Much of the code assumes that only the land unit's owner can march it.
The assumption is correct, because lnd_mar() leaves foreign land units
behind with a bogus "was disbanded at" message (suppressed for country
It would be nice to let deities march foreign land units, but the
assumption is not trivial to remove. For now, just avoid the bogus
message.
Historical note: it looks like deities used to be able to march
foreign land units just fine until Empire 2 factored common code out
of navigate, sail and autonav, and updated march to match navigate.
Likewise, it looks like they could board with foreign land units until
Empire 2 factored out common ground combat code. Commands attack and
assault have always rejected foreign land units, even for deities.
When refusing to march foreign land units, it reported the land unit's
location in the land unit's coordinate system instead of the player's.
Fortunately, they're the same, since even deities can't march foreign
land unit.
Movement stops when shp_interdict() or lnd_interdict() report
interdiction. However, they reported it only when there was
interdiction damage.
Zero interdiction damage commonly happens when interdicting missiles
miss, or all bombers abort. Stopping regardless of damage makes more
sense there.
Moreover, not stopping is buggy: do_unit_move() needs to take care not
to wipe out updates made by interdiction to the moving ships or land
units. It does so only when it stops. Updates made by interdiction
without interdiction damage could get wiped out, triggering a seqno
mismatch oops.
Known ways moving ships and land units can get updated by interdiction
despite there is no interdiction damage:
* Interdicting bombers get intercepted by planes based on a navigating
carrier, carrier gets charged petrol. The bug wipes out the petrol
use.
* Marching land units get interdicted by planes, but all planes miss.
Sufficiently large collateral damage to the sector can still damage
the land units. The bug wipes out the damage to land units.
To make shp_interdict() and lnd_interdict() report interdiction
regardless of damage, change lnd_missile_interdiction(),
lnd_fort_interdiction(), lnd_mission_interdiction(),
shp_missile_interdiction(), shp_fort_interdiction(),
shp_mission_interdiction() to return whether there was interdiction.
Before, they returned whether there was damage.
Change unit_interdict(), perform_mission(), perform_mission_land(),
perform_mission_ship(), perform_mission_msl(), and
perform_mission_bomb() to return -1 for no interdiction, so that
callers can distinguish no interdiction from interdiction with no
damage.
Collateral damage was disabled, because after msl_hit() reported a
miss, the missile may or may not have reached the target.
Fix by splitting msl_launch() off msl_hit().
Drop the disabled collateral damage code for sector targets, because
sectors can't be missed. Enable it for ships and land units.
Since msl_launch() returns whether the missile is sub-launched, drop
launch_missile() parameter sublaunch, and simplify its caller.
Before Empire 2, nukes could be delivered only with bomb (special
mission 'n', airburst only) and launch (targeting sectors or
satellites only).
Empire 2 made nukes available for any kind of bombing, and for any
missile strike on sectors or ships. This included interdiction and
support missions. Nuclear-tipped anti-sats and bomb mission n were
removed.
Unfortunately, this was done in a messy way, which led to
inconsistencies and bugs. The problem is that ordinary damage affects
just the target, while nuke damage affects an area. Code dealing with
plane damage was designed for the former. Instead of rewriting it to
cope with area damage cleanly, nuke damage got shoehorned into
pln_damage(), the function to compute conventional plane damage, as a
side effect: computing damage blasted sectors in the area.
If the plane carried a nuke, pln_damage() returned zero (conventional)
damage. Without further logic, this simply bypassed the code to apply
damage to the target. This worked out okay when the target already
got damaged correctly by the side effect.
However, some targets are immune to the side effect: when interdicting
a move or explore command, the commodities being moved are not in any
sector.
For other targets, damage has effects other than damaging the target:
offensive and defensive support don't apply the (conventional) damage
to the target sector. Instead, they turn it into a combat bonus.
Without further logic, nuclear damage doesn't contribute to that.
To make all that work, pln_damage() returned the nuclear damage for
ground zero as well. Because a plane does either conventional or
nuclear damage, one of them is always zero.
Most callers simply ignored the nuclear damage, and applied only the
conventional damage.
Bug: land units and ships failed to retreat when pin-bombed or
missiled with a nuke. That's because they received zero conventional
damage.
The mission code flies planes and missiles and tallies their damage.
This mission damage included nuclear damage at ground zero (except for
missiles sometimes, see below), to make support and commodity
interdiction work. Unfortunately, this broke other things.
Bug: when bombers interdicted ships or land units, nukes first damaged
the ships or land units by the side effect, then again through mission
damage. Interdicting missiles had a special case to avoid this.
