Commit graph

911 commits

Author SHA1 Message Date
Turo Lamminen
8d2d41345d Don't use memset in idMat6::Zero 2021-03-15 13:02:45 +02:00
Turo Lamminen
30175c72ae Be more careful with memcpy in idMat6 constructor 2021-03-15 13:02:45 +02:00
Turo Lamminen
669e259787 Don't use memset in idMat5::Zero 2021-03-15 13:02:45 +02:00
Turo Lamminen
6a7bb7e305 Don't use memcpy in idMat5 constructor 2021-03-15 13:02:45 +02:00
Turo Lamminen
8fa3793410 Don't use memset in idMat4::Zero 2021-03-15 13:02:45 +02:00
Turo Lamminen
57f09de425 Don't use memcpy in idMat4 constructor 2021-03-15 13:02:45 +02:00
Turo Lamminen
37ed3e9e46 Don't use memset in idMat3::Zero 2021-03-15 13:02:45 +02:00
Turo Lamminen
c67c455180 Don't use memcpy in idMat3 constructor 2021-03-15 13:02:45 +02:00
Turo Lamminen
df9d8cf0ce Don't use memcpy in idMat2 constructor 2021-03-15 13:02:45 +02:00
Daniel Gibson
c0421c9e0f Set ENGINE_VERSION to 1.5.1, remove usage of C++11 nullptr 2021-03-14 03:43:58 +01:00
Stradex
f2239c75da fix: cdkey check now properly disable in clients 2021-03-08 17:56:26 +01:00
Daniel Gibson
d54ccee1f5 Update date for reproducible builds for 1.5.1 RC3 2021-02-22 03:18:34 +01:00
Daniel Gibson
891f8720fc 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)

Also suppressed -Wclass-memaccess warnings from GCC >= 8
2021-02-22 02:48:39 +01:00
Daniel Gibson
4bd46b3e28 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.
2021-02-21 06:05:47 +01:00
Daniel Gibson
1b2baf43ad 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
2021-02-21 06:05:47 +01:00
Daniel Gibson
2c58b2fb44 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 06:05:47 +01:00
Daniel Gibson
2139a122c5 Revert "Use SDL2's own SDL2.cmake."
This reverts commit 01ac144b09.

Looks like this broke the build on some systems, because some
package managers pack SDL2Config.cmake and others pack sdl2-config.cmake
in their SDL2 development packages (for some reason, SDL2 seems
to ship both in their source, and they appear to be incompatible).

Shipping our own FindSDL2.cmake might be unclean/ugly/whatever, but
at least it works (most of the time? at least it appears to work better
than not shipping it)
2021-01-24 04:10:18 +01:00
HarrievG
5dd826ee38 Dll load errors (#1)
* Windows DLL-Load-Errors
Added error reporting using formatmessage, ignoring if the DLL just
doesn't exist, custom warning for "[193 (0xC1)] is not a valid Win32
application." (probably wrong architecture)

* update gitignore with build folder
2021-01-18 00:38:29 +01:00
Daniel Gibson
430a8f5e95 POSIX: Show errormessage if loading a (Mod) .so failed, refs #318
.. but only if the file exists.
It's ok if mods don't have their own DLL/.so, but if they do have one
and loading fails it's interesting why they failed (e.g. no access
rights, 64bit lib with 32bit executable or other way around, missing
symbols due to wrong libc version, ...)

The same should be done for Windows, but that's still TODO.
2021-01-17 06:58:13 +01:00
Daniel Gibson
117f0948e4 Posix_InitConsoleInput(): Accept everything that starts with "xterm-"
no matter if it's xterm-color or xterm-256color or whatever
2021-01-16 05:34:58 +01:00
Daniel Gibson
8f467d678b Fix build on Windows+MSVC after removing FindSDL2.cmake
I updated sdl2-config.cmake in dhewm3-libs so building on Windows with
them works again, however that required also a little change in
dhewm3's CMakeLists.txt

I also still had some uncommited changes for that fullscreen workaround
that I'm committing now.
2021-01-16 04:47:27 +01:00
Tobias Frost
01ac144b09 Use SDL2's own SDL2.cmake. 2021-01-16 04:40:38 +01:00
Daniel Gibson
9a83b3def4 Add r_fullscreenDesktop CVar for "desktop"/windowed fullscreen mode
.. that doesn't switch the display resolution, but creates a borderless
fullscreen window at current desktop resolution.
SDL2-only (SDL_WINDOW_FULLSCREEN_DESKTOP).

Doing this with an additional CVar instead of r_fullscreen 2 or similar
has the advantage that it works properly with Alt-Enter
2021-01-15 18:24:48 +01:00
Daniel Gibson
d1b0073582 Try to enforce selected fullscreen resolution
SDL has a bug (at least on Windows) where SDL_CreateWindow() with
SDL_WINDOW_FULLSCREEN doesn't use the configured resolution (if it's
higher than the current desktop resolution).
Try to work around that - based on Yamagi Quake II code.

Also, if GLimp_Init() fails, the "safe mode" fallback is now in
windowed mode instead of fullscreen mode.
2021-01-15 18:24:48 +01:00
Tobias Frost
8c699cd030 s/referneces/references 2021-01-15 18:00:25 +01:00
Boris I. Bendovsky
fa51007a6f Calculate EFX occlusion as in Creative's EFX-Util 2021-01-15 17:57:39 +01:00
Boris I. Bendovsky
432b86fdeb Calculate EFX density as in EFX-Util 2021-01-15 17:57:17 +01:00
Daniel Gibson
7297ebcaf6 Fix fonts on Big Endian systems, fixes #148
The code used #ifdef __ppc__, probably a leftover from old Mac support,
which apparently doesn't work on all PPC systems (maybe not 64bit PPC).

Now using the LittleFloat() function instead which exists for
exactly this purpose and already handles endianess properly.
2021-01-14 12:25:22 +01:00
Petter Uvesten
bbe30e300c Enable building on Apple Silicon 2020-11-02 06:01:02 +01:00
Daniel Gibson
c4c7236352 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.
2020-09-05 20:46:01 +02:00
Daniel Gibson
c684c38f2d SDL2: Create window on display the cursor is currently on, fix #309
I hope this provides a good enough way to "select" the display to play on.
2020-09-05 20:31:14 +02:00
Daniel Gibson
12fa3eb814 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.
2020-09-05 20:28:03 +02:00
Daniel Gibson
8b66bad68f Windows/VS: Fix Build with VS2019 integrated CMake, set startup project
Apparently VS2019 (or its integrated CMake?) interpreted
add_definitions(/MP) as "also pass it to rc.exe" which didn't like it..
no idea why this worked before, but now it seems to work everywhere.
fix #304

Also set VS_STARTUP_PROJECT so when launching the debugger in VS it doesn't
try to launch ALL_BUILD (...) but dhewm3.
2020-08-02 04:41:45 +02:00
Daniel Gibson
7d2bda07a3 Don't use translation in Autosave filenames, fixes #305
idSessionLocal::SaveGame() uses saveName for both the description in
savegames/bla.txt and the filename itself ("bla" in this case), which
is a "scrubbed" version of that string ("file extension" removed,
problematic chars replaced with '_').
In case of Autosaves, MoveToNewMap() passes a translated name of the
map as saveName, which makes sense for the description, but not so much
for the filename.
In Spanish the Alpha Labs names are like "LAB. ALFA 1", "LAB. ALFA 2" ..
and everything after "LAB" is cut off as a file extension - so every
autosave of an Alpha Labs part overwrites the last one, as they all get
the same name...

The solution is to pass an additional (optional) argument saveFileName
to idSessionLocal::SaveGame(), and for autosaves pass the mapname
(which is the filename without .map; yes, it might contain slashes,
but the scrubber will turn them into _) instead of the translated name
as saveFileName.
2020-08-02 03:48:25 +02:00
Daniel Gibson
d708fbd974 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.
2020-07-27 03:39:12 +02:00
Daniel Gibson
d98fd2739f 1.5.1 RC2 2020-07-21 15:01:15 +02:00
Daniel Gibson
aa77e49de7 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.
2020-07-21 05:58:44 +02:00
Daniel Gibson
b9e13d2f17 Make switching from Radiant to game work
the game was frozen (the main menu and console worked though) when
switching from the Radiant to the engine (with F2 or that button).
Turned out common->ActivateTool( false ) must be called if the game window
has forcus, so idSessionLocal::Frame() doesn't return early (and thus not
run the game code).

Furthermore, there was no sound when switching from Radiant to the game,
because the SoundWorld was set to sth editor-specific. Fixed that as well.
2020-07-20 05:06:57 +02:00
Daniel Gibson
31e26856e0 (Hopefully) fix Editors messing up game viewport for good, fix #300
I worked around the issue for the particle editor, but now it turned out
it can also somehow happen when switching from the Radiant to the Engine
(with F2), so I implemented the "proper" fix of restoring
glConfig.vidWidth/Height, that are overwritten in
RenderSystemLocal::BeginFrame(), in RenderSystemLocal::EndFrame().
2020-07-20 05:01:51 +02:00
Daniel Gibson
28e83b27a1 Make sure / or C:\ doesn't get search by idFileSystemLocal::ListMods()
That could happen if the searchpath was "" (like the default value of
fs_cdpath ...).
I don't think it could do any damage, but it's confusing (if "developer"
CVar is enabled) and pointless.
It caused lots of "Non-portable: path contains uppercase characters: .."
Warnings, which now also become more readable by adding a newline.
2020-07-20 02:19:11 +02:00
Dave Nicolson
3e8601e925 Restore deleted file 2020-07-19 16:18:35 +02:00
Daniel Gibson
f3a4d92d33 Remove C++11-isms
accidentally used nullptr instead of NULL, oops..
2020-07-13 05:34:13 +02:00
Daniel Gibson
80f9a5ca52 dhewm3 1.5.1 RC1 2020-07-13 01:39:52 +02:00
Daniel Gibson
5e7019ebfe Support reproducible builds, fixes #172
If REPRODUCIBLE_BUILD is enabled in CMake, the code will not use
__DATE__ or __TIME__ macros, but instead hardcoded values.

