Merge branch 'master' into glew

This commit is contained in:
Robert Beckebans 2013-01-14 17:33:25 +01:00
commit c038a836f2
446 changed files with 16842 additions and 6684 deletions

View file

@ -1,18 +1,82 @@
Doom 3 BFG Edition GPL Source Code
==================================
____ ____ ____ _____ ____ ______ ______
/ __ \ / __ ) / __ \ ____ ____ ____ ___ |__ / / __ ) / ____// ____/
/ /_/ // __ |/ / / // __ \ / __ \ / __ `__ \ /_ < / __ |/ /_ / / __
/ _, _// /_/ // /_/ // /_/ // /_/ // / / / / /___/ // /_/ // __/ / /_/ /
/_/ |_|/_____//_____/ \____/ \____//_/ /_/ /_//____//_____//_/ \____/
_________________________________________
RBDoom3BFG Readme - https://github.com/RobertBeckebans/RBDOOM-3-BFG
Thank you for downloading RBDoom3BFG.
_______________________________________
CONTENTS
_______________________________
This file contains the following sections:
GENERAL NOTES
LICENSE
1) SYSTEM REQUIREMENT
GENERAL NOTES
=============
2) GENERAL NOTES
3) LICENSE
4) GETTING THE SOURCE CODE
Game data and patching:
-----------------------
5) COMPILING ON WIN32 WITH VISUAL C++ 2010 EXPRESS EDITION
This source release does not contain any game data, the game data is still
6) COMPILING ON GNU/LINUX
7) GETTING THE GAMEDATA, RUNNING THE GAME
8) CHANGES
9) FEATURES
10) CONSOLE VARIABLES
11) KNOWN ISSUES
12) BUG REPORTS
13) CODE LICENSE EXCEPTIONS
___________________________________
1) SYSTEM REQUIREMENTS
__________________________
Minimum system requirements:
CPU: 2 GHz Intel compatible
System Memory: 512MB
Graphics card: Any graphics card that supports Direct3D 10 and OpenGL >= 3.2
Recommended system requirements:
CPU: 3 GHz + Intel compatible
System Memory: 1024MB+
Graphics card: Geforce 9600 GT, ATI HD 5650 or higher.
_______________________________
2) GENERAL NOTES
______________________
This release does not contain any game data, the game data is still
covered by the original EULA and must be obeyed as usual.
You must patch the game to the latest version.
@ -21,17 +85,6 @@ Note that Doom 3 BFG Edition is available from the Steam store at
http://store.steampowered.com/app/208200/
Compiling on win32:
-------------------
A project file for Microsoft Visual Studio 2010 is provided in neo\doom3.sln
We expect the solution file is compatible with the Express releases
You will need the Microsoft DirectX SDK installed as well.
If it does not reside in "C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)"
you will need to update the project files accordingly.
Steam:
------
The Doom 3 BFG Edition GPL Source Code release does not include functionality for integrating with
@ -41,7 +94,6 @@ any other Steam features.
Bink:
-----
The Doom 3 BFG Edition GPL Source Code release does not include functionality for rendering Bink Videos.
@ -52,28 +104,202 @@ The Doom 3 BFG Edition GPL Source Code release does not include functionality en
of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse".
Other platforms, updated source code, security issues:
------------------------------------------------------
If you have obtained this source code several weeks after the time of release,
it is likely that you can find modified and improved versions of the engine in
various open source projects across the internet.
_______________________________
Depending what is your interest with the source code, those may be a better starting point.
3) LICENSE
______________________
LICENSE
=======
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE
ADDITIONAL TERMS: The Doom 3 BFG Edition GPL 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 GPL which accompanied the Doom 3 BFG Edition GPL Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
EXCLUDED CODE: The code described below and contained in the Doom 3 BFG Edition GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.
____________________________________________
4) GETTING THE SOURCE CODE
___________________________________
This project's GitHub.net Git repository can be checked out through Git with the following instruction set:
> git clone https://github.com/RobertBeckebans/RBDOOM-3-BFG.git
If you don't want to use git, you can download the source as a zip file at
https://github.com/RobertBeckebans/RBDOOM-3-BFG/archive/master.zip
___________________________________________________________________
5) COMPILING ON WIN32 WITH VISUAL C++ 2010 EXPRESS EDITION
__________________________________________________________
1. Download and install the Visual C++ 2010 Express Edition.
2. Generate the VC10 projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder.
3. Use the VC10 solution to compile what you need:
RBDOOM-3-BFG/build/RBDoom3BFG.sln
__________________________________
6) COMPILING ON GNU/LINUX
_________________________
1. You need the following dependencies in order to compile RBDoom3BFG with all features:
On Debian or Ubuntu:
> apt-get install cmake libsdl1.2-dev libopenal-dev
On Fedora
> yum install cmake SDL-devel openal-devel
Instead of SDL1.2 development files you can also use SDL2, but so far it
seems like no distributions has packages for it yet, so you may have to
compile and install SDL2 yourself.
(There may be inofficial repositories like Ubuntu PPAs)
SDL2 has better input support (especially in the console) and better
support for multiple displays (especially in fullscreen mode).
2. Generate the Makefiles using CMake:
> cd neo/
> ./cmake-eclipse-linux-profile.sh
3. Compile RBDoom3BFG targets with
> cd ../build
> make
___________________________________________________
7) GETTING THE GAMEDATA, RUNNING THE GAME
__________________________________________
To play the game, you need the game data from a legal copy of the game, which
