Commit graph

1166 commits

Author SHA1 Message Date
a1ba346736 Spell ID and UID consistently all-caps
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-12 08:07:44 +02:00
a83c512dd5 Use all-caps for a few acronyms and for "OK"
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-07 10:08:31 +02:00
2bcd875715 Spell BTU and ETU consistently
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-07 10:08:31 +02:00
e6ce36df64 Spelling corrections
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-07 10:08:31 +02:00
644817993b Fix up a few identifier references in comments
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-07 10:08:31 +02:00
afe5001a23 Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-07 09:38:32 +02:00
d3a64a4f6e Merge branch 'readline' 2017-08-07 09:37:44 +02:00
92693cba65 relations: Move relations state from struct natstr to relatstr
Relations state is relatively bulky: it's a big chunk of struct
natstr, and adds 200 bytes per country to xdump nat.

Relations change rarely.  Rewriting it to disk on every nation update
and retransmitting it in every xdump nat is wasteful.

To avoid this waste, move relations state to its own struct relatstr.

This is of course an xdump compatibility break.  We're not maintaining
xdump compatibility in this release.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:22 +02:00
de24545963 relations: Create EF_RELAT table of struct relatstr
New struct relatstr is basically empty so far.  The next commit will
move relations state from struct natstr to struct relatstr.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
33f7ae79fe nat: Move putnat() into nat_reset() and simplify
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
414a5e179f relations: Eliminate getrel()
Most uses of getrel() have been replaced by the safer relations_with()
in commit 0c60e57..67b9135, v4.3.27.  Eliminate the remaining ones:

* Convert rela() to use relations_with().  The case of relations to
  self, where the two differ, doesn't occur.  The code becomes more
  easier to understand, even.

* relations_with() is then getrel()'s last user.  Inline.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
f54f655130 relations: Inline relatename() into its only caller rela()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
129fe58c19 relations: Encapsulate relates[] in relations_string()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
0b05f11d28 relations: New enum relations
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
f88365e762 relations: Inline putrel() into its only caller setrel()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
e5db45058d reject: Change nat_accepts()'s first parameter to natid
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
eaa678c903 reject: Move reject state from struct natstr to rejectstr
Reject state is relatively bulky: it's a big chunk of struct natstr,
and adds almost 200 bytes per country to xdump nat.

Reject state changes rarely.  Rewriting it to disk on every nation
update and retransmitting it in every xdump nat is wasteful.

To avoid this waste, move reject state to its own struct rejectstr.

This is of course an xdump compatibility break.  We're not maintaining
xdump compatibility in this release.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
f35f16c0a2 reject: Create EF_REJECT table of struct rejectstr
New struct rejectstr is basically empty so far.  The next commit will
move reject state from struct natstr to struct rejectstr.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
4628661b40 reject: New enum rej_comm for REJ_TELE & friends
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
9d153f547c reject: Replace getrejects() by nat_accepts()
All callers of getrejects() also check whether the sender is a deity.
Factor out the common code into nat_accepts(), and drop getrejects().

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
8a129dee20 reject: Inline putreject() into its only caller setrej()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
d35303d426 contact: Change in_contact()'s first parameter to natid
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
c8e7548f24 contact: Move contact state from struct natstr to contactstr
Contact state is relatively bulky: it's a big chunk of struct natstr,
and adds almost 200 bytes per country to xdump nat for deities.

Contact changes rarely.  Since we avoid unnecessary updates, it
doesn't change at all unless option HIDDEN is enabled.  Rewriting it
to disk on every nation update and retransmitting it in every deity
xdump nat is wasteful.

To avoid this waste, move contact state to its own struct contactstr.

This is of course an xdump compatibility break.  We're not maintaining
xdump compatibility in this release.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
4b4df53485 contact: Create EF_CONTACT table of struct contactstr
New struct contactstr is basically empty so far.  The next commit will
move contact state from struct natstr to struct contactstr.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
7cc34abaca contact: Rename getcontact() to in_contact()
The next commit will create a contact file, and the macro to get a
contact entry will be named getcontact().  Rename the existing
getcontact() out of the way.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
00d0664bcd contact: Inline putcontact() into its only caller setcont()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
3c1c68f16d convert shoot: Make security bonus proportional to efficiency
Land units with capability security reduce the mobility cost and have
their military count double, regardless of efficiency.  This lets
players get the benefits of a security unit at a discount: just don't
build it beyond 10%.

