Commit graph

334 commits

Author SHA1 Message Date
Daniel Gibson
695dfbc923 Fix build with Visual Studio's builtin CMake support
For some reason MSVCs integrated CMake doesn't set CMAKE_GENERATOR_PLATFORM
so my CPU arch detection magic in CMakeLists.txt didn't work in that case..
Now (when using MSVC) the CPU architecture (D3_ARCH) is set in
neo/sys/platform.h instead (NOTE: the sys/platform.h part was merged
 in "Sync sys/platform.h, incl. Workaround for MCST-LCC compiler").
2024-03-19 03:12:45 +01:00
Daniel Gibson
bd4f0556bf CMake: Add GCC/clang-specific options: ASAN, FORCE_COLORED_OUTPUT
-DASAN=ON   enables the Address Sanitizer (ASan), if supported
-DFORCE_COLORED_OUTPUT=ON  forces GCC or Clang to use colors in their
                           messages, useful when building with ninja

Both options default to OFF (though when building with make in a
suitable terminal, GCC and clang automatically use colors)

(no UBSAN, that requires hardlinking the game with the executable,
 which is not possible in the SDK..)
2024-03-19 03:12:45 +01:00
Daniel Gibson
54fb408103 merge sys_public.h changes for gamepad support
not sure if any of this is relevant for mods, but shouldn't hurt..
2024-03-18 23:20:42 +01:00
Daniel Gibson
dbf155277b Sync sys/platform.h, incl. Workaround for MCST-LCC compiler
Workaround for MCST-LCC compiler < 1.28 version

mcst-lcc < 1.28 does not support __builtin_alloca_with_align()
Ref: http://mcst.ru/lcc
2024-03-18 23:20:42 +01:00
Daniel Gibson
25735af76e Make Sys_SetInteractiveIngameGuiActive() work better
it could happen that UIs are added to the internal list twice,
and also that the last UI wasn't removed from the list when a new one
was focused fast enough.

That should work better now, I hope I didn't break anything..
2024-03-18 23:20:42 +01:00
Daniel Gibson
0a563d5dcb Fix MSVC non-Release builds (_alloca()/assert() didn't play nice) 2024-03-18 23:20:42 +01:00
James Addison
8123900e14 Fixup: typo: 'hiehgt' -> 'height' in a few places around the codebase 2024-03-18 23:20:42 +01:00
Daniel Gibson
c8a202a125 Fix/work around other misc. compiler warnings
or, in the case of AF.cpp, at least comment on them

I think this fixes most of the remaining "interesting" GCC 12 on Linux
warnings
2024-03-18 23:20:42 +01:00
Daniel Gibson
9cb1cef572 Fix date/time handling in idParser::ExpandBuiltinDefine()
this was so broken, I think if anyone ever tried to use __DATE__ or
__TIME__ it must've crashed, either from free(curtime) (which was the
return value of ctime()) or from things like token[7] = NULL when token
was a pointer (to a single element!).

I think it could work now.

