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.
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.
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.
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.
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.
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.
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.
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.
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.
Initially, paradrop capability was implied both by capability cargo
and by capability VTOL. Chainsaw changed para() to require cargo, and
added compile-time option PARAFLAG to additionally require new
capability para. The optional PARAFLAG rule became mandatory in
Empire 2.
Chainsaw left the old tests for "cargo or VTOL" in place. Because
para() checked "cargo and para" first, the old tests for "cargo or
VTOL" always passed, so they had no effect.
Clean them up anyway.
These missions imply the cargo type, just like bombing missions. Use
the implied type instead of cargo type parameter ip there. Parameter
ip is now optional except for missions 't' (transport) and 'd' (drop).
Simplify para() not to pass the optional cargo type. Leave drop()
alone, because always passing the type is simpler there.
pln_arm(), pln_equip(), mission_pln_arm() mission_pln_equip() took a
mission parameter encoding the kind of sortie (strategic bomb,
pinpoint bomb, transport, ...), a flag parameter to further specify
the plane's role, and a parameter ip to specify the load.
The flags argument was always either P_F (intercept), P_F | P_ESC
(escort), or zero (any other role).
With non-zero flags, mission and ip argument were not used in any way.
Use mission 'e' and null load for escorts, and remove flags.
Intercept can still be identified by mission zero.
Also change pln_mobcost() to take a mission parameter instead of
flags, so that pln_arm() and mission_pln_arm() can simply pass on
their mission.
Before, it took a sector argument, and targeted the lowest-numbered
satellite there. Rather inconvenient when your own satellite masks
one of the enemy's.
Moreover, the command could be abused to find all sectors with
satellites. Now it can "only" be abused to find satellite ids, and
whether they're in range. Still not ideal, but tolerable.
This could make production command mispredict resource-depleting level
production. Stock game is not affected. In fact, such a product
would be highly unusual.
prod() and produce() dereferenced resource uninitialized for products
depleting resource "none" (p_nrdep != 0 && p_nrndx == 0). The latter
even wrote to it.
Depleting "none" makes no sense, and the depletion is now ignored.
Before, it could conceivably crash the server or corrupt the game.
Commit 1bca66c0 added show news and commit 71bbd642 show product
without updating the help text. Fix that. The prompt is now too
long, so add option '?' to show it, and change the prompt to refer to
that.
Unlike POSIX sockets, Windows sockets are not file descriptors, but
"OS handles", with a completely separate set of functions.
However, Windows can create a file descriptor for a socket, and return
a file descriptor's underlying handle. Use that instead of wrapping
our own file descriptors around Windows file descriptors and sockets.
Remove the wrapping machinery: MAX_FDS, enum fdmap_io_type, struct
fdmap, fdmap[], nfd, get_fd(), free_fd(), set_fd(), lookup_handle(),
lookup_fd().
Rewrite SOCKET_FUNCTION(), posix_accept(), posix_socket(),
posix_close(), ftruncate(), posix_open(), posix_read(), posix_write(),
fcntl().
Remove FILE_FUNCTION(), posix_fstat(), posix_lseek(),
SHARED_FUNCTION(), and fileno(), because the system's functions now
work fine.
posix_fsync() is used only #ifdef _WIN32, remove it, and call
_commit() directly.
The old code stuffed WSA error codes into errno, which doesn't work.
Use new w32_set_winsock_errno() to retrieve, convert & stuff into
errno. Adapt inet_ntop() to set the WSA error code instead of errno,
so it can use w32_set_winsock_errno().
Move EWOULDBLOCK from sys/socket.h to w32misc.h, and drop unused
ENOTSOCK, EAFNOSUPPORT.
Use SOCKET rather than int in Windows-specific code.
Replace the fixed $1 per ETU maintenance for capital/city sectors that
are at least 60% efficient by a configurable maintenance cost, payable
regardless of efficiency. The only change in the default
configuration is that inefficient capitals now pay maintenance.
Charging sector maintenance regardless of efficiency is consistent
with unit maintenance.
New struct dchrstr member d_maint and sector-chr selector maint. Make
show_sect_build() show it. Change produce_sect() to record
maintenance in new slot p_sect[SCT_MAINT] instead of abusing
p_sect[SCT_CAPIT]. Replace the "Capital maintenance" line in budget
by "Sector maintenance".
This is for consistency with aerial mining. Seamines don't work under
bridges anyway (they did a long time ago, until Empire 2).
Making seamines work under bridges again wouldn't be hard, but it
would make the 'X' in bmaps ambiguous.
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.
Pinpointed assignments within if conditionals with spatch -sp_file
tests/bad_assign.cocci (from coccinelle-0.1.4). Cherry-picked diff
hunks affecting conditionals split over multiple lines, and cleaned
them up.