The ancients designed interception dead simple: when you overfly a
sector, you get intercepted by the sector owner. Fine print
interception rules govern which planes intercept.
Then complexity got piled on top of it.
Chainsaw 2 added an extra interception by surface ship owners, in the
target sector only.
Chainsaw 3 added an extra interception by land unit owners, in the
target sector only (Empire 4 later merged this extra land unit
interception with the extra surface ship interception).
Chainsaw 3 added an entirely separate kind of interception: air
defense missions. When you enter a sector in some air defense op
area, you get intercepted. Fine print air defense rules govern which
planes intercept. These rules differ significantly from the
interception fine print.
Additional complexity comes from these facts:
* Air defense mission interception happens in addition to non-mission
interception. You can boost your total interception by setting up
air defense. Which means you must set it up, or forgo an advantage.
* Air defense planes are not available for non-mission interception
duty. You need to decide on a split.
* In contrast to non-mission interception, interceptors flying air
defense get intercepted.
Moreover, the air defense code breaks one of the plane code's design
assumptions, namely that just one plane sortie is active at a time.
The air defense sortie runs while the sortie it intercepts is in
progress. This leads to two interceptions being active at the same
time: the one intercepting the original sortie, and the one
intercepting the air defense sortie. The same plane can fly in both
interceptions, and damage received in the interception of the air
defense sortie is wiped out, triggering a seqno mismatch oops.
The previous commit already simplified non-mission interception: you
get intercepted by anyone who owns the sector, or a surface ship or a
land unit there, whether it's the target sector or not.
Now simplify mission interception, by merging air defense back into
ordinary interception: when you overfly a sector, you get intercepted
by anyone who owns the sector, or a surface ship or land unit there,
or has an air defense mission covering the sector. That's all. No
multiple interceptions, no separate air defense rules.
Remove air_defense(). Simplify ac_encounter() and sam_intercept()
accordingly; both lose their last parameter.
Change sam_intercept() and ac_intercept() to intercept in mission op
areas. New parameter only_mission to suppress non-mission
interception. Pass zero when the intercepting country owns the sector
or a surface ship or land unit in the sector.
ac_encounter() can't efficiently predict whether a country intercepts,
so it needs to call ac_intercept() unconditionally. This kills the
optimization to collect interceptors only when needed; simplify
accordingly, replacing getilist() by getilists().
Since the previous two commits, ac_encounter() checks its
mission_flags argument only for proper mission flags PM_R and PM_S,
not for plane flags P_A, P_S, P_I.
This makes the code to put plane flags into mission flags useless.
Remove it from bomb(), drop(), fly(), para(), reco(),
perform_mission(), mission_pln_arm(), air_defense(), pln_arm().
Much of that code was useless even before: P_X and P_H since Chainsaw
3 option STEALTHV became mandatory in Empire 2, and P_MINE since
commit cc0c3e4f (v4.3.0) cleaned up mine drops.
A reconnaissance patrol (recon and sweep) uses sonar when ASW planes
participate. ac_encounter() enabled sonar when P_A was in
mission_flags. These get computed by pln_arm() and callers. However,
they set P_A only when *all* planes were capable, including escorts.
Fix by checking actual plane capabilities instead. Closes#1389451.
Remove the KillIdle thread. Add timeout to struct iop, initialized in
io_open(). Obey it in io_input() by passing it to empth_select(). If
empth_select() times out, report that back through io_input() to
recvclient() and player_login(). If player_login() receives a timeout
indication, print a message and terminate the session. If
recvclient() receives a timeout indication, flash a message to the
player and initiate a shut down the player's session.
Create WIN32 sys/time.h to define struct timeval. This creates some
conflicts with WIN32 windows.h definitions. Including windows.h in
show.c and info.c creates conflicts, so remove that. Modify service.c
to include sys/socket.h instead of windows.h to remove the conflict
with sys/time.h.
Add check to ensure a country by that name does not exist.
Ensure the length is not too long. Note this is a change
behaviour for edit and change commands which used to silently
truncate long names. Enforce that a country name can not have
control characters in it. Ensure that a country name is not
blank or just spaces.
The Chainsaw 3 feature to let you load/unload to a specific amount
through a negative amount argument created loopholes: it let you load
your ships in friendly sectors with the unload command, and unload
friendly ships with the load command. Likewise for land units, with
allied instead of friendly, of course.
Empire 4.0.0 fixed that for the case of loading a land unit from an
allied sector. Get rid of that check, and fix it for good in
load_comm_ok().
