Commit graph

134 commits

Author SHA1 Message Date
afe5001a23 Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-07 09:38:32 +02:00
c32d52750b bomb: Simplify after previous commit
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:56 +02:00
846399ab7f bomb: Eliminate bombcomm[], it's redundant
bombcomm[] used to contain the commodities that can be p-bombed.  In
BSD Empire 1.1, it contained I_SHELL, I_GUN, I_MILIT, I_PETROL, I_OIL,
I_RAD.  In Chainsaw, it contained either everything or everything but
I_BAR, depending on option preprocessor symbol SUPER_BARS.  When
Empire 2 replaced the compile time variable SUPER_BARS by the run time
variable opt_SUPER_BARS, bombcomm[] became a redundant indirection.
Eliminate it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:56 +02:00
4b8c429d00 bomb: Don't list bombable commodities on invalid selection
comm_bomb() first lists commodities that can be bombed and are
present, then prompts for the one to bomb.  If the player selects a
bomb-proof one, it rejects it, lists the bombable ones, and prompts
again.  This can only happen when option SUPER_BARS is enabled, and
the player selects bars.  Looks like this:

    Bomb what? (ship, plane, land unit, efficiency, commodities) c
    some civilians
    some military
    commodity to bomb? b
    You can't bomb bars of gold!
    Bombable: civilians, military, shells, guns, petrol, iron ore, dust (gold), food, oil, light products, heavy products, uncompensated workers, radioactive materials
    commodity to bomb?

The list is of marginal value.  It was more useful back when
comm_bomb() didn't list commodities before prompting (BSD Empire 1.1).
It's also illegible.  Drop it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:56 +02:00
7688aed77a bomb: Disallow bombing spy units
When bombing land units, the bombers get a chance to spot spies.  They
can target one even when it wasn't spotted.  This makes no sense.
Screwed up when spy units were added in 4.0.0.  Hide them completely.
They can still be killed via collateral damage.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:00:02 +02:00
08ffefab17 Revert "subs: Add unitsatxy() parameter only_count"
This reverts commit 9b33a4c598.

Parameter only_count was introduced so would_abandon() could use
unitsatxy(), but that was a flawed idea, fixed in the previous commit.
No callers passing non-zero remain, so get rid of it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 13:59:45 +02:00
bae3f5447e Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-07-02 17:45:44 +02:00
6888337afe bomb drop fly paradrop recon sweep: Fix read before array
The code computing the length of the flight path checks whether the
path ends with 'h'.  When getpath() returns an empty path, it accesses
flightpath[-1].  This could set the length to -1 (unlikely), or crash
(even less likely).  The former could be abused to gain mobility for
sufficiently inefficient or short-ranged planes.  Found with valgrind.

Broken in commit 404a76f7, v4.3.27.

Historically, getpath() could return paths with or without 'h', and
the check was necessary.  It returned an empty path only when the
player gave no input, aborting the command.  When the player entered
the assembly point's coordinates, it returned "h".

Commit 404a76f7 accidentally changed it to return "" then.  Also broke
flying to the assembly point's coordinates.  Commit 0f1e14f (v4.3.31)
fixed that part by changing getpath()'s contract: always return paths
without 'h' ("" simply means empty path), and return NULL on invalid
input, including no input.

The flawed check is superfluous since then.  Drop it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:51:07 +01:00
fff177be2f Revert "commands: Always put ship or land unit before retreating it"
This reverts commit f4d8d64bb3.

Breaks retreat after ship got sunk by bombs or missile.

ship_bomb() and launch_missile() pass .shp_own to retreat_ship().
Wrong after putship(), because putship() resets the owner when the
ship got sunk.  retreat_ship() then oopses and fails to retreat the
surviving members of the group.

Other callers save the owner before putting the ship, and pass that.
We could change these two to do the same.  But since we're trying to
get a release out, simply revert the broken commit instead.
2015-05-17 18:11:20 +02:00
2575ea8940 bomb: Fix damage to mobility when bombing planes
A bombed plane's mobility is multiplied by dam/100.0, i.e. the higher
the damage, the lower the mobility loss.  Has always been broken.  Fix
by computing the new mobility with damage(), like we do elsewhere.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:51 +01:00
f4d8d64bb3 commands: Always put ship or land unit before retreating it
boar() puts before retreating, the other callers afterwards.  Subtle
difference, because putting resets the owner of the dead to POGO.

Until the commit before previous, retreat didn't fully work after put.
Now it does.  The subtle difference between boar() and the other
callers still exists.  It's better to do it the same everywhere, as
subtle differences invite bugs.  Since changing boar() is not
practical, change the others.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:51 +01:00
fff476ac4b retreat: Fix group retreat after failed board sinks ship
Group retreat still doesn't work, because when boar() passes a sunk
ship to retreat_ship(), its owner has been reset to POGO already.
This makes it impossible to find the group to retreat.  Instead, it
attempts to retreat ships that sank in the same sector with group
retreat orders and with the same fleet letter assigned.  If any exist,
shp_may_nav() oopses, and prevents actual retreat of these ghosts.

The other retreat conditions don't have this problem, because they
call putship(), which resets the owner, only after retreat_ship().

Making boar() work the same is not practical.  Instead, add an owner
parameter to retreat_ship(), and for symmetry also to retreat_land().

