Commit 221e88f1 (v4.3.15) made caploss() expect the new owner in
sct_own, so it can distinguish between sack and obliteration. Commit
0d139ee1 (v4.3.17) broke that in sct_prewrite(): it moved zapping the
sector owner after caploss(), and passed 0 instead of the old owner to
caploss(). Because of that, obliterating a capital didn't make the
news and didn't cost the victim money. Fix that.
Replace daychange() and gettimeleft() by update_timeused_login(),
update_timeused() and enforce_minimum_session_time(). The new
code doesn't assume the day is always 24 hours long which can
occur when transitioning into or out of DST and such. Logging
in after more a multiple of 128 days now resets nat_timeused
properly.
Fix nat_timeused calculation on midnight rollover to include
the time since midnight.
struct natstr member nat_dayno and struct player member timeleft
are now unused, remove them.
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().
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.
ef_init_srv() neglected to set struct empfile callback oninit. This
made unit_carrier_change() crash or oops on freshly initialized
planes, land units and nukes, i.e. when build used an uid that hadn't
been used before. Oops recovery worked.
Broken in commit 64a53c90, v4.3.17.
Put the unit before recursing into its cargo. This breaks cycles in
the "is loaded on" relations. Such cycles exist only in a corrupt
game state. Mildly inefficient, because callers typically put the
unit again.
Planes and land units on ships are sold along with the ship, but trade
showed them only when SHOWPLANE was enabled. Show them always.
Planes on land units are not sold along with the land unit, but trade
showed them when SHOWPLANE was enabled. Don't.
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
Factor new takeover_unit() out of takeover_ship(), takeover_plane(),
takeover_land(). This fixes the following bugs in assault, attack,
board, lboard, paradrop and pboard:
* When the "land unit loaded on land unit" relation had a cycle,
takeover_land() went into an infinite recursion. Such cycles exist
only in a corrupt game state.
* Nukes armed on planes weren't taken over along with their plane.
Broken in commit 2e40a4bb, v4.3.3.
* Taking over land units with negative mobility increased mobility to
zero. Ditto planes embarked on ships or land units.
* Taking over planes embarked on ships or land units didn't clear
their wing.
* Taking over planes and land units updated their MOB_ACCESS timestamp
(pln_access, lnd_access), except for planes not embarked on
anything. This had no effect.
When giving away cargo by scrapping or scuttling its carrier, the
cargo's cargo wasn't given away. Happened for instance when a ship
carrying a land unit carrying a SAM got scrapped.
Also, wing, army and mission weren't cleared.
To fix, create unit_give_away() and use it in unit_drop_cargo().
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.
Until commit 3e370da5, dead planes had to be explicitely taken off
their carrier to update load counters. This is no longer necessary;
simplify pln_put1() and scut(). scut() got it wrong, by the way: it
failed to take planes off land units.
Treat zero owner just like efficiency below minimum. Before, cargo
was taken off carriers only when efficiency fell below minimum, not
when owner changed to zero.
Run item_prewrite() unconditionally, for simplicity.
Change snxtitem_all() loops that skip everything but a carrier's cargo
to use snxtitem_cargo() in scra(), scuttle_ship(), scuttle_land(),
takeover_ship(), takeover_land(), trade_desc(), feed_ship().
The old code did not move a carrier's cargo (planes, land units,
nukes) when the carrier moved. Instead, it fixed up the location in
the postread callback. Anything not going through ef_read(), in
particular the update, saw it in its old, incorrect location, until a
fixed up copy got written back.
Moreover, the timestamp did not change when cargo moved, so
incremental dumps did not pick up the movement.
The new code moves the cargo along with the carrier.
New unit_update_cargo() moves or destroys a carrier's cargo (planes,
land units, nukes) along with the carrier. Call it from
shp_prewrite(), pln_prewrite() and lnd_prewrite() when the carrier
moves or gets destroyed.
Remove the code to destroy cargo from shp_prewrite(), pln_prewrite(),
lnd_prewrite().
Remove the code to fix up cargo location from pln_postread(),
lnd_postread(), nuk_postread().
This changes the message for ship and land unit cargo getting
destroyed from "sunk" and "MIA" to "lost".
New snxtitem_cargo() initializes an iterator for a cargo list, with
new enum ns_seltype member NS_GROUP and new struct nstr_item member
next. Extend nxtitem() and nxtitemp() to step through the list.
Members read were always set to ef_read, remove and call directly.
Member flag was only assigned to, never used, remove.
Change member group to char to match struct empobj.
This makes the journal easier to read, and makes journals
from the nightly build easier to diff.
Since we use only the 10 first characters of the name,
abridge existing thread names to make them unique within
that many characters.
