Commit graph

177 commits

Author SHA1 Message Date
Daniel Gibson
ae02bb54a1 Make it compile with SDL2 again
For some reason SDL.h (or headers included by it) need some
string functions (like strncmp) in inline-functions (that we
don't even use).
Str.h has #defines preventing their usage.. so #undef those in
the (few) sourcefiles that need SDL headers
2013-03-24 23:44:13 +01:00
Robert Beckebans
75f7fa3aa8 Removed obsolete old renderer SMP code 2013-03-23 21:33:40 +01:00
Robert Beckebans
a916fd71fc Added openal-soft library for Win32 2013-03-23 21:32:07 +01:00
Robert Beckebans
3f29e641eb Fixed missing CVAR_ARCHIVE flag to g_fov 2013-03-23 17:45:48 +01:00
Daniel Gibson
07524dadb0 Adapt #includes for moved files, make it build again
socket_net.cpp needed some small fixes to build again,
because of imcompatibilities between Winsock and the
real POSIX sockets API.
2013-03-18 00:38:58 +01:00
Daniel Gibson
cec460d38c Move stuff from sys/posix/ and sys/win32/ to sys/common/
All these files were almost identical, so there is no good reason to
have them twice..

and change CMakeLists.txt accordingly

(Not that this commit won't compile because some #includes are still
broken - will be fixed in the next one)
2013-03-18 00:38:58 +01:00
Daniel Gibson
95a1066004 prepare unification of more sys/win32/ and sys/posix/ stuff
because the code is almost the same anyway, so
* add win32 support to sys/posix/posix_signin.cpp
* add posix support to sys/win32/win_savegame.cpp
2013-03-18 00:38:40 +01:00
Daniel Gibson
c635566bcc Move sys/posix/posix_net.cpp to sys/common/socket_net.cpp, remove win_net.cpp
and adjust the CMakeLists.txt accordingly
2013-03-17 23:35:12 +01:00
Daniel Gibson
a2be306fed Add Winsock support to posix_net.cpp (to remove code duplication)
win_net.cpp and posix_net.cpp were almost identical, i.e. caused a lot
of duplicated code.
To get rid of that, unify both files - by adding Winsock support to
posix_net.cpp and, in the next step, moving posix_net.cpp to sys/common/
and removing win_net.cpp
2013-03-17 23:35:12 +01:00
Daniel Gibson
e2359ba333 Add CVar r_displayGLSLCompilerMessages to suppress AMD driver warnings
The AMD drivers output a lot of useless warnings when compiling the shaders.
Those are pretty annoying, especially as idRenderProgManager::LoadGLSLShader
prints out the whole shader with them..
So I added this CVar to suppress them (when it's set to 0)
2013-03-17 23:35:12 +01:00
Daniel Gibson
d5898abfa4 Don't use net_port as port to connect to
the connect commands supports adding the port with ":"
like "connect 10.1.2.3:27016" - if no port is set, it defaults to 27015

net_port is still used as the port to listen on and to send from.
2013-03-17 23:35:12 +01:00
Daniel Gibson
b38aff8995 Fix sending clients from lobby to game when lobby and game are on same server
In the current case (only "direct" lobby backend, i.e. connect to a
server directly), lobby and game are always on the same server anyway..

