Why upgrade? I'm not a lawyer, but here's my take on the differences
to version 2:
* Software patents: better protection against abuse of patents to
prevent users from exercising the rights under the GPL. I doubt
we'll get hit with a patent suit, but it's a good move just on
general principles.
* License compatibility: compatible with more free licenses, i.e. can
"steal" more free software for use in Empire. I don't expect to steal
much, but it's nice to have the option.
* Definition of "source code": modernization of some details for today's
networked world, to make it easier to distribute the software. Not
really relevant to us now, as we normally distribute full source code.
* Tivoization: this is about putting GPL-licensed software in hardware,
then make the hardware refuse to run modified software. "Neat" trick
to effectively deny its users their rights under the GPL. Abuse was
"pioneered" by TiVo (popular digital video recorders). GPLv3 forbids
it. Unlikely to become a problem for us.
* Internationalization: more careful wording, to harden the license
outside the US. The lawyers tell us it better be done that way.
* License violations: friendlier way to deal with license violations.
This has come out of past experience enforcing the GPL.
* Additional permissions: Probably not relevant to us.
Also include myself in the list of principal authors.
Planes normally sit in their base (sector or carrier), where they can
be spied, damaged, captured, loaded, unloaded, upgraded and so forth.
All this must not be possible while they fly. There are two kinds of
flying planes: satellites in orbit, and planes flying a sortie.
Satellites in orbit have always been marked with flag PLN_LAUNCHED.
Works. What didn't work was tracking planes flying a sortie.
If you look at one sortie in isolation, up to three groups of planes
can be flying at any point of time: the primary group, which carries
out the sortie's mission (bomb, transport, ...), their escorts, and a
group of hostile planes flying interception or air defense.
The old code attempted to track these planes by passing those groups
to the places that need to know whether a plane is flying. This was
complex and incomplete, and broke down completely for the pin-bombing
command.
It was complex, because the plane code needs to keep track of all the
call chains that can lead to a place that needs to know whether a
plane flies, and pass the groups down the call chains. This leads to
a rather ugly passing of plane groups all over the place.
It was incomplete, because it generally failed to pass the escorts.
And the whole scheme broke down for the pin-bombing command. That's
because pin-bombing asks the player for targets while his planes are
loitering above the target sector. This yields the processor and lets
other code run. Which does not get the flying planes passed.
The new code marks planes and SAMs (but not other missiles) flying a
sortie with flag PLN_LAUNCHED (the previous commit laid the groundwork
for that), and does away with passing around groups of flying planes.
This fixes the following bugs:
* Many commands could interact with foreign planes flying for a
pin-bombing command as if they were sitting in their base. This
includes spying, damaging, capturing, loading, or upgrading them,
and even getting intercepted by them. Any changes to those planes
were wiped out when they landed. Abusable.
* The bomb command could bomb its own escorts, directly (pin-bomb
planes) or through collateral damage, strategic sector damage,
collapsing bridges or nuke damage. The damage to the escorts was
wiped out when they landed.
* If you asked for a plane to fly both in the primary group and the
escort group, you got charged fuel for two sorties instead of one.
* pln_put1() and pln_put() now recognize planes that didn't take off,
and refrain from making them land. Intercept (since commit
c64e2149) and air defense can do that. Making them land had no
ill-effects, but it was still wrong.
There's one new problem: if PLN_LAUNCHED doesn't get reset properly,
due to game crash during flight or some other bug, the plane gets
stuck in the air. Catch and fix that on game start in ef_verify().
A bridge (span or tower) must be splashed when it gets damaged below
SCT_MINEFF. Likewise when its last supporting sector (bridge head or
tower) gets damaged below SCT_MINEFF, unless EASY_BRIDGES is enabled.
We need to check this whenever a bridge head, span or tower gets
damaged. This is done in three places, and all of them screw up:
* checksect() ignores damage to bridge heads. It also leaves writing
back the sector it checks to the caller, which never happens when
it's called from sct_postread().
Note that checksect() drowns all planes on bridges it splashes.
Functions that need to exempt flying planes from such a fate have to
splash bridges themselves.
* sect_damage() ignores damage to bridge towers, and damage to bridge
spans unless EASY_BRIDGES is enabled. It then runs checksect(),
which compensates for these omissions, but happily drowns the planes
sect_damage() attempts to protect.
* eff_bomb() ignores damage to bridge heads. Collateral damage makes
sect_damage() run, which compensates for the omission.
This causes the following bugs:
* Efficiency damage going through sect_damage() can drown planes it
shouldn't. This affects pinpoint bombing when collateral damage
splashes a bridge, and strategic bombing. The drowned planes then
crash and burn when they attempt to land at their (just splashed)
base.
* Efficiency damage to bridge heads not going through sect_damage()
fails to collapse unsupported bridges. This affects pin-bombing
efficiency without collateral damage, and ground combat. Also deity
commands edit, setsector and add, but that could be regarded as a
feature.
* If the sector file somehow ends up with an inefficient bridge span,
it collapses on every read again and again, until it collapses on a
write. Related problems exist with other actions of checksect(),
and they're not addressed here.
* If the sector file somehow ends up with adjacent inefficient bridge
towers, checksect() on any of them recurses infinitely:
- checksect() inefficient tower T1
- knockdown() T1, but don't write that back to the sector file
- bridgefall() T1; this reads all adjacent sectors, including
inefficient towert T2
- checksect() T2
- knockdown() T2, but don't write that back to the sector file
- bridgefall() T1; this reads adjacent sectors including T1
- checksect() T1
...
This commit creates a new function bridge_damaged() to splash any
bridges that became inefficient or unsupported after damage to a
sector. To avoid the inifinite recursion, we call it in
sct_prewrite() instead of checksect().
No uses knockdown() outside bridgefall.c remain, so give it internal
linkage.
Move stuff to untangle the ugly cyclic dependencies between the
archives built for selected subdirectories of src/lib/:
* Move common/io.c to empthread/ because it requires empthread stuff
* Move parts of subs/nstr.c to common/nstreval.c to satisfy
common/ef_verify.o
* Move getstarg.c getstring.c onearg.c from gen/ to subs/ because they
require stuff from there
* Move bridgefall.c check.c damage.c empobj.c journal.c maps.c
sectdamage.c from common/ to subs/ because they require stuff from
there
* Move cnumb.c from subs/ to common/ to satisfy common/type.o
* Move log.c fsize.c from common/ to gen/ because they really belong
there
* Move emp_config.c mapdist.c from gen/ to common/ because they really
belong there, and require stuff from libglobal.a
Also package as/ as libas.a to satisfy common/path.o.
Remaining dependencies:
lib needs
--------------------------------------------
libas.a libglobal.a
libcommon.a libas.a libglobal.a libgen.a
libgen.a
libglobal.a
liblwp.a libgen.a
libw32.a[*] libgen.a
[*] Except for service.o, which can only be linked into the server
Link order now: liblwp.a libcommon.a libas.a libgen.a libglobal.a
libw32.a. The position of libw32.a is not quite right, but works
anyway.
2008-02-03 08:11:13 +01:00
Renamed from src/lib/common/sectdamage.c (Browse further)