Started rbdmap.exe CMake project

This commit is contained in:
Robert Beckebans 2024-06-15 21:33:49 +02:00
parent 4a36f074f3
commit 9337596fa8
11 changed files with 1224 additions and 7 deletions

View file

@ -452,6 +452,7 @@ if(OPTICK)
endif()
add_subdirectory(idlib)
add_subdirectory(tools/compilers)
file(GLOB NATVIS_SOURCES .natvis)

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@ -1712,6 +1712,8 @@ idFile_InZip
=================================================================================
*/
#if !defined( TYPEINFOPROJECT ) && !defined( DMAP )
/*
=================
idFile_InZip::idFile_InZip
@ -1872,7 +1874,7 @@ int idFile_InZip::Seek( long offset, fsOrigin_t origin )
return -1;
}
#if 1
#endif
/*
=================================================================================
@ -2003,7 +2005,6 @@ int idFile_InnerResource::Seek( long offset, fsOrigin_t origin )
}
return -1;
}
#endif
/*
================================================================================================

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@ -330,6 +330,7 @@ private:
};
#if !defined( TYPEINFOPROJECT ) && !defined( DMAP )
class idFile_InZip : public idFile
{
friend class idFileSystemLocal;
@ -364,8 +365,8 @@ private:
int fileSize; // size of the file
void* z; // unzip info
};
#endif
#if 1
class idFile_InnerResource : public idFile
{
friend class idFileSystemLocal;
@ -412,7 +413,6 @@ private:
int internalFilePos; // seek offset
byte* resourceBuffer; // if using the temp save memory
};
#endif
/*
================================================

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@ -30,8 +30,10 @@ If you have questions concerning this license or the applicable additional terms
#include "precompiled.h"
#pragma hdrstop
#include "Unzip.h"
#include "Zip.h"
#if !defined( TYPEINFOPROJECT ) && !defined( DMAP )
#include "Unzip.h"
#include "Zip.h"
#endif
#ifdef WIN32
#include <io.h> // for _read
@ -3315,7 +3317,9 @@ idFile* idFileSystemLocal::GetResourceFile( const char* fileName, bool memFile )
{
idLib::Printf( "RES: loading file %s\n", rc.filename.c_str() );
}
idFile_InnerResource* file = new idFile_InnerResource( rc.filename, resourceFiles[ rc.containerIndex ]->resourceFile, rc.offset, rc.length );
// DG: add parenthesis to make sure this block is only entered when file != NULL - bug found by clang.
if( file != NULL && ( ( memFile || rc.length <= resourceBufferAvailable ) || rc.length < 8 * 1024 * 1024 ) )
{

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@ -367,11 +367,13 @@ void idResourceContainer::ExtractResourceFile( const char* _fileName, const char
int _numFileResources;
memFile.ReadBig( _numFileResources );
#if !defined( TYPEINFOPROJECT ) && !defined( DMAP )
CommandlineProgressBar progressBar( _numFileResources, renderSystem->GetWidth(), renderSystem->GetHeight() );
if( _copyWavs )
{
progressBar.Start();
}
#endif
for( int i = 0; i < _numFileResources; i++ )
{
@ -383,6 +385,7 @@ void idResourceContainer::ExtractResourceFile( const char* _fileName, const char
if( _copyWavs && ( rt.filename.Find( ".idwav" ) >= 0 || rt.filename.Find( ".idxma" ) >= 0 || rt.filename.Find( ".idmsf" ) >= 0 ) )
{
#if !defined( TYPEINFOPROJECT ) && !defined( DMAP )
idFileLocal fileIn( fileSystem->OpenFileReadMemory( rt.filename ) );
if( fileIn != NULL )
{
@ -457,6 +460,7 @@ void idResourceContainer::ExtractResourceFile( const char* _fileName, const char