Wherever __DATE__ or __TIME__ were previously used, we now use
ID__DATE__ and ID__TIME__, which are either set to hardcoded values or
to __DATE__ and __TIME__ in neo/framework/Licensee.h.
2020-07-13 01:33:40 +02:00
Daniel Gibson
504b572ae4 Update sounds at ~60Hz instead of ~10Hz, fixes #141
For some reason sounds were only updated/started about every 100ms,
which could lead to delays of up to around 100ms after a sound gets
started (with idSoundEmitterLocal::StartSound()) until OpenAL is finally
told to play the sound.
Also, the actual delay drifted over time between 1ms and 100ms, as the
sound ticks weren't a fixed multiple of the (16ms) gameticks - and the
sound updates didn't even happen at the regular 92-94ms intervals they
should because they run in the async thread which only updates every
16ms...
Because of this, the machine gun and other rapid firing weapons sounded
like they shot in bursts or left out shots occasionally, even though
they don't.
Anyway, now sound is updated every 16ms in the async thread so delays
are <= 16ms and hopefully less noticeable.

You can still get the old behavior with com_asyncSound 2 if you want.
2020-07-12 04:43:53 +02:00
Daniel Gibson
e6f3713169 OpenAL: Try to reset disconnected devices, fixes #209
OpenAL devices can disconnect, and with some luck they're back after
a few seconds. This especially seems to happen with Intels Windows GPU
driver and display-audio when switching the resolution or enabling
fullscreen, see #209
Now a disconnect is detected and we try to reset the device for 20
seconds, hoping it comes back. This needs at least openal-soft 1.17.0
to build and 1.20.0 or newer to actually work.

Also added missing stub functions in openal_stub.cpp (used by dedicated
server so it doesn't have to link libopenal)
2020-06-01 22:13:41 +02:00
Daniel Gibson
964efa191d Disable sound if initializing OpenAL failed, fixes #292
idSoundSystemLocal::Init() didn't consider the case that opening the
default device (alcOpenDevice(NULL)) could fail, but this can happen if no
audio devices exist (or all are disabled or they're sleeping bluetooth
headphones or whatever).
Starting a map failed then with
  ERROR: idSoundCache: error generating OpenAL hardware buffer
Now this and "s_noSound 1" are handled the same and one can play.
2020-06-01 22:13:41 +02:00
Daniel Gibson
5919717d05 Fix looping .wav sounds with leadin, fixes #291
If the main sound in a shader was a .wav
(soundShader->entries[0]->hardwareBuffer == true), only that sound was
played (and looped with AL_LOOPING), even if a leadin was configured.
If the main sound was an .ogg it worked.
Not it should always work.
2020-06-01 22:13:41 +02:00
Daniel Gibson
e24b62d3e0 Use g_hitEffect CVar variable directly instead of getting it by name
No need to do a lookup of the CVar by name every time the player is hit,
we can just access the variable holding it.
2020-05-30 05:41:22 +02:00
Maksim Zinal
75e9af81e1 Fixed SIGSEGV caused to references to already deleted data values in idWindow ops and updateVars 2020-05-30 05:28:40 +02:00
dobosken
e93ba6ce0c Added "g_hitEffect" CVar to disable damage effects to the player camera
Defaults to "1" (on) so the default behavior is like in the original
game, but setting it to 0 disables the effects.
2020-05-30 05:23:13 +02:00
Stradex
bbbc23dbdd Master server working again 2020-05-28 00:18:54 +02:00
C.W. Betts
88559af603 Update Mac source
Remove the rsrc file (unused)
-[NSString cString] is deprecated. Use -[NSString UTF8String] instead.
2020-05-27 01:29:26 +02:00
Corey O'Connor
636c3a0b54 ignore errors unloading OpenAL data. mitigates #178 2020-01-30 01:08:10 +01:00
Daniel Gibson
b4a029c234 Fix ID_MAYBE_INLINE on non-Windows platforms 2020-01-16 20:43:38 +01:00
Daniel Gibson
b756276b54 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).
2020-01-11 16:15:34 +01:00
Daniel Gibson
aca8c24c3a Assertions in _alloca() and _alloca16() for too big stack allocations
not on Windows though, for some reason MSVC doesn't like my ugly
hack to add an assert() to the _alloca16() macro :-/
2020-01-11 16:14:43 +01:00
Daniel Gibson
bcf647cf71 Prevent stackoverflow in R_DeriveTangentsWithoutNormals()
turns out tri->numIndexes can be quite big so _alloca16() would be
called with >1MB - and the Win32 stack only is 1MB, so that overflows.
As a workaround, use Mem_Alloc16() if we need >600KB

was reported in #265
2020-01-11 15:39:34 +01:00
Daniel Gibson
dd7a6b2832 idLangDict: Workaround for Doom3: Lost Mission stringtables #265
The Doom3: Lost Mission (aka D3LE) mod uses string table entry keys that
don't follow the proper Doom3 scheme of "#str_01234", but look like
"#str_adil_exis_pda_01_audio_info" - the "hash" algorithm of idLangDict,
which basically just converts the number after "#str_" into an int,
probably doesn't work very well with this and there was an assertion
to prevent this..
However, it seems to work well enough, so now I only print one warning
for the first "invalid" key and otherwise accept those keys.

The stringtable (strings/*.lang) also has font-related entries
(like "#font" "Chainlink_Semi-Bold") that triggered another assertion,
now everything that starts with "#font" is silently skipped.
2020-01-05 02:34:53 +01:00
Daniel Gibson
f24f18a61e Use OpenGL2 glStencilOpSeparate() for shadows, if available
can be enabled/disabled with the r_useStencilOpSeparate for comparisons

(like Z-Fail, this doesn't really seem to make a difference on my main
 machine, neither on my RPi4)

Partly based on Pat Raynor's Code:
2933cb5545/neo/renderer/draw_stencilshadow.cpp
2019-11-03 03:13:21 +01:00
Daniel Gibson
aeb03cc4e4 Allow switching off "Carmacks Reverse" via CVar r_useCarmacksReverse
mainly useful for comparisons

The Z-Fail code is based on Leith Bade's code by the way:
d4de024341
2019-11-03 03:13:21 +01:00
Leith Bade
b6b5827aff Put back the old patented "Carmack's Reverse" depth fail stencil shadow technique. 2019-11-03 00:19:03 +01:00
Dan Church
9110437e2d Fix FTBFS 2019-10-08 23:21:34 +02:00
Victor Diego Alejandro Diaz Urbaneja
80d9c79944 Making AlpineLinux Compatible 2019-10-07 19:05:15 +02:00
Victor Diego Alejandro Diaz Urbaneja
6c7f8b1b07 Making AlpineLinux Compatible 2019-10-07 19:05:15 +02:00
yamir
12fa28b260 Fix ppc64le build 2019-09-11 13:02:55 -01:00
Daniel Gibson
04a50e1927 Recreate s_scantokey_* tables in win_input.cpp to fix MinGW build
the tables contain character constants like ('ä') that are supposed to
be interpreted as ISO8859-1 or WINDOWS-1252 or sth, but that doesn't
seem to work with MinGW (anymore) - seems like it assumes UTF-8 by
default, and for some reason -finput-charset=ISO8859-1 doesn't help
either, it complains about multichar character constants then..

Anyway, now the table entries are represented as the corresponding
integer constants which seems to work as intended.

Fixes #238
2019-06-17 03:50:07 +02:00
Daniel Gibson
e33921a28a Fix build with CMake < 3.8 by replacing source_group() with stub
dhewm3 uses source_group(TREE ...) which is only supported in
CMake 3.8 and newer.
As it's only cosmetical (so files show up in correct path in IDEs like
Visual Studio), I just replace the source_group() function with a dummy
for affected CMake versions. At least people can still compile then..

fixes #232
2019-04-08 00:59:31 +02:00
Daniel Gibson
3a763fc685 Merge branch 'tools'
Bringing back support for the (MFC-based Windows-only) editing tools.
Only tested 32bit (not sure if the code is 64bit-clean), needs a
"proper" (non-Express) version of Visual Studio *including* MFC support,
tested the free "Community" Editions of VS 2013 and 2017.
(For VS2013 I needed to install the "Visual C++ MFC MBCS Library for
Visual Studio 2013" because it either didn't include MFC support at all
or only the wrong version, don't remember, you'll need that one anyway)
2019-03-11 01:30:26 +01:00
Daniel Gibson
5c1e1d7708 Fix ParticleEditor's Materialpicker screwing up ViewPort
In short, it uses a idGLDrawableMaterial widget that calls
renderSystem->BeginFrame(w, h); (with w and h being small for the texture
preview window) and BeginFrame() sets glConfig.vidWidth and vidHeight to
w/h and that never got reset to the original value (window width/height).
This breaks everything because for some reason
renderSystem->GetSCreenWidth()/Height() return glConfig.vidWidth/Height
so it will just continue to render everything at that resolution (in a
small rectangle on the lower left corner of the window).
This bug has already existed in Doom3 1.3.1 (but was less noticable because
apparently  when switching away from Doom3 and back to the window it reset
vidWidth/Height to the window resolution)
I only implemented a workaround (restore glConfig.vid* after rendering the
texture preview), it's possible that the same issue exists in other
(probably editor-) code - but a "proper fix" might also break code (and I'm
not super-familiar with the editor code or even just using them)
2019-03-10 05:23:06 +01:00
Daniel Gibson
b0d022f559 Fix crash when selecting nonexistant texture in D3Radiant
When selecting a texture in Inspectors -> Media -> Textures that doesn't
really exist (.mtr defines it, but referenced image files are missing),
the game/editor used to crash.
The problem was that somehow people thought the best way to communicate
that a file wasn't found was by setting the timestamp to 0xFFFFFFFF
and then checking for that - sometimes (incorrectly) by comparing it to -1.
That worked for 32bit ID_TIME_T (typedefed to time_t), but not with 64bit
time_t, which now seems to be the default for Win32 in VS.
So I replaced a few -1 and 0xFF... with FILE_NOT_FOUND_TIMESTAMP and now it
works.
FILE_NOT_FOUND_TIMESTAMP is still defined as 0xFFFFFFFF, maybe I should
change that, unsure if that'd break anything though..
When changing it one should keep in mind that time_t might still be 32bit
on some platforms (Linux x86?) so that should still work.. (-1 could work)
2019-03-10 05:11:33 +01:00
Dmitry Marakasov
17c10d40a5 Fix build on powerpc but not mac
...by including `vecLib/vecLib.h` only on `__APPLE__`, and not just any `__ppc__`

From https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=235668:

> On powerpc* platforms vecLib/vecLib.h is included by default.
> This header is only available on Mac OS X, so remove it. It
> doesn't seem to be actually needed to compile this port.
2019-02-14 16:53:38 +01:00
Klez
31e877e7e4 Compilation fix on 64 bit macOS. Upgrade min SDK version
Upgrade CMakeLists.txt minimum SDK version for compiling in macOS to v.10.9 "Mavericks" for 64 bit builds.
Until now, make failed with this error:

warning: include path for stdlibc++ headers not found; pass '-std=libc++' on the command line to use the libc++ standard library instead [-Wstdlibcxx-not-found]
In file included from /Juegos/dhewm3/neo/idlib/bv/Bounds.cpp:29:
/Juegos/dhewm3/neo/sys/platform.h:185:10: fatal error: 'cstddef' file not found
#include <cstddef>
         ^~~~~~~~~
1 warning and 1 error generated.
2019-01-15 16:28:07 +01:00
Daniel Gibson
9a95a2a1cf Building with editor support (on Win w/ VS2017) works \o/
Editor also seems to start, didn't test much further.

