Commit graph

3749 commits

Author SHA1 Message Date
4e895465df Remove unused members of struct lndstr, lonstr, nukstr, trtstr
struct lndstr member lnd_flags is a leftover from Empire3's C_SYNC,
which was ripped out in 4.0.0.

struct lonstr member l_sel, struct nuk_str members nuk_ship, nuk_land,
and struct trtstr member trt_bond have been there basically forever
without any use.
2010-01-19 08:21:37 +01:00
d8c940ec2c Consistently use int for sector and unit uid parameters 2009-12-31 09:45:56 +01:00
c0ed527311 Consistently use int for file type parameters and locals 2009-12-29 17:23:22 +01:00
60519b3cd0 Consistently use int for mission type parameters 2009-12-29 13:06:35 +01:00
b23c52951f Fix launch not to wipe out target sector updates
Launching ABMs updates their base, in mission_pln_equip().  The update
got wiped out when launch_missile() wrote back the target sector,
triggering a seqno mismatch oops.  Harmless with the stock game's
ABMs, because they use neither shells nor petrol.

Fix by re-reading the target sector.
2009-12-26 14:02:50 +01:00
7dc130b7ac Fix launch not to wipe out target ship updates
Ships can expend shells to defend against missiles, in
shp_missile_defense().  Any shell use by the target ship got wiped out
when launch_missile() wrote back the target ship, triggering a seqno
mismatch oops.

Fix by re-reading the target ship.
2009-12-26 11:28:25 +01:00
de5c0b1c6b Bump version to 4.3.24 2009-12-26 10:20:21 +01:00
611d349f3f Fix nightly build
Commit 5f89f8cb added pre_update.econfig with incorrect permissions.
2009-12-14 06:56:23 +01:00
5eb1250ff2 Update change log for 4.3.23 2009-12-13 17:37:13 +01:00
c528fcbe3e Update known contributors comments 2009-12-13 17:34:28 +01:00
2752c777ca Belatedly update make dependencies for standalone client build
main.$O was out of date since commit 518c8d6f.
2009-12-13 08:58:07 +01:00
Ron J Koenderink
5f89f8cba3 Don't patch constants.c for nightly, use econfig 2009-12-13 08:20:01 +01:00
c5e2c99546 Fix info navigate on missile interdiction targets
Missile interdiction targets only "valuable" ships since Empire 3.
2009-12-13 08:20:01 +01:00
a4b167eb18 Fix info Mobility not to claim missions get a bonus
Bonus was dropped in v4.0.0.
2009-12-13 08:19:54 +01:00
25d2050769 Make transport chopper not light
Capability light has no effect for choppers since commit 041ad4ce,
v4.3.11.
2009-12-13 08:19:52 +01:00
2178aa87f9 Fix messages in msl_launch() 2009-12-13 08:19:52 +01:00
22071b4edb Don't intercept tactical and marine missiles targeting planes
Missiles attacking ground targets (sectors, ships or land units) can
be intercepted, missiles targeting planes can't.  Except msl_launch()
checked the missile's capabilities instead of its target, and thus
intercepted missiles that *could* target ground even when they
targeted planes.

This broke the missile interception code's assumption that
interceptors aren't intercepted, and crashed the server through
infinite recursion: tactical abm #1 intercepts, tactical abm #2
intercepts #1, #1 intercepts #2, ...

Same bug in msl_hit() printed "incoming missile" for missiles that
could target ground but do target planes.

Broken in Empire 2.  Bug can't bite with the stock game's planes.
2009-12-13 08:13:29 +01:00
fd894d9864 Fix and enable collateral damage for missing missiles
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.
2009-12-13 08:05:26 +01:00
e7fec28009 News reported victim as actor for sub-launched anti-sat and ABM
If the intercepted missile was sub-launched as well, this disclosed
its owner.

The stock game's anti-sats and ABMs can't be sub-launched.
2009-12-13 08:05:25 +01:00
4dbee9a388 Clarify how perform_mission() uses missiles
Interdiction of ships and land units with missiles happens elsewhere.
Oops when perform_mission() strays on that turf.
2009-12-13 08:04:08 +01:00
0060e48ea4 Refactor missile interception code
Keep only the common part in msl_intercept(), and give it internal
linkage.  Wrap new msl_abm_intercept() and msl_asat_intercept() around
it.  They are simpler to use.
2009-12-13 08:04:07 +01:00
de2fae0ee6 Fix defense value of intercepted missiles and satellites
Use the plane's defense value, not the plane type's base value.
2009-12-13 08:04:07 +01:00
81163f9f20 Fix missiles interdicting ships outside range or op area
Ship interdiction works sector by sector.  Interdicting missiles
targeted all ships not yet interdicted, not just the ones in the
current sector.  This could lead to interdiction outside missile range
or op area.
2009-12-13 08:04:07 +01:00
eace95fab8 Get rid of msl_launch_mindam()
It's awkward, especially in shp_missile_interdiction().  Inline into
callers and simplify.
2009-12-13 08:04:07 +01:00
e043ea4531 Simplify control logic in msl_intercept() 2009-12-13 08:04:07 +01:00
0f0d785601 Don't attempt to hide owner of sub-launched satellite
The attempt was pointless, because the recipient of the message could
see the owner on skywatch, and the news reported it as well.
2009-12-13 08:03:51 +01:00
6ee75ce4e9 Fix typo in info Selector 2009-12-13 08:03:49 +01:00
f7f3178ce2 Move msl_equip() to callers, internal linkage 2009-12-13 08:03:49 +01:00
42cc4f14e0 Move "Releasing RV's" message into detonate() 2009-12-13 08:03:49 +01:00
a269cdd7e9 Limit nukes to strategic missions
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.
2009-12-13 07:46:00 +01:00
b0ba9022dc Remove unused missions from mission_pln_equip() 2009-12-12 16:30:32 +01:00
528df9acba Improve launch diagnostic messages, switch off supply
msl_equip() used mission_pln_equip(), which is for automatic defenses,
and therefore silent.  Its users launch_as(), launch_missile() and
launch_sat() printed failure diagnostics based on assumptions on what
could go wrong.