Mem_Free( buffers[ i ].buffer );
}
}
#endif
}
else
{
@ -493,10 +497,12 @@ void idResourceContainer::ExtractResourceFile( const char* _fileName, const char
Mem_Free( fbuf );
}
#if !defined( TYPEINFOPROJECT ) && !defined( DMAP )
if( _copyWavs )
{
progressBar.Increment( true );
}
#endif
}
delete inFile;
Mem_Free( buf );

View file

@ -31,7 +31,7 @@ If you have questions concerning this license or the applicable additional terms
#include <zlib.h>
// DG: all the zip access stuff from minizip is now in minizip/zip.h
#ifndef TYPEINFOPROJECT
#if !defined( TYPEINFOPROJECT ) && !defined( DMAP )
#include "libs/zlib/minizip/zip.h"
#endif

464
neo/stub/EngineStub.cpp Normal file
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@ -0,0 +1,464 @@
#include "precompiled.h"
#include "../sys/sys_local.h"
#include "../framework/EventLoop.h"
#include "../framework/DeclManager.h"
#include <direct.h>
#include <io.h>
idEventLoop* eventLoop;
idDeclManager* declManager;
idSys* sys = NULL;
#define STDIO_PRINT( pre, post ) \
va_list argptr; \
va_start( argptr, fmt ); \
printf( pre ); \
vprintf( fmt, argptr ); \
printf( post ); \
OutputDebugStringA(post); \
va_end( argptr )
idCVar com_productionMode( "com_productionMode", "0", CVAR_SYSTEM | CVAR_BOOL, "0 - no special behavior, 1 - building a production build, 2 - running a production build" );
/*
==============
Sys_Mkdir
==============
*/
void Sys_Mkdir( const char* path )
{
_mkdir( path );
}
/*
========================
Sys_Rmdir
========================
*/
bool Sys_Rmdir( const char* path )
{
return _rmdir( path ) == 0;
}
/*
==============
Sys_EXEPath
==============
*/
const char* Sys_EXEPath()
{
static char exe[MAX_OSPATH];
GetModuleFileName( NULL, exe, sizeof( exe ) - 1 );
return exe;
}
/*
==============
Sys_ListFiles
==============
*/
int Sys_ListFiles( const char* directory, const char* extension, idStrList& list )
{
idStr search;
struct _finddata_t findinfo;
// RB: 64 bit fixes, changed int to intptr_t
intptr_t findhandle;
// RB end
int flag;
if( !extension )
{
extension = "";
}
// passing a slash as extension will find directories
if( extension[0] == '/' && extension[1] == 0 )
{
extension = "";
flag = 0;
}
else
{
flag = _A_SUBDIR;
}
sprintf( search, "%s\\*%s", directory, extension );
// search
list.Clear();
findhandle = _findfirst( search, &findinfo );
if( findhandle == -1 )
{
return -1;
}
do
{
if( flag ^ ( findinfo.attrib & _A_SUBDIR ) )
{
list.Append( findinfo.name );
}
}
while( _findnext( findhandle, &findinfo ) != -1 );
_findclose( findhandle );
return list.Num();
}
int idEventLoop::JournalLevel() const
{
return 0;
}
/*
========================
Sys_IsFolder
========================
*/
sysFolder_t Sys_IsFolder( const char* path )
{
struct _stat buffer;
if( _stat( path, &buffer ) < 0 )
{
return FOLDER_ERROR;
}
return ( buffer.st_mode & _S_IFDIR ) != 0 ? FOLDER_YES : FOLDER_NO;
}
const char* Sys_DefaultSavePath()
{
return "";
}
const char* Sys_Lang( int )
{
return "";
}
/*
=================
Sys_FileTimeStamp
=================
*/
ID_TIME_T Sys_FileTimeStamp( idFileHandle fp )
{
FILETIME writeTime;
GetFileTime( fp, NULL, NULL, &writeTime );
/*
FILETIME = number of 100-nanosecond ticks since midnight
1 Jan 1601 UTC. time_t = number of 1-second ticks since
midnight 1 Jan 1970 UTC. To translate, we subtract a
FILETIME representation of midnight, 1 Jan 1970 from the
time in question and divide by the number of 100-ns ticks
in one second.