Only tested 32bit Windows, I fear the editor code isn't 64bit clean..

I hope I haven't broken anything elsewhere..
2019-01-13 22:52:28 +01:00
Daniel Gibson
596d40d5c9 MSVC: Shut up Compiler warning in Matrix.h if asserts are disabled 2019-01-13 22:12:36 +01:00
Daniel Gibson
c60f630eea GUI Editor code/integration from SteelStorm2, doesn't build yet 2019-01-13 22:12:36 +01:00
Daniel Gibson
08970f186d CMake: Don't try to find X11
causes trouble on macOS, and we shouldn't interact with X11 directly
anyway, because SDL does it for us.
OpenBSD apparently needed it (at least it was added for OpenBSD
support), but the only place I can imagine it being needed is the
superfluous #include <SDL_syswm.h> in neo/sys/glimp.cpp - which I now
removed. In case it's needed after all please tell me, then I'll add it
again - but guarded by if(os STREQUALS "OpenBSD") or however one checks
for OpenBSD in CMake.
2019-01-13 19:06:32 +01:00
Daniel Gibson
cd0ec54991 CMake: Fix build in path with spaces
fixes #174
2019-01-13 19:03:12 +01:00
Yamagi Burmeister
48b8c199d9 We need to link libexecinfo for the backtrace() functions on FreeBSD. 2019-01-13 18:39:10 +01:00
Daniel Gibson
1320e29aaf Implement Signal-Handlers for POSIX systems, incl. SIGTTIN/SIGTTOU
handling SIGTTIN/OU allows running Doom3 in the background (or even
sending it to the background with Ctrl-Z + bg) by disabling TTY input
(before it would get stuck when run in background without +set in_tty 0,
 see #215)

While at it, I also added signal handlers for some common crash signals
(SIGILL, SIGABRT, SIGFPE, SIGSEGV) to print a backtrace before exiting
the game (partly based on Yamagi Quake II code).
2019-01-13 07:07:39 +01:00
Daniel Gibson
bd39f9ecf2 CMake: Make source files listing in VS usable
For some reason CMake thinks it's a great default to display all the source
files of a project in Visual Studio as a flat list (instead of in the
directory structure they're physically in).
source_group(TREE ...) *per project/"target"* helps.

Also, so far there was no reason to list or otherwise use header files
in CMakeLists.txt - but for them to turn up in VS they must be added to
the source lists. I've done that, but I'm sloppily globbing them instead
of adding each headder manually like it's done for the source files
(because it doesn't matter if a header that's not really used turns up
in those lists)
2019-01-07 15:06:59 +01:00
Daniel Gibson
6a507c6a5b Windows: Don't put stdout.txt and stderr.txt into binary dir
It might not be writable.. which will cause game startup to fail.
Put them in My Documents/My Games/dhewm3/ instead, like the save games.
2019-01-07 15:06:59 +01:00
Daniel Gibson
fa363ab5ef Fallback to demo/ should work better now
i.e. also when not starting the game with +set fs_basepath /bla/
2019-01-07 15:06:59 +01:00
Daniel Gibson
efd814a4e0 Fall back to demo/ if no gamedata can be found in base/
The demo game data is in demo/ instead of base/, so try to fall back
to that to cause minimal confusion.
2019-01-07 15:06:59 +01:00
Daniel Gibson
42886f0e4b Modify check for Demo version to not break Game DLL ABI
Changing idSession would break the interface for Game DLLs, making the
existing ports of Mods incompatible.
Luckily we have idCommon::GetAdditionalFunction() for cases like this..

Also added a check for WEAPON_NETFIRING in idWeapon::EnterCinematic(),
I got an Assert() there in Debug builds.

Running the Demo seems to work now, at least I could finish it without
any problems (ignoring some warnings in the console)
2019-01-07 15:06:59 +01:00
Daniel Gibson
cf35cecbc7 Revert changes for Demo to d3xp/ - Demo only needs game/ code 2019-01-07 15:06:59 +01:00
gab
7d9d8680e1 Additional fix 2019-01-07 15:06:59 +01:00
gab
12629e1f66 Support for D3 demo data files (minimum viable changes) 2019-01-07 15:06:59 +01:00
Daniel Gibson
53e0db9f41 Bump version to 1.5.1pre
this is not 1.5.0 anymore.
2019-01-07 15:06:59 +01:00
Daniel Gibson
593141651a Fix ModWiki links in --help text, link Mods page in README 2018-12-21 04:49:00 +01:00
Daniel Gibson
9822aea458 Change version to 1.5.0
I think the release is ready, not 100% sure though
2018-12-15 05:49:59 +01:00
Daniel Gibson
f11c176f67 CMake: LINUX_RELEASE_BINS option that sets RPATH $ORIGIN/libs/
so we can bundle some libs with dhewm3 for Linux binaries
2018-12-15 05:49:19 +01:00
Daniel Gibson
1d647fcad8 make com_fixedTic CVAR_ARCHIVE 2018-12-15 00:55:34 +01:00
Daniel Gibson
5c813ee738 Allow com_fixedtic -1 (unlimited framerate)
it's not enabled by default, but Revility said it works.
2018-12-09 06:21:17 +01:00
Daniel Gibson
3ab553bcf9 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 04:16:43 +01:00
Daniel Gibson
bca648709f Only set LINUX_DEFAULT_PATH in Licensee.h if not already set
allows setting it from the build system - I think OpenBSD at least
used to use this.
2018-12-09 04:12:22 +01:00
Daniel Gibson
807b329fb7 A little change to minizips ioapi.h for OpenBSD 2018-11-23 00:20:02 +01:00
Daniel Gibson
f982f2c1dd dhewm3 1.5.0 RC2
releasing RC2 with the SDL workaround so it runs smoothly again
on Windows
2018-11-20 14:54:39 +01:00
Daniel Gibson
d6773d304f Work around SDL bug that causes little freezes, see #188 2018-11-20 14:19:11 +01:00
Daniel Gibson
a2c99f9fca dhewm3 1.5.0rc1, link Mods/SDK repo in README
I decided that the next version will be 1.5.0 (not 1.4.2), because the
game DLL interface has changed since 1.4.1
2018-11-11 23:31:55 +01:00
Daniel Gibson
4e2f2c6241 Show dhewm3 version in window title 2018-11-11 23:24:07 +01:00
Daniel Gibson
3ca51bd73e Disable Assertions in Release builds
and handle the potential problem detected by one assert() that
apparently occurs (very rarely) with Ruiner/Riveness.
2018-11-11 23:21:23 +01:00
Daniel Gibson
4a94ec0ac0 Output --help text to Console window on Windows
(that Console thing they wrote for the dedicated server which is also used
by Sys_Error())
2018-11-10 20:28:02 +01:00
Daniel Gibson
f5dfdead43 Do the cursor/crosshair scaling to 4:3 also when loading savegame 2018-11-05 04:54:53 +01:00
Daniel Gibson
f407b2b8e9 Increase Script MAX_GLOBALS in vanilla game DLL
It's the same value d3xp uses.
This is for mods that have their own (more complex) scripts, but use
the standard base.dll/.so
2018-11-05 04:33:57 +01:00
Daniel Gibson
cd0a11f974 Allow scaling non-menu WIN_DESKTOP GUIs to 4:3
WIN_DESKTOP means that this can currently only be set for the top-level
window in a .gui (all its subwindows/widgets will be scaled implicitly)

There are two ways to make a GUI use this:
1. in the .gui add a window variable "scaleto43 1", like
    windowDef Desktop {
	rect	0 ,0 ,640 ,480
	nocursor	1
	float	talk 	0

	scaleto43 1

	// .. etc rest of windowDef

2. When creating the GUI from C++ code, you can afterwards make the
   UserInterface scale to 4:3 like this:
    idUserInterface* ui = Whatever(); // create it
    ui->SetStateBool("scaleto43", true);
    ui->StateChanged(gameLocal.time);
   Both lines are important!

As you can see in my changes to Player.cpp, my primary usecase for this
is the cursor/crosshair GUI.
2018-11-05 04:33:57 +01:00
Daniel Gibson
6c1efd5a29 GCC/Clang: Don't use -ffast-math, Debug Build with -O0
I don't trust -ffast-math, not even with -fno-unsafe-math-optimizations
2018-11-05 04:33:57 +01:00
Tobias Frost
be5f1dac91 Revise patch after comments 2018-10-28 19:53:39 +01:00
Daniel Gibson
e41bf2b147 Scale "Menu" GUIs (incl. PDA + fullscreen vids) to 4:3
So stuff doesn't look so distorted in widescreen resolutions.
Implies that there are black bars on the left/right then..

Can be disabled with "r_scaleMenusTo43 0"

Does *not* affect the HUD (incl. crosshair) - scaling it automagically
would be very hard (or impossible), because it doesn't only render
the crosshair, healthpoints etc, but also fullscreen effects like the
screen turning red when the player is hit - and fullscreen effects
would look very shitty if they didn't cover the whole screen but had
"empty" bars on left/right.

