Use Real-time library memory functions by default which improves overall performance. Minor cleanups.
Introduce new CMake option to enable/disable RTL memory functions (enabled by default).
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
- Add macro PRIMARY_HOG to define the hardcoded hog filename to load.
- Replace instances of "LINUX" with "__LINUX__"
- Remove these macros entirely because they are (now) unused
- LINUX
- _REENRANT
- __32BIT__
- Removed from CMakeFile.txt because they are in linux_fix.h
- _MAX_PATH=260
- _MAX_FNAME=256
This type of console is enabled only with `-svgalib` and `-dedicated` options. Since there no svgalib direct support (which is pretty old and too specific to Linux tech), it's better completely remove this code for simplicity and reducing external dependencies.
Removed `-svgalib` option as unused now.
`ioctl` and `ioctlsocket` take two different types of arguments but worked in the past due to
long being 32-bit. However, ioctl functionality is non-standard and should not be used in
code written after **1997** in order to make sockets non-blocking. This functionality was
standardized as part of fcntl.
* Using the new function `make_nonblocking` to make socket nonblocking
In `psrand.h` it attempts to undefine RAND_MAX and then redefine it.
This may work on some compilers but G++/Clang. To resolve this error
RAND_MAX was renamed to D3_RAND_MAX but **only** in files that
included `psrand.h`. The code behavior should restored to that of the
official release.
For whatever reason they decided to switch a bunch of Windows types to their
underlying types which causes problems when replacing possibly problematic
32-bit long types. This restores the use of the Windows defined types.
D3 used to support Aureal 3-Dimensional sound cards, providing 3D spatial audio. The hardware and drivers is outdated, so all support in code has been removed, including UI mixer setting.
Read more about A3D here: https://en.wikipedia.org/wiki/Aureal_Semiconductor#A3D
This definition was used to control the accessibility of some class members, changing protected qualifiers to public. This introduced unnecessary coupling between components and headers.
All conditional access specifiers have been set to public, which should not be a problem given the low number of classes that actually used affected members. Another albeit more complex solution could have been to use friend classes.
Join the license header with historical comments using a separator so IDEs can correctly parse the initial header.
Also use .gitattributes to ensure all files are LF.
* Begin by marking functions and variables as static when needed.
* More work.
* More work.
* More pokes.
* More work.
* More work.
* Initial work on the netgames.
* Revert changes to the license header on source files.
* clutter.cpp poke.
* One final poke.
* Move some declarations to headers:
Move paged_in_count and paged_in_num to gamesequence.h
Move DoneLightInstance and StartLightInstance to polymodel.h
* Look over the AI script/plug-ins.
* Going over the changes one last time.
* Fix rebase errors.
* More migration from bare statics to static inlines.