To recognize getaddrinfo as supported, require that the AI_* flags
passed to it be usable:
- AI_NUMERICSERV must be defined as a number or be undefined
- If ipv6=1, then AI_V4MAPPED and AI_ALL must be defined as numbers
When getaddrinfo is used, raise _WIN32_WINNT from 0x501 to 0x600.
Otherwise, lower it to 0x500.
This fixes two problems on systems where sizeof(int) < sizeof(fix64)
(which applies on most systems).
Normally, the omega cannon does not charge for ~1/3 of a
second after firing stops.
The first problem is that, if (Last_omega_fire_time + 1/3 second)
exceeds 0x80000000 (about 9.1 hours), truncation issues confuse this
rule into not applying, thus allowing the omega cannon to charge
whenever energy is available, even while firing.
The second problem is that, if GameTime64 exceeds 0x8000000000000000
(about 4459701.8 years), a sanity check that attempted to compensate for
the incorrect tracking of Last_omega_fire_time would confuse the
recharge rule into deciding that the user had always fired recently,
which would prevent the omega cannon from ever recharging. The sanity
check would reset Last_omega_fire_time when Last_omega_fire_time was in
the future relative to GameTime64. Unfortunately, Last_omega_fire_time
was only an int, so the reset truncates off the high bits of GameTime64.
This truncation is harmless when GameTime64 is less than 0x80000000,
causes the first problem when GameTime64 is not less than 0x80000000,
but is positive, and causes the second problem when GameTime64 is
negative.
These problems were mitigated in prior releases by three factors. First,
a hack resets GameTime64 when restoring from a saved game, so the
affected game needs to run for ~9.1 hours (or ~4459701.8 years) without
reloading. Second, starting a new level resets GameTime64, so the game
needs to stay on a single level for ~9.1 hours (or ~4459701.8 years).
Third, the omega cannon discharges faster than it can recharge, so even
when the first bug allowed it to charge while firing, a player could
still drain Omega_charge to zero by continuous firing. However, it
would take longer to drain due to the bug-induced concurrent recharge,
and would not be subject to the 1/3 second wait normally imposed between
depleting Omega_charge and recharge beginning.
Fix these problems by replacing Last_omega_fire_time with
Omega_recharge_delay, which is 0 when recharging is allowed or a
positive amount of frame time if recharging is disallowed due to recent
firing. Set Omega_recharge_delay to 1/3 second when the user fires.
Decrease it by up to FrameTime when omega_recharge_frame runs.
This does not fix the preexisting problem that reloading a savegame does
not update the recharge delay, which manifests two related problems.
First, firing the omega cannon and then loading a game will bring the
delay through into the save, whether or not the user had been firing
just before saving. Second, not firing the omega cannon and then
loading a game will allow the user to fire immediately on load, even if
the user had been firing when the game was saved. Future work can
address the first problem by clearing the delay, but a savegame file
modification is required to address the second problem.
------------->8-------------
#include <cstdio>
int last_fire;
long t64;
/* The test program only shows the bug on 64-bit systems */
static_assert(sizeof(last_fire) == 4, "sizeof(int) != 4");
static_assert(sizeof(t64) == 8, "sizeof(long) != 8");
void frame(bool expect_recharge, const unsigned line)
/* clang does not support __builtin_LINE, so fake it with a macro
*/
#define frame(E) frame(E, __LINE__)
{
if (last_fire > t64)
{
printf(__FILE__ ":%u:%u: last_fire=%8x t64=%16lx: last_fire > t64, resetting\n", __LINE__, line, last_fire, t64);
last_fire = t64;
}
const int time_bias = 0x5555;
if (last_fire + time_bias > t64)
{
printf(__FILE__ ":%u:%u: %5sexpect_recharge=%i last_fire=%8x t64=%16lx: last_fire recent (%16lx), refusing to recharge\n", __LINE__, line, expect_recharge ? "BUG: " : "", expect_recharge, last_fire, t64, static_cast<long>(last_fire + time_bias));
return;
}
printf(__FILE__ ":%u:%u: %5sexpect_recharge=%i last_fire=%8x t64=%16lx: last_fire old (%16lx), recharging\n", __LINE__, line, expect_recharge ? "" : "BUG: ", expect_recharge, last_fire, t64, static_cast<long>(last_fire + time_bias));
}
int main(int, char **)
{
frame(false);
t64 = 0x7fff;
frame(true);
last_fire = t64 - 4;
frame(false);
t64 = 0x7fffaaab;
frame(true);
last_fire = t64;
++t64;
frame(false);
t64 = 0x7ffffffffd;
frame(true);
last_fire = t64;
++t64;
frame(false);
t64 += 0x10000;
frame(true);
t64 = 0x7fffffffffffff00;
frame(true);
last_fire = t64;
frame(false);
t64 = 0x8000000000000000;
frame(true);
t64 += 0x800000000;
frame(true);
}
Previously, do_laser_firing_player would update Next_laser_firing_time,
then do_omega_stuff would update it again. OMEGA_BASE_TIME is smaller
than Weapon_info[OMEGA_ID].fire_wait, so the first store was overridden
by the second. As a quirk, the override was skipped if the omega cannon
was unable to fire due to object limits or due to insufficient energy,
causing those rare cases to use the longer
Weapon_info[OMEGA_ID].fire_wait delay.
Fold the omega cannon handling of Next_laser_firing_time into
do_laser_firing_player to eliminate that quirk, simplify the code, and
remove the need to recompute fire_frame_overhead from
Last_omega_fire_time.
Constructing valptridx::basic_ptr with a known-invalid magic index does
not require an array. Simplify the static_assert to reject uses of
factory functions with known-invalid magic index values. Fix the two
sites that fail with the stricter static_assert.
When File->'Play in 320x200' is chosen, use StartNewGame(Current_level_num). For now use create_new_mission and Current_level_num = 1 every time. Also remove the now redundant hacks GM_EDITOR and editor_reset_stuff_on_level.
The functions med-mark-start and med-mark-end don't exist - that's fine, still read the rest of the menus, so it can actually properly 'hide' the help menu after it's clicked on.
build_segment_list and build_object_lists are now required for _search_mode as well (i.e. required for every frame), as the segment list is no longer a set of global variables.
If a game was playing, continue playing. If it was in the main menu, return to the main menu. (If all files are put in place the editor can load again.)
This prevents newdemo_stop_playback from attempting to close Game_wind, which results in it being freed twice - in particular when switching to the editor (via delete-E) when playing a demo.
When responding to EVENT_WINDOW_CLOSE, set MainWindow to nullptr - fixing multiple issues with these dialogs including the inability to re-open them and a crash on exiting the editor.
As the UI_DIALOG client is now responsible for freeing all gadgets (via unique_ptr's), this function now causes issues where it attempts to access freed gadgets (resulting in std::runtime_error("unknown gadget kind") exception when closing the AI Properties dialog on my Macbook, for example). Removing the offending function fixes the issue.
If loading an pre-v22 save game, or loading any save where the player
died on the secret level, clear Omega_charge instead of retaining
whatever value the prior game used.