Switch to the appropriate function for commands, pln_equip(), and
remove the guesswork.  Implement mission 'i' there.  When launching
from a foreign base, its owner now gets informed.  Unimportant at this
time, as players can't easily deploy missiles in foreign bases.

This change also switches off automatic supply for launch.  Consistent
with bomb.
2009-12-12 16:28:52 +01:00
cf960a573c Make anti-sat launch consistent with interception
When a manually launched anti-sat hits, it now always destroys the
satellite.  This matches what it does when it intercepts
automatically.  Before, it only damaged the satellite.
2009-12-12 16:28:52 +01:00
3e5df7530d Fix satellite interception not to break "positioned over" line 2009-12-12 16:28:52 +01:00
3a4b50b815 Comment fix 2009-12-12 16:28:52 +01:00
7312693936 Improve message when refusing to load plane on unsuitable ship
Test more specific causes before more general ones.  Also get rid of
silly strcpy().
2009-12-12 16:28:52 +01:00
0100402e5f Don't permit nukes on satellites, ABMs and SAMs
Before, satellites could be disarmed and armed even in orbit.  Nukes
on satellites went along into orbit, where they did nothing in
particular.

Nukes on ABMs and SAMs were lost without effect when their missile
intercepted.

The stock game is not affected, because its satellites, ABMs and SAMs
all have zero load.
2009-12-12 16:28:52 +01:00
61233e47e8 Drop capabilities stealth and half-stealth
These were leftovers from Chainsaw, and their only remaining effect
was a flak bonus.

The got replaced except for flak by plane selector stealth under
Chainsaw option STEALTHV, which became mandatory in Empire 2.  It is
unclear why STEALTHV didn't cover flak.  No planes with these
capabilities have existed in the stock game since Empire 2.
2009-12-12 16:28:52 +01:00
0e8bcce59c Remove redundant load checks before pln_damage()
pln_damage() copes with any load just fine.
2009-12-12 16:28:52 +01:00
54b1c04686 Simplify how plane cargo is tracked
Fold struct plist members bombs (used for bombing runs) and misc (used
for everything else) into a single member load.
2009-12-12 16:28:52 +01:00
d3f5fee64b Penalize fighter combat value for any load, not just bombs
This can affect only planes with capabilities intercept and either
cargo or mine.  No such planes exist in the stock game.
2009-12-12 16:28:52 +01:00
221027aca5 Fix bomb for non-tactical cargo bomber
The various bombing functions silently skipped planes not carrying
bombs.  This sanity check was wrong: it checked capabilities "tactical
or not cargo" instead of "tactical or bomber", and failed for
non-tactical cargo bombers.  No such planes exist in the stock game.
The broken check comes from Chainsaw; it replaced an equally wrong
"not cargo" check.

Because pln_sel() lets only suitable planes go on a bombing run, the
broken sanity check is unnecessary.  Drop it.
2009-12-12 16:28:52 +01:00
7b7fe69c46 Revise rules for cargo plane loads
There are three ways to fly cargo: transport (fly command with a
commodity argument), cargo drops (drop command that isn't a sea mine
drop), and paradrops.

A cargo flight can be either an airlift or an airdrop.  Airlifts carry
more cargo than airdrops.  A cargo drop or paradrop with a non-VTOL
plane is an airdrop.  Anything else is an airlift.

Before, paradrop always behaved like an airdrop, regardless of VTOL,
and drop always like an airlift.  This made little sense.

Effect of the change on the stock game: paradrop with tc carries twice
the punch, and np/tr/jt can drop less than they can fly.  In
particular, tr can't drop guns anymore, and jt can drop only one
instead of three.
2009-12-08 08:15:51 +01:00
b2107e5301 Simplify load computation in pln_equip(), mission_pln_equip() 2009-12-08 08:15:51 +01:00
29a6baca6d Simplify plane selection for drop, fly, recon and sweep
Plane flying commands first select the planes to fly the mission and
their escorts, then equip them.  They all fail when no planes to fly
the mission can be equipped.

Unlike bomb and paradrop, commands drop, fly, recon and sweep had an
additional check that made them fail when no planes to fly the mission
could be selected.  Because "none selected" implies "none equipped",
the additional check is redundant.  Remove it.

While there, break lines in calls of pln_sel() more tastefully.
2009-12-08 08:15:51 +01:00
fd4da5aab3 Make bomb require capability bomber or tactical
Before, bomb selected any plane, but planes with zero load could not
be equipped.  Cargo planes could be equipped fine, and they flew bombs
to the target, where they silently vanished.

Closes#1388263.
2009-12-08 08:15:51 +01:00
5f5362cece Make sweep require capability sweep
Before, sweep accepted any plane.  Planes without capability sweep
flew an ordinary recon mission.

Partial fix for #1388263.
2009-12-08 08:15:51 +01:00
3cea4ac5be Make drop require capability cargo
Before, drop worked like fly: it accepted any plane, but planes
without capability cargo dropped nothing.

Partial fix for #1388263.
2009-12-08 08:15:51 +01:00
1c5bfa0eab Clarify flying command info pages on plane selection 2009-12-08 08:15:51 +01:00
Scott C. Zielinski
f79d1680a7 Don't let players paradrop their own sectors
Such a paradrop always failed, and the paratroopers were lost.
2009-12-08 08:15:51 +01:00