Never use "game" as library name, use the game name instead. This
allows d3xp/mods to coexist in a single (installation-)directory.
This paves the way for future `make install` or binary installers.
Additionally, the "mods" menu entry works from within the game gui.
Split fs_savepath for config files. This is in preparation for
moving the writable paths on *nix to $XDG_DATA_HOME and
$XDG_CONFIG_HOME.
Affected files: config.spec, *.cfg, doomkey, xpkey.
Apart from some minor stuff, this changes the signature of some methods
of Parser and Token classes and of the (unused) Random2 class.
That no problem though, because the calling code uses normal ints
anyway.
(Except for handling of longs in TypeInfo and win32-only Maya import stuff).
sizeof(long) == sizeof(int) on x86 and win64,
but not on 64bit (x86_64) linux/unix/osx/.. so they should be avoided.
Monsters got stuck in same places of d3xp because PVS calculations
returned that they were not in the players PVS.
This only happened on LP64 systems like Unix/Linux amd64 where
sizeof(long) == 8 - it did not happen on Win64 because it's LLP64, i.e.
sizeof(long) == 4 (like on x86 32bit).
Bit fiddling code in Pvs.cpp seemed to assume that sizeof(long) == 4
like on win32.
Fixes#7.
The original implementation was pretty broken (but not used anyway),
it is now fixed and improved a bit (got rid of one inner loop).
This (at least part of the problem) was detected by PVS-Studio,
see http://www.viva64.com/en/b/0120/ Fragment 3
Fix silly issue from 3d692b58 (sizeof(E_EVENT_SIZEOF_VEC)).
Align entity values of events to the native pointer size, which
is noticeably faster on x86_64 and fixes another assert() in
debug builds.
Past savegames with entities in events are not compatible.
The argument size of each event is checked in debug builds
and this change was missing from the x86_64 commits.
Surprisingly this didn't trigger yet with the original game,
only with the mod 'Classic Doom 3'.
First attempt at porting the EAX reverb code to EFX.
This only works when the ALC_EXT_EFX extension is supported by
the OpenAL vendor (which is not the case for the OSX supplied
framework, use OpenAL soft instead).
The current stable version of OpenAL Soft (v1.13 as of this
writing) can barely handle this additional workload, current
master is highly recommended when using this feature.
We already link to OPENAL_LIBRARY further down.
Log some debug OpenAL info, mainly so OSX users can check they are not
using Apple's OpenAL. OpenAL Soft is recommended as it fixes many
issues.
I specify it as follows:
cmake -DOPENAL_LIBRARY=/usr/local/lib/libopenal.dylib -DOPENAL_INCLUDE_DIR=/usr/local/include -GXcode ../neo/
(because FindOpenAL.cmake prefers the /System frameworks)
Found another copy in renderer/Cinematic.cpp. Move the
newer implementation from renderer/Image_files.cpp in its
own file and use the libjpeg v8c license blob (which is where
this code comes from).
Adapt README too with the v8c license.
Don't link against SDLmain.[a|lib], always compile it.
We can use pure C MinGW cross compiled libraries with MSVC, and
this is the only static library used.