Breaks retreat after ship got sunk by bombs or missile.
ship_bomb() and launch_missile() pass .shp_own to retreat_ship().
Wrong after putship(), because putship() resets the owner when the
ship got sunk. retreat_ship() then oopses and fails to retreat the
surviving members of the group.
Other callers save the owner before putting the ship, and pass that.
We could change these two to do the same. But since we're trying to
get a release out, simply revert the broken commit instead.
The __UNCONST() stolen from NetBSD assumes unsigned long can hold a
pointer. Not true with Win64's LLP64 data model. There, we cast the
64 bit pointer to 32 bits and back. Works only because Windows puts
the stack at a very low address, and the casts don't actually change
the pointer.
Dumb it down to a straight cast to void * for safety.
Thanks to Harald Katzer and Ron Koenderink for their help figuring out
the bug's impact.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Redirections and the execute command let the user read and write files
and run programs on the local system.
Restricted mode prevents such access. This is useful when you want to
grant somebody access to just Empire, but not to the host system's
user account that runs the client.
Signed-off-by: Marisa Giancarla <fstltna@me.com> Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
build: Fix inexact calculation of required materials
sector_can_build() computes mat[i] * (effic / 100.0). The division is
inexact. The result gets randomly rounded, so errors are vanishingly
unlikely to screw up material consumption.
However, we require the amount rounded up to be present since commit 1227d2c. Errors *can* screw that up. Fix by avoiding inexact
computation for that part.
We should probably review rounding of inexact values in general.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
tests: Fix for builds outside git-controlled source tree
We run "git ls-files" in the build tree. Doesn't work when the source
directory isn't a git repository, or the build directory is outside
the source directory. Broken in commit 71cb2d8.
Find source files like Make.mk does: if the source tree is a git
repository, use git ls-files, else use sources.mk.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Deprecated in commit a00f9e2: 'r' with flags, and bad flags after 't'.
Affects flags argument of bmap, sbmap, pbmap, lbmap, nbmap, and
navigate and march sub-command 'B'.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
emp_config() silently truncates WORLD_X to even. Drop that. We could
flag odd WORLD_X as error, but we don't validate the other
configuration values, so why this one? Instead document it needs to
be even. WORLD_Y, too.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
torpedo: Let torpedo hit land only when target is in range
Telling the player his torpedo "slams into land" can give a clue on
the direction to the target. No good when the target is out of range,
because we shouldn't tell the player more than that then.
Screwed up in 4.2.2. Fix by checking range before line of sight.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
info/torpedo: Fix misinformation on submarine identification
Claims the victim of a torpedo attack gets told the attacking ship's
number. This hasn't been the case for submarines since Empire 2.3.
Recent commits again reveal the attacking submarine's number, but only
when it gets hit by return fire. Update info accordingly.
Reported-by: Neeraj Jain <thisisfranz@gmail.com> Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
fire: Clean up damage sanity check and printing of range
Repeated for ship, sector and land unit firing. The latter prints
range only when the sanity check succeeds.
Factor out, changing ship and sector to behave like land unit firing.
When the sanity check fails, print "Jammed!" instead of "Klick!",
because "Klick!" suggests no shells. Used to be printed exactly then,
but the condition first became impossible (Chainsaw), then generalized
to "can't fire for whatever reason" (commit 22c6fd8, v4.3.12).
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The fire command drops depth charges when the target is a submarine in
range and firing ship has the capability. Else, it blindly fires
guns. It used to reject ships that can't use guns, even when they
could use depth charges, but commit 9b0b0dc (v4.3.31) lifted that
restruction. No such ships exist in the stock game.
If the firing ship can't fire guns, shp_fire() returns -1, triggering
an oops. Broken in commit 0757042.
Avoiding dependence of depth charge on gun fire capability is
pleasing, but nevertheless a bad idea without test coverage. Creating
the necessary tests isn't worth it, so put back the traditional
restriction instead.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Mission is cleared only when firing at a target that is out of range.
Screwed up when missions were added in Chainsaw. Always clear it when
firing. Matches torpedo.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
fire: Fix artillery splashing the bridge span under itself
multifire() writes back the firing sector after applying damage. When
an artillery unit on a bridge span commits suicide by shelling down
the supporting bridge heads, this writeback puts the bridge span right
back (less the land units and planes on it), triggering a seqno oops.
On the next update of the bridge head, the bridge span falls again.
Broken in commit fe5b266, v4.3.14.
The problematic write back is superfluous. Remove it along with a few
equally superfluous ones.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
convert: Drop broken code to charge security unit mobility
Conversion is easier when land units with capability security are
present. Each such land unit is charged 10 mobility. The mobility
charge is undocumented.
