Commit graph

302 commits

Author SHA1 Message Date
Daniel Gibson
14e6d366bf Port CMake changes from dhewm3 (up to "Fix runtime assert on PPC OS X")
- (Hopefully) better workaround for miscompiled cross products, #147
  (-ffp-contract=off)
- GCC/Clang: Remove -fno-unsafe-math-optimizations
  (redundant as long as -ffast-math isn't used)
- Fix runtime assert on PPC OS X
  (-mone-byte-bool)
2022-05-17 07:17:46 +02:00
Daniel Gibson
2e2ca7c5d5 MSVC: Treat pointer truncation warnings as errors, adjust idCVar for that
All pointer<->integer conversion truncation warnings I'm aware of are
now enabled for MSVC, to hopefully finally get that tool code 64bit-clean.

I had to adjust the idCVar code for this - it should've been safe enough
(highly unlikely that a valid pointer is exactly 0xFFFFFFFF on 64bit),
but triggered those warnings - now it should behave the same as before
but the warnings (which are now errors) are silenced.
2022-05-17 07:17:46 +02:00
Turo Lamminen
03c2b379df Silence an uninitialized variable warning 2022-05-17 07:17:46 +02:00
Turo Lamminen
6186882d35 Several commits about memcpy() and memset() from turol in idlib squashed
"Don't use memcpy in idMat2 constructor" up to "Don't use memset to zero
non-trivial type volumeIntegrals_t" from Turo Lamminen (in orig dhewm3
repo)
2022-05-17 07:17:46 +02:00
yamir
a5332a0780 Fix ppc64le build 2022-05-17 07:17:46 +02:00
Daniel Gibson
3b7cc39f28 Fix Win32/VS build on Win64 hosts
Turns out that ${CMAKE_SYSTEM_PROCESSOR} is broken on Windows
(both for Visual Studio and for 32bit MinGW/msys shells which for some
 reason seem to output x86_64 in uname -a)
2021-02-22 04:30:03 +01:00
Daniel Gibson
967815d27e Fix player's clipModel->axis when loading savegame, fixes #328
idClipModel::axis is an idMat3 rotation matrix.
Usually it's an identity matrix, but if the player is pushed around by
an idPush entity it's modified and apparently can (wrongly) remain
modified, possibly when saving while idPush is active.
This seems to happen sometimes on the crashing elevator in game/delta1.
The fix/workaround is to reset it to mat3_identity when loading a
savegame.
2021-02-22 04:30:03 +01:00
Daniel Gibson
983a3c3c37 Add information about dhewm3 build to savegames
like the dhewm3 version and the OS and architecture of the dhewm3
version that created the savegame.
Also added an internalSavegameVersion so be independent of BUILD_NUMBER

fixes #344
2021-02-22 04:30:03 +01:00
Daniel Gibson
ef2ac00ebe Fix savegame-compatibility of scripts, increase BUILD_NUMBER
"Fix "t->c->value.argSize == func->parmTotal" Assertion in Scripts, #303"
had broken old savegames because the script checksum
(idProgram::CalculateChecksum()) changed, see #344.
This is fixed now, also the BUILD_NUMBER is increased so old savegames
can be identified for a workaround.

Don't use this commit without the next one which will further modify the
savegame format (for the new BUILD_NUMBER 1305)
2021-02-21 07:01:24 +01:00
Daniel Gibson
372ae8bb73 Enable building on Apple Silicon
(based on the commit from Petter Uvesten in the main dhewm3 repo)
2021-01-18 00:51:48 +01:00
Daniel Gibson
2a649bd074 Suppress GCC8+ warnings about memcpy()/memset() on classes
.. with "no trivial copy-assignment".
All the cases I checked were harmless; as long as a class has no vptr
or owns memory (or other resources) that need to be handled properly
in the destructor, memcpy() and memset() aren't too dangerous.
2020-09-15 00:53:23 +02:00
Daniel Gibson
1e80eac345 Fix "t->c->value.argSize == func->parmTotal" Assertion in Scripts, #303
If a "class" (object) in a Script has multiple member function
prototypes, and one function implementation later calls another before
that is implemented, there was an assertion when the script was parsed
(at map start), because the size of function arguments at the call-site
didn't match what the function expected - because the function hadn't
calculated that size yet, that only happened once its own
implementation was parsed.
Now it's calculated (and stored) when the prototype/declaration is
parsed to prevent this issue, which seems to be kinda common with Mods,
esp. Script-only mods, as the release game DLLs had Assertions disabled.
2020-09-06 04:56:53 +02:00
Daniel Gibson
15ffd5df82 Disable broken idSIMD_SSE::UpSampleOGGTo44kHz()
It corrupted the stack when called with buffers allocated on the stack
and numSamples that are not a multiple of four, apparently, by writing
4 floats too many, at least in the 22KHz Stereo case..