Instead of counting the load with lnd_nland() / lnd_nxlight(), check
whether there's at least one loaded with lnd_first_on_land() /
pln_first_on_land().
Load counters are redundant; they can be computed from the carrier
uids. Keeping them up-to-date as the carriers change is a pain, and
we never got that quite complete.
Computing load counters straight from the carrier uids every time we
need them would be rather inefficient, but computing them from cargo
lists is not. So do that.
Remove the load counters: struct shpstr members shp_nplane,
shp_nchoppers, shp_nxlight, shp_nland, and struct lndstr members
lnd_nxlight and lnd_nland.
Don't compute/update load counters in build_ship(), build_land(),
land(), ldump(), load_plane_ship(), load_land_ship(),
load_plane_land(), load_land_land(), lstat(), sdump(), shi(), sstat(),
tend_land(), check_trade(), put_combat(), pln_oneway_to_carrier_ok),
pln_newlanding(), fit_plane_on_ship(), fit_plane_on_land(),
unit_list().
Nothing left in fit_plane_off_ship(), fit_plane_off_land(), so remove
them.
load_land_ship(), load_land_land(), check_trade(), pln_newlanding(),
put_plane_on_ship(), take_plane_off_ship(), put_plane_on_land(),
take_plane_off_land() no longer change the carrier, so don't put it.
Remove functions to recompute the load counters from carrier uids:
count_units(), lnd_count_units(), count_planes(), count_land_planes(),
pln_fixup() and lnd_fixup(), along with the latter two's private
copies of fit_plane_on_ship() and fit_plane_on_land().
New cargo list functions to compute load counts: unit_cargo_count()
and unit_nplane(), with convenience wrappers shp_nplane(),
shp_nland(), lnd_nxlight(), lnd_nland().
Use them to make ship selectors nplane, nchoppers, nxlight, nland
virtual. They now reflect what is loaded, not how the load uses the
available slots. This makes a difference when x-light planes or
choppers use plane slots.
Use them to make land unit selectors nxlight and nland virtual.
Use them to get load counts in land(), ldump(), load_plane_ship(),
load_land_ship(), load_plane_land(), load_land_land(), sdump(), shi(),
tend_land(), fit_plane_on_land(), trade_desc(), unit_list().
Rewrite fit_plane_on_ship() and could_be_on_ship() to use
shp_nplane(). could_be_on_ship() now takes load count arguments, as
computed by shp_nplane(), so it can be used for checking against an
existing load as well.
pln_nuktype is redundant; it can be computed from the nuke's
nuk_plane.
Make plane selector nuketype virtual and NSC_EXTRA. It should have
been NSC_EXTRA all along. This changes xdump plane.
Don't set it in arm(), disarm(), build_plane(), pln_damage() and
nuk_fixup(). The latter no longer does anything, remove it.
Deprecate edit key 'n' in doplane(), and don't show it in pr_plane().
The key never made much sense.
eff_bomb(), comm_bomb(), ship_bomb(), plane_bomb(), land_bomb(),
strat_bomb(), mission_pln_equip(), air_damage(), msl_hit(),
pln_equip() tested pln_nuketype to check whether a plane carries a
nuke. Test nuk_on_plane() instead.
pdump(), plan(), trade_desc() print whether and what kind of nuke a
plane carries. Adapt that to use nuk_on_plane().
Persistent game state encodes "who carries what" by storing the
carrier uid in the cargo. Cargo lists augment that: they store lists
of cargo for each carrier. They are not persistent.
New unit_cargo_init() to compute the cargo lists from game state.
Call it in ef_init_srv() and at the end of update_main().
New unit_onresize() to resize the cargo list data structure.
Installed as units' struct empfile callback onresize to make them
resize automatically with the unit files.
New unit_carrier_change() to update cargo lists when carriers change
in game state. Convenience wrappers pln_carrier_change(),
lnd_carrier_change() and nuk_carrier_change(). Call them from
prewrite callbacks to keep cargo lists in sync with game state.
To make that work, unused units must not point to a carrier. Add new
pln_oninit(), lnd_oninit() and nuk_oninit() take care of newly created
units. Change lnd_prewrite() and nuk_prewrite() to take dead land
units and nukes off their carrier. pln_prewrite() did that already.
New unit_cargo_first(), unit_cargo_next() to traverse cargo lists.
Convenience wrappers lnd_first_on_ship(), lnd_first_on_land(),
lnd_next_on_unit(), pln_first_on_ship(), pln_first_on_land(),
pln_next_on_unit() and nuk_on_plane(). The latter is disabled for now
because it clashes with an existing function.
Losses of sectors, ships, planes, land units and nukes are tracked in
the lost file. To keep it current, makelost() and makenotlost() were
called whenever one of these changed owners. Cumbersome and
error-prone. In fact, the lost file was never perfectly accurate.