It used to send the IP of the first network interface.. that kinda works
on Windows and FreeBSD in LANs (i.e. not over the internet or even
behind a NAT), but not at all on Linux, because the first device seems
to be the loopback device there (at least on my machine)..
Now it sends net_ip (so it should even work behind NAT) or, if net_ip is
set to "localhost" (the default), 0.0.0.0 is sent, which the client
interprets as "just use the IP of the lobby you're already connected to"
2013-03-17 23:35:12 +01:00
Daniel Gibson
6e6703b93f Print net checksums as unsigned int
because it actually *is* unsigned and the negative values look strange
2013-03-17 23:35:12 +01:00
Daniel Gibson
e8c8a04c07 rewrote posix_net.cpp based on win_net.cpp
And suddenly hosting a server on linux works at least locally
(with client and server on the same machine).
Even though there are still strange bugs (massive lags in one
direction, doesn't work in LAN), at least it works at all now.
2013-03-17 23:33:39 +01:00
Daniel Gibson
5001b49841 try to fix console deadkey problem 2013-03-16 14:32:47 +01:00
Daniel Gibson
9aa63e4074 Some timer-related improvements for POSIX
* idSysSignal::Wait should now handle timeouts > 1s better (or at all)
* Use clock_gettime for Sys_Milliseconds()
* Use CLOCK_MONOTONIC_RAW (and CLOCK_MONOTONIC as fallback if
  that's not available) for Sys_Milliseconds() and Sys_Microseconds()
  CLOCK_MONOTONIC can behave strange when NTP is used
* Small fixes in Sys_Microseconds(): use 64bit int to store time
  (like return type...), divide by 1000 (not 1000000) for nsec=>musec
2013-03-16 14:32:47 +01:00
Daniel Gibson
a203345897 Configurable username for Multi-Player (ui_name), com_pause no cheat
D3BFG gets the username from Steam, in the GPL release it just
uses the hostname.
Now it's possible to set a custom name with the ui_name CVAR
(like in classic doom3). If ui_name is empty ("") the hostname
is used.

The window losing focus in MP resulted in the console being spammed
with "changing com_pause not allowed in Multi Player" (or similar)
messages. Added CVAR_NOCHEAT flag to com_pause to get rid of that.
2013-03-16 14:32:47 +01:00
Daniel Gibson
4040a3a9ef shut up compiler warnings
and a small comment
2013-03-16 14:32:47 +01:00
Yamagi Burmeister
a2dca39727 There's no libdl on FreeBSD 2013-03-16 14:32:47 +01:00
Yamagi Burmeister
63b1816be6 Add an explicit cast to shut up g++47 on FreeBSD 2013-03-16 14:32:47 +01:00
Yamagi Burmeister
649577e9be Include stddef.h for ptrdiff_t on FreeBSD 2013-03-16 14:32:46 +01:00
Yamagi Burmeister
f51688a470 Add FreeBSD defines 2013-03-16 14:32:46 +01:00
Yamagi Burmeister
da31237ed0 Replace malloc.h by stdlib.h
On true unices malloc.h was never available and on Linux one should
include stdlib.h instead. While this change is necessary to build
rbdoom3 on FreeBSD and other true unices, the big question is what
it means to Windows.
2013-03-16 01:38:53 +01:00
RobertBeckebans
41b26e586c Merge pull request #42 from rettichschnidi/rettichschnidi-sdl-getwindowdisplayrename
SDL2: SDL_GetWindowDisplay got renamed to SDL_GetWindowDisplayIndex
2013-02-05 09:28:06 -08:00
Reto Schneider
f7b532df63 SDL_GetWindowDisplay got renamed to SDL_GetWindowDisplayIndex
SDL2 commit: http://hg.libsdl.org/SDL/rev/7174fb08017a
2013-02-05 07:07:49 +01:00
RobertBeckebans
5a9e718cb0 Merge pull request #38 from DanielGibson/classic-showfps
Add classic com_showFPS mode
2013-01-21 12:36:27 -08:00
Daniel Gibson
deb41fb69f Add classic com_showFPS mode
That only displays the fps.
It's com_showFPS 2
2013-01-20 15:58:32 +01:00
RobertBeckebans
592da5df54 Merge pull request #35 from DanielGibson/fix-relaunch
Implement Sys_ReLaunch() for Linux, refactor it
2013-01-20 02:12:01 -08:00
RobertBeckebans
1126231439 Merge pull request #36 from DanielGibson/fix-sdl12-console
Fix console-input in SDL1.2 for lots of unmapped keys
2013-01-20 02:09:42 -08:00
Daniel Gibson
b044526ddb Implement Sys_ReLaunch() for Linux, refactor it
It now works on Linux so executing it doesn't freeze the game
like described in
https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/33

