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24 commits

Author SHA1 Message Date
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
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
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
cf4e9bc89d contact: Initialize contact state properly
A country must always be in contact of itself when option HIDDEN is
enabled.  The code ensures this by establishing contact whenever a
player logs in, in init_nats().  This is not the proper place.  Game
state should be initialized in empfile's oninit() callback, in this
case nat_oninit().  Do that, and drop the putcontact() from
init_nats().

Note that option LOSE_CONTACT only affects contact to other countries:
agecontact() doesn't age the country's contact to itself.

Use the opportunity to initialize contact so that getcontact() works
even when HIDDEN is disabled.  Just cleanup, it isn't actually called
then.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
7b5bd13767 nsc: Drop deprecated nat and country selector hostname
Deprecated since commit 199388b, v4.3.33.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:17 +02:00
5e54219606 sect: Fix revert to deity and "no civilians" corner cases
We maintain a few sector invariants in sct_prewrite().  Since the
update bypasses sct_prewrite(), it needs to maintain them itself.  The
two should be consistent.

When a deserted sector reverts to the deity, sct_prewrite() clears
owner and mobility.  It neglects to clear the old owner, unlike
populace().  Harmless, but fix it anyway for consistency.  Visible in
tests/navi-march/final.xdump.

Work percentage, loyalty and old owner apply to civilians.  When there
are none, sct_prewrite() sets work percentage to 100 and old owner to
owner.  It neglects to clear loyalty, unlike populace().  Loyalty
persists until populace() clears it.  Most of the time, this doesn't
matter, as moving civilians into a sector without civilians ignores
the sector's loyalty.  However, airlifted and unloaded civilians adopt
the sector's loyalty (bug#49 and bug#255).

Fix sct_prewrite() to clear loyalty for consistency, and to mitigate
these bugs.

Note that populace() may not always clear loyalty right away.  This
will be fixed in the next commit.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:57 +02:00
0bdcb5ee19 sect: Keep work percentage without civilians at 100%
We maintain a few sector invariants in sct_prewrite().  Since the
update bypasses sct_prewrite(), it needs to maintain them itself.  The
two should be consistent.

sct_prewrite() resets work percentage of owned sectors to 100% when
there are no civilians.  The update's populace() resets it for unowned
sectors as well, if they have military.

Change sct_prewrite() to reset sct_work = 100 regardless of owner.
Also change sct_oninit() to initialize sct_work = 100, so it doesn't
change on first write.  Update tests/smoke/fairland.xdump for the same
reason.

The massive test output differences are all due to sct_work.

Inconsistencies with the update remain.  They will be fixed next.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:57 +02:00
493dc5f941 tests/navi-march: Cover running out of mobility completely
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:51:07 +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
797abf4c8f 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>
2015-03-02 08:20:47 +01:00
351bb852a3 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>
2015-03-02 08:20:04 +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
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
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
c9fc05ae5b march: Don't scatter land units on crossing border
When attempting to enter a sector with a land unit that can't go there
while the marching land units are all in the same sector, march stops
and prompts without removing the incapable land unit from the group.
If another land unit has already entered the sector, the group becomes
scattered.

This can happen when marching a mixed group of spies and non-spies
into a non-allied sector.  Same for marching a mixed group of trains
and non-trains into a sector without rail, except such groups have
been disallowed since commit 36e41e5 (v4.3.7).  Both screwed up when
spies and trains were added in 4.0.0

Remove the incapable land unit from the group when another land unit
can enter the sector.  This avoids scattering land units.

Don't remove incapable land units when no land unit can enter the
sector.  Without this, march would remove everyone and end then.

It can also happen when sectors or land units change while we're
sitting at the "Do you really want to abandon X,Y" prompt.  I'm going
to fix that differently.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:12:54 +01:00
d87bd96496 march: Don't permit trains to march out of sectors without rail
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:12:54 +01:00
d89825116e navigate: Don't scatter ships on canal entry
When attempting to enter a sector with a ship that can't go there
while the navigating ships are all in the same sector, navigate stops
and prompts without removing the incapable ship from the group.  If
another ship has already entered the sector, the group becomes
scattered.

This can happen only when navigating a mixed group of ships with and
without canal capability into a canal.  Broken in commit 74e4e281,
v4.3.0.

Remove the incapable ship from the group when another ship can enter
the sector.  This avoids scattering ships.

Don't remove incapable ships when no ship can enter the sector.
Without this, navigate would remove everyone and end then.

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
48e656c057 autonav: Remove the feature
The autonavigation feature has issues:

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

* Usability is poor:

  - The order command is overly complex, not least because it can do
    five different things: clear, suspend, resume, declare route, set
    cargo levels.

  - Unlike every other command involving movement, order does not let
    you specify routes, only destination sectors.

  - Setting cargo levels can silently swap start and end point of a
    circular route, because "this keeps the load_it() procedure
    happy".  Maybe it does, but it surely keeps players confused.

  - Setting "start" cargo levels actually sets the "end" levels, and
    vice versa.  Has always been broken that way.

  - Predicting what exactly autonavigation will do at the update isn't
    easy.

* The info pages documenting it amount to almost 400 non-blank lines
  formatted.  They claim only merchant ships can be given orders.
  This is wrong.  Unlikely to be the only error.

* Few players use it, and its workings at the update a fairly opaque.
  Makes it a nice hidey-hole for bugs.  Here are two:

  - Unlike the scuttle command, autonavigation happily scuttles trade
    ships while they're on the trading block.

  - Unlike the load command, autonavigation can load in friendly and
    allied sectors.

* It's more than 700 lines of rather crufty code nobody wants to
  touch.  Thanks to a big effort in Empire 2, it shares code with the
  navigation command.  It still duplicates load 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 order, qorder and sorder.
Drop ship selectors xstart, xend, ystart, yend, cargostart, cargoend,
amtstart, amtend, autonav.

xdump ship sheds almost half its columns.  struct shpstr shrinks, on
my system from 200 to 160 bytes.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:10:22 +01:00
56ac486cc8 tests/navi-march: New; exercises navigate and march command
Does not cover scattered navigate and march, RAILWAYS 0, enemy action
while sitting at the prompt, and interdiction.

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

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:01 +01:00