The game generally doesn't let you give away civilians. But the check
in load_comm_ok() for that compared the sector old owner to the player
instead of the ship's or land unit's owner, which is incorrect for
foreign ships or land units. Fix that.
Also make fix the message there not to assume that the civilians are
owned by the player. This can't currently happen, but will when these
commands support use by deities properly.
This is for consistency with load and unload.
Before, you could use lunload for allied land units and lload in
allied sectors, but the command failed when stuff was loaded in allied
sectors. Doing that with lload no longer fails the command, because
the check that does that in load_comm_land() is now masked by the new
checks in lload(). Note that loading with lunload still fails the
command; that inconsistency will be removed in a later commit.
load_plane_land() already refused to load planes from foreign sectors.
This commit makes that check redundant, so remove it. Functional
change: lload now refuses to load foreign planes silently, unless both
land unit and plane were named by number. This is consistent with
load.
load and unload work on foreign ships only when their argument
explicitely names them, i.e. you have to ask for them by number. When
any other syntax is used, load() ignores foreign ships. This makes
sense. Change lload() to work just like that.
The check for ship owner's relations to the player was backward: it
checked the player's relations to the ship's owner instead. Abusable:
you could load and unload any ship by declaring friendly to its owner.
Broken since Chainsaw let you load and unload friendly ships.
The check for land unit owner's relations to the player was similarly
backward, similarly abusable, and also broken since day one.
lload and lunload checked sector owner's relations to the land unit's
owner instead of to the player. Harmless, because the two must be the
same to reach the check.
The contents of the line was partly useless (repetition of the command
argument) and partly misleading (modification time of the formatted
info file, ifndef _WIN32).
Change nstr_mkselval() to generate values with promoted types only,
and replace nstr_coerce_val() by new and simpler nstr_optype() in
nstr_comp().
Replace the only remaining use of nstr_coerce_val() in surv() by
nstr_promote(), and remove nstr_coerce_val().
This loses one half of the unimplemented sketch of coercions to
NSC_STRING. Drop the other half from nstr_exec_val().
getsect() can fail here only when the coordinates are invalid. The
first check uses coordinates from a successful sarg_xy(), so they
can't be invalid. The second check uses coordinates of an object to
be put on the mission. If these are invalid, game state is corrupt,
and failing the mission command doesn't improve the situation a bit.
Before, the escort mission didn't support an op-area, and planes on
escort mission escorted anywhere. Change mission() to define the
op-area for escort missions as well. Show it in mission() and
show_mission(). Check it in find_escorts().
Land unit reactions are overly complex because we have two different
concepts controlling them: reaction radius (set with lrange) and
reserve mission (set with mission). You need to deal with both to set
up or query reactions.
Commit 8d0e1af5 "fixed" this by making reserve missions meaningless.
The previous commit made reserve missions meaningful again: they
support an op-area now. This brought back the problem of having to
deal with two separate commands to accomplish one thing.
Fix this for good by removing non-mission land unit reaction
alltogether. The only feature we lose by that is the ability to order
land units to react until the order is explicitely cancelled. That's
because missions are implicitely cleared by many commands and events,
while non-mission reaction wasn't. Closes#858121 and #858122.
Remove the non-mission reaction case from att_reacting_units().
Don't limit reserve missions to the land unit's reaction radius: make
lnd_reaction_range() return the type's maximum radius instead of
lnd_rad_max.
The reaction radius is now useless. Remove the lrange command, and
struct lndstr member lnd_rad_max along with its selector react.
Remove land command's column rd. Make ldump show column react as
zero. Deprecate edit key 'P' in dounit(), and don't show it in
pr_land().
Before, they always reacted to their maximum range, and the op-area
was unused. Change mission() to define the op-area for reserve
missions as well. Remove the special-case for showing reserve
missions from mission() and show_mission(). New lnd_reaction_range()
factored out of att_reacting_units(). Use it in oprange() to cover
reserve missions. Pass the mission as separate parameter to oprange()
for now, because miss() doesn't set it in the object until later.
The mission command limits op area radius to the possible range.
That's okay, as it doesn't actually restrict possible op areas. When
the mission is executed, it was limited again. Don't do that; remove
the limiting code from build_mission_list_type() and show_mission().
The removed limiting had no effect, except when the range shrunk.
Then limiting reduced the op area more than necessary. For instance,
consider an object O with initial range 3 on a mission around M with
range 3:
- - - y - - -
- - z y - -
- - z x y - -
- O x x M -
- - z x y - -
- - z y - -
- - - y - - -
Initially, all sectors not marked - are in range and in the op area.