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:51 +01:00
2bfc574943 bomb: Drop empty line after a ship's "blam-blam"
It's only printed for ships.  Looks misplaced when it's followed by
"sunk" or other damage reports.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:50 +01:00
ce7f44a887 bomb: Include position when reporting bombed land unit
Use the exact same format as for ships.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:50 +01:00
a2beecf26c bomb: Suppress bulletin when player bombs his own assets
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:50 +01:00
df6b13ce89 bomb: Fix to report bombing of plane to owner once, not twice
Has always been broken that way.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:50 +01:00
820d755e59 subs: Change pln_damage()'s parameter noisy to string prefix
No functional change for now.  The next commit will put it to use.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:50 +01:00
9a4f1ce9ef bomb: Fix to reject attempts to bomb unused planes
Report "not spotted", like we do for unused ships and land units.
Missed in commit 23d52a4, v4.3,16.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:49 +01:00
2294785412 bomb fire launch torpedo: Don't disclose ship sinking in retreat
These commands report "sunk!" even when the ship survives the attack
but sinks during retreat.  bomb even reports where on the retreat the
ship sinks.  Has been that way since retreat was added in Chainsaw.

Report "sunk!" only when the attack sinks the ship directly.

Similar code exists for land units, but it doesn't report killings.
Change it anyway, to keep it consistent with the ship code.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:35 +01:00
b14f5276ab Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +01:00
9b33a4c598 subs: Add unitsatxy() parameter only_count
Like shipsatxy().  To be used shortly.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:14 +01:00
bb467c335d Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:48 +01:00
54ddcd0f5a New pct_chance(), for clarity, and symmetry with chance() 2013-05-08 06:55:20 +02:00
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
0f1e14f0f3 Fix flying commands for destination equal to assembly point
bomb, drop, fly, paradrop, recon and sweep fail when given a
destination sector equal to the assembly point.  Broken in commit
404a76f7, v4.3.27.  Reported by Tom Johnson.

Before that commit, getpath() returned NULL on error, "" when input is
an empty path, "h" when it's coordinates of the assembly point, and a
non-empty path otherwise.

The commit accidentally changed it to return "" instead of "h".

Instead of changing it back, make it return NULL when input is an
empty path, and change bomb() & friends to accept empty flight paths.

This also affects sail: it now fails when you give it an empty path,
just like bomb & friends.  Path "h" still works.
2012-08-12 09:34:49 +02:00
1118f1c0ca Update copyright notice 2012-06-10 10:52:22 +02:00
182d62deed Remove p_mode, use MOB_FLY and MOB_SAIL instead 2011-04-12 21:51:32 +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
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
dcd192f324 Use mpr() instead of PR() where possible
The difference between the two is that PR() buffers partial lines, and
mpr() suppresses output to country#0.  Doesn't matter when printing
complete lines to a country other than #0, e.g. the owner of a unit.
2010-07-18 09:28:49 +02:00
97d6c5262f Streamline flak damage report to plane owner
Don't tell him that it's his plane, he knows that.

Put a " -- " between "takes N%" and "aborted" / "shot down" for
ordinary flak as well, not just for flak vs. pinpoint bombing.
2010-07-18 08:36:19 +02:00
aa5bb9790c Factor common plane damage code into ac_damage_plane()
Out of ac_planedamage() and pinflak_planedamage().
2010-07-18 08:36:19 +02:00
1a4fc50d57 Make flak vs. pinpoint bombing consistent with ordinary flak
Reduce abort chance from 100-eff to 80-eff.  Ordinary flak's abort
chance was reduced from 100-eff (if eff<80) to 80-eff in commit
0252d4a7, v4.3.6.

Report plane efficiency when it aborts, not 100 - efficiency.

Charge mobility proportional to damage, down to -32.
2010-07-18 08:34:45 +02:00
f3fc477c82 All-nuclear bombing run reported "bombing raid did 0 damage"
Broken in commit 162435e6, v4.3.26.
2010-06-27 09:21:56 +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
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
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
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
b2e6663f39 Simplify wantflags calculation in bomb(), fly(), para(), reco() 2009-12-08 08:15:51 +01:00
15d355521a Remove superfluous variable ip from bomb() 2009-12-08 08:15:51 +01:00
0fe43096bc Simplify calling of pln_arm() & friends
pln_arm(), pln_equip(), mission_pln_arm() mission_pln_equip() took a
mission parameter encoding the kind of sortie (strategic bomb,
pinpoint bomb, transport, ...), a flag parameter to further specify
the plane's role, and a parameter ip to specify the load.

The flags argument was always either P_F (intercept), P_F | P_ESC
(escort), or zero (any other role).

With non-zero flags, mission and ip argument were not used in any way.

Use mission 'e' and null load for escorts, and remove flags.
Intercept can still be identified by mission zero.

Also change pln_mobcost() to take a mission parameter instead of
flags, so that pln_arm() and mission_pln_arm() can simply pass on
their mission.
2009-12-08 08:15:51 +01:00
ce7fab3868 Really, really fix bomb not to wipe out plane updates
Commit 82b5e3c2 missed escorts.
2009-04-18 14:41:24 +02:00
6ae4eca045 Don't use 0 as null pointer constant, part 3
This part replaces E == 0 by !E, where E has pointer type.
2009-03-24 21:46:01 +01:00