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41 commits

Author SHA1 Message Date
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
c5a2d136ec Correct spelling as one word and as two words
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
17abdbc5e0 torpedo fire: Reveal sub hit by return fire or depth charge
This partly reverts a change made in Empire 2.3 to tell a submarine's
opponent only that he's dealing with a "sub" instead of the
submarine's UID and type.  Hiding submarines is done by prsub().
Uses:

* Command torpedo: defender depth charges or torpedoes an attacking
  submarine

  If you can attack a submarine reactively, you should be able to
  attack it actively, too.  But that requires its UID.  Reveal it
  again, but keep the type hidden.

* Command fire: defender fires back at a submarine using its deck gun

  Submarines need to surface to fire deck guns, so they shouldn't be
  treated any different than surface ships.  Revert Empire 2.3's
  change entirely there, i.e. defender learns type as well as UID.

* Command torpedo: attacking submarine hits its target

  Keep the submarine hidden.

* Commands torpedo and fire: attacking ship hits a submarine

  The attacker passed the UID as command argument, so it doesn't
  matter whether we print it or not.  Printing it is simpler to code,
  so do that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:52 +01:00
48d8533443 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>
2015-03-02 08:20:51 +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
0447bf3f58 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>
2015-03-02 08:20:50 +01:00
2bfc574943 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>
2015-03-02 08:20:50 +01:00
ce7f44a887 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>
2015-03-02 08:20:50 +01:00
a2beecf26c bomb: Suppress bulletin when player bombs his own assets
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:50 +01:00
e2b264f02c 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>
2015-03-02 08:20:49 +01:00
c702dc9e94 tests: Wean off deprecated retreat syntax
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:49 +01:00
148af51ab3 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>
2015-03-02 08:20:49 +01:00
482d54c953 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>
2015-03-02 08:20:49 +01:00
4de4da259a 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>
2015-03-02 08:20:49 +01:00
d5757a4735 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>
2015-03-02 08:20:49 +01:00
d5d92caf94 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>
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
5bc934fe25 tests/retreat: Test mission clearing more thoroughly
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:48 +01:00
c820b984c7 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>
2015-03-02 08:20:48 +01:00
891039d384 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>
2015-03-02 08:20:48 +01:00
7da0c919f1 tests/retreat: Cover canals
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:48 +01:00
5d346f4af1 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>
2015-03-02 08:20:48 +01:00
40d347ed85 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>
2015-03-02 08:20:48 +01:00
cc8b92d555 Revert "retreat: Don't report a destroyed ship/land unit couldn't retreat"
This reverts commit df8a1ffc1b.

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
2015-03-02 08:20:48 +01:00
32a6504a25 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>
2015-03-02 08:20:48 +01:00
36df559f33 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>
2015-03-02 08:20:48 +01:00
f9316f71c4 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>
2015-02-28 16:21:35 +01:00
ccf6504d1b 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>
2015-02-28 16:21:34 +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
a4e519c377 navigate: Fix buffer overrun for impossibly long paths taken
When a player moves more than 1023 sectors in a single navigate
command, we overrun the buffer holding the path taken.  Remote hole,
but it requires a ship that can go that far, and even a ship with
speed 1000 would need a tech level well in excess of 1000 for that.
Thus, the hole is purely theoretical for even remotely sane game
configurations.

First known version with the flaw is 4.0.0.

Fix by going back the older behavior: don't print the total path
taken, but do print what the path finder does.  Context diff of an
example:

     [0:634] Command : nav 3 6,0
     Flagship is od   oil derrick (#3)
    +Using path 'n'
      h =
     k . .
      j d
     <67.2:67.2: 6,0> h
     od   oil derrick (#3) stopped at 6,0
    -Path taken: n

This is how march works.

Removes the only use of shp_nav_one_sector()'s unusual return value 2.
Return 1 instead.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:01 +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
ff826d2582 retreat: Don't consume a retreat direction that wasn't followed
When a retreating ship or land unit runs into a sector it can't enter,
it stops.  The direction character that led it there is consumed, even
though it could not be followed.  The next retreat will then attempt
to follow the rest of the path.  Don't do that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:26 +01:00
40ec33b099 retreat: Reject invalid retreat paths
Undocumented misfeature: retreat and lretreat accept anything as
retreat path.  The paths' actual consumers retreat_ship1() and
retread_land1() silently ignore invalid direction characters.

The retreat paths are in xdump, and invalid ones could conceivably
confuse smart clients.

Change the commands to reject invalid paths, and the consumers to oops
on invalid direction characters.

Note that invalid paths get rejected even when they're not actually
used because the conditions argument contains a "c" for "cancel".
Requiring the user give a new path so he can cancel the old one is
comically bad design.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:26 +01:00
b3453efdfc retreat: Don't charge mobility for retreating in direction 'h'
Obscure feature: 'h' in a retreat path stops the current retreat.  The
code treats that as entering the current sector again, thus charges
mobility for staying put.  It also reports "could not retreat to" for
a ship or land unit that can retreat out of, but could not retreat
into its current sector, e.g. a ship in an unfriendly harbor.

Fix by cleaning up the tortuous control flow.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:26 +01:00
d1c3529009 retreat: Don't retreat the current player's ships or land units
The retreat code happily retreats anything, without considering who
owns it.  It reports retreat to the owner by bulletin, even when the
owner is the current player.

Commands shouldn't report to the current player by bulletin, they
should print directly.  Fixable.  However, your ships and land units
retreating from your own actions makes little sense.  Suppress it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:26 +01:00
df8a1ffc1b retreat: Don't report a destroyed ship/land unit couldn't retreat
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:26 +01:00
b860123590 retreat: Retreat groups in a more sensible order
A group retreat is executed in increasing UID order.  The resulting
bulletin can be confusing.

Instead, retreat the ship that had its retreat conditions satisfied
first, and only then its group, if any.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:25 +01:00
e7949e20f3 retreat: Clear mission only when ship or land unit moves
The mission gets cleared whenever a retreat is triggered, even for
ships and land units that are unable to retreat.

Clear it only when the ship or land unit actually retreats.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:25 +01:00
2cc0664e3e retreat: Fix stack smash in land unit group retreat
retreat_land() reads ships instead of land units, overrunning local
variable land.  On lucky systems such as mine, this clobbers ni, and
triggers an oops.  On unlucky systems, it crashes.  On really unlucky
systems, it corrupts the land units file.

Broken since land unit retreat was added in Chainsaw 3.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:25 +01:00
58cd269bed tests/retreat: New; exercising retreat
Does not cover land unit retreat after a failed morale check.

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

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:25 +01:00