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846 commits

Author SHA1 Message Date
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
8006543878 Distinguish between planes "in orbit" and "launched"
Use new pln_is_in_orbit() when we want to test for orbit specifically,
and test PLN_LAUNCHED when we want to test whether the plane not
sitting in the sector (because it is flying).  This distinction is
pointless at this time, because the only way PLN_LAUNCHED gets set is
when a satellite goes into orbit.  It will become useful in a later
commit, which will use PLN_LAUNCHED to mark flying planes.
2008-03-26 22:09:09 +01:00
5e930f5fdf Factor out a single plane's end of sortie into new pln_put1()
Use it in pln_put() and ac_planedamage().

This changes ac_planedamage() to deal with a destroyed airbase.
Before, aborted planes happily landed there.  This bug could not
actually bite, because the code neither yields nor does damage to
potential airbases between checking the landing airbase before takeoff
and aborting planes in ac_planedamage().

It changes pln_put() to cope with dead planes.  Before, it made them
land as if they lived, fortunately without ill effects (complaints
about not being able to land were suppressed for dead planes).
ac_planedamage() removes dead planes, but pinflak_planedamage()
doesn't, and these end up in pln_put().  pinflak_planedamage() no
longer has to take shot down planes off their carriers, because
pln_put() now takes care of that.
2008-03-26 22:09:09 +01:00
65e934a083 Make pupgr() reject planes in orbit early
It's best to check and report conditions the player can't change
before those he could.
2008-03-26 22:03:23 +01:00
c69c5ff6d2 Fix trade to enforce destination rules for satellites and asats
Trade teleports planes to a destination chosen by the buyer, except
for satellites in orbit.  trad() failed to enforce the usual rules on
destinations for satellites (not in orbit) and asat missiles: they
could be teleported anywhere.  Abusable, because abms intercept from
anywhere, and satellites can be launched from unowned sectors, even
sea.  Broken since BSD Empire 1.1.
2008-03-26 22:02:45 +01:00
0a962c0380 Simplify calls to mpr()
mpr() does nothing when its first argument is zero.  No need to avoid
calling it in that case; remove the conditionals.
2008-03-22 11:04:53 +01:00
e1b3a8239c Simplify how fire command parses third argument
Remove a useless strcpy() that truncated the argument to 19
characters.
2008-03-17 19:08:34 +01:00
ea43696e0d Clean up fire command's enum targ_type
You can't fire at land units.  target is never set to targ_unit, only
compared to it.  Remove.
2008-03-17 19:08:34 +01:00
38d8fd046f Simplify fire command's encoding of attacker
Use file types instead of enum targ_type.
2008-03-17 19:08:34 +01:00
7d14fb4495 Fix use of uninitialized variable in multifire()
multifire() used shots to print either shell or shells.  4.2.3 removed
its initialization for land unit fire, and commit 22c6fd8b removed it
for ship fire.  Fix by just printing shells always.
2008-03-17 19:08:33 +01:00
f89edc7ae6 Fix return fire ammunition use in fire command
The old code let each defender fire on each target separately.  To
avoid charging ammo multiple times, it didn't update the defenders
after fire; it charged them in use_ammo() instead.  Bugs: not updating
the defender lost any shells fetched by automatic resupply, and
use_ammo() always charged one shell for gun fire, which was wrong for
most ships and land units.

Rewrite to let each defender fire once, updating it normally.  Reuse
the damage for the other targets.  This also yields the proper
probability distribution for damage.
2008-03-14 21:00:56 +01:00
292f92f705 Simplify how fire command encodes lists of firing objects
Use file type rather than enum targ_type for struct flist member type.

Clean up natid vs. int sloppiness while there.
2008-03-14 21:00:26 +01:00
d741c45560 Simplify multifire() to silence compiler warning 2008-03-14 20:34:48 +01:00
7f4a5d0630 Simplify how fire command passes attacker to defend()
Pass attacker empobj instead of attacker's targ_type, sector (used for
targ_land), ship (used otherwise) and coordinates (used in either
case).
2008-03-14 20:34:44 +01:00
7b2574c167 Simplify how fire command passes defender to defend()
Pass defender country number instead of target type, sector (used if
target type is targ_land), and ship (used otherwise).
2008-03-14 20:25:45 +01:00
4babf726f0 Simplify quiet_bigdef()
Move common part of submarine and surface ship return fire out of the
conditional.

Use ni.curdist instead of recomputing the range.
2008-03-14 20:25:44 +01:00
3c7ea15195 Plug memory leak in fire command
add_to_fired_queue() adds a defender at most once.  It neglects to
free the defender flist nodes it doesn't add.  Broken since option
MULTIFIRE appeared in Chainsaw.
2008-03-14 20:25:44 +01:00
0dd6702df1 Update known contributors comments 2008-03-14 20:25:44 +01:00
f33b96b1d1 Set timestamp automatically on write
Do it in do_write().  Remove the setting of timestamps elsewhere.