*/
SYSTEMTIME base_st =
{
1970, // wYear
1, // wMonth
0, // wDayOfWeek
1, // wDay
0, // wHour
0, // wMinute
0, // wSecond
0 // wMilliseconds
};
FILETIME base_ft;
SystemTimeToFileTime( &base_st, &base_ft );
LARGE_INTEGER itime;
itime.QuadPart = reinterpret_cast<LARGE_INTEGER&>( writeTime ).QuadPart;
itime.QuadPart -= reinterpret_cast<LARGE_INTEGER&>( base_ft ).QuadPart;
itime.QuadPart /= 10000000LL;
return itime.QuadPart;
}
/*
==============
Sys_Cwd
==============
*/
const char* Sys_Cwd()
{
static char cwd[MAX_OSPATH];
_getcwd( cwd, sizeof( cwd ) - 1 );
cwd[MAX_OSPATH - 1] = 0;
return cwd;
}
/*
==============
Sys_DefaultBasePath
==============
*/
const char* Sys_DefaultBasePath()
{
return Sys_Cwd();
}
int Sys_NumLangs()
{
return 0;
}
/*
================
Sys_Milliseconds
================
*/
int Sys_Milliseconds()
{
static DWORD sys_timeBase = timeGetTime();
return timeGetTime() - sys_timeBase;
}
class idCommonLocal : public idCommon
{
public:
// Initialize everything.
// if the OS allows, pass argc/argv directly (without executable name)
// otherwise pass the command line in a single string (without executable name)
virtual void Init( int argc, const char* const* argv, const char* cmdline ) { };
// Shuts down everything.
virtual void Shutdown() { };
virtual bool IsShuttingDown() const
{
return false;
};
virtual void CreateMainMenu() { };
// Shuts down everything.
virtual void Quit() { };
// Returns true if common initialization is complete.
virtual bool IsInitialized() const
{
return true;
};
// Called repeatedly as the foreground thread for rendering and game logic.
virtual void Frame() { };
// Redraws the screen, handling games, guis, console, etc
// in a modal manner outside the normal frame loop
virtual void UpdateScreen() { };
virtual void UpdateLevelLoadPacifier() { };
// Checks for and removes command line "+set var arg" constructs.
// If match is NULL, all set commands will be executed, otherwise
// only a set with the exact name.
virtual void StartupVariable( const char* match ) { };
// Begins redirection of console output to the given buffer.
virtual void BeginRedirect( char* buffer, int buffersize, void ( *flush )( const char* ) ) { };
// Stops redirection of console output.
virtual void EndRedirect() { };
// Update the screen with every message printed.
virtual void SetRefreshOnPrint( bool set ) { };
virtual void Printf( const char* fmt, ... )
{
STDIO_PRINT( "", "" );
}
virtual void VPrintf( const char* fmt, va_list arg )
{
vprintf( fmt, arg );
}
virtual void DPrintf( const char* fmt, ... )
{
/*STDIO_PRINT( "", "" );*/
}
virtual void Warning( const char* fmt, ... )
{
STDIO_PRINT( "WARNING: ", "\n" );
}
virtual void DWarning( const char* fmt, ... )
{
/*STDIO_PRINT( "WARNING: ", "\n" );*/
}
// Prints all queued warnings.
virtual void PrintWarnings() { };
// Removes all queued warnings.
virtual void ClearWarnings( const char* reason ) { };
virtual void Error( const char* fmt, ... )
{
STDIO_PRINT( "ERROR: ", "\n" );
exit( 0 );
}
virtual void FatalError( const char* fmt, ... )
{
STDIO_PRINT( "FATAL ERROR: ", "\n" );
exit( 0 );
}
// Returns key bound to the command
virtual const char* KeysFromBinding( const char* bind )
{
return NULL;
};
// Returns the binding bound to the key
virtual const char* BindingFromKey( const char* key )
{
return NULL;
};
// Directly sample a button.
virtual int ButtonState( int key )
{
return 0;
};
// Directly sample a keystate.
virtual int KeyState( int key )
{
return 0;
};
// Returns true if a multiplayer game is running.