(Mostly) fixes #188 and #189
2018-10-28 05:29:11 +01:00
Daniel Gibson
7a8f0e9fdb Allow injecting video mode list into Mod menus
Mods that have their own video settings menu can tell dhewm3 to replace
the "choices" and "values" entries in their choiceDef with the
resolutions supported by dhewm3 (and corresponding modes).
So if we add new video modes to dhewm3, they'll automatically appear in
the menu without changing the .gui
To enable this, the mod authors only need to add a "injectResolutions 1"
entry to their resolution choiceDef. By default, the first entry will
be "r_custom*" for r_mode -1, which means "custom resolution, use
r_customWidth and r_customHeight".
If that entry shoud be disabled for the mod, just add another entry:
"injectCustomResolutionMode 0"
2018-10-21 23:56:38 +02:00
Daniel Gibson
519cc68b0e idCommon::SetCallback() and GetAdditionalFunction() - for Mods
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 05:06:20 +02:00
Daniel Gibson
9e2b73bff6 Implement --help cmdline arg, set version to 1.4.2pre
if --help or -h or -help or -? or /? is passed as commandline argument,
the help is printed (to stdout) and then the game quits.
The help shows some helpful commandline arguments, including how to
tell the engine where to find the game data, how to set the resolution
and more
2018-09-03 04:11:46 +02:00
Yamagi Burmeister
4a6327d87a Fix entering the menu or saving the game stopping some sounds.
If an OpenAL source runs out of samples it transisions into state
AL_STOPPED. That happens if we're entering the menu (which switches
to another soundworld) and when saving the game (because the game
blocks for some milliseconds). Work around this by adding a new
field 'stopped' to the channel state and use that to determine if
a sound was stopped. And not AL_STOPPED like before.
2018-08-19 16:58:44 +02:00
Daniel Gibson
84a70a3a05 Tell Windows we're High DPI aware, (hopefully) fixes #191
taken (with permission) from Yamagi Quake II, thanks a lot!
2018-07-14 20:54:21 +02:00
Yamagi Burmeister
043f0dfaa0 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
2018-07-03 13:34:45 -01:00
Tobias Frost
dbb90b7565 Some spelling error fixes found during Debian build
- s/allready/already
- s/Uknown/Unknown
- s/thier/their
2018-06-30 00:08:45 -01:00
Andre Heider
83b358ddbe Fix color glitches on cinematics for selected archs
These two casts assumed char is signed, which is not a valid assumption.
Be explicit.

Fixes idlogo.roq on e.g. aarch64.
2018-02-23 13:40:11 +01:00
Andre Heider
bbcb2b00dc Fix endless loop with in_tty on selected archs
Ran into this on aarch64.

Quoting http://c-faq.com/stdio/getcharc.html
"The bug can go undetected for a long time" :)

Fixes #102
2018-02-22 22:42:00 +01:00
Daniel Gibson
3c01757d27 Scale down volume of all sounds, fixes #179
so even with many loud sounds the overall volume isn't reduced by
OpenAL - apparently OpenAL scales down all sounds temporarily if the
mixed result would be too loud or sth like that.
Just sending all sounds to OpenAL with a lower volume prevents that from
happening (just set your system speaker volume a bit higher if needed).
This problem was especially noticable when shooting at metal walls with
the shotgun (each pellet produces an impact sound so it gets kinda loud)
2018-02-12 03:31:34 +01:00
Daniel Gibson
ebac192352 Don't Shut down the game with Error() if OpenAL buffer commands fail
based on a Patch from https://github.com/PROPHESSOR, see
https://github.com/dhewm/dhewm3/pull/184
(I added a common->Warning() as a compromise between common->Error()
 and just ignoring the error)
2018-02-12 03:31:34 +01:00
Kalamatee
c8cdb641d4 # move the AROS specific folder icon and default.cfg mmakefile.src under neo/sys/aros/setup
# add a comment to the top level AROS mmakefile.src to clarify that it is specifically for AROS.
2017-04-22 16:21:14 +02:00
Kalamatee
c482b2da13 update for AROS build system changes. Use the defined flags in case the compiler doesn't support them. 2017-04-22 16:21:14 +02:00
Kalamatee
7a2da3127e update for AROS trunk changes 2017-04-22 16:21:14 +02:00
Kalamatee
edf3b077ce use the correct extension for x86 2017-04-22 16:21:14 +02:00
Kalamatee
4813718954 use socklen_t 2017-04-22 16:21:14 +02:00
Kalamatee
315d66f8f8 rename the resurrection of evil files to just "ROE". 2017-04-22 16:21:14 +02:00
Kalamatee
17c66c3da0 pass static-libstdc++ via USER_LDFLAGS 2017-04-22 16:21:14 +02:00
Kalamatee
1a7c574dce delint 2017-04-22 16:21:14 +02:00
Kalamatee
d1fe0b7cb3 add dependency on libjpeg 2017-04-02 00:42:29 +01:00
Kalamatee
f83e270cdb revert changes committed in error 2017-04-02 00:42:28 +01:00
Kalamatee
46279bf11f import AROS changes 2017-04-02 00:42:28 +01:00
Turo Lamminen
d535e54c90 Add 2560x1440 screen mode 2017-04-02 00:48:40 +02:00
Turo Lamminen
9e628e8474 Fix read from uninitialized part of buffer
According to "man 2 readlink": "readlink() does not append a null byte to buf."
I have no idea how this worked up to now.
2017-03-14 22:19:20 +01:00
Turo Lamminen
5da6374663 Fix idStr self-assignment
Was calling memcpy with overlapping parameters which is inefficient,
undefined behavior and Valgrind complained about it.
2017-03-14 21:45:40 +01:00
Turo Lamminen
f26f70c717 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.
2017-03-14 21:11:13 +01:00
Daniel Gibson
3d57e99e0a Hopefully fix built on OSX El Capitan with libjpeg9 2017-02-27 20:19:20 +01:00
David Carlier
09c1330a0e make it compilable under openbsd 2016-12-09 16:21:54 +00:00
Daniel Gibson
665ed62d8e Version 1.4.1 2016-06-19 01:48:20 +02:00
Daniel Gibson
89f227b365 1.4.1 Release Candidate 1 2015-12-23 03:57:35 +01:00
Daniel Gibson
befe732dbb 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)
2015-12-17 18:11:03 +01:00
Daniel Gibson
9950a5721f Fix heap corruption when loading (broken?) .ma models
On FreeBSD, the game used to crash when loading the last level of RoE
(d3xp), while loading models/david/hell_h7.ma.
The problem could be reproduced on Linux whith #define USE_LIBC_MALLOC 1
and clang's AddressSanitizer.
Turns out that this file specifies a vertex transform for a non-existent
vertex (index 31, while we only have 0-30) and thus the bounds of
pMesh->vertexes[] are violated.
I added a check to ensure the index is within the bounds and a Warning
if it isn't.
It should work now. If however it turns out that more files have this
problem, maybe .ma is parsed incorrectly and we need a differently fix.

(Should) fix #138
2015-12-17 18:07:35 +01:00
Daniel Gibson
df90fce6a5 small improvement for handling up to 8 mouse buttons
as we do int buttonIndex = ev.button.button - SDL_BUTTON_LEFT;
it's only consistent to do if(ev.button.button < SDL_BUTTON_LEFT + 8)

it doesn't really make any difference as long as SDL_BUTTON_LEFT is 1,
but this way it's safe for SDL3 or whatever future version might break
the ABI.
2015-12-13 03:49:29 +01:00
Sébastien Noel
32feff2be1 handle up to 8 buttons with SDL2 based on https://github.com/RobertBeckebans/RBDOOM-3-BFG/pull/213
it's buggy on Linux/X11 before 2.0.4, but it works fine on other platforms
extra bonus: don't generate garbage events for unknown mouse buttons
2015-12-13 03:30:43 +01:00
Daniel Gibson
48511003b6 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.
2015-12-13 03:30:03 +01:00
Daniel Gibson
b03fc9271a Fix crash by assert in last RoE level (and maybe elsewhere)
The assertion in idBounds::operator-(const idBounds&) was triggered
from idWeapon::Event_LaunchProjectiles() (ownerBounds - projBounds)
It only happened when using the BFG.
So I added a check to make sure calling operator- is legal.

I guess this also caused #122
2015-12-13 03:30:03 +01:00
Daniel Gibson
c5ad45368a Workaround to better support AZERTY keyboards
The first row of AZERTY-Keyboards (used in France and Belgium) doesn't
have numbers as keys but ², &, é, ", ', (, -, è, _, ç, à, ), =
(with small differences between France and Belgium).
For some of those keys we don't have keycodes - and neither does SDL2.
See also https://bugzilla.libsdl.org/show_bug.cgi?id=3188

As a workaround, just map those keys to 1, 2, ..., 9, 0 anyway, as those
are keys Quake2 already knows (and those chars are printed on the keys
too, for typing they're reachable via shift).
This workaround only works for SDL2, as SDL1.2 doesn't have Scancodes
which we need to identify the keys.

This should obsolete one part of pull request #135
2015-11-22 23:21:30 +01:00
Daniel Gibson
1680603d8c Sort vidmodes in menu, add 2880x1800
it's the native resolution of "Macbook Pro retina 15-inch mid 2014"
2015-10-30 21:41:18 +01:00
Daniel Gibson
4198f92bd5 ignore unknown SDL events
they just spam the console and don't matter anyway.
for example, on OS X you get lots of SDL_FINGER* events that spam
the console.
2015-10-23 18:19:46 +02:00
Daniel Gibson
9958e3807c Win32: Don't access FILE::_file, use _fileno() instead
It has always been ugly to do that with and MSVC2015 doesn't seem to
work at all.
2015-10-11 23:32:31 +02:00
leffmann
c86e394da5 more fixes for Visual Studio 14 2015-10-11 23:27:42 +02:00
leffmann
498ef9cb83 make d3xp build with Visual Studio 14 2015-10-11 23:27:42 +02:00
leffmann
61aee9ed29 make base build with Visual Studio 14 2015-10-11 23:27:42 +02:00
leffmann
db461045bf make idlib build with Visual Studio 14 2015-10-11 00:36:25 +02:00
Daniel Gibson
999b5635f4 change version number to 1.4.1pre
so hopefully people trying code from git won't report problems (that
might be new) as bugs in 1.4.0
2015-10-11 00:36:25 +02:00
Daniel Gibson
5f6177839f Version 1.4.0
Thanks to all the testers!
Especially from http://idtechforums.fuzzylogicinc.com/
http://www.holarse-linuxgaming.de/ (special thanks to NoXPhasma!)
http://www.quakehaus.com/ and #iodoom3.