Furthermore, this function doesn't have any parameters anymore
(on any platform) because the only thing supplied was the original
program arguments +"+set com_skipIntroVideos 1" anyway - this is now
done in Sys_ReLaunch() (also on Windows).
Having the program arguments as one string is bad on Linux/POSIX
because there it's expected that the program arguments are one
C-string per argument.
2013-01-20 04:32:11 +01:00
Daniel Gibson
1d56411f56 Fix console-input in SDL1.2 for lots of unmapped keys
A lot of keys (especially keys not available on US keyboards) just weren't
supported for console input with SDL1.2 (SDL2 uses a different mechanism for
that).

This is fixed now by reordering a few lines in sdl_events.cpp

Please note that still only ASCII characters are supported and those keys
still can not be used in bindings - only for text input!
2013-01-20 04:16:19 +01:00
Robert Beckebans
98093a4e8d Added long neck GCC compiler workaround from dhewm3 2013-01-14 00:24:11 +01:00
Robert Beckebans
42cd8afdba Merge branch 'master' of https://github.com/RobertBeckebans/RBDOOM-3-BFG 2013-01-08 18:08:34 +01:00
Robert Beckebans
83b3439e87 Disabled unused OpenAL code requiring the AL_SOFT_buffer_samples extension 2013-01-08 18:08:24 +01:00
RobertBeckebans
1ef3c543c6 Merge pull request #22 from SpiritQuaddicted/patch-1
README.TXT, fixed list numbering
2013-01-07 09:51:13 -08:00
SpiritQuaddicted
d6dd5fabc6 README.TXT, fixed list numbering
The COMPILING ON GNU/LINUX list skipped the 2 and went straight from 1 to 3.
2013-01-07 18:20:45 +01:00
RobertBeckebans
44cc05651c Merge pull request #21 from DanielGibson/quickfix-pause
Also check for com_pause when USE_DOOMCLASSIC
2013-01-07 02:11:08 -08:00
Daniel Gibson
155e5e589e Also check for com_pause when USE_DOOMCLASSIC
oops, somehow forgot this one
2013-01-07 08:36:53 +01:00
RobertBeckebans
dac9539764 Merge pull request #18 from DanielGibson/update-readme
Update readme
2013-01-06 14:39:47 -08:00
Daniel Gibson
2a94049016 Add installation instructions to README 2013-01-06 21:17:30 +01:00
Daniel Gibson
1e22219121 Add/update minizip copyright note in README
forgot that when updating zip..
2013-01-06 19:03:03 +01:00
Robert Beckebans
61a0a90f01 Updated README.txt .. 2013-01-06 17:48:30 +01:00
Robert Beckebans
5234e4cd77 Cleaned up OpenAL code. Updated README.txt 2013-01-06 17:47:40 +01:00
Robert Beckebans
4884cc5793 Fixed OpenAL bug when deleting the OpenAL buffers that caused the game to hang. 2013-01-06 13:03:56 +01:00
Robert Beckebans
699e0e39f5 Fixed problems in the ADPCM decoder. Sound is working. 2013-01-05 19:00:22 +01:00
Robert Beckebans
27b83db50d Added missing add_executable(RBDoom3BFG ...) 2013-01-05 17:17:13 +01:00
Robert Beckebans
5bef3a327f Added MS ADPCM decoder from SDL2 2013-01-05 17:02:48 +01:00
Robert Beckebans
0b66e57359 Merge branch 'master' into openal 2013-01-05 11:50:21 +01:00
Robert Beckebans
64a2c6c39c Merge remote-tracking branch 'DanielGibson/gcc-pch' 2013-01-05 11:36:03 +01:00
Robert Beckebans
0881085589 Merge remote-tracking branch 'DanielGibson/improve-window-handling' 2013-01-05 11:35:52 +01:00