// CVars and commands are checked differently in multiplayer mode.
virtual bool IsMultiplayer()
{
return false;
};
virtual bool IsServer()
{
return false;
};
virtual bool IsClient()
{
return false;
};
// Returns true if the player has ever enabled the console
virtual bool GetConsoleUsed()
{
return false;
};
// Returns the rate (in ms between snaps) that we want to generate snapshots
virtual int GetSnapRate()
{
return 0;
};
virtual void NetReceiveReliable( int peer, int type, idBitMsg& msg ) { };
virtual void NetReceiveSnapshot( class idSnapShot& ss ) { };
virtual void NetReceiveUsercmds( int peer, idBitMsg& msg ) { };
// Processes the given event.
virtual bool ProcessEvent( const sysEvent_t* event )
{
return false;
};
virtual bool LoadGame( const char* saveName )
{
return false;
};
virtual bool SaveGame( const char* saveName )
{
return false;
};
virtual idGame* Game()
{
return NULL;
};
virtual idRenderWorld* RW()
{
return NULL;
};
virtual idSoundWorld* SW()
{
return NULL;
};
virtual idSoundWorld* MenuSW()
{
return NULL;
};
virtual idSession* Session()
{
return NULL;
};
virtual idCommonDialog& Dialog()
{
static idCommonDialog useless;
return useless;
};
virtual void OnSaveCompleted( idSaveLoadParms& parms ) { };
virtual void OnLoadCompleted( idSaveLoadParms& parms ) { };
virtual void OnLoadFilesCompleted( idSaveLoadParms& parms ) { };
virtual void OnEnumerationCompleted( idSaveLoadParms& parms ) { };
virtual void OnDeleteCompleted( idSaveLoadParms& parms ) { };
virtual void TriggerScreenWipe( const char* _wipeMaterial, bool hold ) { };
virtual void OnStartHosting( idMatchParameters& parms ) { };
virtual int GetGameFrame()
{
return 0;
};
virtual void LaunchExternalTitle( int titleIndex, int device, const lobbyConnectInfo_t* const connectInfo ) { };
virtual void InitializeMPMapsModes() { };
virtual const idStrList& GetModeList() const
{
static idStrList useless;
return useless;
};
virtual const idStrList& GetModeDisplayList() const
{
static idStrList useless;
return useless;
};
virtual const idList<mpMap_t>& GetMapList() const
{
static idList<mpMap_t> useless;
return useless;
};
virtual void ResetPlayerInput( int playerIndex ) { };
virtual bool JapaneseCensorship() const
{
return false;
};
virtual void QueueShowShell() { }; // Will activate the shell on the next frame.
virtual void idCommon::UpdateScreen( bool, bool ) { }
void idCommon::InitTool( const toolFlag_t, const idDict*, idEntity* ) { }
//virtual currentGame_t GetCurrentGame() const {
// return DOOM_CLASSIC;
//};
//virtual void SwitchToGame(currentGame_t newGame) { };
};
idCommonLocal commonLocal;
idCommon* common = &commonLocal;

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@ -0,0 +1,556 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#include "../sys/sys_local.h"
#include "../framework/EventLoop.h"
#include "../framework/DeclManager.h"
#include <sys/stat.h>
#include <sys/types.h>
#include <stdio.h>
#include <dirent.h>
#include <fnmatch.h>
idEventLoop* eventLoop;
idDeclManager* declManager;
idSys* sys = NULL;
#define STDIO_PRINT( pre, post ) \
va_list argptr; \
va_start( argptr, fmt ); \
printf( pre ); \
vprintf( fmt, argptr ); \
printf( post ); \
printf(post); \
va_end( argptr )
idCVar com_productionMode( "com_productionMode", "0", CVAR_SYSTEM | CVAR_BOOL, "0 - no special behavior, 1 - building a production build, 2 - running a production build" );
void Sys_Printf( const char* fmt, ... )
{
va_list argptr;
//tty_Hide();
va_start( argptr, fmt );
vprintf( fmt, argptr );
va_end( argptr );
//tty_Show();
}
/*
==============
Sys_Mkdir
==============
*/
void Sys_Mkdir( const char* path )
{
mkdir( path, 0777 );
}
/*
========================
Sys_Rmdir
========================
*/
bool Sys_Rmdir( const char* path )
{
return ( rmdir( path ) == 0 );
}
/*
==============
Sys_EXEPath
==============
*/
const char* Sys_EXEPath()
{
static char buf[ 1024 ];
idStr linkpath;
int len;
buf[ 0 ] = '\0';
sprintf( linkpath, "/proc/%d/exe", getpid() );
len = readlink( linkpath.c_str(), buf, sizeof( buf ) );
if( len == -1 )
{
Sys_Printf( "couldn't stat exe path link %s\n", linkpath.c_str() );
// RB: fixed array subscript is below array bounds
buf[ 0 ] = '\0';
// RB end
}
return buf;
}
/*
==============
Sys_ListFiles
==============
*/
int Sys_ListFiles( const char* directory, const char* extension, idStrList& list )
{
struct dirent* d;
DIR* fdir;
bool dironly = false;
char search[MAX_OSPATH];
struct stat st;
bool debug;
list.Clear();
debug = cvarSystem->GetCVarBool( "fs_debug" );
// DG: we use fnmatch for shell-style pattern matching
// so the pattern should at least contain "*" to match everything,
// the extension will be added behind that (if !dironly)
idStr pattern( "*" );
// passing a slash as extension will find directories
if( extension[0] == '/' && extension[1] == 0 )
{
dironly = true;
}
else
{
// so we have *<extension>, the same as in the windows code basically
pattern += extension;
}
// DG end
// NOTE: case sensitivity of directory path can screw us up here
if( ( fdir = opendir( directory ) ) == NULL )
{
if( debug )
{
common->Printf( "Sys_ListFiles: opendir %s failed\n", directory );
}
return -1;
}
// DG: use readdir_r instead of readdir for thread safety
// the following lines are from the readdir_r manpage.. fscking ugly.
