Commit graph

99 commits

Author SHA1 Message Date
8eb78a5a80 Move declarations for chance.c to new chance.h 2013-05-08 06:55:20 +02:00
df4925d696 Update copyright notice 2013-01-12 17:45:01 +01:00
1118f1c0ca Update copyright notice 2012-06-10 10:52:22 +02:00
98cd2a3a70 Update known contributors comments 2011-04-14 20:21:23 +02:00
a2386edc01 Clean up superfluous include of news.h in empobj.h
Missed in commit 0ba61f17, v4.3.24.
2011-04-14 19:46:05 +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
c095ad285b Factor feels_like_helping() out of quiet_bigdef(), sd(), dd() 2011-02-13 16:06:22 +01:00
439f111f98 Remove option SLOW_WAR
SLOW_WAR has issues:

* The check whether the attacker old-owns the attacked sector is
  broken, because att_abort() uses sect.sct_oldown uninitialized.

  Spotted by the Clang Static Analyzer.

* Its implementation in setrel() is somewhat scary.  It's actually
  okay, because that part of setrel() only runs within decl().  Other
  callers don't reach it: update_main() because player->god != 0
  there, and the rest because they never pass a rel < HOSTILE.

* Documentation is a bit vague.

SLOW_WAR hasn't been used in a public game in years.  Fixing it is not
worth it, so remove it instead.
2011-02-13 15:59:49 +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
73e25ff21e Update copyright notice 2010-01-19 08:40:17 +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
c528fcbe3e Update known contributors comments 2009-12-13 17:34:28 +01:00
57717b5bc1 Clean up unreadable assignments within if conditionals
Pinpointed assignments within if conditionals with spatch -sp_file
tests/bad_assign.cocci (from coccinelle-0.1.4).  Cherry-picked diff
hunks affecting conditionals split over multiple lines, and cleaned
them up.
2009-03-21 09:24:45 +01:00
35ef345ecb Update copyright notice 2009-02-08 09:33:18 +01:00
de2651efa1 Don't let ships double-retreat first on 'i' and then on 'h'
When a ship is shelled, retreat condition 'i' (injured) applies.  When
there's no return fire, 'h' (helpless) applies as well.  Ships
retreated twice in that case.  Fix that.
2008-12-07 09:26:26 -05:00
d702068457 Fix trailing whitespace 2008-09-17 21:31:40 -04:00
a532c76428 Fix recently changed command failures to use BTUs
Failing a command with code RET_SYN prints help and doesn't charge
BTUs.  Failing with code RET_FAIL doesn't print help and charges BTUs.

A couple of command failures were changed or added recently to fail
with RET_SYN, because they're due to invalid player input.  Some of
them, however, can happen after the command already did something, so
BTUs must be charged, or else players can deliberately fail the
command to save BTUs:

* Commit 9eda5f87 adds RET_SYN failures when getting player input
  fails for:

  - arm third argument
  - deliver fourth argument
  - fire third argument
  - lmine second argument
  - order d fourth argument
  - range second argument
  - sail second argument
  - tend third argument

* Commit be41e70f likewise for:

  - designate second argument
  - morale second argument
  - set third argument
  - tend fourth argument

* Commit d000bf92 likewise (with a bogus commit message) for bdes
  second argument.

* Commit 9f4ce71a likewise for ltend third and fourth argument.

* Commit 9031b03b changes failure code from RET_FAIL when getting
  player input fails for threshold third argument.  It adds RET_SYN
  failure when the argument is bad.  Some bad arguments already failed
  that way before.

* Commit a7cf69af changes it from RET_FAIL when designate second
  argument is bad.

Change them all to fail with RET_FAIL.

