Commit graph

374 commits

Author SHA1 Message Date
Daniel Gibson
3b36b6cb36 Don't use "register" keyword, it was deprecated in C++11
.. and even removed in C++17 - and before that it probably didn't do
much in most compilers
2024-03-18 23:56:51 +01:00
Daniel Gibson
7dcae96bae Fix -Wformat-security warnings - thanks James Addison!
This is based on https://github.com/dhewm/dhewm3/pull/500
by https://github.com/jayaddison

See also https://github.com/blendogames/quadrilateralcowboy/pull/4
2024-03-18 23:56:51 +01:00
Daniel Gibson
d6caed016e Fix renderlights loaded from savegames aliasing other lights
Some entities wrote the handle from gameRenderWorld->AddLightDef()
into savegames and reused it after restoring it.
That's a bad idea, because at that point the handle most likely belongs
to something else (likely some idLight). The most visible issue this
can create is that the flashlight may not work correctly after loading
a savegame with flashlight on, when it happens to alias a light that's
updated each frame to (mostly) being off..

The correct way to handle this (THAT FOR SOME REASON WAS ALREADY
IMPLEMENTED IN D3XP BUT NOT THE BASE GAME - WHY?!) is to get a fresh
handle with AddLightDef() when restoring a savegame - unless the handle
was -1, which means that the light didn't exist when saving.

fixes #495
2024-03-18 23:56:40 +01:00
Daniel Gibson
ce46ff9c9d Fix some ubsan warnings 2024-03-18 23:51:39 +01:00
Daniel Gibson
0e135ff901 StartSoundShader() event: special-case for soundName "", refs #494
Some level scripts in d3xp (erebus4, erebus4, phobos2) use
  $entity.startSoundShader( "", SND_CHANNEL_BODY );
(or whatever channel) to stop the sound currently playing there.
With s_playDefaultSound 1 that results in a beep..
Added a special case to that event implementation to call StopSound()
instead when the soundName is "" (or NULL)
2024-03-18 23:51:39 +01:00
Daniel Gibson
e093ace3e4 Improve some messages in game code
- TestHugeTranslation() prints positions (and asserts only afterwards),
  from "Work around assertion in alphalabs4, fix #409"
- idCompiler::CompileFile() prints proper filename
  from "Fix usage of invalid pointer in idCompiler::CompileFile()"
2022-05-29 01:13:53 +02:00
Daniel Gibson
3d19e0e20f Use idStr::Copynz() instead of strncpy()
to guarantee \0-termination
(only the applicable parts of that dhewm3 commit)
2022-05-29 01:13:53 +02:00
Daniel Gibson
79f58c761c From dhewm3: Fix most (according to warnings) remaining 64bit issues in tool code
only the TypeInfo changes are applicable to the SDK
2022-05-29 01:13:53 +02:00
Daniel Gibson
21aa6d4930 Remove usage of C++11 nullptr 2022-05-29 01:13:53 +02:00
Daniel Gibson
71f5ad669a renderer/RenderSystem.h: Changes from dhewm3
only affect glconfig_t which I don't think any mod should use
2022-05-29 01:13:53 +02:00
Daniel Gibson
a10ce5fb48 Add D3_(v)snprintfC99() for C99-compatible implementations
These are now used by idStr::(v)snPrintf(), and in the future can
be used if a (v)snprintf() that's guaranteed not to call
common->Warning() or similar is needed (e.g. used during early startup)
2022-05-29 01:13:53 +02:00
Daniel Gibson
cb7374790b Don't use stringDataAllocator in idStr, it's not thread-safe
idStr is used in both the main thread and the async sound thread, so
it should better be thread-safe.. idDynamicBlockAlloc is not.
Use realloc() and free() instead.