int nameMax = pathconf( directory, _PC_NAME_MAX );
if( nameMax == -1 )
{
nameMax = 255;
}
int direntLen = offsetof( struct dirent, d_name ) + nameMax + 1;
struct dirent* entry = ( struct dirent* )Mem_Alloc( direntLen, TAG_CRAP );
if( entry == NULL )
{
common->Warning( "Sys_ListFiles: Mem_Alloc for entry failed!" );
closedir( fdir );
return 0;
}
while( readdir_r( fdir, entry, &d ) == 0 && d != NULL )
{
// DG end
idStr::snPrintf( search, sizeof( search ), "%s/%s", directory, d->d_name );
if( stat( search, &st ) == -1 )
{
continue;
}
if( !dironly )
{
// DG: the original code didn't work because d3 bfg abuses the extension
// to match whole filenames and patterns in the savegame-code, not just file extensions...
// so just use fnmatch() which supports matching shell wildcard patterns ("*.foo" etc)
// if we should ever need case insensitivity, use FNM_CASEFOLD as third flag
if( fnmatch( pattern.c_str(), d->d_name, 0 ) != 0 )
{
continue;
}
// DG end
}
if( ( dironly && !( st.st_mode & S_IFDIR ) ) ||
( !dironly && ( st.st_mode & S_IFDIR ) ) )
{
continue;
}
list.Append( d->d_name );
}
closedir( fdir );
Mem_Free( entry );
if( debug )
{
common->Printf( "Sys_ListFiles: %d entries in %s\n", list.Num(), directory );
}
return list.Num();
}
int idEventLoop::JournalLevel() const
{
return 0;
}
/*
========================
Sys_IsFolder
========================
*/
sysFolder_t Sys_IsFolder( const char* path )
{
struct stat buffer;
if( stat( path, &buffer ) < 0 )
{
return FOLDER_ERROR;
}
return ( buffer.st_mode & S_IFDIR ) != 0 ? FOLDER_YES : FOLDER_NO;
}
const char* Sys_DefaultSavePath()
{
return "";
}
const char* Sys_Lang( int )
{
return "";
}
/*
=================
Sys_FileTimeStamp
=================
*/
ID_TIME_T Sys_FileTimeStamp( idFileHandle fp )
{
struct stat st;
fstat( fileno( fp ), &st );
return st.st_mtime;
}
/*
==============
Sys_DefaultBasePath
==============
*/
const char* Sys_DefaultBasePath()
{
return Sys_EXEPath();
}
int Sys_NumLangs()
{
return 0;
}
/*
================
Sys_Milliseconds
================
*/
/* base time in seconds, that's our origin
timeval:tv_sec is an int:
assuming this wraps every 0x7fffffff - ~68 years since the Epoch (1970) - we're safe till 2038
using unsigned long data type to work right with Sys_XTimeToSysTime */
#ifdef CLOCK_MONOTONIC_RAW
// use RAW monotonic clock if available (=> not subject to NTP etc)
#define D3_CLOCK_TO_USE CLOCK_MONOTONIC_RAW
#else
#define D3_CLOCK_TO_USE CLOCK_MONOTONIC
#endif
// RB: changed long to int
unsigned int sys_timeBase = 0;
// RB end
/* current time in ms, using sys_timeBase as origin
NOTE: sys_timeBase*1000 + curtime -> ms since the Epoch
0x7fffffff ms - ~24 days
or is it 48 days? the specs say int, but maybe it's casted from unsigned int?
