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).
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.
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.
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.
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.
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.
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.
This is the human-readable buddy of xdump product, which dumps pchr[].
It duplicates much of the information in show sect c, but in more
accessible form. It's in show_product().
Remove product information from info Quick-ref. show reflects the
actual game, is more complete, and should be just as readable.
The old code used getstarg() to get an argument with a different
prompt than snxtitem() uses, then passed the value to snxtitem()
unchecked. If the player aborts, getstarg() returns a null pointer,
and snxtitem() prompts again. Affected:
* load/lload plane/land third argument; load_plane_ship(),
load_land_ship(), load_plane_land(), load_land_land()
* bomb, drop, fly, paradrop, recon and sweep second argument;
get_planes()
* tend and ltend second and fourth argument; ltend(), tend(),
tend_land()
* mission second argument; mission()
Fix by making snxtitem() taking a prompt argument, null pointer
requests the old prompt.
Use that to simplify multifire() and torp(). Change the other callers
to pass NULL.
The values in these columns were computed by count_sect_units() and
count_sect_planes(), which included land units and planes in the count
that aren't shown by prunits() and prplanes(), namely own and embarked
units. Confusing. Moreover, count_sect_planes() and prunits() rolled
dice separately for spy units. This could leak the presence of spies
even when prunits() didn't show them.
All fixable, but not worth the trouble; just remove the counts.
The value of diffx() had the wrong sign when the arguments differed by
WORLD_X / 2. Same for diffy() and WORLD_Y / 2. satmap() used them to
find the vector from map center to ship or land unit to put on the
map, and got incorrect values for ships and land units directly
opposite to the center in x or y. The bug made satmap() read a
pointer out bounds of its malloced radbuf[], and then write through
that with unpredictable consequences.
Broken in 4.2.12. The original bug was in Empire 1.1: it
miscalculated where to put ships on the map (no crash). An incomplete
fix for radmap() and satmap() appeared in Chainsaw 2 (still no crash).
radmap() got fixed correctly in Chainsaw 3, but satmap() was
forgotten. That one got "fixed" in 4.2.7, and again in 4.2.12, but
both "fixes" were flawed and could crash.
Fix by backing out the flawed fixes and adopting the fix from radmap()
instead.
The abstract idea of tying ships and land units to a logistical tether
is sound, the concrete implementation as option FUEL is flawed. It
adds too much busy-work to the game to be enjoyable. It hasn't been
enabled in a public game for years. The code implementing it is ugly,
repetitive, and a burden to maintain.
Remove selector fuel from ship_ca[] and land_ca[], and selectors
fuelc, fuelu from mchr_ca[] and lchr_ca[]. Remove fields fuelc, fuelu
from ship.config and land.config.
Remove command fuel from player_coms[].
Deprecate edit key 'B' in doship(), dounit(), and don't show it in
pr_ship(), pr_land().
Drop opt_FUEL code from build_ship(), shi(), sdump(), ship_damage(),
show_ship_stats(), do_mob_ship(), nav_ship(), build_land(), land(),
ldump(), land_damage(), show_land_stats(), do_mob_land(),
resupply_all(), resupply_commod(), get_minimum(), has_supply(),
unit_list(), vers().
Remove opt_FUEL, fuel_mult, struct shpstr member shp_fuel, struct
mchrstr members m_fuelc and m_fuelu, M_OILER, struct lndstr member
lnd_fuel, struct lchrstr members l_fuelc and l_fuelu, fuel(), and
auto_fuel_ship().
pin_bomb() computed the number of foreign subs as number of ships less
number of foreign surface ships. This counted own surface ships as
subs.
Change it to count foreign subs directly. Closes#906040.
However, shipsatxy(), the function for counting foreign ships, also
lists them. Add a parameter to suppress that, and change its callers.
launch_sat() failed to call msl_equip(). Change msl_equip() to take
the mission character as argument, because the old hardcoded 'p' isn't
appropriate for satellites. Best fit for satellites is 'r' for
reconnaissance, but mission_pln_equip() doesn't accept that
(pln_equip() does). Fix that as well.
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().
Use new pln_is_in_orbit() when we want to test for orbit specifically,
and test PLN_LAUNCHED when we want to test whether the plane not
sitting in the sector (because it is flying). This distinction is
pointless at this time, because the only way PLN_LAUNCHED gets set is
when a satellite goes into orbit. It will become useful in a later
commit, which will use PLN_LAUNCHED to mark flying planes.
Use it in pln_put() and ac_planedamage().
This changes ac_planedamage() to deal with a destroyed airbase.
Before, aborted planes happily landed there. This bug could not
actually bite, because the code neither yields nor does damage to
potential airbases between checking the landing airbase before takeoff
and aborting planes in ac_planedamage().
It changes pln_put() to cope with dead planes. Before, it made them
land as if they lived, fortunately without ill effects (complaints
about not being able to land were suppressed for dead planes).
ac_planedamage() removes dead planes, but pinflak_planedamage()
doesn't, and these end up in pln_put(). pinflak_planedamage() no
longer has to take shot down planes off their carriers, because
pln_put() now takes care of that.
This takes care of a number of bugs / inconsistencies:
* Resupply before fire: fire command did not require unit to be in
supply, and resupplied shells. Everywhere else (return fire,
support and interdiction) the land unit had to be in supply after
resupply of everything. Unify not to resupply anything and not to
require being in supply. This is consistent with ships and sectors.
