Commit graph

1368 commits

Author SHA1 Message Date
531bac70a4 Remove superfluous casts to natid 2010-05-24 18:23:32 +02:00
f6cab16b65 Don't capitalize words in the middle of sentences
Affects output of commands add, anti, build, edit, order, reset, set,
setresource, setsector, show, version.
2010-05-24 18:23:32 +02:00
72b31dae13 Fix retreat, lretreat condition 'c'
Broken in commit bb5dfd80, v4.3.16.
2010-04-04 09:24:33 +02:00
5e08b7fa55 coastwatch and skywatch could see too far
Both coas() and skyw() want to iterate over a circular area with
radius vrange.  They did that by iterating over a rectangle that
encloses the circle, skipping coordinates out of range.  To "save
time", they used a rather odd predicate for "out of range", namely
"vrange * vrange < (j * j + 3 * k * k) / 4)".

The predicate is wrong.  coastwatch and skywatch could see one sector
too far in certain directions for practical radar ranges, and up to
two sectors for not so practical tech 1900+ radar stations.

For instance, with j = 13 and k = 3, vrange = 7, the predicate
evaluates to false (49 < 48), i.e. in range.  However, the true
distance is 8, i.e. out of range.  Likewise, j = 22, k = 8, vrange =
13: 169 < 169, true distance 15.

Fix by iterating over the circle directly, without comparing
distances.
2010-04-04 07:31:06 +02:00
38befcb446 Make skywatch report satellite uid
The uid is required for launching a-sats since commit 1ee02875,
v4.3.23.

Change output to resemble coastwatch's.
2010-04-02 20:35:57 +02:00
162435e690 Clean up checks for zero value of pln_damage()
Before commit a269cdd7, pln_damage() returned zero when the damage was
nuclear, and callers used that to bypass conventional damage code.
Zero value can't happen anymore.
2010-04-02 19:08:27 +02:00
6c639f1481 Fix sabo not to kill the spy every time
The hack to protect the spy from sabotage damage killed it outright.
Broken in 861a6662, v4.3.17.
2010-03-29 17:39:07 +02:00
28cc236e12 Fix navigate and march not to lay mines free of charge
do_unit_move() reads the ships into a list.  It re-reads them when it
prompts for sub-commands.  shp_nav_one_sector() writes them back when
it moves ships.

Mine-laying (sub-command 'd') updates the minelayer, invalidating the
copy in the list.  Any movement sub-command before the next prompt for
sub-commands wiped out this update, triggering a seno mismatch oops.

Happens only if 'd' is used without arguments, because remaining
sub-commands are discarded when there are arguments.

Broken when mine-laying was added in commits 2438fe7c, v4.3.7.

Same for march, commit 274c8e42, v4.3.7.

Fix by stopping after 'd' regardless of arguments.
2010-03-20 14:57:05 +01:00
45106ab91f Fix navigate and march not to prompt for number of mines to lay
When sub-command 'd' was used without arguments, do_unit_move() failed
to supply the second argument to mine(), which duly prompted for it.
This contracticted info, and could trigger a generation oops.

do_unit_move() reads the ships into a list.  It re-reads them when it
prompts for sub-commands.  shp_nav_one_sector() writes them back when
it moves ships.

The mine prompt made the list stale.  Movement sub-commands before the
next prompt for sub-commands wrote back stale ships, triggering a
generation oops.  Example: "nav 15 dg".

Broken when mine-laying was added in commits 2438fe7c, v4.3.7.

Same for march, commit 274c8e42, v4.3.7.
2010-03-20 14:24:25 +01:00
bb5abd95e0 Fix news for torpedo attack's return torpedo
When a torpedo attack triggered a return torpedo, the news reported it
to be fired by the attacker instead of the defender.
2010-03-16 21:27:41 +01:00
2b14f876be Fix generation numbers for order command
orde() uses a "clever" trick to get away with just one
check_ship_ok(): it makes a copy of the ship in the beginning, and
checks it at the end.  Generation numbers (commit 2fa5f652) break this
trick.  It could be fixed by manually marking the ship fresh.
Instead, check the ship the stupid, straightforward way, without a
copy.
2010-01-26 22:20:16 +01:00
b54bc83e26 Normalize order's reaction to bad input
Consistently fail the command on bad or missing argument.  Before, it
merely skipped to the next ship in some cases.
2010-01-26 22:02:34 +01:00
7ac10453a2 Get third argument of "order l" the ordinary way
Now prompts when the argument is empty.  Before, that was interpreted
as zero.  Not likely to affect players.
2010-01-26 21:48:54 +01:00
ae6ad76516 Clean up dead code in orde()
Does not change optimized code (gcc -O) apart from __LINE__.
2010-01-26 21:38:31 +01:00
b8f5eaff0b Clean up dead stores
Does not change optimized code (gcc -O).