This caused the crash described in
  https://github.com/dhewm/dhewm3/issues/303#issuecomment-678809662

Now it just uses the generic C code, like all platforms besides MSVC/x86
already do.
2020-09-06 04:54:51 +02:00
Daniel Gibson
76086703ef Fix lingering messages in HUD after loading savegame
If you save, you get a message like "Game Saved..." which goes away
after a few seconds. This happens at the very end of idPlayer::Save():
    if ( hud ) {
        hud->SetStateString( "message", /* .. left out .. */ );
        hud->HandleNamedEvent( "Message" );
    }
And handled in hud.gui, "onNamedEvent Message { ..."

However, if you save again before it's gone, it'll be shown after
loading the savegame and not go away until you save again..
This works around that issue by setting an empty message after loading
a savegame.

The underlying problem (which is not fixed!) seems to be that the
transition GUI command (that's executed when hud.gui handles the
"Message" event that's used to show this message) is probably not
properly saved/restored so fading out the message isn't continued
after loading.
2020-09-06 04:49:18 +02:00
Daniel Gibson
5e299aa5d4 Fix handling of paths with dots in dir names, fix #299, #301
idStr::StripFileExtension() (and SetFileExtension() which uses it) and
others didn't work correctly if there was a dot in a directory name,
because they just searched from last to first char for '.', so if the
current filename didn't have an extension to cut off, they'd just cut
off at any other '.' they found.
So D:\dev\doom3.data\base\maps\bla could turn into D:\dev\doom3
(or, for SetFileExtension(), D:\dev\doom3.map)

While at it, I made most of the idStr code that explicitly checked for
'\\' and '/' (and maybe ':' for AROS) use a little
"bool isDirSeparator(int c)" function so we don't have the #ifdefs
for different platforms all over the place.
2020-09-06 04:42:33 +02:00
Daniel Gibson
541ba91e61 ID_MAYBE_INLINE for not-forced inlining
On Windows, ID_INLINE does __forceinline, which is bad if the function
calls alloca() and is called in a loop..
So use just __inline there so the compiler can choose not to inline
(if called in a loop).
This didn't cause actual stack overflows as far as I know, but it could
(and MSVC warns about it).

(This includes "Fix ID_MAYBE_INLINE on non-Windows platforms")
2020-09-06 04:36:40 +02:00
Daniel Gibson
a0065803ff MSVC: Shut up Compiler warning in Matrix.h if asserts are disabled 2020-09-06 04:28:43 +02:00
Daniel Gibson
74cacadd73 Increase Script MAX_GLOBALS in game/
It's the same value d3xp uses and thus probably a better default for
mods.
2020-09-06 04:27:04 +02:00
Daniel Gibson
76529ab38f Port CMake-changes that were added to dhewm3 since the SDK was created
Make source files listing in VS usable (incl. fallback for old CMake)
CMake: Fix build in path with spaces
2020-09-06 04:09:12 +02:00
Daniel Gibson
c198d4ebeb
README: formatting 2019-01-05 06:46:40 +01:00
Daniel Gibson
f264b09915
README: Document dhewm3 specific stuff for Mods GUIs
* injecting resolution list into menus
* scaling WIN_DESKTOP GUIs to 4:3
2019-01-05 06:45:01 +01:00
Daniel Gibson
6dcc4ce912
README: Mention how to set build type on Unix 2019-01-05 06:16:14 +01:00
Daniel Gibson
cffcb77038
README: Howto build on Windows 2019-01-05 02:17:03 +01:00
Daniel Gibson
7b4b2a8684 Add first element (FT_IsDemo) to enum idCommon::FunctionType
GetAdditionalFunction() will return a function that returns true
if we're running the Doom3 demo version.

