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1183 commits

Author SHA1 Message Date
d30de533d7 update: Move work percentage update into do_feed()
Since changing *sp is safe now, we can move the update of sp->sct_work
into do_feed(), use the return value for work, and drop parameter
workp.

The sp->sct_avail update looks similar, but there's a subtle
difference: it's skipped when the sector is stopped or its owner is
broke.  The caller already checks that, so leave the update there.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:57 +02:00
dc6799ebd5 update: Drop redundant produce() parameter vec[]
Its caller passes sp->sct_item, so use that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:57 +02:00
26dc92e1b5 update: Drop redundant do_feed() parameter vec[]
Its caller passes sp->sct_item, so use that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:57 +02:00
51c5c65654 update: Drop redundant bp_put_items() parameter vec[]
All its callers pass sp->sct_item, so use that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:57 +02:00
991b59183d update: Eliminate produce_sect()'s getnatp()
Make callers pass struct natstr * instead of a country number.  All
callers have it already.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:56 +02:00
b80fd4e982 update neweff production: Limit work in big cities
Civilians, military and uw work only up to their sector's population
limit.  The population limit depends on the sector type's maximum
population, research if RES_POP is enabled, and the sector's
efficiency for big cities.

The population limit may decrease between computation of work in
do_feed() and the end of the update:

* Research declines (only relevant with RES_POP).  Work is not
  corrected.  The declined research will apply at the next update.

  Since levels age after production is done, any work corrections
  could only affect leftover available work.  Wouldn't make sense.

  The effect is negligible anyway.  Even with an insanely fast decline
  of 60% (level_age_rate = 1, etu_per_update = 60), the population
  limit decreases by less than 10% in the worst case.

* upd_buildeff() changes sector type and efficiency.  Work is
  corrected only when this changes the sector type from big city to
  not big city.

  It isn't corrected on other sector type changes.  These can affect
  maximum population since the sector type's maximum became
  configurable in commit 153527a (v4.2.20).  Sane configurations don't
  let players redesignate sectors to a type with different maximum
  population.  The server doesn't enforce this, though.

  It isn't corrected when a big city's efficiency decreases, but
  sector type change isn't achieved.  Harmless, because tearing down a
  city takes very little work (25 for 100%), so efficiency decrease
  without type change means the work we have must be safely below any
  sane population limit's work.

Good enough.  However, the code implementing the work correction for
big cities is unclean.  Get rid of it by tweaking the rules: a big
city's extra population does not work.  City slickers, tsk, tsk, tsk.
At least they still pay their taxes.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:56 +02:00
c93405f10d nsc: New enum ca_dump member CA_DUMP_ONLY
CA_DUMP_ONLY selectors are like CA_DUMP_NONE, except the xdump command
still has them.  This will permit adding selectors for conditional
selector and xdump command forward compatibility without also adding
them to configuration tables.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:56 +02:00
dc58018cd7 nsc: Replace NSC_EXTRA, NSC_CONST by enum ca_dump
struct castr ca_flag NSC_EXTRA was introduced in commit 3e5c064
(v4.2.18) to permit selectors that aren't in xdump.

Flag NSC_CONST was introduced in commit 445dfec, and put to use in
commit d8422ca (both v4.3.0) to protect certain table elements that
should not be changed in customized tables.

Both flags apply only to xdump, not to other uses of struct castr,
such as conditionals.

Combining NSC_EXTRA | NSC_CONST makes no sense.

I'll shortly need a way to keep selectors out of configuration tables
for conditional selector and xdump command forward compatibility.
Doing it as a third flag would add more nonsensical combinations.

Convert the flags to a separate enum ca_dump instead:

    neither   -> CA_DUMP
    NSC_CONST -> CA_DUMP_CONST
    NSC_EXTRA -> CA_DUMP_NONE

Bonus: unlike the flags it replaces, ca_dump is not visible in xdump.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:56 +02:00
8e187c566f power: Make item power value configurable
Custom games may want to tweak how items contribute to the power
factor, in particular when products are also customized.  Add ichrstr
member i_power and item selector power for that.

"info power" doesn't reflect this change, yet.  It'll be updated in
the next commit.

The current item power values are problematic.  This will be addressed
later.

For straightforward configurations, reasonable item power values could
perhaps be derived from the configuration automatically.  However,
this is surprisingly hard in the general case: since producing things
should not decrease power, the efficiency of processing products into
other products needs to be considered, and estimating these
efficiencies can be difficult.

