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4741 commits

Author SHA1 Message Date
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
b14f5276ab Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +01:00
0b40a88a37 Update known contributors comments
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +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
4e0d02b359 info/retreat info/lretreat: Fix and clean up
.SY claims all arguments are individually optional.  Fix that, and
clarify that omitting the optional arguments shows current orders.

Don't complicate syntax with <SECTS>, <SHIP/FLEET> covers sectors.

The two pages are identical apart from header and footer.  They
mention land units briefly, then explain ship retreat.  Lazy.  Drop
the land unit mention from "info retreat", and rewrite "info lretreat"
for land units.

Update example output for current code.

Don't shout retreat conditions.  We've always accepted both lower and
upper case conditions.  Help has been advertising lower case since
commit bb5dfd8, v4.3.16.

While there, fix a few misspellings and such.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +01:00
75a049515b info/lretreat: Resync with retreat.t
Commit 18ee9a2f (v4.2.21) and commit 18ee9a2f (v4.3.16) updated only
info/retreat.t, and missed info/lretreat.t.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +01:00
b4bdd658bd info/retreat: De-document retreat condition help
Documented in commit dc41544, v4.3.16.  It actually worked only at the
condition prompt then.  No longer recognized elsewhere since commit
c699949.  The documentation is now misleading.  Simply drop it; the
prompt points out how to get help,

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +01:00
c8ead1ec33 subs: Report where exactly ships and land units sweep mines
shp_sweep() and lnd_sweep() print only a couple of "Sweep...".
Sometimes, the sector isn't obvious, e.g. when you march multiple
sectors in one go, sweeping along the way.

Print "Approaching minefield at X,Y..." right before the first sweep
in a sector.

Note that retreat.c duplicates the sweeping code.  Retreating ships
report sweeping with coordinates since commit dcd0794, v4.2.21.
Retreating land units still sweep silently.  Left for another day.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
482f1e91c5 subs: Drop contains_engineer(), lnd_find_capable() can do
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
92f36aa4f5 navigate march: Nicer error messages for sub-command 'm'
Don't report every incapable ship or land unit.  Complain only when
there are no capable ships or land units available.

The ships are all in the same sector, so complain about the sector
type just once instead of once per capable ship or land unit.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +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
5ce7419ef7 subs: Factor lnd_check_one_mines() out of lnd_check_mines()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
b0221b9d2f march: Fix 'm' not to leave engineer without mobility behind
When lnd_sweep() rejects an engineer for want of mobility, it removes
it from the list of units.

Can happen only when sweeping for march sub-command 'm'.  Any engineer
without mobility is dropped from the march immediately.  Broken in
Empire 2.

Fix lnd_sweep() to handle this case just like the others, and like
shp_sweep(): report and continue with the next list member.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
7787cae780 march attack assault: Don't sweep with zero mobility
Require positive mobility for sweeping mines, just like ships do.
Screwed up when land units were added in Chainsaw 3.

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
eb903207a4 info/mission: Correct land unit missile interdiction limit
It's not 100 flat, it's 20 per interdicted land unit.  It's been that
way since Empire 2 at least.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
6bd7c64341 info/navigate: Correct and clarify
Don't claim the lowest-numbered land unit is always the leader.

Reword the explanation of the prompt.

Update example output for current code.

Clarify that a destination sector is also accepted interactively, not
just on the command line.

Missiles interdict just the valuable ships, unlike other interdiction.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
8971d1b7bf info/march: Correct and clarify
Don't claim the army stops when the leader stops.

Don't claim the lowest-numbered land unit is always the leader.

The prompt shows minimum mobility, not leader mobility.

Clarify that a destination sector is also accepted interactively, not
just on the command line.  Fix the example output, and update for
current code.

Replace incorrect landmine hit chance formula by a reference to "info
Hitchance".

Drop incorrect damage limit for missile interdiction, rely on the
reference to "info mission" instead.

The hit chance of missiles and pin-bombers interdicting land units is
not 100%, but depends on the marching land unit that is easiest to hit.

Clarify that interdiction damage is spread evenly among the marching
land units.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
4b83bb5ff4 subs: Clean up convoluted logic in lnd_mar_one_sector()
Handle "no movement" before the movement loop instead of relying on
the first iteration of the loop.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
777172c9cb subs: Clean up convoluted logic in shp_nav_one_sector()
Handle "no movement" before the movement loop instead of relying on
the first iteration of the loop.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:15 +01:00
b1b072448d navigate: Don't disclose whether unfriendly canal is navigable
When you try to navigate a ship without canal capability into an
unfriendly canal, you get "can't go" when it's below 2%, else "too
large to fit".  Always report "can't go" for unfriendly sectors.

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
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
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
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
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
7fa0334c25 subs: Don't hardcode impassable sector types
Check for d_mob0 < 0 instead, like we do elsewhere.

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
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
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
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
7c3186f02a tests: New helper customize
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:00 +01:00
bab622b1fc tests/fire: Drop a stale comment
Should have been dropped in commit b7bcf8f.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:00 +01:00
d75608b708 doc/econfig: Belatedly drop paragraph on holes in tables
Holes work since commit 7457573, v4.3.28.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:00 +01:00
a4131805d9 xundump: Polish error messages
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:00 +01:00
5499c2e9cb Clean up extra semicolon after block
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:00 +01:00
f4f048234c empdump: Omit redundant data from export, new -c includes it
Cuts size of export files in test suite by a factor of four.  Not a
big deal for disk usage, as export files compress very well, and disk
space is cheap anyway.  Export files are simply easier to work with
when they aren't full of redundant crap.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:00 +01:00
7d3a3df283 file: New ef_typedstr_eq(), factored out of obj_changed()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:00 +01:00
e70d8f07f9 file: Rename struct emptypedstr to ef_typedstr
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:00 +01:00
8afb9c8cb7 xundump: Permit omitting non-trailing realms
This involves computing the realm ID from fields cnum, realm.

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