README: Add mod porting instructions

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Daniel Gibson 2024-06-22 17:06:27 +02:00
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README.md
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@ -79,20 +79,266 @@ for example dentonmod/ for dentonmod.so)
## How to port a Mod to dhewm3
The usual (easiest) way to port a mod is to make a diff between the mod's source
and the Doom3 SDK and apply the resulting patch to the vanilla game source (from the master branch).
Afterwards usually some manual work must be done to resolve patching conflicts and get the mod to compile.
Also, the CMakeLists.txt file must be adjusted (see the dentonmod branch for examples).
Please note that currently I only accept mods that are released under the
GPL license - the one used by Open Source Doom3 (i.e. *not* only the Doom3 SDK license) -
because neither the GPL nor the SDK license allow merging code from both licenses.
So please get permission from the mod authors first.
Yes, this unfortunately means that unless you manage to contact Sikkpin and get
his permission, there will be no Sikkmod for dhewm3 (and neither other mods that
use Sikkmod code) :-(
*(If you are Sikkpin, please get in touch!)*
The usual (easiest) way to port a mod is to make a diff between the mod's source
and the Doom3 SDK and apply the resulting patch to the vanilla game source (from the master branch).
Afterwards usually some manual work must be done to resolve patching conflicts and get the mod to compile.
Also, the CMakeLists.txt file must be adjusted (see the dentonmod branch for examples).
Here is the approximate steps I use to port a mod.
Note that you'll need basic C++ (or at least C) programming skills, so you can resolve the little
(and sometimes not-so-little) issues that (almost) always occur when porting a mod, like merge
conflicts and compiler errors due to missing `#include`s.
#### Getting the difference between the original Doom3 SDK and the Mod's source code
IMHO, the easiest way is to use a git repo of the the origin Doom3 SDK source code, copy the modified
source from the mod on top and then let git create the diff.
For your convenience, I created such a git repo: https://github.com/DanielGibson/Doom3-SDK
So clone it and switch into its directory, by running the following commands in a terminal
(on Windows, use the "Git Bash"):
* `cd doom3dev/` (change into a directory you want to put Doom3 projects in, adjust this to your needs)
* `git clone https://github.com/DanielGibson/Doom3-SDK.git`
* `cd Doom3-SDK`
Now copy the mod's source code to the correct place in the repo, usually `src/` or `src/game`,
replacing the existing files.
`git status`
shows which files have been changed,
`git diff`
will show the actual differences *(but only for files that already exist in the repo!)*; or use
`git gui`
for a GUI-based overview.
It's possible that the copied files use different line endings than the git repo, in which case git
will show lots of changes that are really none.
You can fix the line endings by running the following commands:
* `find -iname "*.cpp" -exec dos2unix {} \;`
* `find -iname "*.h" -exec dos2unix {} \;`
- *If you're on **Windows**, use `unix2dos` instead of `dos2unix`*.
Now **create a branch** for the mod in your local Doom3-SDK repo and stage all the changes,
including added files:
* `git checkout -b mymodname` (adjust the name...)
* `git add --all`
I recommend using `git gui` to check if any files have been added that are irrelevant, i.e. files
that are not source files but from build directories or in Visual Studio project files or similar
(those won't be needed for dhewm3-sdk, it uses CMake to handle the build).
You can *unstage* files or changes by clicking the file icon left of the filename
in the "Staged Changes" list to remove them from the commit (the files/changes are *not* deleted,
they will just not be committed).
> If you insist on using the commandline,
> `git status`
> will also show the staged files, and you can unstage files with
> `git rm --cached path/to/file.name`
> or unstage whole directories with
> `git rm --cached -r path/to/`
Now commit the changes, either on the commandline with
`git commit -m "imported mymodname"`
or by just typing a commit message in `git gui` and clicking "Commit" there.