unfortunately requires Steam for Windows - Steam for Linux or OSX won't do, because
(at least currently) the Doom3 BFG game is only installable on Steam for Windows.
Even the DVD version of Doom3 BFG only contains encrytped data that is decoded
by Steam on install.
Fortunately, you can run Steam in Wine to install Doom3 BFG and afterwards copy the
game data somewhere else to use it with native executables.
Winetricks ( http://winetricks.org/ ) makes installing Windows Steam on Linux really easy.
Anyway:
1. Install Doom3 BFG in Steam (Windows version), make sure it's getting
updated/patched.
2. Create your own doom3bfg directory, e.g. /path/to/Doom3BFG/
3. Copy the game-data's base dir from Steam to that directory
(e.g. /path/to/Doom3BFG/), it's in
/your/path/to/Steam/steamapps/common/DOOM 3 BFG Edition/base/
4. Copy your RBDoom3BFG executable that you created in 5) or 6) to your own
doom3bfg directory (/path/to/Doom3BFG).
Your own doom3bfg directory now should look like:
/path/to/Doom3BFG/
-> RBDoom3BFG (or RBDoom3BFG.exe on Windows)
-> base/
-> classicmusic/
-> _common.crc
-> (etc)
5. Run the game by executing the RBDoom3BFG executable.
6. Enjoy
7. If you run into bugs, please report them, see 12)
___________________________________________________
8) CHANGES
__________________________________________
* Flexible build system using CMake
* Linux support (32 and 64 bit)
* New OpenAL Soft sound backend primarily developed for Linux but works on Windows as well
* Win64 support
___________________________________________________
9) FEATURES
__________________________________________
// TODO
___________________________________________________
10) CONSOLE VARIABLES
__________________________________________
// TODO
___________________________________________________
11) KNOWN ISSUES
__________________________________________
* Doomclassic is not supported on Linux (yet)
* There are some issues with the binary format loaders/writers on 64 bit platforms
* The intel open source drivers to not support OpenGL 3.2 yet
___________________________________________________
12) BUG REPORTS
__________________________________________
RBDoom3BFG is not perfect, it is not bug free as every other software.
For fixing as much problems as possible we need as much bug reports as possible.
We cannot fix anything if we do not know about the problems.
The best way for telling us about a bug is by submitting a bug report at our GitHub bug tracker page:
https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues?state=open
The most important fact about this tracker is that we cannot simply forget to fix the bugs which are posted there.
It is also a great way to keep track of fixed stuff.
If you want to report an issue with the game, you should make sure that your report includes all information useful to characterize and reproduce the bug.
* Search on Google
* Include the computer's hardware and software description ( CPU, RAM, 3D Card, distribution, kernel etc. )
* If appropriate, send a console log, a screenshot, an strace ..
* If you are sending a console log, make sure to enable developer output:
RBDoom3BFG.exe +set developer 1 +set logfile 2
NOTE: We cannot help you with OS-specific issues like configuring OpenGL correctly, configuring ALSA or configuring the network.
____________________________________________________________________________________
13) CODE LICENSE EXCEPTIONS - The parts that are not covered by the GPL:
_______________________________________________________________________
EXCLUDED CODE: The code described below and contained in the Doom 3 BFG Edition GPL Source Code release
is not part of the Program covered by the GPL and is expressly excluded from its terms.
You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.
JPEG library
-----------------------------------------------------------------------------
neo/renderer/jpeg-6/*
neo/libs/jpeg-6/*
Copyright (C) 1991-1995, Thomas G. Lane
@ -103,9 +329,9 @@ better release of the library.
zlib library
---------------------------------------------------------------------------
neo/framework/zlib/*
neo/libs/zlib/*
Copyright (C) 1995-2005 Jean-loup Gailly and Mark Adler
Copyright (C) 1995-2012 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@ -156,29 +382,33 @@ STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
IO for uncompress .zip files using zlib
IO for (un)compress .zip files using zlib
---------------------------------------------------------------------------
neo/framework/Unzip.cpp
neo/framework/Unzip.h
neo/libs/zlib/minizip/*
Copyright (C) 1998 Gilles Vollant
zlib is Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler
Copyright (C) 1998-2010 Gilles Vollant (minizip) ( http://www.winimage.com/zLibDll/minizip.html )
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Modifications of Unzip for Zip64
Copyright (C) 2007-2008 Even Rouault
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
Modifications for Zip64 support
Copyright (C) 2009-2010 Mathias Svensson ( http://result42.com )
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
MD4 Message-Digest Algorithm
-----------------------------------------------------------------------------
@ -245,7 +475,7 @@ MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
Timidity
---------------------------------------------------------------------------
doomclassic/timidity/*
neo/libs/timidity/*
Copyright (c) 1995 Tuukka Toivonen
@ -255,3 +485,5 @@ If you'd like to continue hacking on TiMidity, feel free. I'm
hereby extending the TiMidity license agreement: you can now
select the most convenient license for your needs from (1) the
GNU GPL, (2) the GNU LGPL, or (3) the Perl Artistic License.