Deities can create multiple products making the same item, or multiple
sector types with the same product, but different process efficiency
(sect-chr selector peffic).  Providing differently efficient ways to
make the same item can be reasonable when the sector types involved
have different terrain.  To average them, you'd need to know the map.

The stock game has one example: gold mines produce dust with 100%
process efficiency, mountains produce it with 75%.  Mountains are
normally rare enough not to matter.

Level p.e. (product selectors nlmin, nllag) may have to be considered.
In the stock game, level p.e. variations are minor, because it reaches
0.9 pretty quickly.  In games where it doesn't, you might have to
increase the power value of the product.

Resources (sect selectors min, gold, fert, ocontent, uran) and
resource depletion (product selectors nrndx and nrdep) further
complicate things: you might want to increase the power value of
products depending on unusually scarce resources, but you can't know
what's scarce without understanding the map.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:45 +02:00
da05484d8b config: Generalize unit build materials storage
Use a single array member instead of multiple scalar members.  Only
the array elements that replace scalar members are can be non-zero for
now.

This is a first step to permitting more build materials.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:05:11 +02:00
68c7c08a58 config: Make work to build units independently configurable
The work required for build and repairs is traditionally a function of
build materials: 20 + lcm + 2*hcm for ships, planes and land units,
and (lcm + 2*hcm + oil + rad)/5 for nukes.  Make it independently
configurable instead, via new ship-chr, plane-chr, land-chr, nuke-chr
selector bwork, backed by new struct mchrstr member m_bwork, struct
plchrstr member pl_bwork, struct lchrstr member l_bwork, struct
nchrstr member n_bwork.  Keep the required work exactly the same for
now.

Clients that compute work from materials need to be updated.  Easy,
since build work is now exposed in xdump.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:04:32 +02:00
08ffefab17 Revert "subs: Add unitsatxy() parameter only_count"
This reverts commit 9b33a4c598.

Parameter only_count was introduced so would_abandon() could use
unitsatxy(), but that was a flawed idea, fixed in the previous commit.
No callers passing non-zero remain, so get rid of it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 13:59:45 +02:00
6b72fefafb include: Factor fnameat.h out of prototypes.h
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 11:22:30 +02:00
bae3f5447e Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-07-02 17:45:44 +02:00
b9375b14b1 Avoid shifting into sign bit
It's undefined behavior.  Found with gcc -fsanitize=undefined.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:50:54 +01:00
d58bea5458 Convert run-time to build-time assertion
There's just one, in show_product().

Use new BUILD_ASSERT() there, because its contract is even simpler
than BUILD_ASSERT_ONE()'s.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:43:28 +01:00
80bf4ec34b Provide proper build-time assertions for NSC_SITYPE()
We want to cause a diagnostic when NSC_SITYPE()'s argument isn't
implemented.  Commit aa6ad9d's solution is to have the macro expand
into 1/0 then.  Works with GCC, but Clang always warns "division by
zero is undefined".

The better, portable way to conditionally break the build is an array
type with a size that's negative when the build should fail, else
positive.  Implement that wrapped in a sizeof() to make it an
expression as macro BUILD_ASSERT_ONE(), and use it in NSC_SITYPE().

No more warnings from Clang 3.5.0.  GCC still produces its "may be
used uninitialized" false positives.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:42:40 +01:00
eba87789ab Fix and clean up some comments
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:31:08 +01:00
9f25de3dce Change comment style to use @foo rather than FOO
... when referring to a function's parameter or a struct/union's
member.

The idea of using FOO comes from the GNU coding standards:

    The comment on a function is much clearer if you use the argument
    names to speak about the argument values.  The variable name
    itself should be lower case, but write it in upper case when you
    are speaking about the value rather than the variable itself.
    Thus, "the inode number NODE_NUM" rather than "an inode".

Upcasing names is problematic for a case-sensitive language like C,
because it can create ambiguity.  Moreover, it's too much shouting for
my taste.

GTK-Doc's convention to prefix the identifier with @ makes references
to variables stand out nicely.  The rest of the GTK-Doc conventions
make no sense for us, however.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:13:17 +01:00
341b1b4d15 Improve portability to really outmoded compilers
A few modernisms have crept in:

* Trailing comma in enum definition (commit 71320ed, v4.3.10)

* // comment (commit 265e71e, v4.3.11)

* <stdint.h> (commit 9102ecc, v4.3.31)

  MSC actually chokes on this one.

