Remove option SLOW_WAR
SLOW_WAR has issues: * The check whether the attacker old-owns the attacked sector is broken, because att_abort() uses sect.sct_oldown uninitialized. Spotted by the Clang Static Analyzer. * Its implementation in setrel() is somewhat scary. It's actually okay, because that part of setrel() only runs within decl(). Other callers don't reach it: update_main() because player->god != 0 there, and the rest because they never pass a rel < HOSTILE. * Documentation is a bit vague. SLOW_WAR hasn't been used in a public game in years. Fixing it is not worth it, so remove it instead.
This commit is contained in:
parent
a94ae5f8c1
commit
439f111f98
23 changed files with 11 additions and 274 deletions
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@ -181,8 +181,6 @@ EMPCF_OPT("RES_POP", opt_RES_POP,
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"Population is limited by research")
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EMPCF_OPT("SAIL", opt_SAIL,
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"Enable sail command")
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EMPCF_OPT("SLOW_WAR", opt_SLOW_WAR,
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"Declaring war takes time")
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EMPCF_OPT("SUPER_BARS", opt_SUPER_BARS,
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"Make bars immune to damage")
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EMPCF_OPT("TECH_POP", opt_TECH_POP,
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@ -207,8 +205,6 @@ EMPCFBOTH("at_least_one_100", at_least_one_100, int, NSC_INT, KM_INTERNAL,
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"Initialize new countries with at least one sector with 100 of all resource")
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EMPCFBOTH("start_cash", start_cash, long, NSC_LONG, KM_INTERNAL,
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"Starting cash for new countries")
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EMPCFBOTH("war_cost", War_Cost, int, NSC_INT, 0,
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"Cost to declare war (if SLOW_WAR is on)")
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EMPCF_COMMENT("\n\n### Technology/Research/Education/Happiness")
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EMPCFBOTH("easy_tech", easy_tech, float, NSC_FLOAT, 0,
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@ -120,12 +120,10 @@ struct natstr {
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/* nation relation codes */
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#define AT_WAR 0
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#define SITZKRIEG 1
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#define MOBILIZATION 2
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#define HOSTILE 3
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#define NEUTRAL 4
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#define FRIENDLY 5
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#define ALLIED 6
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#define HOSTILE 1
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#define NEUTRAL 2
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#define FRIENDLY 3
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#define ALLIED 4
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/* nation reject codes */
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#define REJ_TELE bit(0) /* dont allow telegrams to be sent */
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@ -44,10 +44,6 @@ The "assault" command is the only command which will let you attack
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your own sector (you can use this to get mil & assault units on
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shore). You should not "attack" unowned land (see info explore).
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.s1
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If the SLOW_WAR option is enabled, you will not be able to attack
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a sector owned by a country you are not AT_WAR with, unless you
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are the old owner of the sector.
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.s1
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.L "(2) Ask the aggressor further details about the offensive force."
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.s1
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When you board, you are asked for a ship or sector to board from.
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@ -11,7 +11,6 @@ The following options were introduced in the Chainsaw server:
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EASY_BRIDGES: bridges can be built from any sector
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SUPER_BARS: gold bars aren't destroyed by shelling or bombing
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ALL_BLEED: you get tech bleed from all countries, not just allies
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SLOW_WAR: War declaring takes time. No land attacks unless at war.
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NOMOBCOST: ships pay 0 mob to fire. Subs pay 1/2 a sect's movement cost
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TRADESHIPS: you can build/nav/scuttle trade ships to make money
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RES_POP: Research affects max sector population.
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@ -15,31 +15,6 @@ which case you will declare <POSITION> towards all nations.
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For a complete list of the meanings of all the different types of
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relations, see "info relations".
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.s1
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GOING TO WAR
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.s1
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(Note: the following stuff is only in effect if the SLOW_WAR option is selected)
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With the SLOW_WAR option in use, you cannot attack the land of someone you are
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not at war with. When you declare war on
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someone, your relation goes to \*Qmobilizing\*U. You still can't attack them.
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After the next update, your relation goes to \*Qsitzkrieg\*U, and you still
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can't attack them. After the NEXT update, you're at war with them, and anything
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goes.
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.s1
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If someone is \*Qmobilizing\*U or in \*Qsitzkrieg\*U, or at war with you,
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and you
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declare war against them, your relation is set to be the same as theirs, so
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there is no way to gain any advantage through this stuff. It just means that
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you can't sneak-attack people.
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.s1
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The first person who declares war pays $1000. Return declarations are
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free.