Finally, to get a diff patch you can apply to the dhewm3 SDK, run the following command:
`git diff main > ../mymodname.diff`
#### Applying the mod diff to the dhewm3 SDK
First, clone the dhewm3 SDK and create a branch for the new mod, with the following terminal commands
(again, on Windows, use the "Git Bash"):
* `cd doom3dev/` (same directory as used in the other step)
* `git clone https://github.com/dhewm/dhewm3-sdk.git`
* `cd dhewm3-sdk`
* `git checkout -b mymodname`
> If you've already cloned the repo earlier, make sure to check out the `master` branch before
> creating the new branch for your mod, so the new branch is based on the unmodified gamecode,
> and make sure there are no uncommitted changes:
> * `git checkout master`
> * `git reset --hard HEAD` (undo all uncommitted changes)
> * `git pull` (get the latest changes from the dhewm3-sdk repo)
Now apply the patch with the mod's code with:
`patch -p2 -l --merge --no-backup-if-mismatch < ../mymodname.diff`
Explanation:
* `-p2` skips an additional directory layer: In the Doom3 SDK the source `src/game/`, for example,
in the dhewm3 SDK it's directly in `game/`, so `src/` must be skipped
* `-l` ignore whitespace changes, in case the mod has replaced tabs with spaces or something
* `--merge` when there are merge conflicts (patch isn't sure how to apply a change to the dhewm3 SDK),
they are marked in the corresponding source files with sections containing the new code and the old
code, marked with `<<<<<<<`, `=======` and `>>>>>>>` (see below)
* `--no-backup-if-mismatch` if this is not set, patch will create `bla.cpp.orig` (containing the
original unpatched file) for every file that's patched, we don't want that
Now look very carefully at the output the `patch` command printed to the terminal!
It often happens that some changes can't be merged automatically, and `patch will tell you about that`
like this:
```
patching file game/Misc.cpp
Hunk #1 NOT MERGED at 143-148.
```
This means that one change in game/Misc.cpp could not be merged automatically, so it must be merged manually.
`patch` then inserts something like this in that file:
```
...
switch( event ) {
case EVENT_TELEPORTPLAYER: {
entityNumber = msg.ReadBits( GENTITYNUM_BITS );
idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[entityNumber] );
if ( player != NULL && player->IsType( idPlayer::Type ) ) {
Event_TeleportPlayer( player );
}
return true;
}
default:
break;
}
<<<<<<<
return idEntity::ClientReceiveEvent( event, time, msg );
=======
// return false; // sikk - warning C4702: unreachable code
>>>>>>>
}
```
So open the file and search for "<<<<".
The first section (between `<<<<<<<` and `=======`) is the existing code of dhewm3-sdk, the second
section (between `=======` and `>>>>>>>`) is what that code looked like in the mod you're trying to
merge (in this example Sikkmod).
> In this case, both Sikkmod and dhewm3 fixed a compiler warning:
> `return idEntity::ClientReceiveEvent( event, time, msg );` used to be in the `default:` case of switch,
> and after the switch was `return false;`, which was unreachable because the function would always
> return at `default: return idEntity::ClientReceiveEvent( event, time, msg );` (if it didn't already
> return before), and the compiler warned about that unreachable code.
> *sikk* got rid of that warning by commenting out `return false;`, in dhewm3 we moved the
> `return idEntity::ClientReceiveEvent( event, time, msg );` behind the switch-case - both valid
> (and equivalent) solutions.
You need to remove the lines with `<<<<<<<` and `=======` and `>>>>>>>`, and make sure that the code that
was in this sections is merged completely, i.e. in a state that works correctly like it did in the mod.
> In this example it's simple: Just keep dhewm3's code and remove sikk's change:
> ```
> ...
> switch( event ) {
> case EVENT_TELEPORTPLAYER: {
> entityNumber = msg.ReadBits( GENTITYNUM_BITS );
> idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[entityNumber] );
> if ( player != NULL && player->IsType( idPlayer::Type ) ) {
> Event_TeleportPlayer( player );
> }
> return true;
> }
> default:
> break;
> }
>
> return idEntity::ClientReceiveEvent( event, time, msg );
> }
> ```
Sometimes it makes sense to open the file from Doom3 SDK and the patched one from dhewm3 SDK
side-by-side to compare functions with merge conflicts to see more context from the original file.
If you're *really* unlucky, `patch` will show you messages like
```
patching file d3xp/Item.cpp
Hunk #1 merged at 653.
misordered hunks! output would be garbled
Hunk #2 FAILED at 77.
misordered hunks! output would be garbled
Hunk #3 FAILED at 109.