Count security unit's military times 1 + eff/100 instead of double.
Change the mobility bonus term from number of security units to sum of
security unit efficiency / 100.  Partial fix for bug#64.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
ffd6651f86 subs: Factor common military counting out of shoo() and conv()
Put the new function security_strength() next to military_control(),
because that one does a similar count.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
5d3abc9917 config: Generalize infrastructure build materials storage
Infrastructure requires lcms and hcms to build.  The build materials
are exposed as infrastructure columns lcms, hcms (struct sctintrins
members in_lcms, in_hcms).  They are per point of efficiency.  In
contrast, sector and unit build materials are defined for 100%.

We want to define build materials for 100% now, for flexibility and
consistency, and we want to optionally support more build materials in
the future.  Replace members in_lcms and in_hcms by array in_mat[],
and provide selectors l_build and h_build.

Additionally provide selectors for all other item types, with value
zero, to help clients prepare for future additional materials.  Use
CA_DUMP_ONLY to keep them out of configuration tables until they
actually work.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
c8b51ec1a8 config: Define infra build cost and mobility use per 100%
Infrastructure build cost is defined by infra column dcost (struct
sctintrins member in_dcost).  It's the cost per point of efficiency.
In contrast, sector and unit build cost is defined for 100%, by
sect-chr, ship-chr, plane-chr, land-chr, nuke-chr column cost.

Switch to build cost per 100%, for flexibility and consistency:
replace struct sctintrins member in_dcost by in_cost, and selector
dcost by cost.

With cost values that aren't multiple of 100, the build cost may have
to be rounded.  Do this exactly like we round sector build cost: the
amount is limited to money * 100 / cost rounded down, but the money
charged is actual amount * money / 100 rounded randomly.

Do the same for mobility use: replace struct sctintrins member
in_mcost by in_bmobil, and selector mcost by bmobil, with similar
rounding.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
9f851c9f03 assault: Make spies "sneaking ashore" use mobility and hit mines
Assaulting a foreign sector with nothing but spies is special: the
spies sneak ashore.  It is, however, more special than it should be:
the spies use no mobility and ignore landmines.  They do use mobility
and hit landmines in other assaults.  Assaulting your own sector with
nothing but spies is more costly and more risky than assaulting a
foreign one.  This makes no sense.  Has been that way since spies were
added in 4.0.0.

It's that way because sneaking ashore uses its own code to move the
spies instead of move_in_land() via att_move_in_off().  It can't use
move_in_land(), because that prints an unwanted "now occupies"
message, and destroys the list of assaulting units, which we still
need to catch and shoot spies.

Factor the code to move attacking land units to the target sector out
of move_in_land() into att_move_land(), and use that for sneaking
ashore.  This makes the spies use mobility and hit landmines even when
they sneak.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:18 +02:00
fda2ecb910 news: Raise the limit for "number of times" from 127 to 65535
News reporting merges news items into recent items with same contents,
until their count reaches 127.  Raise that limit to 65535, by making
struct nwsstr member nws_ntm unsigned short.  Size of struct nwsstr
stays the same on all common machines.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:17 +02:00
18b5d16248 ef_verify: Fix test for undumpable tables
Virtual selectors can't be used in xundump, since we lack a setter to
go with ca_get().  verify_ca() verifies they don't occur in tables
that can be xundumped.

When I restricted xundump to tables with a file name (commit 029d929,
v4.3.28), I neglected to update the test in verify_ca().

Factor out the correct test into xundumpable().  Use it to fix
verify_ca().

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:17 +02:00
43a0a4a451 update: Reorder feeding, tax & plague for consistency
People in sectors get plagued, then taxed or paid, then fed.  People
on ships and land units get paid, then fed, then plagued.  Sectors
were messed up when Empire 3 made the update code work for budget.