Also many thanks to everyone reporting bugs and sending pull requests
over the years.
And dhewg of course for starting this and doing all the hard work :-)
2015-10-09 16:06:49 +02:00
Daniel Gibson
8f4f1ca39f Get rid of "WARNING: unknown event 770" on Windows
It's an SDL_TEXTEDITING event which we seem to get on Windows whenever
the Window gains focus (or is created). I think it can be safely
ignored, so that's what I do.

I also changed how those warnings are printed - as a hex number now,
because they're defined as hex numbers in the SDL source and it's easier
to find out what kind of event it is this way.
2015-10-05 15:14:42 +02:00
Daniel Gibson
dad0eda29e Release Candiate 1 preparations, other small fixes 2015-10-03 19:14:22 +02:00
Daniel Gibson
5ab546f67d Esc should only open menu if shift isn't pressed (=> shift+esc for console)
When ingame, Shift-Esc would open the menu and another Shift-Esc the
console. Now it immediately opens the console and only Esc without
Shift opens the menu.
2015-10-03 18:58:49 +02:00
svdijk
dd082b78de Win32: Add an icon to the dhewm3 executable 2015-10-03 09:17:30 +02:00
Daniel Gibson
61d3efec98 Fix mouse cursor moving to fast in fullscreen GUIs (main menu, PDA)
The fullscreen guis pretend to be 640x480 internally, also for the mouse
cursor position. So adding the actually moved pixels (when playing the
game at a higher resolution) to the GUIs cursor position makes it move
too fast.
To fix that I detect (hopefully that check is reliable!) if the
idUserInterfaceLocal instance is a fullscreen GUI and if so scale the
reported mouse moved pixels with 640/actual_window_width and
480/actual_window_height.
2015-09-30 18:38:27 +02:00
Daniel Gibson
412dad6758 Sys_GetEvent(): Don't return res_none when more events are available
If res_none (event with .evType == EV_NONE) is returned,
idEventLoop::RunEventLoop() will assume there are no more events this
frame => pending events will be delayed til next frame (or later if
again res_none is returned in the meantime).
So res_none shouldn't be returned just because there was an SDL event
we didn't care about or we did care about but don't generate a doom3
event for (but toggle fullscreen or something).
Instead we should just fetch and handle the next SDL event.
2015-09-30 15:58:50 +02:00
Daniel Gibson
66f7b6aa87 no allocation per SDL_TEXTINPUT event
those event have a max size (SDL_TEXTINPUTEVENT_TEXT_SIZE) so we can
just use a static buffer.
2015-09-30 15:41:14 +02:00
Francisco Magalhães
32afbca7c1 Add support for brazilian keyboard layout 2015-09-30 15:12:10 +02:00
Daniel Gibson
c333a46373 Linux: Fix fallback to look for gamedata in /usr/local/games/doom3/
Before checking there I look for gamedata next to the executable, but
the check was broken: I got the directory the executable is in and
checked if it exists.. well.. of course it does, but that doesn't mean
there's game data in it..
So now I check if that directory actually has a "base/" subdirectory
(or whatever is #defined in BASE_GAMEDIR) and if that fails
/usr/local/games/doom3/ is tried instead.

Thanks chungy for pointing the bug out in #97 !
2015-09-30 15:07:51 +02:00
Daniel Gibson
6ba1b71fb1 Change default values for some video and sound (EAX) CVars
* r_mode defaults to 5 (1024x768), I think that's more sane than 640x480
* r_fullscreen defaults to 0 (=> windowed mode) because fullscreen in
  the wrong resolution sucks.. let people do their initial configuration
  in windowed mode
* r_swapInterval defaults to 1 (=> VSync active by default) because that
  makes the game feel more smooth and most PCs should be able to 60fps
  in this 11years old game anyway

* s_useEAXReverb defaults to 1 (=> use EAX/EFX effects by default),
  because OpenAL-soft supports them on all platforms/hardware and if
  for some reason the used OpenAL implementation doesn't support it,
  it's deactivated automatically anyway.

All these things can be configured in the Options Menu.
2015-09-29 21:14:45 +02:00
Daniel Gibson
c0e8e20628 Nasty hack to show more default resolutions in menu
the resolutions are really hardcoded in an ugly combination of the
values r_mode supports, a string in strings/*.lang ("#str_04222")
describing the resolutions r_mode supports
("640x480;800x600;1024x768;1152x864;1280x1024;1600x1200")
and a string in mainmenu.gui with the corresponding r_mode values
("3;4;5;6;7;8").. as neither the strings nor mainmenu.gui are GPL'ed
I can't really redistribute a changed version of them.

So I added lots of resolutions to r_vidModes and wrote two functions
that generate the resolutions list string and r_mode value
string for the GUI.
Then I added a hack in the code that detects when the "window" for the
system options ("choiceDef OS2Primary") is created and overwrites the
hardcoded strings with custom ones from my new functions.

This is tested with both the main game and the official d3xp
(Resurrection of Evil) Addon.
No idea if it works with other mods, depends on whether they just copied
that part of the menu or wrote their own.
2015-09-28 16:01:18 +02:00
Daniel Gibson
0327a42ad9 Fix input on Windows with SDL2 (fix #100)
Seems like the ::SetFocus() in main() screwed it up.
2015-09-28 15:35:57 +02:00
Daniel Gibson
51f3acd21a Fix Windows Build with SDL2
for some reason neo/tools/compilers/dmap/optimize.cpp included windows.h
and GL/gl.h before including dmap.h, which indirectly includes qgl.h.

This made things in qgl.h explode - seems like APIENTRYP in the
QGLPROC() macro expanded to bullshit because of some APIENTRYP or
APIENTRY definition in windows.h or GL/gl.h

Those includes are totally unnecessary, dmap.h -> qgl.h already includes
GL/gl.h, indirectly via SDL_opengl.h and in that setup things somehow
are fine.
2015-09-28 04:02:33 +02:00
Daniel Gibson
cf8695bb0f Shift+Escape should also open the console
If one doesn't want to fuck around with in_kbd or uses an unsupported
keyboard layout.
2015-09-27 21:09:19 +02:00
Daniel Gibson
5c99ff4657 make "./dhewm3 +set in_tty 0" actually work
the problem was that the CVar was initialized from the commandline
*after* Posix_InitConsoleInput() is called, so it was too late.
common->StartupVariable() seems to be the right way to initialize a
CVar early.
2015-09-27 18:14:06 +02:00
Daniel Gibson
da63c4f41c print "dhewm 3 1.4.0" in the console, not "dhewm 1.4.0"
Thanks for pointing this out, svdijk!
2015-09-27 18:13:42 +02:00
Daniel Gibson
1de6ab0d50 Fix some compiler warnings (wrong types, superfluous checks, printf-fuckup) 2015-09-27 18:12:16 +02:00
Daniel Gibson
275d890e01 (Hopefully) fix crashes in MP if r_aspectRatio = -1, fix #70
While I couldn't reproduce the crash, according to the bugreport it
happens if renderSystem->GetScreenWidth()/Height() returned 0 - and
that is indeed the only plausible reason I can imagine for it.

So I check for that case and handle it gracefully by defaulting to
4:3 FOV values.
2015-09-27 04:16:47 +02:00
Daniel Gibson
d0e8f3bb55 Prepare for 1.4.0 release, make SDL2 default, update README
The version will be 1.4.0 because it's not compatible with
Doom3 1.3.1 mod DLLs.

(Note that this commit doesn't mean 1.4.0 is done, I might do some
 minor changes before tagging the Release!)
2015-09-27 03:08:30 +02:00
Daniel Gibson
657ad99bf1 Remove jpeg_memory_src hack that worked around old libjpeg versions
Because Debian Squeeze's libjpeg6 didn't have jpeg_mem_src(), we added
jpeg_memory_src() to provide the functionality.
This shouldn't be needed anymore and without it we can drop libjpeg code
from our repo.

Fixes #110
2015-03-22 16:49:26 +01:00
Daniel Gibson
555d233867 Window Icon, make in_nograb work with SDL2 2015-03-02 00:03:30 +01:00
Tobias Frost
73fa334c2a Fixing some spelling errors: s/unkown/unknown, s/seperate/separate. (#107) 2015-02-25 22:01:00 +01:00
Matthias Treydte
56d53004d5 Fix building with Gentoo's patched zlib. 2013-09-17 21:52:08 +02:00
Daniel Gibson
f19247957d Merge pull request #76 from bk138/master
Enable loading of original DOOM 3 save games (by accepting the original game name "DOOM 3"
2013-08-31 12:25:09 -07:00
Daniel Gibson
40ac4d7c5a Fix compilation on Gentoo
For some reason Gentoo renamed zlibs OF() macro to _Z_OF
Our minizip uses OF(), so add a #define for it in case
_Z_OF is defined.

Thanks to salamanderrake for the fix
2013-08-31 20:07:07 +02:00
Zohar Malamant
a1e8e4180e fixed potential bug. 2013-08-15 01:02:38 +02:00
Christian Beier
23dc236ed7 Enable loading of original DOOM 3 save games.
This makes it possible to use dhwem3 as a drop-in replacement for an existing doom3 installation.
2013-07-30 18:33:12 +02:00
hurikhan
2d27c807d1 SDL2 support fix 2013-07-22 23:45:10 +08:00
Rohit Nirmal
c20218f9cd Minor spelling fix. 2013-07-13 23:07:22 -05:00
Daniel Gibson
d234bc60e9 Replace custom unzip functions with standard ones
unz[SG]etCurrentFileInfoPosition() isn't needed anymore,
because newer minizip versions have unz[SG]etOffset() for
that purpose.
2013-06-12 00:07:09 +02:00
Daniel Gibson
2e47865234 Use updated minizip version for unzip
The implementation is now in framework/minizip/*
instead of framework/Unzip.cpp

This was version 0.15beta, now we use 1.1 from
zlib 1.2.7/contrib/minizip

Some code had to be adjusted for this, but it got
cleaner on the way
2013-06-12 00:07:09 +02:00
bibendovsky
351f5dc94f Fixed screen twitches with "shakes" sound shader
Caused by inaccuracies in the precached amplitude data in the OpenAL
backend, see https://github.com/dhewm/dhewm3/pull/71 for more details.

