grow_one_sector() sets @fl_status when it fails to grow a continent.
grow_continents() uses @fl_status to find out whether
grow_one_sector() succeeded, and main() uses it to find out whether
grow_continents() succeeded.
Change grow_continents() to return success / failure.
grow_one_sector() already does. Use the return values, and eliminate
@fl_status.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Move global variable @secs into grow_islands() and grow_continents().
Its other users can use isecs[c] instead.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
isecs[] is left zero for continents. Set it to @sc instead, and
simplify two loops over land sectors.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Both write_sects() and map_symbol() map from elevation to sector type.
Factor out as elev_to_sct_type(). Inline map_symbol() into output()
and simplify.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
main() rejects the distance between continents when it exceeds WORLD_X
/ 2 and WORLD_Y / 2, and the distance between continents and islands
when it exceeds WORLD_Y and WORLD_Y. Nuts. Has always been that way.
Reject either when it exceeds the maximum distance between sectors.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This reverts commit d2a7bb6b6f.
parse_args() uses WORLD_X and WORLD_Y to check the distance arguments.
Calling it before reading econfig is wrong, because at that time
WORLD_X and WORLD_Y still have the compiled-in default values instead
of the actual ones set in econfig.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
fairland creates continents of size 1 just fine, but the newcap_script
it emits doesn't work: the newcap command requires a second wilderness
sector to the right of the first sector.
Reject continent size 1.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
fairland silently "corrects" some bad arguments. Reject them instead.
It neglects to check others completely. Fix that.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
fairland prefixes error messages with several variations of "fairland:
error -- ", but also with "ERROR: " and nothing at all. Consistently
prefix them with just the program name.
Some error messages end with a period, most don't. Drop the periods.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
"fairland: unstable drift -- try increasing DRIFT_MAX" is confusing:
it looks like an error, but isn't, and increasing DRIFT_MAX requires a
recompile. I'm not sure it can happen. Replace by just "unstable
drift".
"fairland: error -- continent %c had no room to grow!" is pretty
redundant: it's always followed by "Only managed to grow %d out of %d
sectors." and then "ERROR: World not large enough to hold
continents". All it adds is which of the continents failed to grow,
and that's not actionable. Drop the message.
The message sequence "designating sectors...", "adding resources...",
"setting coastal flags...", and "writing to sectors file..." is a bit
of a lie as these four tasks aren't actually done one after the other.
Replace by just "writing to sectors file..."
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Commit de81e4e20 "Change fairland not to reject small worlds without
trying" (v4.3.25) downgraded it from error to warning, pointing out it
the size may well work, and when it doesn't, fairland fails cleanly.
When it works, the warning is pointless. When it doesn't, it's
redundant. Drop it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
With -o, fairland doesn't add resources. This is pretty redundant;
the deity can unset resources with "edit l * i 0 g 0 f 0 c 0 u 0".
Drop the option.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
With -a, fairland makes the capital sector an airfield to "mark the
continents [...] so that you can tell them from the islands". This is
pretty redundant since commit afc0ef94e "Make fairland record the
island number in the deity territory", v4.3.31. Drop it.
The map fairland prints is not affected. The continents are clearly
visible there.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
When write_newcap_script() fails, it complains to stderr and fails.
main() doesn't bother to check for failure. Has always been that way.
Fix main() to check. Also adjust write_newcap_script() to return one
on success, zero on failure, like the other functions do.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
A comment describing how fairland works was lost some time after
Chainsaw 3.31. This is the last known version:
The algorithm starts out by placing the "capitols" on the torus in
such a way so as to maximize their distances from one another (this
uses the perterbation technique of calculus of variations). Then from
these seeds, the continents are grown. The kind of shape they grow
into is determined by the "spike" argument <sp>--the higher the spike,
the more spindly they will be. If you lower the spike, the continents
will be more round. The continents never touch one another, the
argument <di> specifies how many sectors of water should be between
the continents at all times. The continents grow to the size you
specify with <sc> and they all get the same number of mountains
(specified by <pm>). The other arguments should be self explanitory.
If #define ORE 1, then resources will be placed in the sectors as well.
You can alter the #define ORE_MAX, IRON_MIN, GOLD_MIN, FERT_MAX and
URAN_MIN to affect what kind of resources the world gets.
It leaves much to be desired. Add a more thorough one.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The map fairland shows has absolute 0,0 in the top-left corner, while
POGO's map * has it in the center. Shift fairland's map to match
POGO's.
The map shows sea as '.', island sectors as '%', capitals as '#',
mountains as '^', and other continental sectors as a letter or digit
that encodes the continent number modulo 62. When a continent has no
"other" sectors, its continent number is not shown. Remove this
pathological case by using letter/digit for capitals, and '#' for
other continental sectors.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Damage to a ship or land unit, say via pinpoint bombing, doesn't
damage loaded planes and land units.
Damage to a sector, say via strategic bombing, doesn't damage ships
there, but it does damage planes, even when loaded on a land unit (but
not when loaded on a ship), and land units, even when loaded on a land
unit or a ship.
This makes no sense. Sector damage spills over to land units that way
since Chainsaw 3 added them, and to planes since 4.0.9.
Change sectdamage() not to damage land units and planes loaded on
ships or land units.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This de-duplicates the check, and skips it when unloading. It never
made sense there, and can't happen anymore since the previous commit.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Make lnd_prewrite() and pln_prewrite() ensure that land units and
missiles loaded on a land unit or ship are never fortified / hardened.