*/
int Sys_Milliseconds()
{
// DG: use clock_gettime on all platforms
int curtime;
struct timespec ts;
clock_gettime( D3_CLOCK_TO_USE, &ts );
if( !sys_timeBase )
{
sys_timeBase = ts.tv_sec;
return ts.tv_nsec / 1000000;
}
curtime = ( ts.tv_sec - sys_timeBase ) * 1000 + ts.tv_nsec / 1000000;
return curtime;
// DG end
}
class idCommonLocal : public idCommon
{
public:
// Initialize everything.
// if the OS allows, pass argc/argv directly (without executable name)
// otherwise pass the command line in a single string (without executable name)
virtual void Init( int argc, const char* const* argv, const char* cmdline ) { };
// Shuts down everything.
virtual void Shutdown() { };
virtual bool IsShuttingDown() const
{
return false;
};
virtual void CreateMainMenu() { };
// Shuts down everything.
virtual void Quit() { };
// Returns true if common initialization is complete.
virtual bool IsInitialized() const
{
return true;
};
// Called repeatedly as the foreground thread for rendering and game logic.
virtual void Frame() { };
// Redraws the screen, handling games, guis, console, etc
// in a modal manner outside the normal frame loop
virtual void UpdateScreen() { };
virtual void UpdateLevelLoadPacifier() { };
// Checks for and removes command line "+set var arg" constructs.
// If match is NULL, all set commands will be executed, otherwise
// only a set with the exact name.
virtual void StartupVariable( const char* match ) { };
// Begins redirection of console output to the given buffer.
virtual void BeginRedirect( char* buffer, int buffersize, void ( *flush )( const char* ) ) { };
// Stops redirection of console output.
virtual void EndRedirect() { };
// Update the screen with every message printed.
virtual void SetRefreshOnPrint( bool set ) { };
virtual void Printf( const char* fmt, ... )
{
STDIO_PRINT( "", "" );
}
virtual void VPrintf( const char* fmt, va_list arg )
{
vprintf( fmt, arg );
}
virtual void DPrintf( const char* fmt, ... )
{
/*STDIO_PRINT( "", "" );*/
}
virtual void Warning( const char* fmt, ... )
{
STDIO_PRINT( "WARNING: ", "\n" );
}
virtual void DWarning( const char* fmt, ... )
{
/*STDIO_PRINT( "WARNING: ", "\n" );*/
}
// Prints all queued warnings.
virtual void PrintWarnings() { };
// Removes all queued warnings.
virtual void ClearWarnings( const char* reason ) { };
virtual void Error( const char* fmt, ... )
{
STDIO_PRINT( "ERROR: ", "\n" );
exit( 0 );
}
virtual void FatalError( const char* fmt, ... )
{
STDIO_PRINT( "FATAL ERROR: ", "\n" );
exit( 0 );
}
// Returns key bound to the command
virtual const char* KeysFromBinding( const char* bind )
{
return NULL;
};
// Returns the binding bound to the key
virtual const char* BindingFromKey( const char* key )
{
return NULL;
};
// Directly sample a button.
virtual int ButtonState( int key )
{
return 0;
};
// Directly sample a keystate.
virtual int KeyState( int key )
{
return 0;
};
// Returns true if a multiplayer game is running.