If the range drops to two, sectors marked O, x and z are still in
range of O. But only the x are still in range of M. The O and z got
excluded.
Range can currently shrink when plane range is reduced (range
command), or a ship, plane or land unit somehow loses tech (deity
intervention).
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.
With RAILWAYS, highway-like sectors double as rail. They need to be
at least 5% efficient to be operational, and then they additionally
extend rail into adjacent sectors that are at least 60% efficient.
New opt_RAILWAYS, SCT_HAS_RAIL(), sct_rail_track(). Update
sector_mcost(), bp_neighbors(), lnd_mar_one_sector() for RAILWAYS
mobility rules. Update sinfra(), spyline(), satdisp_sect() to show
rail track instead of rail infrastructure for RAILWAYS.
New virtual sector selector track, implemented by nsc_sct_track().
A sector type's terrain (struct dchrstr member d_terrain) is the
sector type of its underlying terrain. Sector types occuring in
d_terrain are terrain types, and must have their own type in
d_terrain. Players can change sector types only to those with the
same terrain.
The builtin configuration defines terrain types sea, mountain,
wasteland, wilderness and plains. It gives bridge span and tower
terrain sea, and everything else terrain wilderness. Hence, the stock
game remains unchanged.
Deities can use terrain to create sector types that can be developed
only in limited ways.
This simplifies things. In particular, it gets rid of random rounding
in getcommand(), which created a variation in the nightly build
depending on whether the update starts before or after the deity logs
out.
Replace struct natstr member nat_minused by nat_timeused, and update
cou_ca[] accordingly (this affects xdump nat). Replace player member
minleft by timeleft, and getminleft() by gettimeleft(). Update
getcommand(), daychange(), player_main(), status() accordingly, taking
care not to change player output. Change edit country key 'u' to work
in seconds.
load_land_ship() and load_land_land() automatically resupply the land
units they load. This can draw supplies from the sector where the
land units are. When load() and lload() later update the sector, they
wipe out the update made for drawing supplies, and we get a seqno
mismatch oops. Highly abusable. Disable for now.
Use new unit_wipe_orders() for violent takeover (takeover_unit() on
behalf of assault, attack, board, lboard, paradrop and pboard), and
peaceful takeover (unit_give_away() on behalf of arm, disarm, load,
unload, lload, lunload, scrap, scuttle, tend, trade).
Before, takeover_unit() cleared only group, mission and ship retreat
orders, and unit_give_away() only group and mission. Orders that
weren't cleared:
* Mission op area (visible in xdump)
* Ship autonav orders
* Ship sail path including ship to follow and mobility quota
* Plane range limit
* Land unit retreat orders and retreat percentage
Trade code can't quite decide whether negative trd_unitid or zero
trd_owner marks unused slots. The former is a bad idea, because blank
slots have a zero trd_unitid.
Make sure to zero trd_owner when setting trd_unitid to negative value
in trad() and check_trade(). This fixes recognition of unused slots
in set (broken in commit e16e38df, v4.2.18) and xdump (never worked).
Use unit_drop_cargo() to drop a sold land unit's cargo.
Use unit_give_away() to transfer ownership. This fixes the following
bugs and misfeatures:
* Sold nuke wasn't taken off its plane. Could not happen before
commit 2e40a4bb, v4.3.3.
* Nuke on a plane wasn't sold along with the plane. Broken in commit
2e40a4bb, v4.3.3.
* Planes and land units on sold ships got their mobility zeroed.
* Planes on sold ships didn't get their wing reset.
Use unit_give_away() in gift(). This fixes a number of bugs:
* Nukes on planes weren't given away along with the plane.
* Likewise for land units on land units (can't happen in the stock
game).
* Mission was not cleared by unload land/plane, lunload land/plane,
and lload plane, except for planes on land units.
* Wing and army were never cleared.
It also happens to suppress information on planes given away along
with their land unit carriers. Shrug.
Factor unit_drop_cargo() out of scra(), scuttle_ship(),
scuttle_land(), fix it up:
* Some messages were sent as bulletins instead of printing them.
* Nukes were always destroyed. They're now treated exactly like other
cargo.
* scuttle destroyed some cargo silently, and listed other cargo as
"scuttled". It now simply lets unit_update_cargo() running from
carrier prewrite callbacks list all cargo "lost".
Simplify its callers. scuttle_ship() and scuttle_land() are now
trivial, inline and remove.