Video sample (not mine):
http://www.youtube.com/watch?v=ZUohifAbPW0
The "twitches" can also be observed right at the beginning of the
mars_city2 map.
2013-06-11 23:58:20 +02:00
Kevin Doyon
6407881cff Fix SDL2 compile-errors, made it work on Win64
.. when compiled with MSVC2012
2013-05-02 21:13:06 +02:00
Daniel Gibson
cedc129a0e Silence "unknown pragma" warning in MSVC
Appeared quite often due to the #pragma GCC diagnostic ...
stuff in Str.h and List.h
2013-04-10 00:36:37 +02:00
Daniel Gibson
92a41322f4 3c96e19610 for d3xp/ - fix miscompilation with gcc 4.5
idAnimator::GetJointLocalTransform() miscompiles with gcc 4.5 and
-ftree-vrp (implied by -O2).

Reorder code to avoid the compiler bug, no functional change.

The original commit was for game/ only, but d3xp/ will have the same
issues..
2013-01-13 22:37:34 +01:00
Daniel Gibson
f8de73862e math.h should #include sys/platform.h
Similar to f317b05
2012-11-13 23:58:50 +01:00
Daniel Gibson
b13c131e4e CD-Key check for internet-games can now be disabled
with ID_ENFORCE_KEY_CLIENT 0

This patch is from Kot-in-Action Creative Artel

Fixes #55
2012-11-13 23:48:15 +01:00
Daniel Gibson
fe0ee16ccb Guess x/y FOV/aspectratio from resolution
Added r_aspectratio -1 which means "auto" (as new default).
This mode sets fov_x and fov_y according to screen-width/height.
=> No need to set r_aspectratio manually anymore (assuming your display's
   pixels are about square).

The standard aspect ratios can still be enforced as before, though.
2012-11-13 23:40:37 +01:00
Daniel Gibson
c7956a1cb5 Fix freeze when quitting the game during timedemo
When one tries to quit the game (via quit in console) while a timedemo
is running, the game freezes indefinitely while displaying the timedemo
results.
This happens because the MessageBox used for that waits for a an event
normally triggered by a timer - but it seems like that does not happen
anymore during Shutdown()

The fix makes sure that this message box isn't displayed.
2012-11-13 23:39:38 +01:00
Yamagi Burmeister
9a9babf8d6 Add a new cvar "r_waylandcompat"
Commit 9e158470 set the SDL OpenGL attribut SDL_GL_ALPHA_SIZE to 0 since
the alpha channel is used by Wayland. But for X11 the GLX 1.4 specification
clearly states: "If the requested number of bits in attrib_list for a
particular color component is 0 or GLX_DONT_CARE, then the number of
bits for that component is not considered." So if SDL_GL_ALPHA_SIZE is
0 a framebuffer without an alpha channel is created. This is no problem
on the default GLX module due to a non standard implementation but
manifests with Nvidias GLX module. The consequence are render mistakes
like in game display showing static or the flashlight looking weird.
2012-11-13 23:33:00 +01:00
Daniel Gibson
f317b056c6 List.h needs sys/platform.h for ID_INLINE
Everytime List.h is included in a new file (and sys/platform.h isn't)
there are confusing compiler-errors..
So just #include sys/platform.h in List.h directly, because it uses
ID_INLINE which is defined there
2012-11-13 23:28:21 +01:00
Daniel Gibson
a7bfd05797 Use current type for BT_CLOSED enum
doesn't really make a difference code-wise, but removes one compiler warning.
2012-11-13 23:27:07 +01:00
Daniel Gibson
3202f0aa0f Get rid of some compiler warnings
GCC had shitloads of superfluous warnings wherever List.h and Str.h were
included.. get rid of them by using #pragma GCC diagnostic at some places
in List.h and Str.h.
Also add some casts, initialize some variables for other warnings
2012-11-13 23:24:13 +01:00
Daniel Gibson
aedc76b50e Don't save duplicate consecutive commands to history
If the entered command is the same as the last command, don't save
it to history.
2012-11-13 23:21:38 +01:00
Daniel Gibson
04266eee5e Make console history persistent
The console history is saved to a file on quit and restored after
starting the game.
So the commands entered in the console the last times the game was run
are still available in the console-history, just like commands that
were just entered.
2012-11-13 23:21:38 +01:00
Daniel Gibson
8c6e4eb38a Add support for norwegian keyboard layout
via "in_kbd norwegian". It's the '|' and '§' chars (124, 167)

Fixes #33
2012-11-13 23:18:45 +01:00
Daniel Gibson
6d9a43cb23 On Linux/Unix, return EXE-path as base-path if BUILD_DATADIR fails
Using this path was the old behavior and is expected by many users.
2012-11-13 23:16:03 +01:00
Daniel Gibson
768fdb5707 Load base game's gamelib if mod has no own gamelib
Some mods/mappacks have their own game dir (fs_game) but no own gamelib.
Doom3 defaulted to the base game dll (I think), so we should do the same.

Fixes #44
2012-11-13 23:14:57 +01:00
Daniel Gibson
c193e0b98e Win32: Statically link libgcc and libstdc++
Else one needs to copy those files from mingw32.. and I see no reason
not to statically link them.
2012-11-13 23:12:42 +01:00
Daniel Gibson
5936422d9d Fix freezing of dedicated server window on Windows
The code was donated by motorsep, thanks!
2012-11-12 20:18:00 +01:00
Daniel Gibson
105fdb0624 Fix dedicated server for Windows
* the OpenAL function definitions mustn't include __declspec(dllimport)
  => fixed by pretending to compile OpenAL statically
* glimp.cpp shouldn't be used in dedicated-only mode (as it was already
  the case on Linux and OSX)
  => No special handling for ID_DEDICATED needed in glimp.cpp, as it's not
   used anyway
* add APIENTRY to every gl function in stub_gl.cpp for compatibility
  with windows headers and MSVC
* remove GL/gl.h #include from win_local.h as it's not needed
* in qgl.h, when building dedicated server for windows, redefine WINGDIAPI
  to nothing for SDL_opengl.h #include to get rid off __declspec(dllimport)
  by using #pragma push_macro and pop_macro, because our stub is no dll.

Fixes https://github.com/dhewm/dhewm3/issues/39
2012-11-12 20:18:00 +01:00
Daniel Gibson
1f25568762 Remove duplicate functions from openal_stub.cpp + extern C
Some functions were duplicated, the only difference was a const in one
parameter. The definitions in the header were with const, so I kept
those versions.
Also, the functions in the header are pure C, so add extern "C",
this fixes issues with MSVC and the formerly duplicated functions.
2012-11-12 20:15:08 +01:00
Daniel Gibson
fa8f092e67 Unset key modifiers when regaining focus to unset ALT
There used to be a bug (discussed in #40), that ALT was still set after
using ALT-Tab. Thus when next pressing enter fullscreen was toggled.
This should now be fixed by unsetting the modifiers when focus is
regained (SDL_ACTIVEEVENT or SDL_WINDOWEVENT_FOCUS_GAINED).
2012-09-08 16:45:07 +02:00
Daniel Gibson
844cd2d8a8 Don't un-grab mouse when taking screenshots (fixes #18)
On windows un-grabbing (or possibly re-grabbing) the mouse seems to
mess up the view angly (view is centered afterwards), see
https://github.com/dhewm/dhewm3/issues/18
That's fixed by not releasing the mouse (there is no reason to do that
anyway).
2012-08-27 21:27:05 +02:00
dhewg
1b1787bb50 Disable the warning if the mouse grab request fails
This fails on some SDL drivers and just spams the console.
2012-07-28 12:54:25 +02:00
dhewg
9e15847083 Don't use alpha bits for the GL config
Wayland actually uses this.
2012-07-28 12:51:02 +02:00
Daniel Gibson
df81835de0 Fix several bugs from iodoom3 bugtracker
Apply 94cd0ee5 to d3xp as well.
2012-07-20 21:08:04 +02:00
dhewg
89071f1f57 Provide a stub for GLimp_GrabInput()
Fixes compilation of the dedicated server.
2012-07-20 21:04:04 +02:00
dhewg
227e8ee5c9 Add SDL2 support to framework/Common.cpp 2012-07-20 21:02:59 +02:00
dhewg
918e06cf00 Add SDL2 support to sys/osx/DOOMController.mm 2012-07-20 17:41:40 +02:00
dhewg
ed121102f4 Add SDL2 support to sys/win32/SDL_win32_main.c 2012-07-20 17:34:38 +02:00
dhewg
f120900000 SDL2's SDL_TimerID is not a pointer anymore 2012-07-20 17:34:38 +02:00
dhewg
454bebf99f Add SDL2 support in sys/glimp.cpp 2012-07-20 17:34:37 +02:00
dhewg
4f2f855105 Add SDL2 support in sys/events.cpp 2012-07-20 17:34:36 +02:00
dhewg
b8765ccf22 Move GrabInput() and rename to GLimp_GrabInput()
SDL2 supports multiple windows, and the grabbing is set per
window, so move it to sys/glimp.cpp.
2012-07-20 17:34:34 +02:00
dhewg
6dcf07974d Cleanup GrabInput()
Convert to bitflags to ease moving it.
2012-07-20 17:34:34 +02:00
dhewg
a75387c55e Add SDL2 support in sys/threads.cpp 2012-07-20 17:34:33 +02:00
dhewg
368bf2819c Log the SDL version 2012-07-20 17:34:32 +02:00
dhewg
264fdfa10e Add SDL2 support for the build system
Defaults to off, tree doesn't yet compile with SDL2.
2012-07-20 17:34:32 +02:00
dhewg
5639720c1c Add FindSDL2.cmake for SDL2
This is just a modified version of FindSDL.cmake
2012-07-20 16:43:39 +02:00
dhewg
826d0f7b7b cmake: set SDL_BUILDING_LIBRARY for win32 and osx
While that's a lie it makes FindSDL skip SDLmain, which we have
in tree and compile ourselves.
2012-07-20 16:43:38 +02:00
dhewg
e62e3870a3 Don't link against OpenGL
Dynamically load all symbols at runtime.
This in in preparation for SDL2/OpenGLES.
2012-07-20 16:43:37 +02:00
dhewg
63fdea82b4 Get rid of wglext.h
Good riddance.
2012-07-20 16:43:37 +02:00
dhewg
ac921bc99f Get rid of editor specific win32 vars
We don't compile any mfc crap for our own good, so get rid of these.
2012-07-20 16:43:36 +02:00
dhewg
227fac443d Fix description of r_swapInterval
This isn't specific to wgl.
2012-07-20 00:13:07 +02:00
dhewg
bf922dfc59 Get rid of glConfig.wgl_extensions_string
Unused and nobody cares.
2012-07-20 00:13:05 +02:00
dhewg
30d5cb16d0 Disable editor related rendering
These use OpenGL calls, which are useless on all platforms without
editor support.
2012-07-20 00:13:05 +02:00
dhewg
7f3fc825ed Get rid of GetCardCaps()
Useless now.
2012-07-20 00:13:04 +02:00
dhewg
3cdc5cec5c Get rid of unused var allowNV30Path 2012-07-20 00:13:03 +02:00
dhewg
de1b7b9adb Remove spurious call to SetBackEndRenderer()
Like the comment above said, this is invalid and can't work.
The backend is properly set via R_InitOpenGL().
2012-07-20 00:13:03 +02:00
dhewg
f4de0ed8c1 Remove the deprecated arb renderer 2012-07-20 00:13:02 +02:00
dhewg
a5678d2368 Remove the monochrome hack
This was only used for the nv20 renderer.
2012-07-20 00:13:02 +02:00
dhewg
6aa9b3602e Remove the deprecated nv20 renderer 2012-07-20 00:13:01 +02:00
dhewg
3f67a28abe Remove the deprecated nv10 renderer 2012-07-20 00:13:00 +02:00
dhewg
138b7b1def Remove the ATI fragment shader emulation
This was only used by the r200 renderer on OSX.
2012-07-20 00:12:59 +02:00
dhewg
4b67aae8fe Remove the deprecated r200 renderer 2012-07-20 00:12:59 +02:00
dhewg
4675ecb6d3 Get rid of precompiled.[h|.cpp]
Both unused, except for the mfc editors, which don't compile anyway.
2012-07-20 00:12:58 +02:00
dhewg
2cad07c38e Delete util_stub.cpp
Unused.
2012-07-20 00:12:57 +02:00
dhewg
e0fd437ba9 Don't warn about uppercase chars in filenames
Only print those in developer mode.
2012-07-20 00:12:56 +02:00
dhewg
d9bc9c6484 Silence warnings for removed cvars in ChoiceWindow
Disables these warnings:
WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window
'ADVNet5Primary' references undefined cvar 'net_serverAllowServerMod'
WARNING: idChoiceWindow::InitVars: gui 'guis/mainmenu.gui' window
'SNDBPrimary' references undefined cvar 's_driver'

