Before, the escort mission didn't support an op-area, and planes on
escort mission escorted anywhere. Change mission() to define the
op-area for escort missions as well. Show it in mission() and
show_mission(). Check it in find_escorts().
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).
pln_nuktype is redundant; it can be computed from the nuke's
nuk_plane.
Make plane selector nuketype virtual and NSC_EXTRA. It should have
been NSC_EXTRA all along. This changes xdump plane.
Don't set it in arm(), disarm(), build_plane(), pln_damage() and
nuk_fixup(). The latter no longer does anything, remove it.
Deprecate edit key 'n' in doplane(), and don't show it in pr_plane().
The key never made much sense.
eff_bomb(), comm_bomb(), ship_bomb(), plane_bomb(), land_bomb(),
strat_bomb(), mission_pln_equip(), air_damage(), msl_hit(),
pln_equip() tested pln_nuketype to check whether a plane carries a
nuke. Test nuk_on_plane() instead.
pdump(), plan(), trade_desc() print whether and what kind of nuke a
plane carries. Adapt that to use nuk_on_plane().
Interception and missions launch planes automatically. The plane
owner (and for missions, the base sector owner) gets a message.
Destination coordinates are often obvious from the context, but not
always, e.g. when flying in support of allies, or when the mission
gets interepted and aborts. Include the destination coordinates in
the messages. Reported by Ulrich Hannemann.
perform_mission() needs to know whether it is targeting ships or
something else, because the rules differ: submarines interdict only
ships, land units get their damage reduced when interdicting ships,
and different news are generated.
The old code assumed it was targeting ships when the target sector was
sea. Wrong when interdicting ships in harbors, bridges and such.
This has always been broken. Except when checking a submarine's
target: there it tested argument s, which is gross, but at least it
works. That code was added in v4.0.8.
Replace the broken test by the gross hack everywhere. This fixes news
and damage from land units when ships get interdicted in non-sea
sectors.
Firing damage reduction for range is a feature that was always there
and never really documented. Different ways to fire reduced damage
differently for range, or not at all. Fix that by dropping the
reduction everywhere.
The reduction happened randomly, with probability p = (d/m)^2, where d
is the distance to the target, and m is the maximum firing range. The
fire command printed "Wind deflects shells" when it happened.
The old fire command (before MULTIFIRE) either halved damage (50%
chance), or reduced it by a factor of 1-p.
MULTIFIRE's fire command halved damage. v4.0.2 reduced that loss to
10-20%.
Interdiction halved damage, but only when firing from ships.
Other ways to fire (support, return fire, interdiction from forts and
land units) did not reduce damage for range.
Commit 7ca4f412 fixed tracking of planes flying a sortie by marking
them with flag PLN_LAUNCHED. It failed to write SAMs and planes
flying missions back to the plane file, in sam_intercept() and
mission_pln_arm(). The only known problem with that is fairly
harmless: when the mission damages planes on the ground, the planes
flying it get damaged as if they were still sitting in their bases,
but the damage gets wiped out when they land.
The same issue applies to missiles. So they need to be tracked as
well. Do that in msl_hit().
While there, remove a few redundant PLN_LAUNCHED sanity checks.
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.
reco() uses 'r' for reconnaissance. sam_intercept() and
ac_intercept() use 0 for intercept. Switch air_defense() to use 0 as
well. No functional change, because 'r' and 0 behave the same, just
cleanup.
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().
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.
New pln_att(), pln_def(), pln_acc(), pln_range_max(), pln_load()
replace the struct plnstr members with the same names.
Make plane selectors att and def 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:
* Submarines with zero mobility could interdict. Change to require
positive mobility.
* Submarines with zero firing range could not interdict. Fix by
dropping the test from perform_mission(). No ships in the stock
game are affected.
* Submarines without capability torp could fire return torpedoes and
interdict. Stock sbc, nm and msb were affected by the return fire
bug. Closes bug#950936.
* Shell resupply bugs: quiet_bigdef(), fire_torp() and
perform_mission() resupplied before checking all other requirements
and could thus get more shells than actually needed.
torp() no longer resupplies shells. It's hardly worth the bother, and
fire doesn't do it either.
This takes care of a number of bugs / inconsistencies:
* Ships with zero firing range could return fire and fire support, but
not fire actively or interdict. Fix by testing for gun limit
instead in multifire() and mission(). No ships in the stock game
are affected.
* Required gun crew was inconsistent: multifire() let N military fire
max(1,floor(N/2)) guns for active fire. Ditto perform_mission() for
interdiction. quiet_bigdef() let them fire N guns for returning gun
fire. Ditto sd() for firing support and firing at boarding parties.
fire_dchrg() let them fire floor(N/2) for returning fire to
torpedoes. Unify to let N military fire floor((N+1)/2) guns.
* Shell use was inconsistent: sd() and perform_mission() used one
shell per gun, everything else one per two guns. Unify to one shell
per two guns.
* Shell resupply bugs: multifire() got two shells regardless of actual
ammo use. quiet_bigdef() got one shell (but use_ammo() uses only
one, which is a bug). sd() and perform_mission() resupplied before
checking all other requirements and could thus get more shells than
actually needed.
Before 4.0.6, depth charges required no guns, one military, did damage
like shell fire from two guns, and used two shells. Missions were not
quite consistent with that (bug). 4.0.6 changed depth charges to work
exactly like shell fire (but without updating documentation
accordingly): require guns and gun crew, non-zero firing range, scale
damage and ammunition use with guns.
Go back to the old model, but with damage like three guns, to avoid
changing the stock game's dd now (three gun damage for two shells).
Stock game's af changes from two gun damage for one shell, and nas
from four gun damage for two shells.
Factor out common depth-charging code into shp_dchrg().
Check player->cnum only when noisy. Update existing caller to pass 1.
No functional change.
(mission_pln_airbase_ok): Remove, use pln_airbase_ok() instead. No
functional change.
last, so when it was (no longer) allied, attempting to fly off it let
you test the conditions checked before that. Check owner first.
(mission_pln_airbase_ok): Matching change, to avoid diverging from
pln_airbase_ok().
bad. Before, the plane was destroyed, and the player got a message.
(pln_airbase_ok, mission_pln_airbase_ok): Oops when plane's base
sector is bad.
(pln_airbase_ok): Oops when the player doesn't own the plane. Before,
this was checked only for planes on carriers, and the plane was
destroyed, and the player got a misleading message.
more so: additionally, any of P_E, P_K, P_L satisfied any subset of
P_E, P_K, P_L. Chainsaw fixed this one in plnsub.c, but not here.
Remove, use the fixed pln_wanted() instead.
(pln_wanted): External linkage.
(get_empobj_chr): New. Get characteristics for empobj.
(mission, build_mission_list_type): Switch to use new
functions put_empobj() and get_empobj_chr().
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.