Not really relevant for mods, but I use this to enable some
Demo-specific hacks/workarounds in base.dll
Adding this here anyway to make sure the next function type added will
get another ID (maybe 2).
2019-01-04 20:29:38 +01:00
Daniel Gibson
b7d77c468a
README: Mention Fitz, link 1.5.0 binary downloads 2018-12-16 04:04:57 +01:00
Daniel Gibson
00472d7286 CMake 2.8 is sufficient
this way I can build it in my wheezy chroot for release binaries
without upgrading cmake there.
2018-12-15 05:35:12 +01:00
Daniel Gibson
85a1020490 Fix pot. Crash in idWinding2D::ExpandForAxialBox()
it could happen that i is 1 but numPlanes is still 0
(=> if for i = 0:  ( p[j] - p[i] ).LengthSqr() < 0.01f )
so planes[-1] would be accessed which of course is invalid and can crash
2018-12-09 04:23:41 +01:00
Daniel Gibson
5b3d99275f
link rivensin in the README 2018-11-29 01:45:23 +01:00
Daniel Gibson
48d83d0e6f
Link Win32 binaries from 1.5.0RC1 2018-11-12 04:09:48 +01:00
Daniel Gibson
e040194cfa README: Make existing mods its own section so it's more visible 2018-11-12 00:25:08 +01:00
Daniel Gibson
fb0708fad4 change engine version to "dhewm3 SDK 1.5.x"; no -ffast-math
it's only shown in the g_version CVar, but if we have this constant
in the SDK make it show something sensible.. and this SDK code should
be compatible with all dhewm 1.5.x releases (=> dhewm3 version will
be bumped to 1.6.x if game API compatibility is broken)

Also disabled (GCC/Clang-specific) -ffast-math - even with
 -fno-unsafe-math-optimizations I don't trust it.
2018-11-12 00:21:13 +01:00
Daniel Gibson
6d3b26e2fc idCommon::SetCallback() + GetAdditionalFunction(); GAME_API_VERSION=9
This is an ugly hack that allows both exporting additional functions
(incl. methods via static function + void* userArg) to Game DLLs
and setting callback functions from the Game DLL that the Engine will
call, without breaking the Game API (again after this change).
This is mostly meant for replacing ugly hacks with SourceHook and
similar and mods (yes, this is still an ugly hack, but less ugly).

See the huge comment in Common.h for more information.

Right now the only thing implemented is a Callback for when images
are reloaded (via reloadImages or vid_restart) - Ruiner needs that.

Also increased GAME_API_VERSION to 9, because this breaks the A[PB]I
(hopefully after the next release it won't be broken in the foreseeable
 future)
2018-09-30 05:43:42 +02:00
Daniel Gibson
02417dcecf It builds with VS 2017 now 2018-09-02 01:25:23 +02:00
Daniel Gibson
0e94dc21a3
README: Add link to hq2 branch 2018-08-28 01:09:16 +02:00
Daniel Gibson
833e210ee8
README: link cdoom and dentonmod 2018-08-27 03:46:23 +02:00
Daniel Gibson
d10891a24f
minor cosmetic changes to README 2018-08-27 03:01:18 +02:00
Daniel Gibson
35f9da4f2a Add README 2018-08-27 02:55:51 +02:00
Daniel Gibson
4dd278d6fb Make game dll names and compiler defines for mods configurable
so mod authors can tell cmake to call it mymod.dll instead of base.dll
or d3xp.dll

and the compiler defines are also easily configurable now

I also added a comment to EndLevel.cpp, which was released with the GPL
source (and in d3xp/ it already existed in the SDK), but has not been
used to build the dlls.
2018-08-26 04:47:00 +02:00
Daniel Gibson
53db277bae Make it build as SDK
I created this repo from the original dhewm3 repo, but I used
git filter-branch to kill all the files that are not needed to just
build base.dll and d3xp.dll (or .so or .dylib or whatever).
So this is basically just the files the original Doom3 SDK had, but
taken from dhewm3 instead (and thus GPL licensed and patched for
64bit-support etc) + some dhewm3 specific stuff + CMakeLists.txt
to build them.