View file

@ -73,7 +73,7 @@ If you have questions concerning this license or the applicable additional terms
#include "d_main.h"
//#include "../idlib/precompiled.h"
//#include "precompiled.h"
//#include "../Main/PlayerProfile.h"
//#include "../Main/PSN/PS3_Session.h"
#include "d3xp/Game_local.h"

View file

@ -665,7 +665,7 @@ void I_InitSoundChannel( int channel, int numOutputChannels_ ) {
activeSound_t *soundchannel = &activeSounds[ channel ];
// RB: fixed non-aggregates cannot be initialized with initializer list
#if (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/)
#if defined(USE_WINRT) //(_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/)
X3DAUDIO_VECTOR ZeroVector( 0.0f, 0.0f, 0.0f );
#else
X3DAUDIO_VECTOR ZeroVector = { 0.0f, 0.0f, 0.0f };
@ -735,7 +735,7 @@ void I_InitSound() {
int i;
// RB: non-aggregates cannot be initialized with initializer list
#if (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/)
#if defined(USE_WINRT) // (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/)
X3DAUDIO_VECTOR ZeroVector( 0.0f, 0.0f, 0.0f );
#else
X3DAUDIO_VECTOR ZeroVector = { 0.0f, 0.0f, 0.0f };
@ -836,7 +836,7 @@ void I_InitMusic(void)
voiceFormat.cbSize = 0;
// RB: XAUDIO2_VOICE_MUSIC not available on Windows 8 SDK
#if (_WIN32_WINNT < 0x0602 /*_WIN32_WINNT_WIN8*/)
#if !defined(USE_WINRT) //(_WIN32_WINNT < 0x0602 /*_WIN32_WINNT_WIN8*/)
soundSystemLocal.hardware.GetIXAudio2()->CreateSourceVoice( &pMusicSourceVoice, (WAVEFORMATEX *)&voiceFormat, XAUDIO2_VOICE_MUSIC );
#endif
// RB end

