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>
This commit is contained in:
Markus Armbruster 2014-12-28 22:24:17 +01:00
parent 5d0faf7a88
commit 69c99a0f29
9 changed files with 54 additions and 81 deletions

View file

@ -454,21 +454,17 @@ lnd_insque(struct lndstr *lp, struct emp_qelem *list)
/* This function assumes that the list was created by lnd_sel */
void
lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
int *togetherp, natid actor)
natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
struct lndstr *lp;
struct lndstr *lp, *ldr = NULL;
struct sctstr sect;
coord allx;
coord ally;
int first = 1;
char mess[128];
*minmobp = 9876.0;
*maxmobp = -9876.0;
*togetherp = 1;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
@ -519,13 +515,12 @@ lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
lnd_stays(actor, mess, llp);
continue;
}
if (first) {
allx = lp->lnd_x;
ally = lp->lnd_y;
first = 0;
if (!ldr)
ldr = lp;
else if (lp->lnd_x != ldr->lnd_x || lp->lnd_y != ldr->lnd_y) {
lnd_stays(actor, "is not with the leader", llp);
continue;
}
if (lp->lnd_x != allx || lp->lnd_y != ally)
*togetherp = 0;
if (lp->lnd_mobil + 1 < (int)llp->mobil) {
llp->mobil = lp->lnd_mobil;
}
@ -978,14 +973,12 @@ int lnd_abandon_askyn(struct emp_qelem *list)
}
int
lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
int together)
lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor)
{
struct sctstr sect, osect;
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
struct emp_qelem cur, done;
coord dx;
coord dy;
coord newx;
@ -998,6 +991,9 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
int rel;
int oldown;
if (CANT_HAPPEN(QEMPTY(list)))
return 1;
if (dir <= DIR_STOP || dir >= DIR_VIEW) {
lnd_mar_put(list, actor);
return 1;
@ -1005,19 +1001,21 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
dx = diroff[dir][0];
dy = diroff[dir][1];
llp = (struct ulist *)list->q_back;
getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
oldown = osect.sct_own;
newx = xnorm(llp->unit.land.lnd_x + dx);
newy = ynorm(llp->unit.land.lnd_y + dy);
getsect(newx, newy, &sect);
rel = relations_with(sect.sct_own, actor);
move = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
oldown = osect.sct_own;
newx = xnorm(llp->unit.land.lnd_x + dx);
newy = ynorm(llp->unit.land.lnd_y + dy);
getsect(newx, newy, &sect);
stuck = lnd_check_mar(&llp->unit.land, &sect);
if (stuck == LND_STUCK_NOT
&& (relations_with(sect.sct_own, actor) == ALLIED
|| !sect.sct_own
&& (!sect.sct_own || rel == ALLIED
|| (lchr[llp->unit.land.lnd_type].l_flags & L_SPY))) {
move = 1;
}
@ -1026,19 +1024,13 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
oldown = osect.sct_own;
newx = xnorm(llp->unit.land.lnd_x + dx);
newy = ynorm(llp->unit.land.lnd_y + dy);
getsect(newx, newy, &sect);
rel = relations_with(sect.sct_own, actor);
stuck = lnd_check_mar(&llp->unit.land, &sect);
if (stuck != LND_STUCK_NOT
|| (sect.sct_own && rel != ALLIED
&& !(lchr[llp->unit.land.lnd_type].l_flags & L_SPY))) {
if (stuck == LND_STUCK_NO_RAIL
&& (!sect.sct_own || rel == ALLIED)) {
if (together && !move) {
if (!move) {
mpr(actor, "no rail system in %s\n",
xyas(newx, newy, actor));
return 1;
@ -1049,7 +1041,7 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
continue;
}
} else {
if (together && !move) {
if (!move) {
mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
return 1;
} else {
@ -1104,38 +1096,15 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
if (QEMPTY(list))
return stopping;
/* interdict land units sector by sector */
emp_initque(&cur);
emp_initque(&done);
while (!QEMPTY(list)) {
llp = (struct ulist *)list->q_back;
newx = llp->unit.land.lnd_x;
newy = llp->unit.land.lnd_y;
/* move units in NEWX,NEWY to cur */
visible = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
if (llp->unit.land.lnd_x == newx && llp->unit.land.lnd_y == newy) {
emp_remque(qp);
emp_insque(qp, &cur);
if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
visible = 1;
}
}
/* interdict them */
if (visible)
stopping |= lnd_interdict(&cur, newx, newy, actor);
/* move survivors to done */
for (qp = cur.q_back; qp != &cur; qp = next) {
next = qp->q_back;
emp_remque(qp);
emp_insque(qp, &done);
}
visible = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
visible = 1;
}
/* assign surviving land units back to list */
emp_insque(list, &done);
emp_remque(&done);
if (visible)
stopping |= lnd_interdict(list, newx, newy, actor);
return stopping;
}