Spotted by the Clang Static Analyzer.
2010-01-19 08:40:42 +01:00
3650587dab Fix navigate/march crash on funny path arguments
For an argument consisting of a valid path plus whitespace,
do_unit_move() eventually passed the whitespace suffix to parse(),
then dereferenced player->argp[0].  But that was null.

Broken in commit 0c12d837, v4.3.7.  Trivial for players to trigger.
2010-01-19 08:40:42 +01:00
8195d5fb88 Clean up useless getnatp() in conv(), nav_map(), tele()
Spotted by the Clang Static Analyzer.
2010-01-19 08:40:42 +01:00
73e25ff21e Update copyright notice 2010-01-19 08:40:17 +01:00
05b56fa942 Clean up poorly chosen loop control variable names
Calling a counting loop's control variable q or z is tasteless
bordering on actively misleading.
2010-01-19 08:38:16 +01:00
aa659c7754 Narrow struct sctstr member sct_mobil to char
To bring it in line with unit mobility.
2010-01-19 08:37:05 +01:00
ca2dba33f0 Make struct sctstr member sct_effic signed
To bring it in line with unit efficiency.
2010-01-19 08:37:05 +01:00
da48ba6d13 Fix sloppy sanity check for mobility going negative in transport
Assignment to sct_mobil was vulnerable to integer underflow.  Should
not happen, as move_ground() never returns a cost exceeding available
mobility.
2010-01-19 08:37:05 +01:00
ba2044be18 Store uids as int to support more sectors and units
Before, they were stored as short.  Wider uids use more space, but the
next commit will recover it by narrowing other members.

The use of short has always limited the number of ships, planes, land
units and nukes to SHRT_MAX (commonly 32768).  Only the most extreme
games ever came close.

Commit 49780e2c (v4.3.12) added struct sctstr member sct_uid to make
struct empobj member uid work for sectors.  This made the limit apply
to sectors as well.  We've had games with more than 32768 sectors.
2010-01-19 08:26:42 +01:00
4e895465df Remove unused members of struct lndstr, lonstr, nukstr, trtstr
struct lndstr member lnd_flags is a leftover from Empire3's C_SYNC,
which was ripped out in 4.0.0.

struct lonstr member l_sel, struct nuk_str members nuk_ship, nuk_land,
and struct trtstr member trt_bond have been there basically forever
without any use.
2010-01-19 08:21:37 +01:00
c0ed527311 Consistently use int for file type parameters and locals 2009-12-29 17:23:22 +01:00
b23c52951f Fix launch not to wipe out target sector updates
Launching ABMs updates their base, in mission_pln_equip().  The update
got wiped out when launch_missile() wrote back the target sector,
triggering a seqno mismatch oops.  Harmless with the stock game's
ABMs, because they use neither shells nor petrol.

Fix by re-reading the target sector.
2009-12-26 14:02:50 +01:00
7dc130b7ac Fix launch not to wipe out target ship updates
Ships can expend shells to defend against missiles, in
shp_missile_defense().  Any shell use by the target ship got wiped out
when launch_missile() wrote back the target ship, triggering a seqno
mismatch oops.

Fix by re-reading the target ship.
2009-12-26 11:28:25 +01:00
c528fcbe3e Update known contributors comments 2009-12-13 17:34:28 +01:00
fd894d9864 Fix and enable collateral damage for missing missiles
Collateral damage was disabled, because after msl_hit() reported a
miss, the missile may or may not have reached the target.

Fix by splitting msl_launch() off msl_hit().

Drop the disabled collateral damage code for sector targets, because
sectors can't be missed.  Enable it for ships and land units.