Both cvars have been removed from this tree.
2012-07-20 00:12:56 +02:00
dhewg
2a3d07e174 More logging cleanup 2012-07-20 00:12:55 +02:00
dhewg
373fccbd59 Cleanup OpenGL logging 2012-07-20 00:12:54 +02:00
dhewg
626de63ff5 Cleanup OpenAL logging 2012-07-20 00:12:53 +02:00
dhewg
5e05c5b031 Get rid of s_libOpenAL and s_useOpenAL
Both unused.
2012-07-20 00:12:52 +02:00
dhewg
8aa0a4a9c9 Fix "black box" effect on ase meshes
In 09ea2ca8 we fixed a memset(), but it turns out wiping memory at that
position is wrong in the first place:
If an ase mesh has a GEOMOBJECT/NODE_TM transform matrix before the
GEOMOBJECT/MESH entry, the prior parsed TM will be wiped.
Since a GEOMOBJECT aseObject_t is already calling memset() upon
initialisation, we can just drop the spurios call.

Fixes #13.
2012-07-18 19:53:08 +02:00
dhewg
a96635219c Fix pointer check/access in Sys_InitNetworking()
Reported by scaronni.
Fixes #25.
2012-07-17 18:25:06 +02:00
dhewg
020d1daf92 cmake: indent whitespace fixes 2012-07-10 10:10:35 +02:00
dhewg
f3ce725f8e cmake: Whitespace fixes for consistency 2012-07-09 23:31:35 +02:00
dhewg
28d127b230 cmake: default to build d3xp 2012-07-09 23:12:07 +02:00
dhewg
0b22c8e297 cmake: Remove fugly hack to compile 32bit binaries
This doesn't work on multiarch systems. A proper cmake toolchain file
has to be used instead.
2012-07-09 23:03:12 +02:00
dhewg
600a07e134 cmake: Fix error when curl is not found
Set the library name to an empty string to prevent this error:

CMake Error: The following variables are used in this project, but they
are set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the
CMake files:
CURL_LIBRARY (ADVANCED)
2012-07-09 22:57:13 +02:00
dhewg
96e8b7b904 cmake: Use GNUInstallDirs
Provides configure style overwritable path settings.
Include a fallback for cmake versions without GNUInstallDirs.
2012-07-09 22:52:05 +02:00
dhewg
390b6a493d Try to find a steam install for the base path 2012-07-06 19:47:34 +02:00
dhewg
2052928433 Fall back to fs_basedir for cd keys
The windows cd installer and steam write it to that location.
2012-07-06 19:38:32 +02:00
dhewg
90bd14564f Remove redundant setenv() call
The version which overwrites existing envvars is just below.
2012-07-06 01:41:12 +02:00
dhewg
5a9c2006ff Get rid of Posix_EarlyInit() and Posix_LateInit()
Since we don't have our own signal handler anymore, those two
init functions can be merged into the existing Sys_Init(), which
is already called by common->Init().
2012-07-06 01:39:01 +02:00
dhewg
0bc457063f Get rid of the signal handler
SDL covers this via e.g. SDL_QUIT event on ctrl+c.
2012-07-06 01:31:27 +02:00
dhewg
d2b7eac843 Get rid of Sys_SetFatalError()
Unnecessary.
2012-07-06 01:24:25 +02:00
dhewg
33c841ef4c Get rid of socks proxy code in win_net.cpp
That was never active.
2012-07-06 01:07:02 +02:00
dhewg
7c06aa16b8 Fix warnings in win_net.cpp
warning: variable ‘err’ set but not used [-Wunused-but-set-variable]
warning: unused variable ‘len’ [-Wunused-variable]
warning: format ‘%d’ expects argument of type ‘int’, but argument 3
         has type ‘long long unsigned int’ [-Wformat]
2012-07-06 01:07:01 +02:00
dhewg
1f9c88fc22 Correct the cpu type for 64bit msvc 2012-07-06 01:07:00 +02:00
dhewg
78822ac932 Disable warning 4267 for msvc
Spams the console due to 32bit data types on 64bit.
2012-07-06 01:07:00 +02:00
dhewg
d6dd8c636b Fix sys/cpu.cpp for msvc 64bit 2012-07-06 01:06:59 +02:00
dhewg
d22865b8a1 Use _exit() in AssertFailed()
Ensure application exit.
2012-07-06 01:06:59 +02:00
dhewg
5fee87be2a Replace "__asm int 0x03" with __debugbreak()
Fixes compilation with msvc 64bit.
2012-07-06 01:06:58 +02:00
dhewg
30c66d5ef8 Only compile msvc style asm with 32bit msvc
The 64bit compiler doesn't support __asm.
2012-07-06 01:06:57 +02:00
dhewg
84717833e1 Get rid of sysMemoryStats_t
Unused.
2012-07-06 01:06:56 +02:00
dhewg
68284f9a09 Get rid of empty sys/linux/dedicated.cpp 2012-07-06 01:06:56 +02:00
dhewg
d53c91b023 Get rid of useless files in sys/linux 2012-07-06 01:06:55 +02:00
dhewg
b073f281ad Get rid of the SIGFPE handler
If shit happens, let it crash.
2012-07-06 01:06:55 +02:00
dhewg
9cbc9ff6db Get rid of win_cpu.cpp
All unused now.
2012-07-06 01:06:54 +02:00
dhewg
b58f51dbfa Get rid of Sys_FPU_StackIsEmpty()
Same as with Sys_FPU_GetState().
2012-07-06 01:06:53 +02:00
dhewg
0ccef1eba8 Get rid of Sys_FPU_GetState()
This was only implemented with MSVC style asm.
Comments suggest that it was used to help catch invalid FOV calculations,
which were probably only happening with ancient compiler bugs.
2012-07-06 01:06:53 +02:00
dhewg
93fdc96e60 Get rid of Sys_FPU_EnableExceptions()
No exceptions were ever enabled.
2012-07-06 01:06:51 +02:00
dhewg
65b13cb73e Use a more modern way to set the fpu precision 2012-07-06 01:06:51 +02:00
dhewg
a4558bb080 Get rid of Sys_FPU_SetRounding()
Unused.
2012-07-05 21:31:49 +02:00
dhewg
0ef470de6c Use common->Warning() in linux/main.cpp 2012-07-05 19:15:12 +02:00
dhewg
8f157e63db Convert backslashes in the windows EXE path 2012-07-05 19:15:11 +02:00
dhewg
571f6b3d3b Overhaul the windows BASE path
Look for "base" next to the binary first, then the vanilla
doom3 path (written to the registry by the original installer).
2012-07-05 19:14:13 +02:00
dhewg
f6c0e2a174 Split GetHomeDir()
Makes the WCHAR to char path code reusable.
2012-07-05 18:18:01 +02:00
dhewg
57e964f369 Use FILENAME_MAX for MAX_OSPATH
Fixes compilation with fucking MSVC.
2012-07-05 17:25:11 +02:00
Andre d
7a5b8b1ec0 Remove (faulty/outdated) video ram detection 2012-07-04 22:47:38 +02:00
dhewg
6179e855a9 Use system zlib 2012-07-04 18:56:29 +02:00
dhewg
764799c14f Initial make install target for *nix
cmake fails it, so *nix only.
2012-07-04 02:18:51 +02:00
dhewg
1da44eb856 Fix Sys_IsLANAddress() on *nix
Don't just convert the first char of the IP.
LAN clients now get properly detected and don't need to auth
against the master server.
2012-07-04 02:18:51 +02:00
dhewg
20aaba2c65 Bump ASYNC_PROTOCOL_MINOR
Due to changed protocol we're not compatible anymore.
2012-07-04 02:18:50 +02:00
dhewg
7620131b8f Remove net_serverAllowServerMod cvar
Unused.
2012-07-04 02:18:50 +02:00
dhewg
b5fd5b0c9b Remove remaining binary pak FileSystem code 2012-07-04 02:18:49 +02:00
dhewg
0b08240e02 Remove all OS specific gamepak code
Useless since there are no gamepaks.
2012-07-04 02:18:48 +02:00
dhewg
cac32559e7 Remove all gamepak FileSystem<->Async[Client|Server] code 2012-07-04 02:18:48 +02:00
dhewg
b049ea78e9 Don't try to extract libraries from gamepaks. 2012-07-04 02:18:47 +02:00
dhewg
a86cbb1bff Remove UpdateGamePakChecksums()
Not required anymore.
2012-07-04 02:18:46 +02:00
dhewg
72156cb1b4 Remove all client/server gamepak checks
We don't use any gamepaks anymore, remove the related checks.
2012-07-04 02:18:46 +02:00
dhewg
3d4be95474 Ignore binary pk4's
We only load local game libraries, do not ever load binary pk4's.
2012-07-04 02:18:45 +02:00
dhewg
3e9545fb71 Overhaul the *nix based BASE path
Try BUILD_DATADIR first (build time setting), then the vanilla
doom3 path.
2012-07-04 02:18:44 +02:00
dhewg
b242041319 Make Sys_DLL_Load() on *nix non verbose on errors
Just like the windows port.
2012-07-04 02:18:44 +02:00
dhewg
be37221024 Rename game libraries to the game name
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.
2012-07-04 02:18:43 +02:00
dhewg
822f9d30b5 Always load the game library from known places
Never use the virtual filesystem, and never use binaries from
pk4 files. Instead, try the build folder and fall back to the
known installation folder.
2012-07-04 02:18:43 +02:00
dhewg
1a5ddc01d0 Add TODO for OSX .dylib's for the bundle 2012-07-04 02:18:42 +02:00
dhewg
fecf720c75 Introduce CMAKE_INSTALL_PREFIX relative paths
configure style install dirs.
2012-07-04 02:18:42 +02:00
dhewg
3dad2151c5 Get the shared library suffix from the build system 2012-07-03 21:13:00 +02:00
dhewg
262df52cdd Drop the CPU suffix from libraries on all platforms 2012-07-03 21:13:00 +02:00
dhewg
ff00686218 Provide a fallback for PATH_EXE on *nix
Less pain on BSD.
2012-07-03 21:12:59 +02:00
dhewg
14ba5b82c6 Use XDG Base Directories on *nix
See
http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html
2012-07-03 21:12:59 +02:00
dhewg
e55753e626 Introduce fs_configpath
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.
2012-07-03 21:12:58 +02:00
dhewg
8f6f1883ff Use Library/Application Support/dhewm3 on OSX 2012-07-03 21:12:57 +02:00
Daniel Gibson
2375dd1588 Use My Documents/My Games/dhewm3 on windows
Includes savegames, configs, screenshots and so on.

