They didn't since commit 93d033cf, v4.3.26. Drawback: micromanagement
incentive to unload them for the update. Similar incentive has always
existed for military on ships.
Since the previous commit, land units loaded on land units get
unloaded when the carrier dies fighting che. Such land units get
stuck in the sector if the take over, and can be boarded. Doesn't
feel right, and increases the micromanagement incentive. Avoid by
letting them fight.
When che destroy a land unit, any embarked units remain stuck on their
now dead carrier. Closely related to and same impact as the bug fixed
in commit 8ccad0d7. Broken since Chainsaw 3 added land units.
The obvious fix would be to match what normally happens when a carrier
gets destroyed: destroy the cargo. Requires recursion. To keep
things as simple as possible, destroy plane cargo, but unload land
unit cargo. That way, the only cargo of cargo to visit are nukes on
planes.
Unloading the land units creates another problem, which will be
addressed in the next commit.
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.
When take_casualties() kills a land unit, it neglects to take it off
its carrier. This triggers an oops in unit_cargo_init(). Instead of
fixing this, just don't let them fight. They can't defend against
other attacks, either.
guerrilla() lets only the sector owner's land units fight. But
take_casualties() spread the casualties among all land units in the
sector. Thus, defending land units could survive a defeat if foreign
land units were present. The sector takeover then had che capture
them, or their crews blow them up. The foreign land units were
damaged silently.
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.
Planes normally sit in their base (sector or carrier), where they can
be spied, damaged, captured, loaded, unloaded, upgraded and so forth.
All this must not be possible while they fly. There are two kinds of
flying planes: satellites in orbit, and planes flying a sortie.
Satellites in orbit have always been marked with flag PLN_LAUNCHED.
Works. What didn't work was tracking planes flying a sortie.
If you look at one sortie in isolation, up to three groups of planes
can be flying at any point of time: the primary group, which carries
out the sortie's mission (bomb, transport, ...), their escorts, and a
group of hostile planes flying interception or air defense.
The old code attempted to track these planes by passing those groups
to the places that need to know whether a plane is flying. This was
complex and incomplete, and broke down completely for the pin-bombing
command.
It was complex, because the plane code needs to keep track of all the
call chains that can lead to a place that needs to know whether a
plane flies, and pass the groups down the call chains. This leads to
a rather ugly passing of plane groups all over the place.
It was incomplete, because it generally failed to pass the escorts.
And the whole scheme broke down for the pin-bombing command. That's
because pin-bombing asks the player for targets while his planes are
loitering above the target sector. This yields the processor and lets
other code run. Which does not get the flying planes passed.
The new code marks planes and SAMs (but not other missiles) flying a
sortie with flag PLN_LAUNCHED (the previous commit laid the groundwork
for that), and does away with passing around groups of flying planes.
This fixes the following bugs:
* Many commands could interact with foreign planes flying for a
pin-bombing command as if they were sitting in their base. This
includes spying, damaging, capturing, loading, or upgrading them,
and even getting intercepted by them. Any changes to those planes
were wiped out when they landed. Abusable.
* The bomb command could bomb its own escorts, directly (pin-bomb
planes) or through collateral damage, strategic sector damage,
collapsing bridges or nuke damage. The damage to the escorts was
wiped out when they landed.
* If you asked for a plane to fly both in the primary group and the
escort group, you got charged fuel for two sorties instead of one.
* pln_put1() and pln_put() now recognize planes that didn't take off,
and refrain from making them land. Intercept (since commit
c64e2149) and air defense can do that. Making them land had no
ill-effects, but it was still wrong.
There's one new problem: if PLN_LAUNCHED doesn't get reset properly,
due to game crash during flight or some other bug, the plane gets
stuck in the air. Catch and fix that on game start in ef_verify().
Mil are not required for building units since 4.0.0. l_mil was still
initialized to l_item[I_MILIT], and used instead of that in a couple
of places. Fix those, and remove the initialization.
other. Ensure headers in include/ can be included in any order
(except for econfig-spec.h, which is special). New header types.h to
help avoid inclusion cycles. Sort include directives. Remove some
superflous includes.
by float d_mob0 and d_mob1 (straight costs). Impassable terrain now
encoded as negative d_mob0 instead of zero d_mcst. Users changed.
sect.config updated.
(dchr_ca): Replace selectors mcst and emcst by mob0 and mob1.
(show_sect_stats): Show real mobility costs.
double rather than float where result usual arithmetic conversions
obviously convert the cast's result to double. No functional changes;
code is still ugly and incomprehensible.
che killed was 100 times too small, thus zero for all practical cases.
4.2.7 attempted to fix it, but left it broken for efficiency < 100.
It also increased deadliness of 100% units by a factor of 2.5.
Restore pre-4.0.0 behavior.
(ltend, multifire, quite_bigdef, mine, landmine)
(do_loan, prod, printdiff, sell, sona, stre)
(tend, fire_dchrg, vers, work, ac_planedamage)
(ac_shipflak, ask_off, get_mine_dsupport, att_fight)
(ask_move_in_off, detonate, sd, land_gun)
(land_unitgun, lnd_fort_interdiction, lnd_fortify)
(perform_mission, pln_mine, pln_mobcost)
(retreat_ship1, retreat_land1, shp_sweep)
(shp_fort_interdiction, shp_missle_defense)
(new_work, growfood, upd_land, land_repair)
(get_materials, do_mob_ship, do_mob_land)
(load_it, unload_it, prod_plane, produce)
(guerrilla, upd_buildeff, spread_fallout)
(upd_ship, ship_repair, min, dmin, MIN):
Remove min() and dmin() functions and replace
with a MIN macro in misc.h. Remove local MIN
macros and use the new one in misc.h. This
change removes the need for the special
case for _WIN32.
(fuel, look_ship, multifire, mission, sona)
(plane_sona, ef_open, player_accept, player_main)
(ac_dog, att_get_combat, calc_mobcost)
(ask_move_in_off, intelligence_report)
(build_mission_list_type, perform_mission)
(show_mission, use_supply, dodistribute)
(allocate_memory, max, dmax, MAX):
Remove max() and dmax() functions and replace
with a MAX macro in misc.h. Remove local MAX
macros and use the new one in misc.h. This
change removes the need for the special
case for _WIN32.
agribusiness. That was done when the occupier abandons the old-owners
capital or it revolts, to prevent players from sacking the same
capital many timers. The server has a much better way to prevent that
since 4.2.7, so this weird hack is no longer useful. Thanks to Pat
Loney for pointing this out.
With variables, item increases beyond the capacity of variables
(65535) were ignored here.
This should cover all item changes not going through putvec().