Use a single array member instead of multiple scalar members. Only
the array elements that replace scalar members are can be non-zero for
now.
This is a first step to permitting more build materials.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The work required for build and repairs is traditionally a function of
build materials: 20 + lcm + 2*hcm for ships, planes and land units,
and (lcm + 2*hcm + oil + rad)/5 for nukes. Make it independently
configurable instead, via new ship-chr, plane-chr, land-chr, nuke-chr
selector bwork, backed by new struct mchrstr member m_bwork, struct
plchrstr member pl_bwork, struct lchrstr member l_bwork, struct
nchrstr member n_bwork. Keep the required work exactly the same for
now.
Clients that compute work from materials need to be updated. Easy,
since build work is now exposed in xdump.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
sector_can_build() computes mat[i] * (effic / 100.0). The division is
inexact. The result gets randomly rounded, so errors are vanishingly
unlikely to screw up material consumption.
However, we require the amount rounded up to be present since commit
1227d2c. Errors *can* screw that up. Fix by avoiding inexact
computation for that part.
We should probably review rounding of inexact values in general.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Let deities build in any sector. If the deity's tech level is too
low, use the required tech level instead. Don't require or use
materials, work or money. Bridge spans still require support.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
By switching build_nuke() to sector_can_build(), build_charge().
Report missing available work, or else missing materials, or else
missing money, for consistency with the other things you can build.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
By switching build_nuke() to sector_can_build(), build_charge().
Changes reporting of missing stuff to be like for ships, planes and
land units:
* Report missing available work, or else missing materials, or else
missing money instead of materials, or else money, or else work.
* Report what materials are missing instead of how much materials have
to be there.
* Clean up stray ';' in reporting of missing work.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
scrap has always returned the scrapped planes' full crew, regardless
of efficiency. build, however, charged only 10%. If you built ten
planes with one crew each, you used up one military. Or none, if you
abused random rounding. If you scrapped them again, you got ten back.
Pretty pricey way to manufacture military, but wrong all the same.
4.2.3 plugged this hole by making build never round military to zero.
Ugly special case, and not documented. Also doesn't prevent abuse of
random rounding for planes requiring more than 10 crew, but such
planes don't exist in the stock game.
Redo this fix:
1. Make scrap return crew proportional to efficiency, randomly
rounded. Note that scrap returns only two thirds of the other
materials, rounded down. Recycling materials isn't perfect, but
recycling aircrew is.
2. Drop the special case from build: treat military just like other
materials.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
If both materials and avail are missing, report missing avail instead
of materials, to avoid tempting the player to move in materials only
to discover avail is lacking, too.
Report what materials are missing instead of just "Not enough
materials". Does not yet include military for planes, but that's
next.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Construction materials required for building a ship, plane or land
unit are rounded randomly. Crafty players exploit this to save
materials: they put just enough materials there so that build succeeds
when it rounds down. Then they simply keep trying until it succeeds.
Planes and land units are built at 10%, so rounding happens when
materials for 100% aren't multiples of ten. If they're below ten, you
can even build without materials. In the stock game, this is the case
for linf, and many plane types.
Ships are built at 20%, so multiples of five aren't rounded. Ship
building never rounds in the stock game.
Prevent the abuse of random rounding by requiring the required
fractional amount rounded up to be present. Don't change the actual
charging of materials; that's still randomly rounded.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
TREATIES has issues:
* Treaties can cover attack, assault, paradrop, board, lboard, fire,
build (s|p|l|n) and enlist, but not bomb, launch, torpedo and
enlistment centers.
* Usability is very poor. While a treaty is in effect, every player
action that violates a treaty condition triggers a prompt like this:
This action is in contravention of treaty #0 (with Curmudgeon)
Do you wish to go ahead anyway? [yn]
If you decline, the action is not executed. If you accept, it is.
In both cases, your decision is reported in the news.
You cannot get rid of these prompts until the treaty expires.
* Virtually nobody uses them.
* Virtually unused code is buggy code. There is at least one race
condition: multifire() reads the firing sector, ship or land unit
before the treaty prompt, and writes it back after, triggering a
generation oops. Any updates made by other threads while trechk()
waits for input are wiped out, triggering a seqno mismatch oops.
* The treaty prompts could confuse smart clients that aren't prepared
for them. WinACE isn't, but is reported to work anyway at least
common usage. Ron Koenderink (the WinACE maintainer) suspects there
could be a few situations where it will fail.
This feature is not earning its keep. Remove it. Drop command
treaty, consider treaty, offer treaty, xdump treaty, reject treaties.
Output of accept changed, obviously.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Newly built ships and land units are given to the player, planes and
nukes to the sector owner. Matters only for deities, because only
deities can build in foreign sectors. Stupid all the same.
This has always been inconsistent. Empire 1 gave ships and nukes to
the player, and planes to the sector owner. Chainsaw 3 added land
units, and gave them to the player. Empire 2 changed build to give
nukes to the sector owner.
Building doesn't work when the unit built is given to POGO, because
giving a unit to POGO destroys it. When build gives to the sector
owner, deities can't build in unowned sectors. When build gives to
the player, POGO can't build at all. That's more limiting, so change
build to always give to the sector owner.
Spy units are now enabled when a land unit type with capability spy
exists. To disable them, deities have to customize table land-chr.
Before, spy units types were ignored when option LANDSPIES was
disabled. Except for xdump land-chr, which happily dumped unusable
spy unit types.
Trade ships are now enabled when a ship type with capability trade
exists. No such type exists by default; to enable trade ships,
deities have to customize table ship-chr.
Before, trade ship types were ignored when option TRADESHIPS was
disabled. Except for xdump ship-chr, which happily dumped unusable
trade ship types.
To enable that, make build_ship() & friends all take the same int type
argument instead of each one its own pointer. Passing pointers
triggered "may be used uninitialized" compiler warnings (the code was
safe despite the warnings).
For drnuke_const 0.33, research level 92.4 now suffices for a tech 280
nuke. Before, you needed 93, which was inconsistent with what
version's promise "need 0.33 times the tech level in research".
buil() complains about the argument when snxtsct() fails. Misleading
when the argument is fine, but snxtsct() fails due to bad conditional
argument.
Same for radar() with snxtitem().
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.
struct lndstr member lnd_flags is a leftover from Empire3's C_SYNC,
which was ripped out in 4.0.0.
struct lonstr member l_sel, struct nuk_str members nuk_ship, nuk_land,
and struct trtstr member trt_bond have been there basically forever
without any use.