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.s1
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There is an exception to the SLOW_WAR restrictions. If you are listed as
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the old owner of a sector, you are still allowed to attack it. This is to
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prevent someone from declaring war with you, taking some sectors, then
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declaring neutrality before you declare war. (Assuming you didn't notice
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their declaration of war)
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.s1
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The newspaper is very interested in declarations of war or alliance --
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don't expect to keep such declarations secret.
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.s1
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@ -7,9 +7,6 @@ changes. It is still used to shoot up land sectors or ships. However,
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you may now use multiple ships, units, sectors to fire from. Return
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fire is spread amongst all the firing things.
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.s1
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If the SLOW_WAR option is in use, you cannot fire on the
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land of any nation you are not at war with. (see info relations)
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.s1
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The general form for shooting at land from a sector is:
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.EX fire sect <ASECTS> <VSECT>
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Where <VSECT> is the victim sector,
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@ -30,8 +30,7 @@ report.
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.FI
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.s1
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Relations are: \*QAllied\*U, \*QFriendly\*U, \*QNeutral\*U,
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\*QHostile\*U, \*QMobilizing\*U, \*QSitzkrieg\*U, and \*QAt
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War\*U. Each has certain ramifications.
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\*QHostile\*U, and \*QAt War\*U. Each has certain ramifications.
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.s1
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.L Allied
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Your ally is someone you trust deeply, and are willing to make
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@ -85,19 +84,4 @@ attacks you, you become hostile towards them. If someone you are neutral
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to over-flies or attacks you, you become hostile towards them. Neither of
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these progressions can lead to war, however, they both stop at hostility.
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.s1
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The following paragraphs apply only if the SLOW_WAR option is used.
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.s1
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.L Mobilizing
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If you are Mobilizing, it means that you have declared war, and are getting
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ready to attack. You cannot attack someone's land until you are actually
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\*QAt War\*U. At the next update, you will automatically move to
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\*QSitzkrieg\*U. Your interdiction of the enemy will be the same as
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if you were hostile towards them.
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.s1
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.L Sitzkrieg
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Sitzkrieg is the same as \*QMobilizing\*U. You still are unable to attack
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their land. At the next update, you will automatically move to \*QAt War\*U.
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.s1
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When you are At War with someone, you may attack them willy-nilly.
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.s1
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.SA "Diplomacy"
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@ -81,8 +81,7 @@ Options enabled in this game:
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Options disabled in this game:
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AUTO_POWER, GO_RENEW, GUINEA_PIGS, HIDDEN, LOANS, LOSE_CONTACT, MARKET,
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MOB_ACCESS, NO_FORT_FIRE, RES_POP, SLOW_WAR, SUPER_BARS, TECH_POP,
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TRADESHIPS
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MOB_ACCESS, NO_FORT_FIRE, RES_POP, SUPER_BARS, TECH_POP, TRADESHIPS
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See "info Options" for a detailed list of options and descriptions.
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@ -173,8 +173,7 @@ assa(void)
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putland(llp->unit.land.lnd_uid, &llp->unit.land);
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} else {
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pr("%s was spotted", prland(&llp->unit.land));
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if (rel == HOSTILE || rel == AT_WAR || rel == SITZKRIEG ||
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rel == MOBILIZATION) {
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if (rel <= HOSTILE) {
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wu(0, def->own, "%s spy shot and killed in %s.\n",
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cname(player->cnum), xyas(def->x, def->y,
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def->own));
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@ -95,8 +95,6 @@ bomb(void)
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char mission;
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struct plist *plp;
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struct emp_qelem *qp, *next;
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int rel;
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struct natstr *natp;
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char buf[1024];
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if (get_planes(&ni_bomb, &ni_esc, player->argp[1], player->argp[2]) < 0)
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@ -160,20 +158,6 @@ bomb(void)
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}
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break;
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case 's':
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if (opt_SLOW_WAR) {
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natp = getnatp(player->cnum);
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if (target.sct_own) {
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rel = getrel(natp, target.sct_own);
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if ((rel != AT_WAR) && (player->cnum != target.sct_own)
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&& (target.sct_own) &&
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(target.sct_oldown != player->cnum)) {
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pr("You're not at war with them!\n");
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pln_put(&bomb_list);
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pln_put(&esc_list);
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return RET_FAIL;
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}
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}
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}
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nreport(player->cnum, N_SCT_BOMB, target.sct_own, 1);
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strat_bomb(&bomb_list, &target);
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break;
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@ -197,8 +181,6 @@ pin_bomb(struct emp_qelem *list, struct sctstr *target)
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char *p;
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int nsubs;
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int nunits;
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struct natstr *natp;
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int rel;