Bug: when interdicting move, explore or transport, nukes first damaged
the sector by the side effect, then again through mission damage's
collateral damage.
There may well be more bugs hiding in this mess.
The mess is not worth fixing. While the idea of interdicting and
supporting with nukes sounds kind of cool, I believe it's pretty
irrelevant in actual play.
Instead, go back to a variation of the original rules: nukes can be
delivered only through bomb mission 's' and launch at sectors.
Make arm reject marine missiles in addition to satellites, ABMs and
SAMs, and clear the mission. Make mission reject planes armed with
nukes. Oops when they show up in mission_pln_equip() anyway.
Make pln_equip() allow planes with nukes only for missions 's' and
't'.
Clean up pln_damage() to just compute damage, without side effect.
Change strat_bomb() and launch_missile() to detonate nukes. Simplify
the other callers. Parameter mission of msl_launch_mindam() is now
unused, remove it.
Missiles exploding on launch no longer set off their nukes. That was
pretty ridiculous anyway.
Seamines and landmines share storage. Sea and bridge span sectors can
hold only sea mines, other sector types only landmines. Sector type
checks were missing or incorrect in several places:
* Seamines under bridge spans were mistaken for landmines in several
places:
- ground combat mine defense bonus, in get_mine_dsupport() and
stre(),
- land units retreating from bombs, in retreat_land1(),
- non-land unit ground movement (commands explore, move, transport,
and INTERDICT_ATT of military), in check_lmines(),
Fix them to check the sector type with new SCT_MINES_ARE_SEAMINES(),
SCT_LANDMINES().
* plane_sweep() mistook landmines for seamines in harbors. Bug could
not bite, because it's only called for sea sectors. Drop the bogus
check for harbor.
* Collapsing a bridge tower magically converted landmines into
seamines. Make knockdown() clear landmines.
Also use SCT_MINES_ARE_SEAMINES() and SCT_LANDMINES() in mine(),
landmine(), lnd_sweep() and lnd_check_mines(). No functional change
there.
Keep checking only for sea in pln_mine(), plane_sweep(),
retreat_ship1(), shp_sweep() and shp_check_one_mines(). This means
seamines continue not to work under bridges. Making them work there
is tempting, but as long as finding seamines clobbers the sector
designation in the bmap, it's better to have them in sea sectors only.
Historical notes:
Mines started out simple enough: you could mine sea and bridge spans,
and ships hit and swept mines in foreign sectors.
Chainsaw 2 introduced aerial mining and sweeping. Unlike ships,
planes could not mine bridge spans. plane_sweep() could sweep
harbors, which was wrong, but it was never called there, so the bug
could not bite.
Chainsaw 3 introduced landmines. The idea was to permit only seamines
in some sector types, and only landmines in the others, so they can
share storage. To figure out whether a sector has a particular kind
of mines, you need to check the sector type. Such checks already
existed in mine, drop and sweep, and they were kept unchanged. The
new lmine command also got the check. Everything else did not.
Ground movement and combat could hit and sweep seamines in bridge
spans. Ships could hit and sweep landmines in harbors.
Empire 2 fixed land unit movement (march, INTERDICT_ATT) not to
mistake seamines for landmines on bridge spans. It fixed ships not to
mistake landmines for seamines. The fix also neutered seamines under
bridge spans: ships could neither hit nor sweep them anymore. Both
fixes missed retreat.
Commit 5663713b (v4.3.1) made ship retreat consistent with other ship
movement.
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.
Land units on reserve missions used to pay only half the usual
mobility for combat. This bonus was commented out in the code in
4.0.0, but not in info. Remove it from both.
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().
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.
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.
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().
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.
New lnd_att(), lnd_def(), lnd_vul(), lnd_spd(), lnd_vis(), lnd_frg(),
lnd_acc(), lnd_dam(), lnd_aaf() replace the struct lndstr members with
the same names.
Make land unit selectors att, def, vul, spd, vis, frg, acc, dam, aaf
virtual.
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.
The macros defining unit stat development in tech are somewhat
inconvenient to use. Define more convenient functions, and hide away
the macros near the function definitions.
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.
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.
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.
is non-zero; actual value of non-zero l_ammo was unimportant. Side
effect: it substantially increased ammunition consumption at high
tech, because the change made the value increase with tech. Back out
4.2.3's change, just use l_ammo. This lets deities customize
ammunition consumption independent of damage. Remove second
parameter. Callers changed.