' not to expose non-engineers to mines.  Changes march,
attack and assault with option INTERDICT_ATT enabled to expose
engineers twice.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Factor lnd_check_one_mines() out of lnd_check_mines()
Markus Armbruster [Mon, 29 Dec 2014 16:55:56 +0000 (17:55 +0100)]
subs: Factor lnd_check_one_mines() out of lnd_check_mines()

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agomarch: Fix 'm' not to leave engineer without mobility behind
Markus Armbruster [Mon, 29 Dec 2014 16:36:36 +0000 (17:36 +0100)]
march: Fix 'm' not to leave engineer without mobility behind

When lnd_sweep() rejects an engineer for want of mobility, it removes
it from the list of units.

Can happen only when sweeping for march sub-command 'm'.  Any engineer
without mobility is dropped from the march immediately.  Broken in
Empire 2.

Fix lnd_sweep() to handle this case just like the others, and like
shp_sweep(): report and continue with the next list member.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agomarch attack assault: Don't sweep with zero mobility
Markus Armbruster [Mon, 29 Dec 2014 16:32:40 +0000 (17:32 +0100)]
march attack assault: Don't sweep with zero mobility

Require positive mobility for sweeping mines, just like ships do.
Screwed up when land units were added in Chainsaw 3.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agounit: Drop ulist member chrp
Markus Armbruster [Mon, 29 Dec 2014 07:41:23 +0000 (08:41 +0100)]
unit: Drop ulist member chrp

Commit cd8d742 mechanically combined struct mlist's mcp and struct
llist's llp into struct ulist's chrp, adding type casts to every use.
Not necessary, simply use mchr[] and lchr[] directly.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoinfo/mission: Correct land unit missile interdiction limit
Markus Armbruster [Mon, 29 Dec 2014 06:10:31 +0000 (07:10 +0100)]
info/mission: Correct land unit missile interdiction limit

It's not 100 flat, it's 20 per interdicted land unit.  It's been that
way since Empire 2 at least.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoinfo/navigate: Correct and clarify
Markus Armbruster [Mon, 29 Dec 2014 06:09:35 +0000 (07:09 +0100)]
info/navigate: Correct and clarify

Don't claim the lowest-numbered land unit is always the leader.

Reword the explanation of the prompt.

Update example output for current code.

Clarify that a destination sector is also accepted interactively, not
just on the command line.

Missiles interdict just the valuable ships, unlike other interdiction.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agoinfo/march: Correct and clarify
Markus Armbruster [Mon, 29 Dec 2014 06:02:05 +0000 (07:02 +0100)]
info/march: Correct and clarify

Don't claim the army stops when the leader stops.

Don't claim the lowest-numbered land unit is always the leader.

The prompt shows minimum mobility, not leader mobility.

Clarify that a destination sector is also accepted interactively, not
just on the command line.  Fix the example output, and update for
current code.

Replace incorrect landmine hit chance formula by a reference to "info
Hitchance".

Drop incorrect damage limit for missile interdiction, rely on the
reference to "info mission" instead.

The hit chance of missiles and pin-bombers interdicting land units is
not 100%, but depends on the marching land unit that is easiest to hit.

Clarify that interdiction damage is spread evenly among the marching
land units.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Clean up convoluted logic in lnd_mar_one_sector()
Markus Armbruster [Sun, 28 Dec 2014 21:51:56 +0000 (22:51 +0100)]
subs: Clean up convoluted logic in lnd_mar_one_sector()

Handle "no movement" before the movement loop instead of relying on
the first iteration of the loop.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Clean up convoluted logic in shp_nav_one_sector()
Markus Armbruster [Sun, 28 Dec 2014 21:50:17 +0000 (22:50 +0100)]
subs: Clean up convoluted logic in shp_nav_one_sector()

Handle "no movement" before the movement loop instead of relying on
the first iteration of the loop.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agonavigate: Don't disclose whether unfriendly canal is navigable
Markus Armbruster [Sun, 28 Dec 2014 21:43:47 +0000 (22:43 +0100)]
navigate: Don't disclose whether unfriendly canal is navigable

When you try to navigate a ship without canal capability into an
unfriendly canal, you get "can't go" when it's below 2%, else "too
large to fit".  Always report "can't go" for unfriendly sectors.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agosubs: Drop unit_path() parameter together
Markus Armbruster [Sun, 28 Dec 2014 21:36:25 +0000 (22:36 +0100)]
subs: Drop unit_path() parameter together

It's always non-zero now.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agonavigate march: Drop do_unit_move() parameter together
Markus Armbruster [Sun, 28 Dec 2014 21:32:23 +0000 (22:32 +0100)]
navigate march: Drop do_unit_move() parameter together

It's always non-zero now.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agonavigate: Require all ships to start in the same sector
Markus Armbruster [Sun, 28 Dec 2014 21:27:37 +0000 (22:27 +0100)]
navigate: Require all ships to start in the same sector

The capability to navigate ships spread over several sectors is
obscure and rarely useful.  Accidental use is probably more frequent
than intentional use.  Issues:

* Interactive prompts show only the flagship's position, and give no
  clue that some ships are actually elsewhere.

* Path finding is supported only when all navigating ships are in
  the same sector.

* Interdiction becomes rather complex.  For each movement, every
  sector entered is interdicted independently.  This means the same
  fort, ship, land unit or plane can interdict multiple times.
  Interdiction order depends on the order the code examines
  ships. which the player can control.  This is all pretty much
  undocumented.

* Complicates the code and its maintenance.  Multiplies the number of
  test cases needed to cover navigate.

I feel we're better off without this feature.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
9 years agomarch: Require all land units to start in the same sector
Markus Armbruster [Sun, 28 Dec 2014 21:24:17 +0000 (22:24 +0100)]
march: Require all land units to start in the same sector

The capability to march land units spread over several sectors is
obscure and rarely useful.  Accidental use is probably more frequent
than intentional use.  Issues:

* Interactive prompts show only the leader's position, and give no
  clue that some land units are actually elsewhere.

* Path finding is supported only when all marching land units are in
  the same sector.

* In each step, the bmap is updated for the leader's radar.  The bmap
  is not updated around other marching land units.  Already odd when
  all units are in the leader's sector, and odder still when some are
  elsewhere.

* Interdiction becomes rather complex.  For each movement, every
  sector entered is interdicted independently.  This means the same
  ship, land unit or plane can interdict multiple times.  Interdiction
  order depends on the order the code examines land units. which the
  player can control.  This is all pretty much undocumented.

* Complicates the code and its maintenance.  Multiplies the number of
  test cases needed to cover march.

I feel we're better off without this feature.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>