Since msl_launch() returns whether the missile is sub-launched, drop
launch_missile() parameter sublaunch, and simplify its caller.
2009-12-13 08:05:26 +01:00
e7fec28009 News reported victim as actor for sub-launched anti-sat and ABM
If the intercepted missile was sub-launched as well, this disclosed
its owner.

The stock game's anti-sats and ABMs can't be sub-launched.
2009-12-13 08:05:25 +01:00
0060e48ea4 Refactor missile interception code
Keep only the common part in msl_intercept(), and give it internal
linkage.  Wrap new msl_abm_intercept() and msl_asat_intercept() around
it.  They are simpler to use.
2009-12-13 08:04:07 +01:00
de2fae0ee6 Fix defense value of intercepted missiles and satellites
Use the plane's defense value, not the plane type's base value.
2009-12-13 08:04:07 +01:00
0f0d785601 Don't attempt to hide owner of sub-launched satellite
The attempt was pointless, because the recipient of the message could
see the owner on skywatch, and the news reported it as well.
2009-12-13 08:03:51 +01:00
f7f3178ce2 Move msl_equip() to callers, internal linkage 2009-12-13 08:03:49 +01:00
42cc4f14e0 Move "Releasing RV's" message into detonate() 2009-12-13 08:03:49 +01:00
a269cdd7e9 Limit nukes to strategic missions
Before Empire 2, nukes could be delivered only with bomb (special
mission 'n', airburst only) and launch (targeting sectors or
satellites only).

Empire 2 made nukes available for any kind of bombing, and for any
missile strike on sectors or ships.  This included interdiction and
support missions.  Nuclear-tipped anti-sats and bomb mission n were
removed.

Unfortunately, this was done in a messy way, which led to
inconsistencies and bugs.  The problem is that ordinary damage affects
just the target, while nuke damage affects an area.  Code dealing with
plane damage was designed for the former.  Instead of rewriting it to
cope with area damage cleanly, nuke damage got shoehorned into
pln_damage(), the function to compute conventional plane damage, as a
side effect: computing damage blasted sectors in the area.

If the plane carried a nuke, pln_damage() returned zero (conventional)
damage.  Without further logic, this simply bypassed the code to apply
damage to the target.  This worked out okay when the target already
got damaged correctly by the side effect.

However, some targets are immune to the side effect: when interdicting
a move or explore command, the commodities being moved are not in any
sector.

For other targets, damage has effects other than damaging the target:
offensive and defensive support don't apply the (conventional) damage
to the target sector.  Instead, they turn it into a combat bonus.
Without further logic, nuclear damage doesn't contribute to that.

To make all that work, pln_damage() returned the nuclear damage for
ground zero as well.  Because a plane does either conventional or
nuclear damage, one of them is always zero.

Most callers simply ignored the nuclear damage, and applied only the
conventional damage.

Bug: land units and ships failed to retreat when pin-bombed or
missiled with a nuke.  That's because they received zero conventional
damage.

The mission code flies planes and missiles and tallies their damage.
This mission damage included nuclear damage at ground zero (except for
missiles sometimes, see below), to make support and commodity
interdiction work.  Unfortunately, this broke other things.

Bug: when bombers interdicted ships or land units, nukes first damaged
the ships or land units by the side effect, then again through mission
damage.  Interdicting missiles had a special case to avoid this.

Bug: when interdicting move, explore or transport, nukes first damaged
the sector by the side effect, then again through mission damage's
collateral damage.

There may well be more bugs hiding in this mess.

The mess is not worth fixing.  While the idea of interdicting and
supporting with nukes sounds kind of cool, I believe it's pretty
irrelevant in actual play.

Instead, go back to a variation of the original rules: nukes can be
delivered only through bomb mission 's' and launch at sectors.

Make arm reject marine missiles in addition to satellites, ABMs and
SAMs, and clear the mission.  Make mission reject planes armed with
nukes.  Oops when they show up in mission_pln_equip() anyway.

Make pln_equip() allow planes with nukes only for missions 's' and
't'.

Clean up pln_damage() to just compute damage, without side effect.
Change strat_bomb() and launch_missile() to detonate nukes.  Simplify
the other callers.  Parameter mission of msl_launch_mindam() is now
unused, remove it.