* Resupply after fire: fire command resupplied shells after active
fire. Unify not to do that. This is consistent with ships and
sectors.
* When a land unit returned fire to multiple attackers, quiet_bigdef()
charged it ammo for each one. Finally, it was charged one shell
more by use_ammo(). Except only the first land unit got charged
there in fact, because buggy add_to_fired_queue() entered only the
first land unit into the defender list. Fix add_to_fired_queue()
and change quiet_bigdef() not to charge ammo, just like for ships
and sectors. This charges only one shell instead of the true ammo
use, which is wrong, but consistent with ships.
* lnd_support() tallied support damage unrounded. Unify to round
before tally.
This takes care of a number of bugs / inconsistencies:
* sb() fired support even when there were not enough mil.
* Shell resupply bugs: multifire() and quiet_bigdef() resupplied
shells before checking all other requirements and could thus get
more shells than actually needed.
Rename landgun() to fortgun() for consistency.
A bridge (span or tower) must be splashed when it gets damaged below
SCT_MINEFF. Likewise when its last supporting sector (bridge head or
tower) gets damaged below SCT_MINEFF, unless EASY_BRIDGES is enabled.
We need to check this whenever a bridge head, span or tower gets
damaged. This is done in three places, and all of them screw up:
* checksect() ignores damage to bridge heads. It also leaves writing
back the sector it checks to the caller, which never happens when
it's called from sct_postread().
Note that checksect() drowns all planes on bridges it splashes.
Functions that need to exempt flying planes from such a fate have to
splash bridges themselves.
* sect_damage() ignores damage to bridge towers, and damage to bridge
spans unless EASY_BRIDGES is enabled. It then runs checksect(),
which compensates for these omissions, but happily drowns the planes
sect_damage() attempts to protect.
* eff_bomb() ignores damage to bridge heads. Collateral damage makes
sect_damage() run, which compensates for the omission.
This causes the following bugs:
* Efficiency damage going through sect_damage() can drown planes it
shouldn't. This affects pinpoint bombing when collateral damage
splashes a bridge, and strategic bombing. The drowned planes then
crash and burn when they attempt to land at their (just splashed)
base.
* Efficiency damage to bridge heads not going through sect_damage()
fails to collapse unsupported bridges. This affects pin-bombing
efficiency without collateral damage, and ground combat. Also deity
commands edit, setsector and add, but that could be regarded as a
feature.
* If the sector file somehow ends up with an inefficient bridge span,
it collapses on every read again and again, until it collapses on a
write. Related problems exist with other actions of checksect(),
and they're not addressed here.
* If the sector file somehow ends up with adjacent inefficient bridge
towers, checksect() on any of them recurses infinitely:
- checksect() inefficient tower T1
- knockdown() T1, but don't write that back to the sector file
- bridgefall() T1; this reads all adjacent sectors, including
inefficient towert T2
- checksect() T2
- knockdown() T2, but don't write that back to the sector file
- bridgefall() T1; this reads adjacent sectors including T1
- checksect() T1
...
This commit creates a new function bridge_damaged() to splash any
bridges that became inefficient or unsupported after damage to a
sector. To avoid the inifinite recursion, we call it in
sct_prewrite() instead of checksect().
No uses knockdown() outside bridgefall.c remain, so give it internal
linkage.
read_builtin_tables() wanted to run in builtindir, and
read_custom_tables() wanted to run in configdir. Bothersome. Use new
fopenat() to relax those requirements.
The chdir() satisfying them are now superflous, remove them.
File names in econfig need to be interpreted relative to configdir.
This wasn't the case everywhere for keys data and info.
Fix this by changing variables gamedir and infodir to hold absolute
names. Change builtindir likewise, for consistency. Store the values
from econfig in gamedir_conf, infodir_conf and builtindir_conf.
Uses new fnameat() to derive absolute names from possibly relative
ones.
Move stuff to untangle the ugly cyclic dependencies between the
archives built for selected subdirectories of src/lib/:
* Move common/io.c to empthread/ because it requires empthread stuff
* Move parts of subs/nstr.c to common/nstreval.c to satisfy
common/ef_verify.o
* Move getstarg.c getstring.c onearg.c from gen/ to subs/ because they
require stuff from there
* Move bridgefall.c check.c damage.c empobj.c journal.c maps.c
sectdamage.c from common/ to subs/ because they require stuff from
there
* Move cnumb.c from subs/ to common/ to satisfy common/type.o
* Move log.c fsize.c from common/ to gen/ because they really belong
there
* Move emp_config.c mapdist.c from gen/ to common/ because they really
belong there, and require stuff from libglobal.a
Also package as/ as libas.a to satisfy common/path.o.
Remaining dependencies:
lib needs
--------------------------------------------
libas.a libglobal.a
libcommon.a libas.a libglobal.a libgen.a
libgen.a
libglobal.a
liblwp.a libgen.a
libw32.a[*] libgen.a
[*] Except for service.o, which can only be linked into the server
Link order now: liblwp.a libcommon.a libas.a libgen.a libglobal.a
libw32.a. The position of libw32.a is not quite right, but works
anyway.
There are several files with land unit subroutines. This one is in an
awkward place: it depends on stuff from ../subs, which contributes to
libcommon.a's ugly dependencies. Move its contents to logical places
(use internal linkage where possible), and remove it.