Detect the ownership change in the prewrite callback and call
makelost() / makenotlost() from there. Remove lost file updates from
where they're no longer needed: right before a put. takeover() is a
bit more involved: it doesn't put the sectors, but all callers do,
except for guerrilla(). So remove the lost file update from
takeover(), but add it to guerrilla().
This takes care of lost file update for all ownership changes that go
through ef_write(). It can't take care of any missing updates for
changes that don't go through it.
It used literal 127 instead of sect_mob_max, it didn't check the lower
bound, and it didn't report the corruption. From Chainsaw 3.
Having *working* sanity checks there would be nice. Left for another
day.
Chainsaw 3 factored out most checks from sct_prewrite() into
checksect(), and called that from sct_postread() as well. Revert
this, because it was a bad idea: whenever checksect() called from
ef_read() found something to change, it was actually a bug, and
changing it just hid the bug from whatever called ef_read(). But it
couldn't hide it from code going through ef_ptr(). So, instead of
having bugs visible everywhere, including census and such, they were
hidden in hard to observe places. For instance, the previous commit
fixed one that was visible to the path finder, but not the actual path
user, which led to the path user choking on an incorrect path in a
rather obscure manner.
Things no longer "corrected" on read: excessive mobility, low work
despite no civilians present, sector owned despite neither civilians,
military nor land units. The latter had a scary-looking caploss(),
but NF_SACKED should have rendered that harmless.
Change checksect() not to abandon occupied sectors to the old owner
when there is no military and no land units. This effectively
restores pre-Chainsaw 3 behavior. Matching change to would_abandon().
Rationale. Traditional ways to change sector owner:
(1) Attack, assault, paradrop can transfer a sector to the attacker,
in take_def().
(2) Guerrilla warfare at the update can transfer a sector to the old
owner, in guerilla(). This happens when che kill all military and
the sector is sufficiently disloyal to the owner.
(3) Whenever all civilians, military and land units are removed from a
sector, no matter how, it silently reverts to the deity, in
checksect().
Chainsaw 3 added:
(4) Whenever all military and land units are removed from an occupied
sector, no matter how, it silently reverts to the old owner, in
checksect().
This addition isn't seamless. Funnies include:
* When che kill all military and land units, but the sector is loyal,
(3) doesn't transfer to the old owner. But since there's no
military and land units left, (4) transfers it anyway, only without
telling the lucky old owner. The latter transfer is buggy:
checksect() runs only on ef_read() and ef_write(), not the update
(bug#1010856), so the silent transfer is delayed until the next
ef_write(). But code using ef_read() sees it right away. For
instance, the path finder, which doesn't use ef_read(), can route a
path through a sector lost that way. The actual move, which does
use ef_read(), then chokes on that path.
* When you attack a sector, and get defeated with the help of reacting
land units, but succeed in killing the *local* defenders, (4) makes
the sector silently revert to the old owner. Which might be
somebody who wasn't involved in the fight, and gets no notification
whatsoever of his windfall.
* You can abandon a sector to the old-owner by removing all military
and land units from it, in a myriad of ways. Some ways ask you for
confirmation (move, march, load), many don't (navigate, plane
construction, delivery; arguably bugs), and others simply don't let
you (paradrop, fly, distribution).
This problem also exists for abandoning to deity, i.e. through (3)
instead of (4). Some ways to move out civilians don't let you do
that (distribute), but most do. However, accidentally abandoning an
empty sector to deity is less serious than a populated one to
another player.
In my opinion, (4) doesn't add much to the game, and fixing the
funnies isn't worth the effort.
Empire3's C_SYNC code added these to sct_prewrite(), shp_prewrite(),
pln_prewrite(), lnd_prewrite() and nuk_prewrite(). They weren't
removed when C_SYNC was ripped out in 4.0.0.
Really belongs there, because it manipulates empfile[].
New ef_open_view() to replace ef_init_view(). Make ef_close() cope
with views, and remove ef_fina_view(). Make ef_extend() and
ef_truncate() oops on views.
Interception and missions launch planes automatically. The plane
owner (and for missions, the base sector owner) gets a message.
Destination coordinates are often obvious from the context, but not
always, e.g. when flying in support of allies, or when the mission
gets interepted and aborts. Include the destination coordinates in
the messages. Reported by Ulrich Hannemann.
GCFx() and GCFy() pointlessly duplicate sctoff(), and don't work when
the argument is less than -WORLD_X or -WORLD_Y, respectively. With
current code, this happens only for impractically tiny worlds:
emp_setbitmap() writes to bitmap[] out of bounds, and smashes the
heap.