This takes care of edit neglecting to zap fortification on load.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We generally preserve the invariant "land units and missiles loaded on
a land unit or ship are never fortified / hardened": fortify and
harden refuse to touch embarked land units and missiles, load and
lload zap land unit fortification on load, and refuse to load hardened
missiles.
The exception is edit, which happily fortifies embarked land units
(edit u key 'F'), hardens embarked missiles (edit p key 'F'), loads
fortified land units (edit u keys 'S' and 'Y') and hardened planes
(edit p keys 's' and 'y').
Fix the first two by correcting the new value's upper limit to zero
for embarked land units and planes. The next commit will take care of
the rest.
The fix is visible in tests where test setup fortifies land units with
"edit u * F ?..." without excepting embarked ones.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
load_plane_ship() and load_plane_land() duplicate code to check
whether a plane can be loaded, except for the phrasing of one message.
Factor out into plane_loadable(). tran_plane() has equivalent code,
but wants different messages, which makes de-duplication unattractive.
load_land_ship() and load_land_land() duplicate code to check whether
a land unit can be loaded. Factor out into land_loadable().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This reverts commit b1a0ff2fbd.
Land units with capability heavy can't be loaded on anything, and land
units carrying land units can't be loaded regardless of capabilities.
Commit b1a0ff2fbd additionally outlawed loading of trains on land
units, but not on ships. Bad idea, because it complicates matters for
no good reason. Revert it.
Doesn't affect the stock game, because its only train is heavy.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We fail to delete trades right away when the unit on sale dies.
Instead, we delete trades of the dead whenever we look at the market.
Doesn't work when new builds reuse the IDs of such dead. If the new
unit's owner differs from the dead one's, we still delete the trade,
and log "Something weird". If they are the same, the newly built unit
takes the dead one's place on the market. Has been that way since the
market was added in 4.0.0.
I can't fix this right now, so mark as FIXME, and drop the logerror().
The first of the two trade deletions is now redundant, so drop that,
too.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
To find out whether a lot is in use, some places check for zero
trd_owner, others for negative trd_unitid. The former is reliable,
the latter is not: set() fails to change trd_unitid when it takes a
lot off the market. The next trade-related command then runs
check_trade(), which logs "Something weird" and cleans up the mess.
Broken in commit e16e38dfab (v4.2.18).
Replace the unreliable checks by reliable ones.
Clean up set() not to implictly rely on unused lots having negative
trd_unitid.
The trd_unitid = -1 are unnecessary now, so drop them.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
load and unload silently skip unowned sectors, unlike lload and
lunload. Probably goes back to Chainsaw option ALLYHARBOR.
Drop that. Deities can now load and unload in unowned harbors and
canals. Mortals are now notified they can't.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
These commands suppress some error messages when ships, planes or land
units involved aren't explicitly selected by UID. Without this, a
command like "unload plane 80 *" would complain about every plane not
on ship#80.
Correct a few issues with this error suppression:
1. We don't suppress the error when we can't load/unload a ship or
land unit because it's on the trading block. Do suppress it.
2. We suppress the error message when we can't load/unload due to
foreign sector ownership in all but one places. Fix that place.
3. Messages about explicitly selected planes and land units to load
are still suppressed when the carrier isn't selected explicitly.
Change this to suppress regardless of the carrier.
3. We suppress the error when a carrier has no room. Don't, because
it's a potentially confusing silent failure.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
load_land_ship() recomputes load_spy "since [the carrier] may have
changed". Has been that way since the feature was added in 4.2.0, but
it's nonsense. Drop it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
load_land_ship() and load_land_land() fail for carriers that can't
carry any land units before prompting for land units to load. They
then iterate over land units to load, and fail when the carrrier has
no room. They either report "cannot carry land units" or "doesn't
have room for any more land units" then. The former cannot happen.
Crept into load_land_ship() in Empire 2, blindly copied to
load_land_land() in 4.0.0. load_plane_ship() and load_plane_land()
don't have this issue.
Drop the dead code.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Attempting to unload land units from a carrier that can't carry any
prompts for land units to unload, while attempting to unload planes or
load land units or planes fails without prompting.
Fix this inconsistency by making unload and lunload fail early for
land units, just like they do for planes.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
load and lload skip foreign ships unless explicitly named, and
suppress some error messages for ships not explicitly named. Makes
sense, except the check for "explicitly named" is flawed: it checks
whether the argument starts with a digit. Works as intended for lists
like 1/2/3. Broken for areas that happen to start with a digit, such
as 0:9,0:5. Visible in the load-tend test.
Screwed up when the feature was added in Empire 2.
Fix the obvious way: test for NS_LIST instead. While there, drop the
p && *p guard, because it's always true after snxtitem().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Unlike tend, ltend does nothing silently when asked to tend zero
commodities. This may leave the player guessing why the command did
nothing. Report the reason and fail the command, just like tend does.
While there, improve the prompt to match tend's.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We silently ignore target ships that can't take any more of the tended
commodity. This may leave the player guessing why the command did
nothing. Report the reason like this:
cs cargo ship (#150) can't hold more guns
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We report
frg frigate (#170) cannot hold any uncompensated workers
only when tending from target to tender, not for the other direction.
Report it there, too.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>