View file

@ -1,7 +1,7 @@
cmake_minimum_required(VERSION 2.8)
set(CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake)
project(RBDoom3)
project(RBDoom3BFG)
option(USE_MFC_TOOLS
"Compile the built-in MFC based tools" OFF)
@ -12,9 +12,28 @@ option(MONOLITH
option(SDL2
"Use SDL2 instead of SDL1.2" OFF)
#option(STANDALONE
# "Skip Doom 3 base/ folder" ON)
option(OPENAL
"Use OpenAL soft instead of XAudio2" OFF)
if(UNIX)
set(OPENAL TRUE)
endif()
if(MSVC)
#message(STATUS CMAKE_ROOT: ${CMAKE_ROOT})
#if(CMAKE_CL_64)
# SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/../bin/win64)
#else()
# SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/../bin/win32)
#endif()
#message(STATUS EXECUTABLE_OUTPUT_PATH: ${EXECUTABLE_OUTPUT_PATH})
#message(STATUS PROJECT_BINARY_DIR: ${PROJECT_BINARY_DIR})
#message(STATUS CMAKE_BINARY_DIR: ${CMAKE_BINARY_DIR})
else()
message(STATUS CMAKE_BUILD_TYPE: ${CMAKE_BUILD_TYPE})
endif()
if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID STREQUAL "Clang")
add_definitions(-pipe)
@ -35,12 +54,21 @@ if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID STREQUAL "Clang")
add_definitions(-DUSE_EXCEPTIONS)
#endif()
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -D_DEBUG -O0 -ggdb -Wno-pragmas -fno-strict-aliasing -Wno-unused-variable -Wno-unused-but-set-variable -Wno-switch")
#set(CMAKE_C_FLAGS_DEBUGALL "${CMAKE_C_FLAGS_DEBUGALL} -g -ggdb -D_DEBUG -Wno-pragmas -fno-strict-aliasing -Wno-unused-variable -Wno-unused-but-set-variable -Wno-switch")
#set(CMAKE_C_FLAGS_PROFILE "${CMAKE_C_FLAGS_PROFILE} -g -ggdb -D_DEBUG -O1 -fno-omit-frame-pointer -Wunknown-pragmas -fno-strict-aliasing -Wno-unused-variable -Wno-unused-but-set-variable -Wno-switch")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -O3 -ffast-math -fno-unsafe-math-optimizations -fomit-frame-pointer -Wno-pragmas -fno-strict-aliasing -Wno-unused-variable -Wno-unused-but-set-variable -Wno-switch")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -g -O3 -ffast-math -fno-unsafe-math-optimizations -fomit-frame-pointer -Wno-pragmas -fno-strict-aliasing -Wno-unused-variable -Wno-unused-but-set-variable -Wno-switch")
set(CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL} -Os -ffast-math -fno-unsafe-math-optimizations -fomit-frame-pointer -Wno-pragmas -fno-strict-aliasing -Wno-unused-variable -Wno-unused-but-set-variable -Wno-switch")
# the warnings are used for every profile anyway, so put them in a variable
set(my_warn_flags "-Wno-pragmas -Wno-unused-variable -Wno-unused-but-set-variable -Wno-switch -Wno-unused-value -Winvalid-pch")
if(CMAKE_C_COMPILER_ID STREQUAL "Clang")
# append clang-specific settings for warnings (the second one make sure clang doesn't complain
# about unknown -W flags, like -Wno-unused-but-set-variable)
set(my_warn_flags "${my_warn_flags} -Wno-local-type-template-args -Wno-unknown-warning-option")
endif()
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -D_DEBUG -O0 -ggdb -fno-strict-aliasing ${my_warn_flags}")
#set(CMAKE_C_FLAGS_DEBUGALL "${CMAKE_C_FLAGS_DEBUGALL} -g -ggdb -D_DEBUG -fno-strict-aliasing ${my_warn_flags}")
#set(CMAKE_C_FLAGS_PROFILE "${CMAKE_C_FLAGS_PROFILE} -g -ggdb -D_DEBUG -O1 -fno-omit-frame-pointer -fno-strict-aliasing ${my_warn_flags}")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -O3 -ffast-math -fno-unsafe-math-optimizations -fomit-frame-pointer -fno-strict-aliasing ${my_warn_flags}")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -g -O3 -ffast-math -fno-unsafe-math-optimizations -fomit-frame-pointer -fno-strict-aliasing ${my_warn_flags}")
set(CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL} -Os -ffast-math -fno-unsafe-math-optimizations -fomit-frame-pointer -fno-strict-aliasing ${my_warn_flags}")
set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
#set(CMAKE_CXX_FLAGS_DEBUGALL ${CMAKE_C_FLAGS_DEBUGALL})
@ -69,15 +97,41 @@ elseif(MSVC)
# Omit Frame Pointers
# "/Oy",
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /D _DEBUG /MP /MTd")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /MP /Oi /Oy /MT")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} /MP /Oi /MTd")
set(CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL} /MP /Oi /Oy /MT")