And "My Documents" is actually CSIDL_PERSONAL, see
http://msdn.microsoft.com/en-us/library/windows/desktop/bb762494%28v=vs.85%29.aspx

This somehow matches the behaviour on Linux and OSX where this stuff is
saved in some kind of home-dir (e.g. ~/.doom3)

Taken (with kind permission) from Yamagi Quake II's Sys_GetHomeDir()
2012-07-03 21:12:57 +02:00
dhewg
478fa783f6 Unify Sys_*Path() into Sys_GetPath() 2012-07-03 21:12:56 +02:00
dhewg
3256783af1 Get rid of ID_DEMO_BUILD
There are no demo pk4s compatible to this 1.3.1 codebase.
2012-07-03 21:12:55 +02:00
dhewg
e2ca3d1f84 Get rid of sys_stub.cpp
Unused.
2012-07-03 21:12:54 +02:00
dhewg
2d69979be2 Use the portable getifaddrs() on *nix
Cleanup the OSX specific code in Sys_InitNetworking() and use it
for all *nix platforms.
Fixes nic detection on BSD.
2012-07-03 21:11:05 +02:00
dhewg
99864667a7 Use PATH_MAX for MAX_OSPATH on all platforms
The hardcoded 256 doesn't cut it.
2012-07-03 21:10:45 +02:00
dhewg
f000947d4e Fixes issues with MacOSX.
- Fixes compiler errors with mismatching types in DoomController.mm
- Adds PPC_INTRINSICS fix to Simd_Altivec.h
2012-06-28 14:08:39 +02:00
dhewg
112c00d409 Rename PVS vars to match their type 2012-06-28 13:52:26 +02:00
dhewg
902a9cee8a s/ReadDeltaLong/ReadDeltaInt/
to match the argument type
2012-06-28 13:52:25 +02:00
dhewg
f767af9d72 s/WriteDeltaLong/WriteDeltaInt/
to match the return type
2012-06-28 13:52:25 +02:00
dhewg
822b0b84af s/ReadDeltaLongCounter/ReadDeltaIntCounter/
to match the return type
2012-06-28 13:52:24 +02:00
dhewg
c51f59cb15 s/WriteDeltaLongCounter/WriteDeltaIntCounter/
to match the argument type.
2012-06-28 13:52:24 +02:00
dhewg
9034da11d0 s/ReadLong/ReadInt/ to match the return type 2012-06-28 13:52:24 +02:00
dhewg
94df46637a s/WriteLong/WriteInt/ to match the argument type 2012-06-28 13:52:23 +02:00
dhewg
5f5a6e7043 s/BigLong/BigInt/ to match the return type 2012-06-28 13:52:22 +02:00
dhewg
49c4d028a5 s/LittleLong/LittleInt/ to match the return type 2012-06-28 13:02:47 +02:00
Daniel Gibson
0eb604c436 Use int instead of long in FS_WriteFloatString()
The correct type for %d, %i, %u, ... is int, not long.
Even if FS_WriteFloatString() didn't care about that, sprintf() (which is called
with the same format strings and the corresponding values) does.
2012-06-28 13:02:46 +02:00
Daniel Gibson
a0fb3cd699 Don't use long in CollisionModel_local.h 2012-06-28 13:02:46 +02:00
Daniel Gibson
e8f047bcb6 Use int instead of long in idCompressor_Arithmetic methods
They return int anyway, so using long doesn't make sense (and originally on
win32 it didn't make a difference anyway)
2012-06-28 13:02:46 +02:00
Daniel Gibson
600531ec98 Don't use long for DDS magic number
It's a DWORD (i.e. 32bit int) according to spec, so using long is
actually wrong when sizeof(long) == 8.
2012-06-28 13:02:46 +02:00
Daniel Gibson
0d27bfe7b9 Remove usage of long type from idlib/
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.
2012-06-28 13:02:45 +02:00
Daniel Gibson
b9247b67b4 Remove longs from game/ and d3xp/
(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.
2012-06-22 18:20:09 +02:00
Daniel Gibson
4244436d7d Fix PVS calculations on 64bit systems
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.
2012-06-22 16:13:08 +02:00
dhewg
b9cc8548dc Remove leftover X11 header 2012-06-15 18:25:48 +02:00
Daniel Gibson
94cd0ee559 Fix several bugs from iodoom3 bugtracker
rhyskidd@gmail.com found them (with PVS studio IIRC), reported them and posted
patches.
Some of the patches were incorrect so I rewrote them.
2012-06-02 10:12:22 +02:00
Daniel Gibson
1e087d9bf6 Fix idMatX::IsOrthonormal()
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
2012-05-13 03:04:34 +02:00
Daniel Gibson
5b2c78b9ff Fix wrong length used in memset() in idMegaTexture::GenerateMegaMipMaps()
it should be tileSize, not sizeof( tileSize ), as it was also used for
allocating that block of memory
2012-05-13 02:52:12 +02:00
Daniel Gibson
56873e1fec Fix memleak in snd_cache.cpp (from Harry Jeffery)
This fix is stolen from https://bugzilla.icculus.org/show_bug.cgi?id=5345
2012-05-13 02:31:37 +02:00
Daniel Gibson
6a23b17509 Work around broken libs that call setlocale(LC_ALL, "");
Because that can fuck up parsing floats if your locale uses ',' as a radix.

LADSPA plugins that may be used by ALSA do this. A PITA to debug.
2012-05-13 00:04:17 +02:00
dhewg
45a73e2dcd Add the build target "Profile" suitable for profiling 2012-01-19 00:53:16 +01:00
dhewg
a18650b27e Remove initial R_SetColorMappings() call
This happens before the SDL GL window is set up, which just
results in a warning. Another call will properly set the
gamma table after the window is initialized.
Make gammaTable a stack variable. This is sufficient, since SDL
already restores the gamma values for us on exit.
2012-01-19 00:53:13 +01:00
dhewg
0e3500b919 Accept both alt keys for alt-enter
Reported by Ensiform.
2012-01-19 00:22:47 +01:00
dhewg
3e066baf91 Map the right alt key
SDLK_RALT was missing, it is independent of SDLK_MODE.
Reported by Ensiform.
2012-01-19 00:19:51 +01:00
dhewg
6d6c5c8ce7 Fix "unreachable code" warnings 2012-01-15 14:13:44 +01:00
dhewg
668802f09a Cleanup OpenAL includes
We use OpenAL Soft on all platforms.
2012-01-14 20:43:50 +01:00
dhewg
898f690fc4 This is dhewm 3
Rename project, now at https://github.com/dhewm
2012-01-14 20:06:05 +01:00
dhewg
d472149426 Get rid of unused defines in Licensee.h 2012-01-14 17:59:37 +01:00
dhewg
db4aca78d6 Get rid of CPU_EASYARGS
Never use the event callbacks with mismatching prototypes.
2012-01-14 15:19:38 +01:00
dhewg
b7ce0ef149 CMake: Use config.h for BUILD_OS and BUILD_CPU
This fixes, among others, FreeBSD 64bit builds where the build
system used a "amd64" suffix and runtime "x86_64".
2012-01-14 15:19:12 +01:00