Commit graph

15 commits

Author SHA1 Message Date
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
92693cba65 relations: Move relations state from struct natstr to relatstr
Relations state is relatively bulky: it's a big chunk of struct
natstr, and adds 200 bytes per country to xdump nat.

Relations change rarely.  Rewriting it to disk on every nation update
and retransmitting it in every xdump nat is wasteful.

To avoid this waste, move relations state to its own struct relatstr.

This is of course an xdump compatibility break.  We're not maintaining
xdump compatibility in this release.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:22 +02:00
de24545963 relations: Create EF_RELAT table of struct relatstr
New struct relatstr is basically empty so far.  The next commit will
move relations state from struct natstr to struct relatstr.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
eaa678c903 reject: Move reject state from struct natstr to rejectstr
Reject state is relatively bulky: it's a big chunk of struct natstr,
and adds almost 200 bytes per country to xdump nat.

Reject state changes rarely.  Rewriting it to disk on every nation
update and retransmitting it in every xdump nat is wasteful.

To avoid this waste, move reject state to its own struct rejectstr.

This is of course an xdump compatibility break.  We're not maintaining
xdump compatibility in this release.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
f35f16c0a2 reject: Create EF_REJECT table of struct rejectstr
New struct rejectstr is basically empty so far.  The next commit will
move reject state from struct natstr to struct rejectstr.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:21 +02:00
c8e7548f24 contact: Move contact state from struct natstr to contactstr
Contact state is relatively bulky: it's a big chunk of struct natstr,
and adds almost 200 bytes per country to xdump nat for deities.

Contact changes rarely.  Since we avoid unnecessary updates, it
doesn't change at all unless option HIDDEN is enabled.  Rewriting it
to disk on every nation update and retransmitting it in every deity
xdump nat is wasteful.

To avoid this waste, move contact state to its own struct contactstr.

This is of course an xdump compatibility break.  We're not maintaining
xdump compatibility in this release.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
4b4df53485 contact: Create EF_CONTACT table of struct contactstr
New struct contactstr is basically empty so far.  The next commit will
move contact state from struct natstr to struct contactstr.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
cf4e9bc89d contact: Initialize contact state properly
A country must always be in contact of itself when option HIDDEN is
enabled.  The code ensures this by establishing contact whenever a
player logs in, in init_nats().  This is not the proper place.  Game
state should be initialized in empfile's oninit() callback, in this
case nat_oninit().  Do that, and drop the putcontact() from
init_nats().

Note that option LOSE_CONTACT only affects contact to other countries:
agecontact() doesn't age the country's contact to itself.

Use the opportunity to initialize contact so that getcontact() works
even when HIDDEN is disabled.  Just cleanup, it isn't actually called
then.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:20 +02:00
7b5bd13767 nsc: Drop deprecated nat and country selector hostname
Deprecated since commit 199388b, v4.3.33.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:17 +02:00
0bdcb5ee19 sect: Keep work percentage without civilians at 100%
We maintain a few sector invariants in sct_prewrite().  Since the
update bypasses sct_prewrite(), it needs to maintain them itself.  The
two should be consistent.

sct_prewrite() resets work percentage of owned sectors to 100% when
there are no civilians.  The update's populace() resets it for unowned
sectors as well, if they have military.

Change sct_prewrite() to reset sct_work = 100 regardless of owner.
Also change sct_oninit() to initialize sct_work = 100, so it doesn't
change on first write.  Update tests/smoke/fairland.xdump for the same
reason.

The massive test output differences are all due to sct_work.

Inconsistencies with the update remain.  They will be fixed next.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:57 +02:00
0e24049ce4 torpedo: Suppress bulletin when player torpedoes his own ship
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:52 +01:00
88bfa2e6a3 torpedo: Print "Starting our attack run" regardless of target
Instead of printing it only when the target owned by somebody else.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:52 +01:00
33497e4242 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>
2015-03-02 08:20:52 +01:00
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
695352d9d3 tests/torpedo: New; exercises torpedo command
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:52 +01:00