Change sectors back to how they worked before Empire 3: move do_feed()
from produce_sect() to prepare_sects(), and delay do_plague() until
after do_feed().  People in sectors now get taxed, paid and fed even
when they die of the plague, just like they do on ships and land
units.

Because do_plague() now runs after populace(), the latter's handling
of people dying off doesn't cover plague anymore.  Delay it to the
very end of prepare_sects().

Additionally, move feeding and plaguing from upd_ship(), upd_land() to
prep_ship(), prep_land(), for consistency with sectors.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:16 +02:00
2fea2a7cb8 update: Collect fallout code in fallout.c
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:16 +02:00
b6509b7309 budget: Avoid unnecessary work
Ship, plane and land unit repairs depend on and change the state of
the sector.  To predict repairs, we need to predict the state of the
sector before repairs.  The obvious way to do that is to simulate the
sector update and all ship, plane and land unit updates there in the
correct order.

Until recently, we simulated only own sectors, ships, planes and land
units.  Wrong when foreign sectors, ships, planes or land units are
involved.  The fix (commit 70f6964) makes budget simulate all
countries.  Correct, but does much more work than necessary.  With a
little effort, we can track what needs to be simulated.

Use the bp map for tracking.  We need to mark the player's sectors and
all sectors where he has ships, planes or land units.  Do the former
in bp_alloc(), and the latter in prep_ships(), prep_planes(),
prep_lands().

Skip sectors not so marked.  This requires delaying prepare_sects()
until after prep_ships(), prep_planes(), prep_lands().  Their order
doesn't actually matter: prep_ships() & friends only spend money, and
nothing in preparation depends on whether the country is still
solvent.

Skip ships, planes and land units in sectors not so marked.

This speeds up budget by around a third in my testing, more for small
countries.  Roughly 15% slower than before the fix for repairs abroad.
The update has to do a bit more work than before, but the performance
difference is lost in the noise.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:06 +02:00
549561ff03 Include "file.h" where it's needed
Several headers define macros that use ef_ptr() without including
"file.h".  Fix that.  Drop redundant inclusions elsewhere.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:31 +02:00
b49c2f56af sect: Fix insufficiently parenthesized macro expansion
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:31 +02:00
5a548c9901 update: Reorder sector production for speed
The update visits sectors in increasing order of country number.
Within a country, it visits in increasing order of sector number,
which is effectively top to bottom, left to right, starting with
absolute 0,0.

The order doesn't actually matter.  Before Chainsaw's option BUDGET,
the update simply visited the sectors in sector number order.  Go back
to that order, because it's faster.  For the update, it's a few
percent in my testing.  For budget, it's more than a third.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:31 +02:00
c5df505c98 update: Reorder unit building and maintenance for fairness
The update visits ships, planes and land units in increasing order of
country number.  Within a country, it visits first ships, then planes,
then land units, each in increasing order of unit number.

The order is relevant when money, materials and work don't suffice to
build everything.

Money is charged to the owner, so only the relative order for the same
owner matters there.  One order is as good as any.

Work and materials come from the sector, so only the relative order in
each sector matters.  The current order unfairly prefers countries
with lower country numbers.  Mitigating factor: the affected countries
need to be friendly (ships only) or allied.

The unfairness goes back to Chainsaw's option BUDGET.  See the commit
before previous for more detailed historical notes.

The update test demonstrates the unfair behavior: sector 14,6 builds
ships 95/97 owned by country#1, but not 96 owned by country#7.
Likewise, planes 95/96/97 and land units 95/96/97.

Go back to the the pre-BUDGET order: first ships, then planes, then
land units, all in increasing order of unit number, regardless of
owner.

The update test now builds ship, plane and land unit 96 instead of 97.

Bonus: speeds up both the update and budget by a similar absolute
amount.  For budget, this is roughly a factor of two in my testing.
For the update, which does much more, it's around 10%.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:31 +02:00
70f69640e1 budget: Fix for ship, plane, land unit building abroad
The budget command simulates an update by running selected parts of
the update code.  It skips parts that depend on hidden information
such as guerrilla warfare.  For speed, it also skips parts it doesn't
need, such as distribution and foreign sectors, ships, planes and land
units.