# if(MSVC_VERSION EQUAL 1700)
# #message(STATUS "$ENV{LIBPATH}")
# find_path(Windows_winmd_DIR NAMES Windows.winmd
# HINTS
# C:/Program Files (x86)/Windows Kits/8.0/References/CommonConfiguration/Neutral
# PATH_SUFFIXES "Neutral")
# message(STATUS "${Windows_winmd_DIR}")
# #set(WINRT_OPTIONS "/ZW /D USE_WINRT /AI \"C:\Program Files (x86)\Windows Kits\8.0\References\CommonConfiguration\Neutral\"")
# #set(WINRT_OPTIONS "/ZW /D USE_WINRT /AI \"$ENV{LIBPATH}\" ")
# set(WINRT_OPTIONS "/ZW /D USE_WINRT")
# set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /D _DEBUG /MP ${WINRT_OPTIONS}")
# set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /MP /Oi /Oy ${WINRT_OPTIONS}")
# set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} /MP /Oi ${WINRT_OPTIONS}")
# set(CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL} /MP /Oi /Oy ${WINRT_OPTIONS}")
# set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MP ${WINRT_OPTIONS}")
# set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MP /Oi /Oy ${WINRT_OPTIONS}")
# set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /MP ${WINRT_OPTIONS}")
# set(CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS_MINSIZEREL} /MP /Oi /Oy ${WINRT_OPTIONS}")
# else()
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /D _DEBUG /MP /MTd")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /MP /Oi /Oy /MT")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} /MP /Oi /MTd")
set(CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL} /MP /Oi /Oy /MT")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MP /MTd")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MP /Oi /Oy /MT")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /MP /MTd")
set(CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS_MINSIZEREL} /MP /Oi /Oy /MT")
# endif()
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MP /MTd")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MP /Oi /Oy /MT")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /MP /MTd")
set(CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS_MINSIZEREL} /MP /Oi /Oy /MT")
add_definitions(-DWIN32
-D_WINDOWS
@ -294,6 +348,9 @@ file(GLOB PNG_SOURCES libs/png/*.c)
file(GLOB ZLIB_INCLUDES libs/zlib/*.h)
file(GLOB ZLIB_SOURCES libs/zlib/*.c)
file(GLOB MINIZIP_INCLUDES libs/zlib/minizip/*.h)
file(GLOB MINIZIP_SOURCES libs/zlib/minizip/*.c libs/zlib/minizip/*.cpp)
set(GLEW_INCLUDES
libs/glew/include/GL/glew.h)
@ -370,6 +427,16 @@ set(XAUDIO2_SOURCES
sound/XAudio2/XA2_SoundHardware.cpp
sound/XAudio2/XA2_SoundSample.cpp
sound/XAudio2/XA2_SoundVoice.cpp)
set(OPENAL_INCLUDES
sound/OpenAL/AL_SoundHardware.h
sound/OpenAL/AL_SoundSample.h
sound/OpenAL/AL_SoundVoice.h)
set(OPENAL_SOURCES
sound/OpenAL/AL_SoundHardware.cpp
sound/OpenAL/AL_SoundSample.cpp
sound/OpenAL/AL_SoundVoice.cpp)
set(STUBAUDIO_INCLUDES
sound/stub/SoundStub.h)
@ -771,6 +838,9 @@ source_group("libs\\png" FILES ${PNG_SOURCES})
source_group("libs\\zlib" FILES ${ZLIB_INCLUDES})
source_group("libs\\zlib" FILES ${ZLIB_SOURCES})
source_group("libs\\zlib\\minizip" FILES ${MINIZIP_INCLUDES})
source_group("libs\\zlib\\minizip" FILES ${MINIZIP_SOURCES})
source_group("libs\\glew" FILES ${GLEW_INCLUDES})
source_group("libs\\glew" FILES ${GLEW_SOURCES})
@ -782,6 +852,9 @@ source_group("sound" FILES ${SOUND_SOURCES})
source_group("sound\\XAudio2" FILES ${XAUDIO2_INCLUDES})
source_group("sound\\XAudio2" FILES ${XAUDIO2_SOURCES})
source_group("sound\\OpenAL" FILES ${OPENAL_INCLUDES})
source_group("sound\\OpenAL" FILES ${OPENAL_SOURCES})
source_group("sound\\stub" FILES ${STUBAUDIO_INCLUDES})
source_group("sound\\stub" FILES ${STUBAUDIO_SOURCES})
@ -895,22 +968,23 @@ source_group("tools\\sound" FILES ${EDITOR_SOUND_INCLUDES})
source_group("tools\\sound" FILES ${EDITOR_SOUND_SOURCES})
set(RBDOOM3_SOURCES
${AAS_INCLUDES} ${AAS_SOURCES}
${CM_INCLUDES} ${CM_SOURCES}
${FRAMEWORK_INCLUDES} ${FRAMEWORK_SOURCES}
${FRAMEWORK_ASYNC_INCLUDES} ${FRAMEWORK_ASYNC_SOURCES}
${RENDERER_INCLUDES} ${RENDERER_SOURCES}
#${IRRXML_INCLUDES} ${IRRXML_SOURCES}
${JPEG_INCLUDES} ${JPEG_SOURCES}
#${PNG_INCLUDES} ${PNG_SOURCES}
${ZLIB_INCLUDES} ${ZLIB_SOURCES}
${GLEW_INCLUDES} ${GLEW_SOURCES}
set(RBDOOM3_INCLUDES
${AAS_INCLUDES}
${CM_INCLUDES}
${FRAMEWORK_INCLUDES}
${FRAMEWORK_ASYNC_INCLUDES}
${RENDERER_INCLUDES}
#${IRRXML_INCLUDES}
${JPEG_INCLUDES}
#${PNG_INCLUDES}
${ZLIB_INCLUDES}
${MINIZIP_INCLUDES}
${GLEW_INCLUDES}
#${FREETYPE_SOURCES}
${SOUND_INCLUDES} ${SOUND_SOURCES}
#${OGGVORBIS_INCLUDES} ${OGGVORBIS_SOURCES}
${UI_INCLUDES} ${UI_SOURCES}
${SWF_INCLUDES} ${SWF_SOURCES}
${SOUND_INCLUDES}
#${OGGVORBIS_INCLUDES}
${UI_INCLUDES}
${SWF_INCLUDES}
#${COMPILER_INCLUDES}
#${COMPILER_AAS_INCLUDES} ${COMPILER_AAS_SOURCES}
@ -918,6 +992,30 @@ set(RBDOOM3_SOURCES
#${COMPILER_RENDERBUMP_INCLUDES} ${COMPILER_RENDERBUMP_SOURCES}
#${COMPILER_ROQVQ_INCLUDES} ${COMPILER_ROQVQ_SOURCES}
)
set(RBDOOM3_SOURCES
${AAS_SOURCES}
${CM_SOURCES}
${FRAMEWORK_SOURCES}
${FRAMEWORK_ASYNC_SOURCES}
${RENDERER_SOURCES}
#${IRRXML_SOURCES}
${JPEG_SOURCES}
#${PNG_SOURCES}
${ZLIB_SOURCES}
${MINIZIP_SOURCES}
${GLEW_SOURCES}
#${FREETYPE_SOURCES}
${SOUND_SOURCES}
#${OGGVORBIS_INCLUDES} ${OGGVORBIS_SOURCES}
${UI_SOURCES}
${SWF_SOURCES}
#${COMPILER_AAS_SOURCES}
#${COMPILER_DMAP_SOURCES}
#${COMPILER_RENDERBUMP_SOURCES}
#${COMPILER_ROQVQ_SOURCES}
)
add_definitions(-D__DOOM__
-DGLEW_STATIC
@ -926,20 +1024,30 @@ add_definitions(-D__DOOM__
)
if(MONOLITH)
list(APPEND RBDOOM3_INCLUDES
${GAMED3XP_INCLUDES}
