upd_plane() upd_land() and left planes and land units lost to lack of
maintenance on their carriers. Cargo lists were fine anyway, because
unit_cargo_init() ignored dead units. But when the dead unit got
reused for building a new one, pln_prewrite() / lnd_prewrite() got
confused and attempted to take it off its carrier, which made
clink_rem() oops, because the unit wasn't on the cargo list. No real
harm done, as oops recovery was fine.
Fix upd_plane() and upd_land() to clear the carrier. Make
unit_cargo_init() oops when it finds dead units on carriers.
Food supply during update adds complexity to the update. How much
good it does to players is highly doubtful; certainly nobody can rely
on it. It isn't covered by the starvation command. Starving ships or
land units can steal enough food from their sector to make it starve,
too. Finally, the supply code is notoriously hard to use correctly.
We don't know of issues with the update's use, but we haven't
convinced ourselves that there aren't any either.
New tel_read_header(), tel_read_body(). Use them in rea(),
show_first_tel(), copy_and_expire().
rea() now stops when it encounters a corrupt telegram, and logs the
problem. Before, error detection was incomplete, and errors were not
logged. Corrupt mailboxes could make it crash.
show_first_tel() and copy_and_expire() can now cope with telegrams of
arbitrary length, like rea(), and sanity-check the header fields they
don't actually use.
We don't want to starve tiny populations, because that would require
players to move trivial amounts of food after explore and such.
growfood() used to simply grow at least 1f when a sector was about to
starve. That food is almost never eaten by a tiny population, so we
effectively got some production without work. Fix by taking away that
free food after people ate, in do_feed().
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.
When called from the scuttle command, scuttle_tradeship() asks for
confirmation when scuttling doesn't pay. When called from the autonav
code, it can't ask. Change it to fail then, and use that in
nav_ship() to avoid scuttle where it doesn't pay. Also simplify some.
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().
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.
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.
Change struct range from exclusive to inclusive upper bounds, for
consistency with struct realmstr and the area syntax. Also fix many
bugs.
real()'s conversion from struct range's exclusive upper bounds to
struct realmstr's inclusive upper bounds could underflow and store -1
in the realms file. Harmless, because its users didn't mind:
list_realm() and nstr_exec_val() convert back to relative coordinates,
and sarg_getrange() is only used by sarg_area(), which happened to
undo the damage. The change to inclusive upper bounds gets rid of the
broken conversion.
xyinrange() incorrectly treated the upper bound as inclusive, unless
the bounds were equal. Impact:
* nxtitem() and nxtitemp() cases NS_AREA and NS_DIST attempted to hack
around xyinrange()'s lossage(!), but screwed up: sectors on the
lower bound of of a range spanning the the whole world were skipped.
This affected all command arguments that support area or distance
syntax for items. In sufficiently small worlds, it could also make
radar miss satellites and ships, sonar miss ships, satellite miss
ships and land units, nuclear detonations miss ships, planes, land
units and nukes, automatic supply miss ship and land unit supply
sources, ships and land units fail to return fire, ships fail to
fire support.
* draw_map() could draw units sitting just right or just below of the
mapped area. No effect, as these parts of the map weren't actually
shown.
xydist_range() produced an inclusive upper bound when it decided that
the range covers everything in that dimension (which it didn't get
quite right either). This could make snxtsct_dist() and
snxtitem_dist() initialize the iterator with an incorrect upper bound.
Similar impact as the xyinrange() / nxtitem() lossage.
border() could print the hundreds line unnecessarily.
snxtsct() and snxtsct_all() screwed up for odd WORLD_Y: they failed to
include (WORLD_Y - 1) / 2 in the y-range. This affected all command
arguments that support "*" syntax for sectors, plus add ... c, power
n, and break.
snxtsct_all() failed to normalize the bounds (presumed harmless).
There were a few correct, but somewhat unclean uses of struct range
with inclusive upper bounds:
* nat_reset() used one internally.
* pathrange() worked with inclusive upper bounds internally, but
corrected to exclusive upper bounds before passing the range out.
* sarg_getrange() worked with inclusive upper bounds. Its only caller
sarg_area() corrected that to exclusive upper bounds.
The change to inclusive upper bounds cleans this up.
unit_map() and xysize_range() had no issues (isn't that amazing?), but
need to be updated for the changed struct range semantics.
Commit 109dad1b (v4.3.5) promised to round victim fractions down, but
got it wrong for odd population when exactly half of it rounded down
could be fed. This could starve the last man on a boat or land unit.
Fix famine_victims().
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().
babies() rounded the maximum number of babies permitted by food. When
this rounded up, grow_people() could use more food than available, and
the sector's food could become negative. Fix by always rounding down.
This reverts commit 03811b2c97.
That "fix" could actually conjure up food. The resupply doesn't wipe
out food, because it resuppies from the sector itself.
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.
struct lndstr members lnd_spy, lnd_rad, lnd_ammo, lnd_fuelc,
lnd_fuelu, lnd_maxlight, lnd_maxlight are mere copies of struct
lchrstr members l_spy, l_rad, l_ammo, l_fuelc, l_fuelu, l_nxlight,
l_nland. Remove them.
Make land unit selectors spy, rmax, ammo, fuelc, fuelu, maxlight
virtual.
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.
negative. Some places considered $0 as bankrupt, some didn't. Fix
the ones that did:
(repo_list): report command misreported countries with $0 as broke.
(init_nats): If you had $0, logging out and back in bankrupted you.
(produce_sect, upd_ship): Failed to build sectors and produce stuff
for countries with $0.