Skipping foreign sectors is wrong when any of the player's ships,
planes or land units will be repaired in foreign sectors, because it
makes budget use old materials and work instead of new.

Skipping foreign ships, planes and land units is wrong when they
compete with the player's for materials and work.

The bug goes back to Chainsaw's option BUDGET.  See the previous
commit for more detailed historical notes.  The update test
demonstrates it in several variations.

Fix it with the sledgehammer: don't skip foreign sectors, ships,
planes and land units.  This makes budget almost twenty times slower
in my testing.  Probably tolerable on a reasonably beefy machine, but
we can do better; the next few commits will claw back most of the lost
performance.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
5df43a5b3f update: Rearrange code to pay non-sector military
Split upd_slmilcosts() into prep_ships() and prep_lands().  Move the
sanity check for dead ships and land units from prod_ships() and
prod_lands() there.  Move their call from prepare_sects() to its
caller, along with pay_reserve().

Create prep_planes() for symmetry.  Pilots are now paid at the same
time as other military.  Can matter only when the country goes broke
during the update.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
1dfe91ca96 update: Factor out common plague reporting
No functional change, except the "PLAGUE deaths" message for sectors
loses its period.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
55be3c7105 update server: Move update_running from server/ to update/
update.h is a more logical home for update_running than server.h.
Move the definition and the assignments along, from server/update.c to
lib/update/main.c.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
dd9e393b38 subs: Simplify MOB_ACCESS mobility update
The do_upd_checking recursion guard is superfluous: do_mob_sect()
doesn't call anything.  Has been that way since MOB_ACCESS was added
in Empire 3.

Inline the remaining code of sct_do_upd_mob(), shp_do_upd_mob(),
pln_do_upd_mob(), lnd_do_upd_mob() in their only callers
sct_postread(), shp_postread(), pln_postread(), lnd_postread().
Rename do_mob_sect(), do_mob_ship(), do_mob_plane(), do_mob_land() to
mob_sect, mob_ship(), mob_plane(), mob_land() and give them external
linkage.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
25d48124d0 update: Separate MOB_ACCESS from normal mobility update
The update uses mob_sect(), mob_ship(), mob_plane() and mob_land() for
two related, but different jobs: to give the previous turn's remaining
MOB_ACCESS mobility, and to give this update's new mobility.  The two
were probably conflated in an attempt to share code, but it actually
just complicates things.

Collect the MOB_ACCESS code in new function mob_access_all(), and the
normal mobility update code in new function mob_inc_all().

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
d861902783 update: Track levels in nat_budget[]
Replace levels[][] by nat_budget[].level[].

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
4be4a2c540 update budget produce: Count loaded civilians for TECH_POP
When option TECH_POP is enabled, the cost of tech increases when
civilian population exceeds 50000.  Only civilians in old-owned
sectors count.  This differs from education and happiness, where
civilians loaded on ships and land units count, too.

The update counts population for TECH_POP with count_pop().  This is
an extra pass over all sectors.

produce also uses count_pop(), once per tech center examined.
Wasteful.

budget avoids count_pop(): it uses tax()'s civilian count.  More
efficient, but the difference to the update is ugly.

Change TECH_POP to use the same civilian count as education and
happiness, i.e. count civilians on ships and land units, too.

This count is available in nat_budget[] in time for produce(): it's
computed by tax() and by ship and land unit maintenance.  So use it
there.  This takes care of the update and budget.  produce doesn't run
enough update code to do the same.  Keep calling count_pop() there.
Update it to match the update, and give it internal linkage.
Duplicating update's workings there is ugly, so mark it FIXME.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
6eb4fd3cbf update: Track oldowned civilians in nat_budget[]
Replace pops[] by nat_budget[].oldowned_civs.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:29 +02:00
4a714a37da production: Use update code instead of duplicating it
prod() duplicates the update's sector production code, except it
computes both output with present materials ("make" output) and output
not limited by lack of materials or production backlog ("max" output).
It also rounds materials consumed up instead of randomly.

Factor prod_output() out of produce() for reuse by prod().  prod()
runs it twice: once for "make" output and once for "max" output.

Test output changes are due to random rounding.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:29 +02:00