${GAMED3XP_AI_INCLUDES}
${GAMED3XP_ANIM_INCLUDES}
${GAMED3XP_GAMESYS_INCLUDES}
${GAMED3XP_MENUS_INCLUDES}
${GAMED3XP_PHYSICS_INCLUDES}
${GAMED3XP_SCRIPT_INCLUDES})
list(APPEND RBDOOM3_SOURCES
${GAMED3XP_INCLUDES} ${GAMED3XP_SOURCES}
${GAMED3XP_AI_INCLUDES} ${GAMED3XP_AI_SOURCES}
${GAMED3XP_ANIM_INCLUDES} ${GAMED3XP_ANIM_SOURCES}
${GAMED3XP_GAMESYS_INCLUDES} ${GAMED3XP_GAMESYS_SOURCES}
${GAMED3XP_MENUS_INCLUDES} ${GAMED3XP_MENUS_SOURCES}
${GAMED3XP_PHYSICS_INCLUDES} ${GAMED3XP_PHYSICS_SOURCES}
${GAMED3XP_SCRIPT_INCLUDES} ${GAMED3XP_SCRIPT_SOURCES})
${GAMED3XP_SOURCES}
${GAMED3XP_AI_SOURCES}
${GAMED3XP_ANIM_SOURCES}
${GAMED3XP_GAMESYS_SOURCES}
${GAMED3XP_MENUS_SOURCES}
${GAMED3XP_PHYSICS_SOURCES}
${GAMED3XP_SCRIPT_SOURCES})
else()
add_definitions(-D__DOOM_DLL__)
endif()
include_directories(
.
idlib
#libs/curl/include
#libs/openal/include
libs/glew/include
@ -952,22 +1060,60 @@ include_directories(
if(MSVC)
add_definitions(-DUSE_DOOMCLASSIC)
if(MSVC_VERSION EQUAL 1700)
set(DirectX_LIBRARIES
dinput8
dsound
dxguid
#dxerr
Xinput
xaudio2.lib
)
add_definitions(-DUSE_XINPUT)
else()
# if(MSVC_VERSION EQUAL 1700)
# set(DirectX_LIBRARIES
# dinput8
# dsound
# dxguid
# #dxerr
# Xinput
# xaudio2.lib
# )
# if(NOT OPENAL)
# list(APPEND DirectX_LIBRARIES xaudio2.lib)
# endif()
# else()
find_package(DirectX REQUIRED)
include_directories(${DirectX_INCLUDE_DIR})
add_definitions(-DUSE_XINPUT)
#endif()
if(OPENAL)
add_definitions(-DUSE_OPENAL)
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/libs/openal-soft/include)
if(CMAKE_CL_64)
link_directories(${CMAKE_CURRENT_SOURCE_DIR}/libs/openal-soft/lib/win64)
else()
link_directories(${CMAKE_CURRENT_SOURCE_DIR}/libs/openal-soft/lib/win32)
endif()
list(APPEND RBDOOM3_INCLUDES ${OPENAL_INCLUDES})
list(APPEND RBDOOM3_SOURCES ${OPENAL_SOURCES})
set(OpenAL_LIBRARIES
OpenAL32)
if(CMAKE_CL_64)
install(FILES libs/openal-soft/lib/win64/OpenAL64.dll DESTINATION .)
else()
install(FILES libs/openal-soft/lib/win32/OpenAL32.dll DESTINATION .)
install(FILES libs/openal-soft/lib/win32/OpenAL32.pdb DESTINATION .)
endif()
else()
add_definitions(-DUSE_DOOMCLASSIC)
list(APPEND RBDOOM3_INCLUDES
${XAUDIO2_INCLUDES}
${DOOMCLASSIC_INCLUDES}
${TIMIDITY_INCLUDES})
list(APPEND RBDOOM3_SOURCES
${XAUDIO2_SOURCES}
${DOOMCLASSIC_SOURCES}
${TIMIDITY_SOURCES})
endif()
if(USE_MFC_TOOLS)
@ -975,9 +1121,9 @@ if(MSVC)
include_directories(libs/atlmfc/include)
if(CMAKE_CL_64)
link_directories(${CMAKE_CURRENT_SOURCE_DIR}/libs/atlmfc/lib/amd64)
else(CMAKE_CL_64)
else()
link_directories(${CMAKE_CURRENT_SOURCE_DIR}/libs/atlmfc/lib)
endif(CMAKE_CL_64)
endif()
add_definitions(-DUSE_MFC_TOOLS)
@ -999,27 +1145,56 @@ if(MSVC)
${EDITOR_SOUND_INCLUDES} ${EDITOR_SOUND_SOURCES})
endif()
list(APPEND RBDOOM3_INLCUDES
${SYS_INCLUDES}
${WIN32_INCLUDES})
list(APPEND RBDOOM3_SOURCES
${DOOMCLASSIC_INCLUDES} ${DOOMCLASSIC_SOURCES}
${TIMIDITY_INCLUDES} ${TIMIDITY_SOURCES}
${SYS_INCLUDES} ${SYS_SOURCES}
${XAUDIO2_INCLUDES} ${XAUDIO2_SOURCES}
${WIN32_INCLUDES} ${WIN32_SOURCES} ${WIN32_RESOURCES})
${SYS_SOURCES}
${WIN32_SOURCES})
list(REMOVE_DUPLICATES RBDOOM3_SOURCES)
add_executable(RBDoom3 WIN32 ${RBDOOM3_SOURCES})
set(RBDOOM3_PRECOMPILED_SOURCES ${RBDOOM3_SOURCES})
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${TIMIDITY_SOURCES} ${JPEG_SOURCES} ${ZLIB_SOURCES})
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/libs/zlib/minizip/ioapi.c)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/DXT/DXTDecoder.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/DXT/DXTEncoder.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/DXT/DXTEncoder_SSE2.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/jobs/dynamicshadowvolume/DynamicShadowVolume.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/jobs/prelightshadowvolume/PreLightShadowVolume.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/jobs/staticshadowvolume/StaticShadowVolume.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/jobs/ShadowShared.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/RenderLog.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/../doomclassic/doom/i_sound_stub.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/../doomclassic/doom/i_sound_win32.cpp)
foreach( src_file ${RBDOOM3_PRECOMPILED_SOURCES} )
#message(STATUS "/Yuprecompiled.h for ${src_file}")
set_source_files_properties(
${src_file}
PROPERTIES
COMPILE_FLAGS "/Yuprecompiled.h"
)
endforeach()
set_source_files_properties(framework/precompiled.cpp
PROPERTIES
COMPILE_FLAGS "/Ycprecompiled.h"
)
list(APPEND RBDOOM3_SOURCES ${WIN32_RESOURCES})
add_executable(RBDoom3BFG WIN32 ${RBDOOM3_INCLUDES} ${RBDOOM3_SOURCES})
#add_custom_command(TARGET RBDoom3
#add_custom_command(TARGET RBDoom3BFG
# PRE_BUILD
# COMMAND nmake ARGS /f Makefile.vc6 CFG=release
# WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/libs/curl/lib
# COMMENT "Compiling libcURL")
add_dependencies(RBDoom3 idlib)