Avoid them.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-05-14 09:48:57 +02:00
e60f0be73f emp_config: Don't monkey-patch WORLD_X to be even
emp_config() silently truncates WORLD_X to even.  Drop that.  We could
flag odd WORLD_X as error, but we don't validate the other
configuration values, so why this one?  Instead document it needs to
be even.  WORLD_Y, too.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:52 +01:00
fff476ac4b 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>
2015-03-02 08:20:51 +01:00
c8e5b4fc50 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>
2015-03-02 08:20:50 +01:00
820d755e59 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>
2015-03-02 08:20:50 +01:00
e92a522731 symbol: New symbol_set_fmt() parameter sep, use for show
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:49 +01:00
9fc0719e54 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>
2015-03-02 08:20:49 +01:00
67fe316c0c 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>
2015-03-02 08:20:49 +01:00
beedf8dced 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>
2015-03-02 08:20:48 +01:00
74a71aa007 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>
2015-03-02 08:20:47 +01:00
24000b4855 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>
2015-03-02 08:20:47 +01:00
198e2dd076 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>
2015-03-02 08:20:47 +01:00
5c185a1507 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>
2015-02-28 16:21:35 +01:00
2a23660e68 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>
2015-02-28 16:21:35 +01:00
2294785412 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>
2015-02-28 16:21:35 +01:00
b14f5276ab Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +01:00
f1042f82f1 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>
2015-02-28 16:13:15 +01:00
1702349e3d 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>
2015-02-28 16:13:15 +01:00
4bc51f75f8 subs: Drop unit_path() parameter together
It's always non-zero now.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
6502ac2a8f navigate march: Drop do_unit_move() parameter together
It's always non-zero now.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:14 +01:00
a024dbb8a3 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>
2015-02-28 16:13:14 +01:00
69c99a0f29 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>
2015-02-28 16:13:14 +01:00
5d0faf7a88 subs: Drop has_units() parameter lp, it's always null now
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:14 +01:00
7c1b1661f5 march: Check for sector abandonment before anyone marches
Unlike the move command, march checks sector abandonment before every
step.

If the player declines, the last land unit stays put and is removed
from the march.

Except when sectors or land units change while we're waiting for the
player's reply.  Then the last unit is not removed from the march.
This can scatter land units.  Screwed up when checking for abandoning
the sector was added in 4.2.2.

Change march to work like move, and to avoid scattering land units: if
the player declines to abandon the sector, the command simply fails.

Put the check into new lnd_abandon_askyn().

Extend would_abandon() and want_to_abandon() from a single land unit
to many.  Rename the latter to abandon_askyn() for consistency.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:14 +01:00
3b9f2a149b subs: Move sector abandonment functions to control.c
Move them out of commands/move.c, because they're the only thing
involving land units there.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:14 +01:00
4f83ce27b4 gen: New emp_quelen(), replacing open-coded counting loops
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:14 +01:00
9b33a4c598 subs: Add unitsatxy() parameter only_count
Like shipsatxy().  To be used shortly.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:14 +01:00
c70d9375ef subs: Make shp_check_nav() more like lnd_check_mar()
No functional change.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:12:54 +01:00
f0e6551461 subs: Factor lnd_check_mar() out of lnd_mar_one_sector()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:12:54 +01:00
6e386d101a subs: Give shp_nav_put(), lnd_mar_put() internal linkage
With autonav and SAIL gone, shp_nav_put() isn't used externally
anymore.  lnd_mar_put() never was; it got external linkage just for
symmetry.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:12:02 +01:00
dc73207a99 sail: Remove option SAIL
SAIL has issues:

* Sail orders are executed at the update.  Crafty players can use them
  to get around the update window.

* The route is fixed at command time.  You can't let the update find
  the best route, like it does for distribution.

* The info pages documenting it amount to almost 100 non-blank lines
  formatted.  They claim you can follow friendly ships.  This is
  wrong.  They also show incorrect follow syntax.  Unlikely to be the
  only errors.

* Few players use it.  Makes it a nice hidey-hole for bugs.  Here are
  two nice ones:

  - If follow's second argument is negative, the code attempts to
    follow an uninitialized ship.  Could well be a remote hole.

  - If ship #1 follows #2 follows #3 follows #2, the update goes into
    an infinite loop.

* It's more than 500 lines of rather crufty code nobody wants to
  touch.  Thanks to a big effort in Empire 2, it shares some code with
  the navigation command.  It still duplicates other navigation code.
  The sharing complicates fixing the bugs demonstrated by
  navi-march-test.

Reviewing, fixing and testing this mess isn't worth the opportunity
cost.  Remove it instead.  Drop commands follow, mquota, sail and
unsail.  Drop ship selectors mquota, path, follow.

struct shpstr shrinks some more, on my system from 160 to 120 bytes.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:11:28 +01:00