// CVars and commands are checked differently in multiplayer mode.
virtual bool IsMultiplayer()
{
return false;
};
virtual bool IsServer()
{
return false;
};
virtual bool IsClient()
{
return false;
};
// Returns true if the player has ever enabled the console
virtual bool GetConsoleUsed()
{
return false;
};
// Returns the rate (in ms between snaps) that we want to generate snapshots
virtual int GetSnapRate()
{
return 0;
};
virtual void NetReceiveReliable( int peer, int type, idBitMsg& msg ) { };
virtual void NetReceiveSnapshot( class idSnapShot& ss ) { };
virtual void NetReceiveUsercmds( int peer, idBitMsg& msg ) { };
// Processes the given event.
virtual bool ProcessEvent( const sysEvent_t* event )
{
return false;
};
virtual bool LoadGame( const char* saveName )
{
return false;
};
virtual bool SaveGame( const char* saveName )
{
return false;
};
virtual idGame* Game()
{
return NULL;
};
virtual idRenderWorld* RW()
{
return NULL;
};
virtual idSoundWorld* SW()
{
return NULL;
};
virtual idSoundWorld* MenuSW()
{
return NULL;
};
virtual idSession* Session()
{
return NULL;
};
virtual idCommonDialog& Dialog()
{
static idCommonDialog useless;
return useless;
};
virtual void OnSaveCompleted( idSaveLoadParms& parms ) { };
virtual void OnLoadCompleted( idSaveLoadParms& parms ) { };
virtual void OnLoadFilesCompleted( idSaveLoadParms& parms ) { };
virtual void OnEnumerationCompleted( idSaveLoadParms& parms ) { };
virtual void OnDeleteCompleted( idSaveLoadParms& parms ) { };
virtual void TriggerScreenWipe( const char* _wipeMaterial, bool hold ) { };
virtual void OnStartHosting( idMatchParameters& parms ) { };
virtual int GetGameFrame()
{
return 0;
};
virtual void LaunchExternalTitle( int titleIndex, int device, const lobbyConnectInfo_t* const connectInfo ) { };
virtual void InitializeMPMapsModes() { };
virtual const idStrList& GetModeList() const
{
static idStrList useless;
return useless;
};
virtual const idStrList& GetModeDisplayList() const
{
static idStrList useless;
return useless;
};
virtual const idList<mpMap_t>& GetMapList() const
{
static idList<mpMap_t> useless;
return useless;
};
virtual void ResetPlayerInput( int playerIndex ) { };
virtual bool JapaneseCensorship() const
{
return false;
};
virtual void QueueShowShell() { }; // Will activate the shell on the next frame.
virtual void UpdateScreen( bool, bool ) { }
void InitTool( const toolFlag_t, const idDict*, idEntity* ) { }
//virtual currentGame_t GetCurrentGame() const {
// return DOOM_CLASSIC;
//};
//virtual void SwitchToGame(currentGame_t newGame) { };
};
idCommonLocal commonLocal;
idCommon* common = &commonLocal;

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add_definitions(-DDMAP -D__DOOM_DLL__)
set(TP_INCLUDES
#TypeInfoGen.h
)
set(TP_SOURCES
#TypeInfoGen.cpp
#main.cpp
precompiled.cpp
)
file(GLOB DMAP_INCLUDES dmap/*.h)
file(GLOB DMAP_SOURCES dmap/*.cpp)
if(WIN32)
list(APPEND TP_SOURCES ../../stub/EngineStub.cpp)
else()
list(APPEND TP_SOURCES ../../stub/EngineStubPosix.cpp)
endif()
set(TP_FRAMEWORK_INCLUDES
../../framework/CmdSystem.h
../../framework/CVarSystem.h
../../framework/File.h
../../framework/File_Manifest.h
../../framework/File_Resource.h
../../framework/FileSystem.h
../../framework/Licensee.h
../../idlib/precompiled.h
)
set(TP_FRAMEWORK_SOURCES
../../framework/CmdSystem.cpp
../../framework/CVarSystem.cpp
../../framework/File.cpp
../../framework/File_Manifest.cpp
../../framework/File_Resource.cpp
../../framework/FileSystem.cpp
)
#if(NOT ZLIB_FOUND)
# file(GLOB TP_ZLIB_INCLUDES ../../libs/zlib/*.h)
# file(GLOB TP_ZLIB_SOURCES ../../libs/zlib/*.c)
# list(APPEND TP_ZLIB_SOURCES ../../libs/zlib/minizip/unzip.cpp)
# list(APPEND TP_ZLIB_SOURCES ../../libs/zlib/minizip/ioapi.c)
#else (NOT ZLIB_FOUND)
# set(TP_ZLIB_INCLUDES "")
# set(TP_ZLIB_SOURCES "")
#endif()
set(TP_INCLUDES_ALL
${TP_INCLUDES}
${TP_FRAMEWORK_INCLUDES}
${TP_ZLIB_INCLUDES}
${DMAP_INCLUDES}
)
set(TP_SOURCES_ALL
${TP_SOURCES}
${TP_FRAMEWORK_SOURCES}
${TP_ZLIB_SOURCES}
${DMAP_SOURCES}
)
source_group("main" FILES ${TP_INCLUDES})
source_group("main" FILES ${TP_SOURCES})
source_group("dmap" FILES ${DMAP_INCLUDES})
source_group("dmap" FILES ${DMAP_SOURCES})
source_group("framework" FILES ${TP_FRAMEWORK_INCLUDES})
source_group("framework" FILES ${TP_FRAMEWORK_SOURCES})
#source_group("zlib" FILES ${TP_ZLIB_INCLUDES})
#source_group("zlib" FILES ${TP_ZLIB_SOURCES})
set(TP_PRECOMPILED_SOURCES ${TP_SOURCES_ALL})
#list(REMOVE_ITEM TP_PRECOMPILED_SOURCES ${TP_ZLIB_SOURCES})
include_directories(
.