Missiles exploding on launch no longer set off their nukes.  That was
pretty ridiculous anyway.
2009-12-13 07:46:00 +01:00
528df9acba Improve launch diagnostic messages, switch off supply
msl_equip() used mission_pln_equip(), which is for automatic defenses,
and therefore silent.  Its users launch_as(), launch_missile() and
launch_sat() printed failure diagnostics based on assumptions on what
could go wrong.

Switch to the appropriate function for commands, pln_equip(), and
remove the guesswork.  Implement mission 'i' there.  When launching
from a foreign base, its owner now gets informed.  Unimportant at this
time, as players can't easily deploy missiles in foreign bases.

This change also switches off automatic supply for launch.  Consistent
with bomb.
2009-12-12 16:28:52 +01:00
cf960a573c Make anti-sat launch consistent with interception
When a manually launched anti-sat hits, it now always destroys the
satellite.  This matches what it does when it intercepts
automatically.  Before, it only damaged the satellite.
2009-12-12 16:28:52 +01:00
3e5df7530d Fix satellite interception not to break "positioned over" line 2009-12-12 16:28:52 +01:00
7312693936 Improve message when refusing to load plane on unsuitable ship
Test more specific causes before more general ones.  Also get rid of
silly strcpy().
2009-12-12 16:28:52 +01:00
0100402e5f Don't permit nukes on satellites, ABMs and SAMs
Before, satellites could be disarmed and armed even in orbit.  Nukes
on satellites went along into orbit, where they did nothing in
particular.

Nukes on ABMs and SAMs were lost without effect when their missile
intercepted.

The stock game is not affected, because its satellites, ABMs and SAMs
all have zero load.
2009-12-12 16:28:52 +01:00
0e8bcce59c Remove redundant load checks before pln_damage()
pln_damage() copes with any load just fine.
2009-12-12 16:28:52 +01:00
54b1c04686 Simplify how plane cargo is tracked
Fold struct plist members bombs (used for bombing runs) and misc (used
for everything else) into a single member load.
2009-12-12 16:28:52 +01:00
221027aca5 Fix bomb for non-tactical cargo bomber
The various bombing functions silently skipped planes not carrying
bombs.  This sanity check was wrong: it checked capabilities "tactical
or not cargo" instead of "tactical or bomber", and failed for
non-tactical cargo bombers.  No such planes exist in the stock game.
The broken check comes from Chainsaw; it replaced an equally wrong
"not cargo" check.

Because pln_sel() lets only suitable planes go on a bombing run, the
broken sanity check is unnecessary.  Drop it.
2009-12-12 16:28:52 +01:00
29a6baca6d Simplify plane selection for drop, fly, recon and sweep
Plane flying commands first select the planes to fly the mission and
their escorts, then equip them.  They all fail when no planes to fly
the mission can be equipped.

Unlike bomb and paradrop, commands drop, fly, recon and sweep had an
additional check that made them fail when no planes to fly the mission
could be selected.  Because "none selected" implies "none equipped",
the additional check is redundant.  Remove it.

While there, break lines in calls of pln_sel() more tastefully.
2009-12-08 08:15:51 +01:00
fd4da5aab3 Make bomb require capability bomber or tactical
Before, bomb selected any plane, but planes with zero load could not
be equipped.  Cargo planes could be equipped fine, and they flew bombs
to the target, where they silently vanished.

Closes#1388263.
2009-12-08 08:15:51 +01:00
5f5362cece Make sweep require capability sweep
Before, sweep accepted any plane.  Planes without capability sweep
flew an ordinary recon mission.

Partial fix for #1388263.
2009-12-08 08:15:51 +01:00
3cea4ac5be Make drop require capability cargo
Before, drop worked like fly: it accepted any plane, but planes
without capability cargo dropped nothing.

Partial fix for #1388263.
2009-12-08 08:15:51 +01:00
Scott C. Zielinski
f79d1680a7 Don't let players paradrop their own sectors
Such a paradrop always failed, and the paratroopers were lost.
2009-12-08 08:15:51 +01:00
b2e6663f39 Simplify wantflags calculation in bomb(), fly(), para(), reco() 2009-12-08 08:15:51 +01:00