The git filter-branch details:

filter-branch -f --prune-empty --tree-filter /tmp/killkill.sh @

## /tmp/killkill.sh:

#!/bin/sh

find . -exec /tmp/removeothers.sh {} \;

exit 0

## /tmp/removeothers.sh:

#!/bin/bash

FNAME="$1"

if [[ $FNAME == \./\.git* ]] || [[ $FNAME == \./d3xp/* ]] || [[ $FNAME == \./game/* ]]
then
	#echo "ignoring $FNAME"
	exit 0
fi

if ! grep -Fxq "$FNAME" /tmp/d3sdklist.txt
then
	#echo "REMOVING $FNAME"
	rm -rf "$FNAME"
fi

exit 0

## /tmp/d3sdklist.txt was is just a textfile with one path per line with
   all the files (and directories!) I wanted to keep, like:

.
..
./sys/platform.h
./framework/Game.h
./config.h.in
./CMakeLists.txt
## ... and all the relevant files from the SDK
2018-08-26 01:43:10 +02:00
Yamagi Burmeister
aa40145157 Lower release build optimizations from -O3 to -O2.
In the last few weeks I've played again through the game and kept an eye
on small oddities. And there're a lot of them. For example some GUIs and
videos getting stuck after the first frame (issue #192) or being unable
to protect the guy with the lamp in Alpha Labs 3. Some digging proved
that most - if not all - of these problems are caused by the compilers
optimization level. When build with -O2 both g++ 8.1 and clang 6.0.0 are
producing working code. g++ 8.1 with -O3 has some small, hard to notice
oddities, clang 6.0.0 with -O3 shows a lot of them. Since there's not
measurable difference between -O3 and -O2 just go down to the later:

x doom_o3.txt
+ doom_o2.txt
+----------------------------------------------------------------------+
|                                                               +      |
|                                      +                        *      |
|x                                     *           x            *      |
|                 |_____________________|___A______M__A_________M___|_||
+----------------------------------------------------------------------+

    N        Min           Max        Median           Avg        Stddev
x   5        173           178           177         176.4     2.0736441
+   5        176           178           178         177.2     1.0954451
2018-08-20 01:46:40 +02:00
Tobias Frost
84e5ef45bc Some spelling error fixes found during Debian build
- s/allready/already
- s/Uknown/Unknown
- s/thier/their
2018-08-20 01:46:40 +02:00
Kalamatee
b86dac5719 use the correct extension for x86 2018-08-20 01:46:40 +02:00
Kalamatee
2fb870b13f import AROS changes 2018-08-20 01:46:39 +02:00
Turo Lamminen
ae17dad2f9 Fix idStr self-assignment
Was calling memcpy with overlapping parameters which is inefficient,
undefined behavior and Valgrind complained about it.
2018-08-20 01:46:39 +02:00
Turo Lamminen
db977e6f75 Fix stack overflow in SSE code
This was checking the wrong variable so when count was < 4 it was writing
past the end of buffer and potentially breaking the stack.
2018-08-20 01:46:39 +02:00
David Carlier
45d826d31c make it compilable under openbsd 2018-08-20 01:46:39 +02:00
Daniel Gibson
b8b5f20154 Version 1.4.1 2018-08-20 01:46:39 +02:00
Daniel Gibson
4bb04c13ef 1.4.1 Release Candidate 1 2018-08-20 01:46:39 +02:00
Daniel Gibson
86c634b55c Fix new[]/delete missmatches and memory leaks found by clang's ASAN
Sometimes memory was allocated with new[] but freed with delete instead
of delete[], which is wrong.
And there were some small memory leaks, too.
Furtunately clang's AddressSanitizer detected all that so I could easily
fix it.

(There seem to be some more small memory leaks which are harder to fix,
though)
2018-08-20 01:46:39 +02:00
Daniel Gibson
018e13feef Unix: On failed assertion, break gracefully into debugger
__builtin_trap() causes an illegal instruction and thus the process
can't resume afterwards.
raise(SIGTRAP) only breaks into the debugger and thus allows to
"ignore" the assertion while debugging.
2018-08-20 01:46:39 +02:00