../../idlib
../../libs/zlib
)
if(MSVC)
list(REMOVE_ITEM TP_PRECOMPILED_SOURCES precompiled.cpp)
#foreach( src_file ${TP_PRECOMPILED_SOURCES} )
# message(STATUS "-include precompiled.h for ${src_file}")
#endforeach()
#set_target_properties(idlib PROPERTIES COMPILE_FLAGS "/Yuprecompiled.h")
set_source_files_properties(precompiled.cpp
PROPERTIES
COMPILE_FLAGS "/Ycprecompiled.h"
OBJECT_OUTPUTS "precompiled.pch"
)
set_source_files_properties(
${TP_PRECOMPILED_SOURCES}
PROPERTIES
COMPILE_FLAGS "/Yuprecompiled.h"
OBJECT_DEPENDS "precompiled.pch"
)
add_executable(rbdmap ${TP_SOURCES_ALL} ${TP_INCLUDES_ALL})
add_dependencies(rbdmap idlib)
target_link_libraries(rbdmap idlib winmm)
else()
if (USE_PRECOMPILED_HEADERS)
foreach( src_file ${TP_PRECOMPILED_SOURCES} )
#message(STATUS "-include precompiled.h for ${src_file}")
set_source_files_properties(
${src_file}
PROPERTIES
COMPILE_FLAGS "-include ${CMAKE_CURRENT_SOURCE_DIR}/precompiled.h"
)
endforeach()
endif()
include_directories(.)
if (USE_PRECOMPILED_HEADERS)
# precompiled magic for GCC/clang, adapted from https://gist.github.com/573926
STRING(TOUPPER "CMAKE_CXX_FLAGS_${CMAKE_BUILD_TYPE}" _flags_var_name)
SET(_compiler_FLAGS "${${_flags_var_name}} -std=c++${CMAKE_CXX_STANDARD}")
GET_DIRECTORY_PROPERTY(_directory_flags INCLUDE_DIRECTORIES)
FOREACH(item ${_directory_flags})
LIST(APPEND _compiler_FLAGS " -I${item}")
ENDFOREACH(item)
endif()
GET_DIRECTORY_PROPERTY(_directory_flags DEFINITIONS)
LIST(APPEND _compiler_FLAGS ${_directory_flags})
SEPARATE_ARGUMENTS(_compiler_FLAGS)
if (USE_PRECOMPILED_HEADERS)
add_custom_target(precomp_header_typeinfo ALL
COMMAND ${CMAKE_CXX_COMPILER} ${_compiler_FLAGS} -x c++-header precompiled.h -o precompiled.h.gch
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT "Creating idlib/precompiled.h.gch for typeinfogen"
)
endif()
add_executable(typeinfogen ${TP_SOURCES_ALL} ${TP_INCLUDES_ALL})
add_dependencies(typeinfogen idlib)
if (USE_PRECOMPILED_HEADERS)
add_dependencies(typeinfogen precomp_header_typeinfo)
endif()
target_link_libraries(typeinfogen idlib)
endif()

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"

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#include "../idlib/precompiled.h"