For some reason this caused a lot more crashes (due to inconsistencies
in the allocator's heap) with newer Linux distros (like XUbuntu 20.04)
and when using GCC9, while they rarely reproduced with GCC7 or on
XUbuntu 18.04

fixes #391
2022-05-29 01:13:53 +02:00
Daniel Gibson
3c28160f65 Make sure MAX_OSPATH has sane size 2022-05-29 01:13:53 +02:00
Daniel Gibson
82fbcd303f From dhewm3: Add absolute mouse mode and refactor mouse grabbing code
The only change really is adding SE_MOUSE_ABS to sysEventType_t.
In theory this breaks the ABI, but in practice I don't think mods use
sysEventType_t, and certainly not the ones above SE_MOUSE
(SE_JOYSTICK_AXIS doesn't make sense as Doom3 never supported Joysticks,
 SE_CONSOLE is for input from TTY or whatever, and doesn't make sense
 for mods to use in any way)

The change in Stub_SDL_endian.h is just me being paranoid.
(side-note: it *might* make sense to replace all that inline-asm in
 Stub_SDL_endian.h with compiler intrinsics like GCC/clangs
 __builtin_bswap* and MSVCs _byteswap_* - if they are supported in
 all relevant compiler versions. GCC supports 32 and 64 bit swaps since
 4.3, 16bit since 4.8 and 128bit since 11.x; clang supports 32 and
 64 bit swaps at least since 3.0 and 16bit swaps since 3.2;
 VS introduced _byteswap_ushort, .._ulong and .._uint64 in VS2003)
2022-05-29 01:13:53 +02:00
Daniel Gibson
c3095ef5b3 CMake: Fix D3_ARCH, theoretically support Windows on ARM
working around CMake (specifically CMAKE_SYSTEM_PROCESSOR) being useless
and related commits ported from dhewm3, up to including
"CMake: Fix typo in MSVC-specific CPU detection for x64"
2022-05-29 01:13:53 +02:00
Daniel Gibson
9ad18fbc43 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)
2022-05-29 01:13:45 +02:00
Daniel Gibson
d01f3fe8e0 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.
2022-05-29 01:10:15 +02:00
Turo Lamminen
bb1a04f4b0 Silence an uninitialized variable warning 2022-05-29 01:10:15 +02:00
Turo Lamminen
3eb66dbe1d 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)
2022-05-29 01:10:15 +02:00
yamir
2c701bdc0e Fix ppc64le build 2022-05-29 01:10:15 +02:00
Daniel Gibson
c24795b700 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 06:07:53 +01:00
Daniel Gibson
ffa6aed043 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 06:07:51 +01:00
Daniel Gibson
70f01e6c9f 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 06:06:22 +01:00
Daniel Gibson
ad2bb56fed 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)
2021-02-22 06:06:22 +01:00
Daniel Gibson
c6bc03bd76 Enable building on Apple Silicon
(based on the commit from Petter Uvesten in the main dhewm3 repo)
2021-01-18 03:05:03 +01:00
Daniel Gibson
2600ccf87f 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.
2021-01-18 03:05:03 +01:00
Daniel Gibson
1f0e16fae2 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.
2021-01-18 03:05:03 +01:00
Daniel Gibson
66f11624fe 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.
2021-01-18 03:05:03 +01:00
Daniel Gibson
335858bd5a 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.
2021-01-18 03:05:01 +01:00
Daniel Gibson
fd77b94a0d 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.
2021-01-18 03:03:56 +01:00
Daniel Gibson
a76f1c3c7c 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")
2021-01-18 03:03:56 +01:00
Daniel Gibson
53d781257a MSVC: Shut up Compiler warning in Matrix.h if asserts are disabled 2021-01-18 03:03:56 +01:00
Daniel Gibson
f3c70facd5 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
2021-01-18 03:03:56 +01:00
revility
8d0cbcc054 weapons may cast shadows now
Player weapons can now cast shadows.  Materials might need to be updated as well to fully work.
2020-05-31 22:03:38 +02:00
revility
c793d85bcb Fixed no_stamina disabling shield gauge
Commented out the no_stamina bit.  Stamina in Rivensin is used for the energy shield and not running.  If this was set in a map, the shield was disabled.  Noticeable if playing some user made maps and Hell levels in vanilla campaign.
2020-02-14 03:30:06 +01:00
Daniel Gibson
b651f9dc1d Hopefully fix "shooting arrows at Dead Souls" freezing game
For some reason the idMoveableArrow's animator didn't have a modelDef,
which caused masterAnimator->GetJointTransform() to return immediately
without setting masterAxis or masterOrigin - so they contained garbage
data which lead to NaNs which lead to trouble.

