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16 commits

Author SHA1 Message Date
786e2a99d5 Clean up superfluous includes 2012-04-26 19:57:19 +02:00
98cd2a3a70 Update known contributors comments 2011-04-14 20:21:23 +02:00
7e2008e7f4 License upgrade to GPL version 3 or later
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.
2011-04-12 21:20:58 +02:00
aa3c5ef350 Don't beep when plane, land unit or nuke die on collapsing bridge
Not nice, because it could beep many times, and could put beeps in
bulletins.  Moreover, it misused mpr() and thus put the beep in its
own bulletin.  The read command normally merges this bulletin with the
adjacent ones, but if the bulletins are more than five seconds apart
(clock jumped somehow), we can get an empty bulletin just for the
beep.

Beeping was added in v4.0.18.
2010-06-27 18:27:48 +02:00
73e25ff21e Update copyright notice 2010-01-19 08:40:17 +01:00
c528fcbe3e Update known contributors comments 2009-12-13 17:34:28 +01:00
df62b8604d Remove dead EASY_BRIDGES code from bridgefall()
Dead since commit 40eb78eb, v4.3.12.
2009-03-31 23:03:42 +02:00
3722bafaf7 Fix confusion of landmines with seamines
Seamines and landmines share storage.  Sea and bridge span sectors can
hold only sea mines, other sector types only landmines.  Sector type
checks were missing or incorrect in several places:

* Seamines under bridge spans were mistaken for landmines in several
  places:

  - ground combat mine defense bonus, in get_mine_dsupport() and
    stre(),

  - land units retreating from bombs, in retreat_land1(),

  - non-land unit ground movement (commands explore, move, transport,
    and INTERDICT_ATT of military), in check_lmines(),

  Fix them to check the sector type with new SCT_MINES_ARE_SEAMINES(),
  SCT_LANDMINES().

* plane_sweep() mistook landmines for seamines in harbors.  Bug could
  not bite, because it's only called for sea sectors.  Drop the bogus
  check for harbor.

* Collapsing a bridge tower magically converted landmines into
  seamines.  Make knockdown() clear landmines.

Also use SCT_MINES_ARE_SEAMINES() and SCT_LANDMINES() in mine(),
landmine(), lnd_sweep() and lnd_check_mines().  No functional change
there.

Keep checking only for sea in pln_mine(), plane_sweep(),
retreat_ship1(), shp_sweep() and shp_check_one_mines().  This means
seamines continue not to work under bridges.  Making them work there
is tempting, but as long as finding seamines clobbers the sector
designation in the bmap, it's better to have them in sea sectors only.

Historical notes:

Mines started out simple enough: you could mine sea and bridge spans,
and ships hit and swept mines in foreign sectors.

Chainsaw 2 introduced aerial mining and sweeping.  Unlike ships,
planes could not mine bridge spans.  plane_sweep() could sweep
harbors, which was wrong, but it was never called there, so the bug
could not bite.

Chainsaw 3 introduced landmines.  The idea was to permit only seamines
in some sector types, and only landmines in the others, so they can
share storage.  To figure out whether a sector has a particular kind
of mines, you need to check the sector type.  Such checks already
existed in mine, drop and sweep, and they were kept unchanged.  The
new lmine command also got the check.  Everything else did not.
Ground movement and combat could hit and sweep seamines in bridge
spans.  Ships could hit and sweep landmines in harbors.

Empire 2 fixed land unit movement (march, INTERDICT_ATT) not to
mistake seamines for landmines on bridge spans.  It fixed ships not to
mistake landmines for seamines.  The fix also neutered seamines under
bridge spans: ships could neither hit nor sweep them anymore.  Both
fixes missed retreat.

Commit 5663713b (v4.3.1) made ship retreat consistent with other ship
movement.
2009-03-31 22:52:03 +02:00
35ef345ecb Update copyright notice 2009-02-08 09:33:18 +01:00
d702068457 Fix trailing whitespace 2008-09-17 21:31:40 -04:00
0d139ee1d1 Update lost file from prewrite callbacks
Losses of sectors, ships, planes, land units and nukes are tracked in
the lost file.  To keep it current, makelost() and makenotlost() were
called whenever one of these changed owners.  Cumbersome and
error-prone.  In fact, the lost file was never perfectly accurate.

Detect the ownership change in the prewrite callback and call
makelost() / makenotlost() from there.  Remove lost file updates from
where they're no longer needed: right before a put.  takeover() is a
bit more involved: it doesn't put the sectors, but all callers do,
except for guerrilla().  So remove the lost file update from
takeover(), but add it to guerrilla().

This takes care of lost file update for all ownership changes that go
through ef_write().  It can't take care of any missing updates for
changes that don't go through it.
2008-09-08 21:26:42 -04:00
1ec0dc976a Doc fix for commit 7ca4f412 2008-08-19 08:54:05 -04:00
7ca4f412b1 Fix tracking of planes flying a sortie
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().
2008-03-26 22:10:13 +01:00
0dd6702df1 Update known contributors comments 2008-03-14 20:25:44 +01:00
40eb78eb74 Fix confused and buggy bridge splashing code
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.
2008-02-16 20:57:38 +01:00
77e95bd788 Clean up library dependencies
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/bridgefall.c (Browse further)