target_link_libraries(RBDoom3
add_dependencies(RBDoom3BFG idlib)
target_link_libraries(RBDoom3BFG
idlib
${DirectX_LIBRARIES}
#libcurl
@ -1031,12 +1206,22 @@ if(MSVC)
iphlpapi
winmm
wsock32.lib
${OpenAL_LIBRARIES}
)
#CMAKE_BINARY_DIR
if(CMAKE_CL_64)
install(TARGETS RBDoom3BFG
RUNTIME DESTINATION .)
else()
install(TARGETS RBDoom3BFG
RUNTIME DESTINATION .)
endif()
else()
list(APPEND RBDOOM3_SOURCES
${SYS_INCLUDES} ${SYS_SOURCES}
${STUBAUDIO_INCLUDES} ${STUBAUDIO_SOURCES})
${SYS_INCLUDES} ${SYS_SOURCES})
if(WIN32)
add_definitions(-DUSE_DOOMCLASSIC)
@ -1066,13 +1251,97 @@ else()
${POSIX_INCLUDES} ${POSIX_SOURCES}
${SDL_INCLUDES} ${SDL_SOURCES}
sys/linux/linux_main.cpp)
if(OPENAL)
find_package(OpenAL REQUIRED)
add_definitions(-DUSE_OPENAL)
#include_directories(${CMAKE_CURRENT_SOURCE_DIR}/libs/openal-soft/include)
#if(CMAKE_CL_64)
# link_directories(${CMAKE_CURRENT_SOURCE_DIR}/libs/openal-soft/lib/win64)
#else()
# link_directories(${CMAKE_CURRENT_SOURCE_DIR}/libs/openal-soft/lib/win32)
#endif()
list(APPEND RBDOOM3_INCLUDES ${OPENAL_INCLUDES})
list(APPEND RBDOOM3_SOURCES ${OPENAL_SOURCES})
else()
list(APPEND RBDOOM3_INCLUDES ${STUBAUDIO_INCLUDES})
list(APPEND RBDOOM3_SOURCES ${STUBAUDIO_SOURCES})
endif()
endif()
list(REMOVE_DUPLICATES RBDOOM3_SOURCES)
add_executable(RBDoom3 WIN32 ${RBDOOM3_SOURCES})
set(RBDOOM3_PRECOMPILED_SOURCES ${RBDOOM3_SOURCES})
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${TIMIDITY_SOURCES} ${JPEG_SOURCES} ${ZLIB_SOURCES} ${GLEW_SOURCES})
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/libs/zlib/minizip/ioapi.c)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/DXT/DXTDecoder.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/DXT/DXTEncoder.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/DXT/DXTEncoder_SSE2.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/jobs/dynamicshadowvolume/DynamicShadowVolume.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/jobs/prelightshadowvolume/PreLightShadowVolume.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/jobs/staticshadowvolume/StaticShadowVolume.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/jobs/ShadowShared.cpp)
list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/renderer/RenderLog.cpp)
# list(REMOVE_ITEM RBDOOM3_PRECOMPILED_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/../doomclassic/doom/i_sound_stub.cpp)
add_dependencies(RBDoom3 idlib)
foreach( src_file ${RBDOOM3_PRECOMPILED_SOURCES} )
#message(STATUS "-include precompiled.h for ${src_file}")
set_source_files_properties(
${src_file}
PROPERTIES
COMPILE_FLAGS "-include ${CMAKE_CURRENT_SOURCE_DIR}/idlib/precompiled.h"
)
endforeach()
# precompiled magic for GCC/clang, adapted from https://gist.github.com/573926
STRING(TOUPPER "CMAKE_CXX_FLAGS_${CMAKE_BUILD_TYPE}" _flags_var_name)
SET(_compiler_FLAGS ${${_flags_var_name}})
GET_DIRECTORY_PROPERTY(_directory_flags INCLUDE_DIRECTORIES)
FOREACH(item ${_directory_flags})
LIST(APPEND _compiler_FLAGS " -I${item}")
ENDFOREACH(item)
GET_DIRECTORY_PROPERTY(_directory_flags DEFINITIONS)
LIST(APPEND _compiler_FLAGS ${_directory_flags})
SEPARATE_ARGUMENTS(_compiler_FLAGS)
# we need to recreate the precompiled header for RBDoom3BFG
# (i.e. can't use the one created for idlib before)
# because some definitions (e.g. -D__IDLIB__ -D__DOOM_DLL__) differ
add_custom_target(precomp_header_rbdoom3bfg ALL
COMMAND ${CMAKE_CXX_COMPILER} ${_compiler_FLAGS} -x c++-header idlib/precompiled.h -o idlib/precompiled.h.gch
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT "Creating idlib/precompiled.h.gch for RBDoom3BFG"
)
if(WIN32)
set(remove_command "del")
else()
set(remove_command "rm")
endif()
# it's ugly enough that the precompiled header binary needs to be in the
# source directory (instead of the build directory), so let's at least
# delete it after build.
add_custom_target(rm_precomp_header ALL
COMMAND ${remove_command} "idlib/precompiled.h.gch"
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT "remove idlib/precompiled.h.gch"
)
# make sure this is run after creating idlib
add_dependencies(precomp_header_rbdoom3bfg idlib)
add_executable(RBDoom3BFG WIN32 ${RBDOOM3_SOURCES})
# make sure precompiled header is created before executable is compiled
add_dependencies(RBDoom3BFG precomp_header_rbdoom3bfg)
# make sure precompiled header is deleted after executable is compiled
add_dependencies(rm_precomp_header RBDoom3BFG)
if(MINGW)
include_directories(libs/sdl2/include)
@ -1082,7 +1351,7 @@ else()
if(WIN32)
target_link_libraries(RBDoom3
target_link_libraries(RBDoom3BFG
idlib
${DirectX_LIBRARIES}
#libcurl
@ -1100,13 +1369,14 @@ else()
endif()
if(UNIX)
target_link_libraries(RBDoom3
target_link_libraries(RBDoom3BFG
idlib
GL
pthread
dl
rt
${SDLx_LIBRARY}
${OPENAL_LIBRARY}
)
endif()