I check for that issue now to make sure they're initialized, but I'm not
100% sure this is a proper fix - the underlying issue is that this
animator has no modelDef. Is that bad? Could it create other issues?
No idea.
2019-01-05 06:09:17 +01:00
Daniel Gibson
e2f53b1b01 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 05:34:30 +01:00
revility
54a98ddfe5 ejectbrass fix
brass was not ejecting from the weapon models due to checking if view models are shown... but this is a thirdperson mod and none are used.
2018-11-22 04:11:15 +01:00
Daniel Gibson
3240589cec idProjectile::Launch() warns about missing snd_tracer 2018-11-18 19:12:43 +01:00
Daniel Gibson
53ab8e1031 Fix some (mostly Savegame-related) Crashes
Somehow I must have added that
savefile->WriteFloat( spreadCrouchFactor );
twice when merging the Ruiner/Rivensin changes into the SDK.. damn.
(As it's only read once, all data read from the savegame after it
 will be garbage)

I had a crash when creating a Savegame in idAnimState::Save(),
because animator was NULL - so I added a check for that.

The rest has been found with GCC address sanitizer (ASan)
2018-11-18 06:07:31 +01:00
revility
cf83d7a579 removed 2018 warning
binaries and assets for build 0.9.76 of Rivensin are available starting 11.15.18 at https://www.moddb.com/mods/ruiner/downloads
2018-11-16 00:38:52 +01:00
Daniel Gibson
49bea1fa78 Rename ruiner to rivensin 2018-11-12 00:15:47 +01:00
Daniel Gibson
e340c5fd87 change engine version to "dhewm3 SDK 1.5.x"
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)
2018-11-11 23:57:05 +01:00
Daniel Gibson
1fe2a59637 (Hopefully) fix one of the assertions rarely happening in Rivensen
I hope I guessed this right: This could prevent the rare assertion
in RenderWorld.cpp:954 ("bounds[0][0] <= bounds[1][0]
  && bounds[0][1] <= bounds[1][1] && bounds[0][2] <= bounds[1][2]").
2018-11-11 23:55:26 +01:00
Daniel Gibson
97aa34a2f2 cursor and ingame menu scaling
Cursor now uses 2 different guis based upon aspect ratio just like
the hud. This is due to the translations of of the cross hairs being
off if a 4:3 cursor is on top of a 16:9 render view.
Requires additional key in the player def just like the hud does.
In game menu no longer stretches. Looks much better.
This is the menu that displays the advanced controls.

(DG: based on revility's commit with same message, removed stuff already
 implemented here and cleaned up the rest a bit)
2018-11-11 23:51:42 +01:00
Daniel Gibson
b54c0ffefd Load guis/hud16_9.gui when using a widescreen resolution 2018-11-05 01:21:14 +01:00
Daniel Gibson
41573506a9 GCC/Clang: no -ffast-math
even with -fno-unsafe-math-optimizations I don't trust it.
2018-11-05 01:14:51 +01:00
revility
435b835d59
updated a few default settings
pm_crouchviewheight updated.  origin was set from near the player's stomach and not the neck
pm_thirdpersonsidescale default value reduced.  Player can still adjust the amount in the main menu.
2018-11-03 16:17:26 -04:00
revility
b26313e2ef
pm_crossHairSideScale added
Added new cvar pm_crossHairSideScale
Corrected description of pm_ProjectileOrigin....  this does not effect projectiles.  Only the tracers, models or particles attached to them.
2018-10-30 18:59:49 -04:00
revility
6caceeb84b
pm_crossHairSideScale added 2018-10-30 18:56:49 -04:00