2 out of 4 hunks FAILED -- saving rejects to file d3xp/Item.cpp.rej
```
This means that it has no idea whatsoever where that code from the patch belongs, and it will *not*
create such a merge-conflict section in the file as shown above. In that case you'll have to check
the `.rej` files for what changes have been omitted and try to merge them manually.
In this case, even the first hunk (which was supported to be around line 50) was, for reasons unclear
to me, merged at the totally wrong location so it must be fixed as well.
When merging the changes for a file fails completely, it can help to use a graphical diff and merge
tool like [meld](https://meldmerge.org/) or [kdiff3](https://kdiff3.sourceforge.net/) or
[Beyond Compare](https://www.scootersoftware.com/) to compare the file from the Doom3 SDK and the one
from the dhewm3 SDK and merge the changes in there.
However note that it will also show you differences that are unrelated to the mod, like fixes made
in dhewm3 - and the first lines of the file are always different, because in the dhewm3 SDK they
contain the [GPL license note from the Doom3 GPL release](https://github.com/dhewm/dhewm3-sdk/blob/master/d3xp/Item.cpp#L1-L27),
while in the original Doom3 SDK there usually is only a very short comment like
```
// Copyright (C) 2004 Id Software, Inc.
//
```
This is also the reason why it's easiest to create a diff in the Doom3 SDK and apply that diff
in the dhewm3 SDK (instead of using a merge tool on all files, for example): The diff only contains
the changes made in the SDK, so those copyright notices are not in the diff (unless the Mod author
changed those lines), and don't create merge conflicts in dhewm3 code.
In my experience, most of the changes from the patch are merged without any conflict, and then you'll
have a handful of `Hunk #X NOT MERGED` errors that at least can be resolved within the file.
I've only ever seen the `Hunk #X FAILED` error in one project..
<br>
Anyway, when you think you've resolved all merge conflicts, you can make double-sure like this:
`grep -r "<<<<" `
and
`grep -r ">>>>"`
both shouldn't find anything, at least not in .cpp or .h files.
Once all merge conflicts are resolved, remove any `.rej` files and commit the changes, like described
above (or just use `git gui` for that).
Don't forget to also commit added source files, if any - in fact, remember which (source) files were
added, because they're needed in the next step!
#### Build the Mod for dhewm3
Now edit `CMakeLists.txt`.
If the mod only uses the code in `game/`, you can set the `ON` in `option(D3XP "Build the d3xp/ game code" ON)`
to `OFF`, if it only uses the code in `d3xp/`, you can do the same for `option(BASE ...` (if both are used,
i.e. the mod builds two DLLs, one for the base game and one for Resurrection of Evil, leave those options as they are).
Make sure to adjust `BASE_NAME` and/or `D3XP_NAME` according to the mod directory name, for example,
the *Classic Doom 3* mod directory is called `cdoom` and it uses the source code in `game/`, so
the line is adjusted like `set(BASE_NAME "cdoom" CACHE STRING "Name of the mod...")`.
If the mod requires definitions passed to the compiler (like `-DMY_OPTION for `#ifdef MY_OPTION`),
adjust `BASE_DEFS` and/or `D3XP_DEFS` accordingly.
Last but not least, if the mod adds any source files to the SDK (instead of just modifying the
existing ones), add them to `src_game_mod` or `src_d3xp_mod`.
Look at the
[CMakeLists.txt of the Rivensen Mod](https://github.com/dhewm/dhewm3-sdk/blob/rivensin/CMakeLists.txt)
for an example that does several of the things mentioned above (disable D3XP DLL, set custom compiler
definitions, add custom source files).
Once that's done, you can finally try to build the mod, as described in the [How to build section](#how-to-build).
You'll likely get compiler errors because of missing includes, or maybe there's
`#include "../idlib/precompiled.h"` or similar somewhere which is an error because dhewm3 doesn't
have `precompiled.h` (so remove that). It's usually best to scroll up to the first compiler error
and fix it (for example, if it complains that unknown type is used, that type is likely defined in
a header that must be included) and retry building, because often further errors are caused by the
first one, and fixing it fixes several others as well, so by building again after fixing the first
you'll see which errors remain.
### Getting in touch