Several headers define macros that use ef_ptr() without including
"file.h". Fix that. Drop redundant inclusions elsewhere.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
... when referring to a function's parameter or a struct/union's
member.
The idea of using FOO comes from the GNU coding standards:
The comment on a function is much clearer if you use the argument
names to speak about the argument values. The variable name
itself should be lower case, but write it in upper case when you
are speaking about the value rather than the variable itself.
Thus, "the inode number NODE_NUM" rather than "an inode".
Upcasing names is problematic for a case-sensitive language like C,
because it can create ambiguity. Moreover, it's too much shouting for
my taste.
GTK-Doc's convention to prefix the identifier with @ makes references
to variables stand out nicely. The rest of the GTK-Doc conventions
make no sense for us, however.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Don't use multiple calls of wu() to print a single line, because that
creates a separate bulletin for each part. The read command normally
merges the bulletins, but if the bulletins are more than five seconds
apart (clock jumped somehow), we get a bulletin header in the middle
of a line. Unlikely to happen, but it also messes up pln_damage()'s
line wrapping (see commit e002bf2). Clean it up.
The wu() misuse was introduced in Empire 2.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Planes flying one-way with crew or cargo spread plague from their old
base to their new base. Planes dropping cargo spread plague from
their base to the drop's target sector.
msl_equip(), find_escorts() and perform_mission() memset() the plist,
then assign to all members but load. Just zero load instead, like
getilists(), msl_sel() and pln_sel() do.
Support missions up to 1023 sectors away from the airfield, up from
99.
Don't bother to call mapdist() for distance to target, just use the
path length.
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.
No functional change, because the value of rel only matters when cn !=
victim, and then it's the same as before.
The new value of rel permits simplifying cn != victim && rel <=
NEUTRAL to just rel <= NEUTRAL
Switching from getrel() to relations_with() can change the value from
NEUTRAL to ALLIED. The change doesn't matter when the value's only
compared to HOSTILE, as both old and new value are greater than
HOSTILE. Likewise for >= NEUTRAL.
feels_like_helping() case cn == foe is missing in the code it
replaces. No difference in behavior, because:
* cn == foe && cn == friend can't happen. Because you can't get into
ground combat against yourself (assault, attack and paradrop don't
let you), friend != foe for support.
* cn == foe && cn != friend behaves the same: no support.
feels_like_helping() returns 0 because of the explicit case. The
replaced code doesn't support because cn can't be at war with
itself.
Mission execution first builds lists of eligible units, one list per
country. These lists are passed to perform_mission() one by one,
where they get freed.
Bugs:
* unit_interdict() didn't pass the list for the submarine's owner, but
build_mission_list_type() built one. Any submarine movement within
own submarine interdiction mission op areas leaked memory.
* dosupport() passed only lists for countries that actually support
(ally at war with victim), but build_mission_list_type() built lists
for all countries hostile to the victim. Ground combat within
support mission op areas countries that are hostile to one of the
party without actually supporting the other leaked memory.
* perform_mission() failed to free missiles targeting units.
Fixing the latter is straightforward.
Fix the first two by deciding whether a country acts on a mission
trigger before building any lists, in ground_interdict(),
unit_interdict(), dosupport(). Remove the code dealing with that from
build_mission_list_type() and the loops around perform_mission().
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.
Movement stops when shp_interdict() or lnd_interdict() report
interdiction. However, they reported it only when there was
interdiction damage.
Zero interdiction damage commonly happens when interdicting missiles
miss, or all bombers abort. Stopping regardless of damage makes more
sense there.
Moreover, not stopping is buggy: do_unit_move() needs to take care not
to wipe out updates made by interdiction to the moving ships or land
units. It does so only when it stops. Updates made by interdiction
without interdiction damage could get wiped out, triggering a seqno
mismatch oops.
Known ways moving ships and land units can get updated by interdiction
despite there is no interdiction damage:
* Interdicting bombers get intercepted by planes based on a navigating
carrier, carrier gets charged petrol. The bug wipes out the petrol
use.
* Marching land units get interdicted by planes, but all planes miss.
Sufficiently large collateral damage to the sector can still damage
the land units. The bug wipes out the damage to land units.
To make shp_interdict() and lnd_interdict() report interdiction
regardless of damage, change lnd_missile_interdiction(),
lnd_fort_interdiction(), lnd_mission_interdiction(),
shp_missile_interdiction(), shp_fort_interdiction(),
shp_mission_interdiction() to return whether there was interdiction.
Before, they returned whether there was damage.
Change unit_interdict(), perform_mission(), perform_mission_land(),
perform_mission_ship(), perform_mission_msl(), and
perform_mission_bomb() to return -1 for no interdiction, so that
callers can distinguish no interdiction from interdiction with no
damage.
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.
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.
There are three ways to fly cargo: transport (fly command with a
commodity argument), cargo drops (drop command that isn't a sea mine
drop), and paradrops.
A cargo flight can be either an airlift or an airdrop. Airlifts carry
more cargo than airdrops. A cargo drop or paradrop with a non-VTOL
plane is an airdrop. Anything else is an airlift.
Before, paradrop always behaved like an airdrop, regardless of VTOL,
and drop always like an airlift. This made little sense.
Effect of the change on the stock game: paradrop with tc carries twice
the punch, and np/tr/jt can drop less than they can fly. In
particular, tr can't drop guns anymore, and jt can drop only one
instead of three.
Initially, paradrop capability was implied both by capability cargo
and by capability VTOL. Chainsaw changed para() to require cargo, and
added compile-time option PARAFLAG to additionally require new
capability para. The optional PARAFLAG rule became mandatory in
Empire 2.
Chainsaw left the old tests for "cargo or VTOL" in place. Because
para() checked "cargo and para" first, the old tests for "cargo or
VTOL" always passed, so they had no effect.
Clean them up anyway.