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char buf[1024];
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int i;
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@ -229,18 +211,6 @@ pin_bomb(struct emp_qelem *list, struct sctstr *target)
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}
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switch (*p) {
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case 'l':
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if (opt_SLOW_WAR) {
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natp = getnatp(player->cnum);
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if (target->sct_own) {
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rel = getrel(natp, target->sct_own);
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if ((rel != AT_WAR) && (player->cnum != target->sct_own)
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&& (target->sct_own) &&
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(target->sct_oldown != player->cnum)) {
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pr("You're not at war with them!\n");
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goto retry;
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}
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}
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}
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if (nunits == 0) {
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pr("no units there\n");
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goto retry;
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@ -248,18 +218,6 @@ pin_bomb(struct emp_qelem *list, struct sctstr *target)
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land_bomb(list, target);
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break;
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case 'p':
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if (opt_SLOW_WAR) {
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natp = getnatp(player->cnum);
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if (target->sct_own) {
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rel = getrel(natp, target->sct_own);
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if ((rel != AT_WAR) && (player->cnum != target->sct_own)
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&& (target->sct_own) &&
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(target->sct_oldown != player->cnum)) {
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pr("You're not at war with them!\n");
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goto retry;
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}
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}
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}
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if (nplanes == 0) {
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pr("no planes there\n");
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goto retry;
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@ -281,19 +239,6 @@ pin_bomb(struct emp_qelem *list, struct sctstr *target)
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ship_bomb(list, target);
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break;
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case 'c':
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if (opt_SLOW_WAR) {
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natp = getnatp(player->cnum);
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if (target->sct_own) {
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rel = getrel(natp, target->sct_own);
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if ((rel != AT_WAR) && (player->cnum != target->sct_own)
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&& (target->sct_own) &&
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(target->sct_oldown != player->cnum)) {
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pr("You're not at war with them!\n");
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goto retry;
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}
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}
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}
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for (i = 0; i < nbomb; i++) {
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if (!target->sct_item[bombcomm[i]])
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continue;
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comm_bomb(list, target);
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break;
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case 'e':
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if (opt_SLOW_WAR) {
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natp = getnatp(player->cnum);
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if (target->sct_own) {
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rel = getrel(natp, target->sct_own);
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if ((rel != AT_WAR) && (player->cnum != target->sct_own)
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&& (target->sct_own) &&
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(target->sct_oldown != player->cnum)) {
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pr("You're not at war with them!\n");
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goto retry;
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}
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}
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}
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eff_bomb(list, target);
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break;
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case 'q':
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@ -64,20 +64,6 @@ decl(void)
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case 'h':
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rel = HOSTILE;
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break;
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case 'm':
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if (!opt_SLOW_WAR)
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return RET_SYN;
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if (!player->god)
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return RET_SYN;
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rel = MOBILIZATION;
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break;
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case 's':
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if (!opt_SLOW_WAR)
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return RET_SYN;
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if (!player->god)
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return RET_SYN;
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rel = SITZKRIEG;
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break;
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case 'w':
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rel = AT_WAR;
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break;
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@ -182,8 +182,6 @@ launch_missile(struct plnstr *pp)
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struct mchrstr *mcp;
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struct shpstr target_ship;
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struct sctstr sect;
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int rel;
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struct natstr *natp;
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struct nukstr nuke;
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char buf[1024];
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@ -230,18 +228,6 @@ launch_missile(struct plnstr *pp)
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if (msl_equip(pp, 's') < 0)
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return RET_FAIL;
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getsect(sx, sy, §);
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if (opt_SLOW_WAR) {
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natp = getnatp(player->cnum);
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rel = getrel(natp, sect.sct_own);
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if ((rel != AT_WAR) && (sect.sct_own != player->cnum) &&
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(sect.sct_own) && (sect.sct_oldown != player->cnum)) {
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pr("You are not at war with the player->owner of the target sector!\n");
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pr_beep();
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pr("Kaboom!!!\n");
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pr("Missile monitoring officer destroys RV before detonation.\n");