Land unit mobility is charged even when conversion turns out to be
impossible, say because the sector has no mobility. I call this a
bug. Has been that way since security land units were added in
Chainsaw 3.
Except the mobility charge doesn't actually work anymore: the changed
land unit is never written back. Broken in commit 82c9166, v4.3.16.
Fix this bug would be trivial, but would bring back the bug described
above, and fixing that one is harder, and doesn't feel worthwhile.
Remove the broken charging of land unit mobility instead.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
A bombed plane's mobility is multiplied by dam/100.0, i.e. the higher
the damage, the lower the mobility loss. Has always been broken. Fix
by computing the new mobility with damage(), like we do elsewhere.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
commands: Always put ship or land unit before retreating it
boar() puts before retreating, the other callers afterwards. Subtle
difference, because putting resets the owner of the dead to POGO.
Until the commit before previous, retreat didn't fully work after put.
Now it does. The subtle difference between boar() and the other
callers still exists. It's better to do it the same everywhere, as
subtle differences invite bugs. Since changing boar() is not
practical, change the others.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The old retreat_ship() took care not to put its ship argument (it
still put other ships in a group retreat). Callers put it
unconditionally to make the change to the ship permanent.
The current retreat code puts all ships it changes, rendering sona()'s
putship() redundant. Drop it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
board: Don't retreat ship#0 after failed board sinks ship
The root cause is in put_combat(): after it sinks the ship, it calls
att_get_combat(), which treats a combat object with a dead ship as an
error, tells the attacker "not in the same sector!", and "recovers" by
putting the combat object into an error state. Too hard for me to fix
right now, so put in a FIXME comment.
The error state trips up retreat. boar() uses the victim's ship
number in the combat object to find the ship it may have to retreat.
Putting the combat object into an error state sets this number to
zero. If that ship exists, and isn't owned by the attacker, and has
RET_BOARDED set, it retreats. Oops. Broken when Empire 2 factored
out common combat code.
Fix by saving the ship number while it's still valid.
This uncovers the next bug: we now pass a dead ship to retreat_ship().
Oopses since commit f743f37. Its commit message says "Harmless, but
avoid it anyway." Going to revert.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
torpedo: Fix news on owner of ships sunk by return torpedoes
fire_torp() reads targ->shp_own after putship(). If targ sank, its
owner is POGO by then. Screwed up when return torpedoes were added in
Chainsaw. Fix by reporting news before putship().
torp() is correct, because it gets the owner from a local variable.
Change it like fire_torp() anyway.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
torpedo: Don't disclose uid, type, owner of torpedoed subs
torp() reports target uid and type to the player. Hide for submarine
targets, just like we hide attacking submarine details in bulletins to
the target's owner.
torp() and fire_torp() leak submarine owners through the news.
Suppress news for submarine targets. This is consistent with fire:
mfir() doesn't report depth-charging, and quiet_bigdef() doesn't
report return torpedoes.
Historical note: the code has always hidden submarine uid, type and
owner in places, and leaked them in others. When capability sub-torp
was added in Chainsaw, no attention was paid to hiding. When Empire 2
hid attacking submarines, it did nothing for submarine targets.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
subs: De-duplicate formatting in intelligence_report()
Every piece is formatted either with pr(), or with sprintf() for later
sending with wu(). The output is actually identical. Format with
sprintf() always, and then either pr() or wu() the results.
While there, change the first parameter's type from int to natid.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
subs: Oops when a telegram doesn't end with a newline
Telegrams should always end with a newline. The common cause for a
missing newline is misuse of wu() to print partial lines. Almost
always works, as the read command merges telegrams arriving in quick
succession. But if the telegrams are more than five seconds apart
(clock jumped somehow), we get a telegram header in the middle of a
line.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
subs: Clean up misuse of wu() around mission bomb damage
Don't use multiple calls of wu() to print a single line, because that
creates a separate bulletin for each part. The read command normally
merges the bulletins, but if the bulletins are more than five seconds
apart (clock jumped somehow), we get a bulletin header in the middle
of a line. Unlikely to happen, but it also messes up pln_damage()'s
line wrapping (see commit e002bf2). Clean it up.
The wu() misuse was introduced in Empire 2.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Don't use multiple calls of wu() to print a single line, because that
creates a separate telegram for each part. The read command normally
merges the telegrams, but if they are more than five seconds apart
(clock jumped somehow), we get a telegram header in the middle of a
line. Unlikely to happen, but clean it up anyway.
The misuse has always been there.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
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
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>
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>
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>