Many other places have the same bug, but those are left for another
day.
2008-08-09 12:09:50 -04:00
3cc8de8aef Fix extra prompt after abort due to misuse of snxtitem()
The old code used getstarg() to get an argument with a different
prompt than snxtitem() uses, then passed the value to snxtitem()
unchecked.  If the player aborts, getstarg() returns a null pointer,
and snxtitem() prompts again.  Affected:

* load/lload plane/land third argument; load_plane_ship(),
  load_land_ship(), load_plane_land(), load_land_land()

* bomb, drop, fly, paradrop, recon and sweep second argument;
  get_planes()

* tend and ltend second and fourth argument; ltend(), tend(),
  tend_land()

* mission second argument; mission()

Fix by making snxtitem() taking a prompt argument, null pointer
requests the old prompt.

Use that to simplify multifire() and torp().  Change the other callers
to pass NULL.
2008-07-26 21:36:37 -04:00
9eda5f87b8 Fix command abortion after getting player input
The old code didn't honor command abortion at the following prompts:

* arm third argument

* deliver fourth argument (also simplify)

* fire third argument

* fly and recon prompt for carrier to land on: pln_onewaymission()
  treated abort like empty input, which made planes attempt landing in
  the sector.

* lmine second argument

* order d fourth argument

* power c nat(s) argument

* range second argument

* sail second argument

* shutdown both arguments (first one was broken in commit 84cfd670,
  v4.3.10, second one never worked).

* tend third argument
2008-07-21 07:19:18 -04:00
e1d7f9bf8e Fix land unit return fire damage to ships inconsistency
Land units firing at ships have their damage reduced based on their
accuracy.  This wasn't done when returning fire in quiet_bigdef().
Fix that.
2008-06-08 11:06:40 +02:00
53d9843432 Remove inconsistent shelling damage reduction for range
Firing damage reduction for range is a feature that was always there
and never really documented.  Different ways to fire reduced damage
differently for range, or not at all.  Fix that by dropping the
reduction everywhere.

The reduction happened randomly, with probability p = (d/m)^2, where d
is the distance to the target, and m is the maximum firing range.  The
fire command printed "Wind deflects shells" when it happened.

The old fire command (before MULTIFIRE) either halved damage (50%
chance), or reduced it by a factor of 1-p.

MULTIFIRE's fire command halved damage.  v4.0.2 reduced that loss to
10-20%.

Interdiction halved damage, but only when firing from ships.

Other ways to fire (support, return fire, interdiction from forts and
land units) did not reduce damage for range.
2008-06-06 21:31:55 +02:00
8d85979a82 Update known contributors comments 2008-05-18 10:59:04 +02:00
13d0fc7077 Avoid compiler warning 2008-05-05 21:54:02 +02:00
fe5b26658d Fix fire not to disclose retreat and wipe out target shell use
multifire() clobbered any changes to the target ship or sector made by
defend().  This let the target fire back for free.

multifire() retreated the target ship before reporting its location to
the player.  This disclosed its new location.

Fix by damaging and retreating the target after calling defend().
2008-05-05 06:53:33 +02:00
aae77430bf Change fire to always fire guns when the target is beyond range
multifire() drops depth charges if the target is a submarine, else it
fires guns.  It fails if the target is out of range.  But players
could still find out whether the target is a sub then, because depth
charge shell use differs from gun fire shell use.  This loophole
existed before 4.0.6, and was reopened by commit a3ad623b (v4.3.12).

Change multifire() to always use guns if the target is out of range.

While there, treat failure from shp_dchrg() and shp_fire() the same,
so that the player can't distinguish the two cases.  Failure there
should not happen.
2008-05-05 06:52:15 +02:00
66165f34cb Fix fire command to detect when the firing object changes
multifire() failed to take into account that the firing firing sector,
ship or land unit can change while it is getting the target argument.
It thus clobbered any updates made to the firing object while it was
sleeping for the target argument.  Abusable.  Broken when Chainsaw
introduced MULTIFIRE.
2008-05-04 16:44:26 +02:00
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
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
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
504f035450 Factor out torpedo hit chance into shp_torp_hitchance() 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
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
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
db02dda32f Update copyright notice 2008-01-19 10:15:37 +01:00