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "AASFile.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "AASFile.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "AASFile.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "AASFile.h"

View file

@ -35,7 +35,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "CollisionModel_local.h"

View file

@ -35,7 +35,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "CollisionModel_local.h"

View file

@ -35,7 +35,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "CollisionModel_local.h"

View file

@ -35,7 +35,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "CollisionModel_local.h"

View file

@ -46,7 +46,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "CollisionModel_local.h"

View file

@ -35,7 +35,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "CollisionModel_local.h"

View file

@ -35,7 +35,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "CollisionModel_local.h"

View file

@ -35,7 +35,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "precompiled.h"
#include "CollisionModel_local.h"

View file

@ -2,5 +2,5 @@ cd ..
del /s /q build
mkdir build
cd build
cmake -G "Visual Studio 10" ../neo
cmake -G "Visual Studio 10" -DCMAKE_INSTALL_PREFIX=../bin/win32 ../neo
pause

View file

@ -2,5 +2,5 @@ cd ..
del /s /q build
mkdir build
cd build
cmake -G "Visual Studio 10 Win64" ../neo
cmake -G "Visual Studio 10 Win64" -DCMAKE_INSTALL_PREFIX=../bin/win64 ../neo
pause

View file

@ -2,5 +2,5 @@ cd ..
del /s /q build
mkdir build
cd build
cmake -G "Visual Studio 11" ../neo
cmake -G "Visual Studio 11" -DCMAKE_INSTALL_PREFIX=../bin/win8-32 ../neo
pause

View file

@ -2,5 +2,5 @@ cd ..
del /s /q build
mkdir build
cd build
cmake -G "Visual Studio 11 Win64" ../neo
cmake -G "Visual Studio 11 Win64" -DCMAKE_INSTALL_PREFIX=../bin/win8-64 ../neo
pause

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -25,7 +25,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -794,7 +794,8 @@ template< class type >
ID_INLINE type* idEntityPtr<type>::GetEntity() const
{
int entityNum = spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 );
if( ( gameLocal.spawnIds[ entityNum ] == ( spawnId >> GENTITYNUM_BITS ) ) )
// DG: removed extraneous parenthesis to shut up clang
if( gameLocal.spawnIds[ entityNum ] == ( spawnId >> GENTITYNUM_BITS ) )
{
return static_cast<type*>( gameLocal.entities[ entityNum ] );
}

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -25,7 +25,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -31,7 +31,7 @@ Various utility objects and functions.
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"
@ -1513,7 +1513,7 @@ void FullscreenFX_DoubleVision::HighQuality()
color.z = 0.0f;
}
if( !common->IsMultiplayer() && gameLocal.fast.time < player->inventory.powerupEndTime[ HELLTIME ] || gameLocal.fast.time < player->inventory.powerupEndTime[ INVULNERABILITY ] )
if( ( !common->IsMultiplayer() && gameLocal.fast.time < player->inventory.powerupEndTime[ HELLTIME ] ) || gameLocal.fast.time < player->inventory.powerupEndTime[ INVULNERABILITY ] )
{
color.y = 0.0f;
color.z = 0.0f;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -33,7 +33,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -31,7 +31,7 @@ Invisible entities that affect other entities or the world when activated.
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -32,7 +32,7 @@ Worldspawn class. Each map has one worldspawn which handles global spawnargs.
*/
#include "../idlib/precompiled.h"
#include "precompiled.h"
#pragma hdrstop
#include "Game_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "AAS_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "AAS_local.h"
#include "../Game_local.h" // for cvars and debug drawing

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "AAS_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "AAS_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -34,7 +34,7 @@ Vagary specific AI code
***********************************************************************/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
@ -952,7 +952,8 @@ void idAI::Event_CanBecomeSolid()
continue;
}
if( spawnClearMoveables && hit->IsType( idMoveable::Type ) || hit->IsType( idBarrel::Type ) || hit->IsType( idExplodingBarrel::Type ) )
// DG: add parenthesis to make precedence obvious and to appease compiler
if( ( spawnClearMoveables && hit->IsType( idMoveable::Type ) ) || hit->IsType( idBarrel::Type ) || hit->IsType( idExplodingBarrel::Type ) )
{
idVec3 push;
push = hit->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
@ -5490,19 +5490,21 @@ bool idAnimator::GetJointLocalTransform( jointHandle_t jointHandle, int currentT
// FIXME: overkill
CreateFrame( currentTime, false );
if( jointHandle > 0 )
{
idJointMat m = joints[ jointHandle ];
m /= joints[ modelJoints[ jointHandle ].parentNum ];
offset = m.ToVec3();
axis = m.ToMat3();
}
else
// RB: long neck GCC compiler bug workaround from dhewm3 ...
if( jointHandle == 0 )
{
offset = joints[ jointHandle ].ToVec3();
axis = joints[ jointHandle ].ToMat3();
return true;
}
idJointMat m = joints[ jointHandle ];
m /= joints[ modelJoints[ jointHandle ].parentNum ];
offset = m.ToVec3();
axis = m.ToMat3();
// RB end
return true;
}

View file

@ -49,7 +49,7 @@ move around it to view it from different angles.
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -34,7 +34,7 @@ instancing of objects.
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -34,7 +34,7 @@ Event are used for scheduling tasks and for linking script commands.
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
extern idCVar in_useJoystick;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
static const int TIP_DISPLAY_TIME = 5000;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
static const int MAX_PDA_ITEMS = 15;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
/*

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
idMenuScreen::idMenuScreen()

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
extern idCVar pm_stamina;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
static const int NUM_INVENTORY_ITEMS_VISIBLE = 9;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
/*

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
static const int MAX_VIDEO_ITEMS = 5;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
//***************************************************************

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
typedef struct

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
enum browserCommand_t

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_LAYOUT_OPTIONS = 1;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_CONTROLS_OPTIONS = 8;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
static const int NUM_CREDIT_LINES = 16;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_DEV_OPTIONS = 8;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_SETTING_OPTIONS = 8;

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_LOBBY_OPTIONS = 8;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_GAME_OPTIONS_OPTIONS = 8;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_CONTROLS_OPTIONS = 8;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_LEADERBOARD_ITEMS = 16;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_GAME_OPTIONS_OPTIONS = 8;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_SETTING_OPTIONS = 8;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_NEW_GAME_OPTIONS = 8;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_LOBBY_OPTIONS = 8;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
extern idCVar g_demoMode;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../Game_local.h"
const static int NUM_SETTING_OPTIONS = 8;

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