This fixes empdump to set timestamps to the current time instead of
zero on import.
2008-03-14 20:25:43 +01:00
e1a68c721d Factor common code out of add() and new() into nat_reset()
The common nation wipe code is not quite identical, and it doesn't
wipe the nation thoroughly enough.  The new code does.

Changes to both commands:

* Wipe nat_update, nat_ann, nat_access, and nat_contact.  Bug: should
  set nat_ann to the number of announcements.

Changes to add command:

* Don't wipe for status active and god.  Before, nat_relate and
  nat_flags where wiped then.

Changes to newcap command:

* Wipe nat_hostaddr, nat_hostname, nat_userid, nat_dayno, nat_minused,
  nat_reserve, nat_last_login, nat_last_logout, nat_newstim,
  nat_annotim, nat_relate, nat_rejects, nat_flags.
2008-03-14 20:25:43 +01:00
06a0036c63 Replace some typedef names by enum tags.
Also get rid of some mildly silly manual packing of enum types.
2008-03-14 20:25:42 +01:00
ed0c98d3c8 Implement human-readable dialect for xdump
This is for the forthcoming empdump utility program.  The xdump
command still does not support the human-readable dialect.

xundump has supported the human-readable dialect for a long time
(commit 4871a10a).
2008-03-14 20:25:42 +01:00
4c746b5e73 Make xdump code available for future use outside the server
Move the bits useful there from src/lib/commands/xdump.c to new
include/xdump.h and src/lib/common/xdump.c.
2008-03-14 20:25:42 +01:00
761d631816 Prepare some xdump code for future use outside the server
We don't have player->cnum, player->god and pr() there.  Pass
parameters instead.
2008-03-14 20:25:42 +01:00
c75d19b082 Don't store land unit stats in struct lndstr, part 2
struct lndstr members lnd_spy, lnd_rad, lnd_ammo, lnd_fuelc,
lnd_fuelu, lnd_maxlight, lnd_maxlight are mere copies of struct
lchrstr members l_spy, l_rad, l_ammo, l_fuelc, l_fuelu, l_nxlight,
l_nland.  Remove them.

Make land unit selectors spy, rmax, ammo, fuelc, fuelu, maxlight
virtual.
2008-03-14 20:25:41 +01:00
cdf1bcfa22 Don't store land unit stats in struct lndstr, part 1
New lnd_att(), lnd_def(), lnd_vul(), lnd_spd(), lnd_vis(), lnd_frg(),
lnd_acc(), lnd_dam(), lnd_aaf() replace the struct lndstr members with
the same names.

Make land unit selectors att, def, vul, spd, vis, frg, acc, dam, aaf
virtual.
2008-03-14 20:25:41 +01:00
f86d726406 Don't store ship stats in struct shpstr
New shp_armor(), shp_speed(), shp_visib(), shp_frnge(), shp_glim()
replace the struct shpstr members with the same names.
2008-03-14 20:25:41 +01:00
ffc5d0cfd7 Don't store plane stats in struct plnstr
New pln_att(), pln_def(), pln_acc(), pln_range_max(), pln_load()
replace the struct plnstr members with the same names.

Make plane selectors att and def virtual.
2008-03-14 20:25:41 +01:00
d1a193ff07 New nstr_mksymval() to create symbolic values 2008-03-14 20:25:41 +01:00
da8a1daeef Virtual selectors
Where ordinary selectors specify a value stored in some object,
virtual selectors specify a function to call to compute a value
associated with some object.

Use them to replace the special case xdump ver by new table
EF_VERSION.

Move configkeys[] to lib/common because nsc_init() needs it to
initialize empfile[EF_VERSION].cadef.
2008-03-14 20:25:41 +01:00
38047a62f7 Reorder members of struct castr to make nsc.c easier to read 2008-03-14 20:25:40 +01:00
93a5779e66 Make nstr_exec_val() return its first argument 2008-03-14 20:25:40 +01:00
d3345ce66c Make xdprval() oops on bad argument 2008-03-14 20:25:40 +01:00
f3e9526472 Fix oops recovery in xdprval()
Failed to print the separator, which could run fields together.
2008-03-14 20:25:39 +01:00
504f035450 Factor out torpedo hit chance into shp_torp_hitchance() 2008-03-14 20:25:39 +01:00
4849600cd5 Factor out ship usable gun calculation into shp_usable_gun() 2008-03-14 20:25:39 +01:00
76830b5b98 Factor out land unit firing range calculation into lnd_fire_range() 2008-03-14 20:25:39 +01:00
ad5f8e8904 Factor out ship firing range calculation into shp_fire_range() 2008-03-14 20:25:39 +01:00
f6c87d21ff Factor out common land unit fire code into lnd_fire()
This takes care of a number of bugs / inconsistencies:

* Resupply before fire: fire command did not require unit to be in
  supply, and resupplied shells.  Everywhere else (return fire,
  support and interdiction) the land unit had to be in supply after
  resupply of everything.  Unify not to resupply anything and not to
  require being in supply.  This is consistent with ships and sectors.