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return RET_OK;
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}
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}
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if (msl_launch(pp, EF_SECTOR, "sector", sx, sy, sect.sct_own,
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&sublaunch) < 0)
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return RET_OK;
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@ -82,8 +82,6 @@ multifire(void)
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struct shpstr vship;
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struct sctstr vsect;
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enum targ_type target;
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int rel;
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struct natstr *natp;
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struct nstr_item nbst;
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int type;
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struct empobj *attgp;
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@ -416,17 +414,6 @@ multifire(void)
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break;
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}
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if (opt_SLOW_WAR) {
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if (target == targ_land) {
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natp = getnatp(player->cnum);
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rel = getrel(natp, vict);
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if ((rel != AT_WAR) && (player->cnum != vict) &&
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(vict) && (vsect.sct_oldown != player->cnum)) {
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pr("You're not at war with them!\n");
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continue;
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}
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}
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}
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nfiring++;
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switch (target) {
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case targ_sub:
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@ -101,8 +101,6 @@ vers(void)
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if (rollover_avail_max)
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pr("Up to %d avail can roll over an update.\n",
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rollover_avail_max);
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if (opt_SLOW_WAR)
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pr("Declaring war will cost you $%i\n\n", War_Cost);
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pr("Happiness p.e. requires 1 happy stroller per %d civ.\n",
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(int)hap_cons / etu_per_update);
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pr("Education p.e. requires 1 class of graduates per %d civ.\n",
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@ -42,8 +42,7 @@
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char *relates[] = {
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/* must follow nation relation defines in nat.h */
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"At War", "Sitzkrieg", "Mobilizing", "Hostile", "Neutral", "Friendly",
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"Allied"
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"At War", "Hostile", "Neutral", "Friendly", "Allied"
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};
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char *
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@ -191,9 +191,6 @@ double buil_tower_bt = 100.0; /* tech level required to build a tower */
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int buil_tower_bh = 400; /* hcm required to build a bridge tower */
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double buil_tower_bc = 3000.0; /* cash required to build a bridge tower */
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/* opt_SLOW_WAR */
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int War_Cost = 1000; /* Cost to declare war */
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float drnuke_const = 0.0; /* research must be at least drnuke_const*tech */
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/* in order to build a nuke. For example, if
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* drnuke_const is .25, you need a 75 res to
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@ -59,7 +59,6 @@ int opt_NO_PLAGUE = 1;
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int opt_RAILWAYS = 1;
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int opt_RES_POP = 0;
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int opt_SAIL = 1;
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int opt_SLOW_WAR = 0;
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int opt_SUPER_BARS = 0;
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int opt_TECH_POP = 0;
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int opt_TRADESHIPS = 0;
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@ -139,8 +139,6 @@ struct symbol nation_rejects[] = {
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struct symbol nation_relations[] = {
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{-1, "unknown"},
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{AT_WAR, "at-war"},
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{SITZKRIEG, "sitzkrieg"},
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{MOBILIZATION, "mobilization"},
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{HOSTILE, "hostile"},
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{NEUTRAL, "neutral"},
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{FRIENDLY, "friendly"},
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@ -435,9 +435,6 @@ int
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att_abort(int combat_mode, struct combat *off, struct combat *def)
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{
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struct sctstr sect;
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int rel;
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char y_or_n[512];
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struct natstr *natp;
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if (player->aborted)
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return 1;
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@ -513,23 +510,7 @@ att_abort(int combat_mode, struct combat *off, struct combat *def)
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setcont(player->cnum, def->own, FOUND_SPY);
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setcont(def->own, player->cnum, FOUND_SPY);
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}
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if (opt_SLOW_WAR && def->own != player->cnum) {
|
||||
natp = getnatp(player->cnum);
|
||||
rel = getrel(natp, def->own);
|
||||
|
||||
if (rel == ALLIED) {
|
||||
sprintf(y_or_n, "Sector is owned by %s, your ally, %s [yn]? ",
|
||||
cname(def->own), att_mode[combat_mode]);
|
||||
if (!confirm(y_or_n))
|
||||
return abort_attack();
|
||||
|
||||
}
|
||||
if ((rel != AT_WAR) && (def->own) &&
|
||||
(sect.sct_oldown != player->cnum)) {
|
||||
pr("You're not at war with them!\n");
|
||||
return abort_attack();
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -1011,8 +1011,7 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
|
|||
"%s unit spotted in %s\n", cname(player->cnum),
|
||||
xyas(sect.sct_x, sect.sct_y, sect.sct_own));
|
||||
setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
|
||||
} else if (rel == HOSTILE || rel == AT_WAR ||
|
||||
rel == SITZKRIEG || rel == MOBILIZATION) {
|
||||
} else if (rel <= HOSTILE) {
|
||||
wu(0, sect.sct_own,
|
||||
"%s spy shot in %s\n", cname(player->cnum),
|
||||
xyas(sect.sct_x, sect.sct_y, sect.sct_own));
|
||||
|
|
|
@ -298,7 +298,6 @@ build_mission_list_type(struct genlist *mi, coord x, coord y, int mission,
|
|||
struct empobj *gp;
|
||||
union empobj_storage item;
|
||||
int relat;
|
||||
struct sctstr sect;
|
||||
|
||||
snxtitem_all(&ni, type);
|
||||
while (nxtitem(&ni, &item)) {
|
||||
|
@ -329,25 +328,6 @@ build_mission_list_type(struct genlist *mi, coord x, coord y, int mission,
|
|||
if (!in_oparea(gp, x, y))
|
||||
continue;
|
||||
|
||||
if (opt_SLOW_WAR) {
|
||||
if (mission != MI_AIR_DEFENSE) {
|
||||
getsect(x, y, §);
|
||||
if (getrel(getnatp(gp->own), sect.sct_own) > AT_WAR) {
|
||||
|
||||
/*
|
||||
* If the owner of the unit isn't at war
|
||||
* with the victim, and doesn't own the
|
||||
* sect being acted upon, and isn't the
|
||||
* old owner of that sect, bounce them.