Also fixed potential memory leaks in cases that don't "return" anything
2024-03-18 23:20:42 +01:00
Daniel Gibson
3d15ce367b Work around false positive GCC -W(maybe-)uninitialized warnings
shouldn't hurt too much, and the R_IssueEntityDefCallback() code
even is a bit better now
2024-03-18 23:20:42 +01:00
Daniel Gibson
05a2d36d0e Fix GCC -W(maybe-)uninitialized warnings that at least kinda had a point 2024-03-18 23:20:42 +01:00
Daniel Gibson
4b4f4ba6ac 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 23:20:42 +01:00
Daniel Gibson
c33612dc19 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 23:20:42 +01:00
Daniel Gibson
fa448d6919 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 23:20:42 +01:00
Daniel Gibson
627af08602 Fix some ubsan warnings 2024-03-18 23:20:42 +01:00
Daniel Gibson
2307f26577 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 23:20:42 +01:00
Daniel Gibson
62daa91c07 Handle moveable_powerup_adrenaline entity, fix #28
D3BFG does the same, Vanilla d3xp was missing this, probably because
while it had scripts for moveable_powerup_adrenaline, it was never used.
2022-11-13 02:16:12 +01:00
Daniel Gibson
2e1dc5ce3e Scale crosshair to 4:3 (in d3xp/)
so it's round in widescreen resolutions
2022-05-29 00:26:07 +02:00
Daniel Gibson
d0062f4a82 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()"
2022-05-28 19:15:17 +02:00
Daniel Gibson
a16895aca6 Use idStr::Copynz() instead of strncpy()
to guarantee \0-termination
(only the applicable parts of that dhewm3 commit)
2022-05-28 19:15:17 +02:00
Daniel Gibson
8a38d12237 From dhewm3: Fix most (according to warnings) remaining 64bit issues in tool code
only the TypeInfo changes are applicable to the SDK
2022-05-28 19:15:16 +02:00
Daniel Gibson
853f934abf Remove usage of C++11 nullptr 2022-05-28 19:15:16 +02:00
Daniel Gibson
31cb617076 renderer/RenderSystem.h: Changes from dhewm3
only affect glconfig_t which I don't think any mod should use
2022-05-28 19:15:16 +02:00
Daniel Gibson
2ada15d36a 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)
2022-05-28 19:15:16 +02:00
Daniel Gibson
d955d4fe8d 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
2022-05-28 19:15:16 +02:00
Daniel Gibson
10a1e80224 Make sure MAX_OSPATH has sane size 2022-05-28 19:15:16 +02:00
Daniel Gibson
9860dab9f9 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)
2022-05-28 19:15:16 +02:00
Daniel Gibson
74a97f742c 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"
2022-05-28 19:15:16 +02:00
Daniel Gibson
44a04713bf 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)
2022-05-28 19:15:16 +02:00
Daniel Gibson
dfb9ba9864 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.
2022-05-28 19:15:16 +02:00
Turo Lamminen
c8104f1634 Silence an uninitialized variable warning 2022-05-28 19:15:16 +02:00
Turo Lamminen
18697fd998 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)
2022-05-28 19:15:16 +02:00
yamir
3b5b43d730 Fix ppc64le build 2022-05-28 19:15:16 +02:00
Daniel Gibson
d154fb4a15 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 05:01:03 +01:00
Daniel Gibson
347679c454 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 05:01:03 +01:00
Daniel Gibson
7c7a291f40 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 05:01:03 +01:00
Daniel Gibson
16821c07d0 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 05:01:03 +01:00
Daniel Gibson
fb189eec96 Enable building on Apple Silicon
(based on the commit from Petter Uvesten in the main dhewm3 repo)
2021-01-18 02:53:35 +01:00
Daniel Gibson
59aecaf6d2 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 02:53:35 +01:00
Daniel Gibson
bc9c799d94 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 02:53:35 +01:00
Daniel Gibson
6401071bc1 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 02:53:35 +01:00
Daniel Gibson
f548573c8d 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 02:53:35 +01:00
Daniel Gibson
952fd84808 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 02:53:35 +01:00
Daniel Gibson
a6ecc5e75d MSVC: Shut up Compiler warning in Matrix.h if asserts are disabled 2021-01-18 02:53:35 +01:00
Daniel Gibson
8d10759cb7 Increase Script MAX_GLOBALS in game/
It's the same value d3xp uses and thus probably a better default for
mods.
2021-01-18 02:53:35 +01:00
Daniel Gibson
6fe60ec230 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 02:53:35 +01:00
Daniel Gibson
98d77ff104 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 02:52:03 +01:00
Daniel Gibson
1b431fac6d Fix argument type of idFuncShootProjectile::*Snapshot()
it should really be idBitMsgDelta&, not idBitMsg& - it's what's used
in the base classes methods that are overridden here.
2020-01-05 03:20:21 +01:00
Daniel Gibson
6cd666e1a3 Mirroring the idLangDict changes made to the Engine for this mod
I don't think this code is really used (the string table seems to be
parsed in the engine), but better safe than sorry etc
2020-01-05 02:59:43 +01:00
Daniel Gibson
4dd8a97f73 CMake and README adjustments for Doom3: The Lost Mission 2020-01-05 02:59:54 +01:00