* Resupply after fire: fire command resupplied shells after active
  fire.  Unify not to do that.  This is consistent with ships and
  sectors.

* When a land unit returned fire to multiple attackers, quiet_bigdef()
  charged it ammo for each one.  Finally, it was charged one shell
  more by use_ammo().  Except only the first land unit got charged
  there in fact, because buggy add_to_fired_queue() entered only the
  first land unit into the defender list.  Fix add_to_fired_queue()
  and change quiet_bigdef() not to charge ammo, just like for ships
  and sectors.  This charges only one shell instead of the true ammo
  use, which is wrong, but consistent with ships.

* lnd_support() tallied support damage unrounded.  Unify to round
  before tally.
2008-03-14 20:25:38 +01:00
652afa12de Simplify torpedo return fire logic
Don't bother checking capabilities that will be checked again later,
just try torpedo, then depth charge / gun fire.
2008-03-14 20:25:38 +01:00
6d83090aad Factor out common torpedo fire code into shp_torp()
This takes care of a number of bugs / inconsistencies:

* Submarines with zero mobility could interdict.  Change to require
  positive mobility.

* Submarines with zero firing range could not interdict.  Fix by
  dropping the test from perform_mission().  No ships in the stock
  game are affected.

* Submarines without capability torp could fire return torpedoes and
  interdict.  Stock sbc, nm and msb were affected by the return fire
  bug.  Closes bug#950936.

* Shell resupply bugs: quiet_bigdef(), fire_torp() and
  perform_mission() resupplied before checking all other requirements
  and could thus get more shells than actually needed.

torp() no longer resupplies shells.  It's hardly worth the bother, and
fire doesn't do it either.
2008-03-14 20:25:38 +01:00
21733d1473 Fix torpedo return fire line of sight requirement and range
anti_torp() required line of sight and used gun range for all kinds of
return fire.  Require line of sight only for torpedoes, not for gun
fire and depth charges.  Use torpedo range for torpedoes, gun range
for gun fire and depth charges.
2008-03-14 20:25:37 +01:00
69f441ef39 Change test whether a land unit is artillery
Test for land unit firing damage instead of range, for consistency
with ships.
2008-03-14 20:25:37 +01:00
22c6fd8bf6 Factor out common ship gun fire code into shp_fire()
This takes care of a number of bugs / inconsistencies:

* Ships with zero firing range could return fire and fire support, but
  not fire actively or interdict.  Fix by testing for gun limit
  instead in multifire() and mission().  No ships in the stock game
  are affected.

* Required gun crew was inconsistent: multifire() let N military fire
  max(1,floor(N/2)) guns for active fire.  Ditto perform_mission() for
  interdiction.  quiet_bigdef() let them fire N guns for returning gun
  fire.  Ditto sd() for firing support and firing at boarding parties.
  fire_dchrg() let them fire floor(N/2) for returning fire to
  torpedoes.  Unify to let N military fire floor((N+1)/2) guns.

* Shell use was inconsistent: sd() and perform_mission() used one
  shell per gun, everything else one per two guns.  Unify to one shell
  per two guns.

* Shell resupply bugs: multifire() got two shells regardless of actual
  ammo use.  quiet_bigdef() got one shell (but use_ammo() uses only
  one, which is a bug).  sd() and perform_mission() resupplied before
  checking all other requirements and could thus get more shells than
  actually needed.
2008-03-14 20:25:37 +01:00
a3ad623b2a Make depth-charging code and documentation match
Before 4.0.6, depth charges required no guns, one military, did damage
like shell fire from two guns, and used two shells.  Missions were not
quite consistent with that (bug).  4.0.6 changed depth charges to work
exactly like shell fire (but without updating documentation
accordingly): require guns and gun crew, non-zero firing range, scale
damage and ammunition use with guns.

Go back to the old model, but with damage like three guns, to avoid
changing the stock game's dd now (three gun damage for two shells).
Stock game's af changes from two gun damage for one shell, and nas
from four gun damage for two shells.

Factor out common depth-charging code into shp_dchrg().
2008-03-14 20:25:37 +01:00
e8595066d1 Factor out common fortress fire code into fort_fire()
This takes care of a number of bugs / inconsistencies:

* sb() fired support even when there were not enough mil.

* Shell resupply bugs: multifire() and quiet_bigdef() resupplied
  shells before checking all other requirements and could thus get
  more shells than actually needed.

Rename landgun() to fortgun() for consistency.
2008-03-14 20:25:37 +01:00
3812cde100 Include system headers before ours 2008-03-14 20:25:11 +01:00
70522157bf Remove edit keys deprecated in 4.3.3
These are: land 'C', plane 'a' and 'd', unit 'X', ship 'H', 'P', 'X'
and 'Y'.
2008-03-14 20:25:10 +01:00
e38ba07426 Replace unit_type_name() by empobj_chr_name() 2008-03-14 20:25:09 +01:00
5490782db3 Check ef_type before dereferencing struct empobj
Such manual checking is error prone, but the best we can do right now.
2008-03-14 20:25:08 +01:00