|
||||
*/
|
||||
if (sect.sct_type != SCT_WATER &&
|
||||
sect.sct_own != gp->own &&
|
||||
sect.sct_oldown != gp->own)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glp = malloc(sizeof(struct genlist));
|
||||
memset(glp, 0, sizeof(struct genlist));
|
||||
glp->thing = malloc(sizeof(item));
|
||||
|
|
|
@ -53,7 +53,6 @@ setrel(natid us, natid them, int rel)
|
|||
int n_up = 0;
|
||||
int n_down = 0;
|
||||
char *addendum = NULL;
|
||||
int theirrel;
|
||||
|
||||
if (rel < AT_WAR)
|
||||
rel = AT_WAR;
|
||||
|
@ -84,34 +83,6 @@ setrel(natid us, natid them, int rel)
|
|||
n_up = N_UP_HOSTILE;
|
||||
n_down = N_DOWN_HOSTILE;
|
||||
} else if (rel < HOSTILE) {
|
||||
if (opt_SLOW_WAR) {
|
||||
struct natstr *natp2;
|
||||
double cost;
|
||||
|
||||
if (!player->god) {
|
||||
natp2 = themnp;
|
||||
theirrel = getrel(natp2, us);
|
||||
if (theirrel <= MOBILIZATION) {
|
||||
rel = theirrel;
|
||||
cost = 0;
|
||||
} else if (us == player->cnum && !update_running) {
|
||||
if (mynp->nat_money < War_Cost) {
|
||||
mpr(us, "You don't have the money!\n");
|
||||
return RET_FAIL;
|
||||
}
|
||||
rel = MOBILIZATION;
|
||||
cost = War_Cost;
|
||||
} else { /* nreport is forcing us to decl war */
|
||||
return RET_FAIL;
|
||||
}
|
||||
if (rel >= oldrel) {
|
||||
if (us == player->cnum && !update_running)
|
||||
mpr(us, "No change required for that!\n");
|
||||
return RET_FAIL;
|
||||
}
|
||||
player->dolcost += cost;
|
||||
}
|
||||
}
|
||||
addendum = "Declaration made (give 'em hell).";
|
||||
n_down = N_DECL_WAR;
|
||||
}
|
||||
|
|
|
@ -59,8 +59,7 @@ update_main(void)
|
|||
int n;
|
||||
int i;
|
||||
struct bp *bp;
|
||||
int cn, cn2, rel;
|
||||
struct natstr *cnp;
|
||||
int cn;
|
||||
struct natstr *np;
|
||||
|
||||
logerror("production update (%d etus)", etu);
|
||||
|
@ -130,26 +129,7 @@ update_main(void)
|
|||
prod_nat(etu);
|
||||
age_levels(etu);
|
||||
free(bp);
|
||||
if (opt_SLOW_WAR) {
|
||||
/* Update war declarations */
|
||||
/* MOBILIZATION->SITZKRIEG->AT_WAR */
|
||||
for (cn = 1; cn < MAXNOC; cn++) {
|
||||
if (!(cnp = getnatp(cn)))
|
||||
break;
|
||||
for (cn2 = 1; cn2 < MAXNOC; cn2++) {
|
||||
if (cn2 == cn)
|
||||
continue;
|
||||
rel = getrel(cnp, cn2);
|
||||
if (rel == MOBILIZATION) {
|
||||
rel = SITZKRIEG;
|
||||
setrel(cn, cn2, rel);
|
||||
} else if (rel == SITZKRIEG) {
|
||||
rel = AT_WAR;
|
||||
setrel(cn, cn2, rel);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Only update mobility for non-MOB_ACCESS here, since it doesn't
|
||||
get done for MOB_ACCESS anyway during the update */
|
||||
if (!opt_MOB_ACCESS) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue