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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_parse.c -- parse a message received from the server
#include "quakedef.h"
#include "cl_ignore.h"
void CL_GetNumberedEntityInfo (int num, float *org, float *ang);
void CLDP_ParseDarkPlaces5Entities(void);
void CL_SetStatInt (int pnum, int stat, int value);
static qboolean CL_CheckModelResources (char *name);
int msgflags;
char cl_dp_csqc_progsname[128];
int cl_dp_csqc_progssize;
int cl_dp_csqc_progscrc;
int cl_dp_serverextension_download;
char *svc_qwstrings[] =
{
"svc_bad",
"svc_nop",
"svc_disconnect",
"svcqw_updatestatbyte",
"svc_version", // [long] server version
"svc_setview", // [short] entity number
"svc_sound", // <see code>
"svc_time", // [float] server time
"svc_print", // [string] null terminated string
"svc_stufftext", // [string] stuffed into client's console buffer
// the string should be \n terminated
"svc_setangle", // [vec3] set the view angle to this absolute value
"svc_serverdata", // [long] version ...
"svc_lightstyle", // [qbyte] [string]
"svc_updatename", // [qbyte] [string]
"svc_updatefrags", // [qbyte] [short]
"svc_clientdata", // <shortbits + data>
"svc_stopsound", // <see code>
"svc_updatecolors", // [qbyte] [qbyte]
"svc_particle", // [vec3] <variable>
"svc_damage", // [qbyte] impact [qbyte] blood [vec3] from
"svc_spawnstatic",
"svc_spawnstatic2",
"svc_spawnbaseline",
"svc_temp_entity", // <variable>
"svc_setpause",
"svc_signonnum",
"svc_centerprint",
"svc_killedmonster",
"svc_foundsecret",
"svc_spawnstaticsound",
"svc_intermission",
"svc_finale",
"svc_cdtrack",
"svc_sellscreen",
"svc_smallkick",
"svc_bigkick",
"svc_updateping",
"svc_updateentertime",
"svc_updatestatlong",
"svc_muzzleflash",
"svc_updateuserinfo",
"svc_download",
"svc_playerinfo",
"svc_nails",
"svc_choke",
"svc_modellist",
"svc_soundlist",
"svc_packetentities",
"svc_deltapacketentities",
"svc_maxspeed",
"svc_entgravity",
"svc_setinfo",
"svc_serverinfo",
"svc_updatepl",
"MVD svc_nails2",
"svcfte_soundextended",
"svcfte_soundlistshort",
"FTE svc_lightstylecol",
"FTE svc_bulletentext", // obsolete
"FTE svc_lightnings",
"FTE svc_modellistshort",
"FTE svc_ftesetclientpersist",
"FTE svc_setportalstate",
"FTE svc_particle2",
"FTE svc_particle3",
"FTE svc_particle4",
"FTE svc_spawnbaseline2",
"FTE svc_customtempent",
"FTE svc_choosesplitclient",
"svcfte_showpic",
"svcfte_hidepic",
"svcfte_movepic",
"svcfte_updatepic",
"???",
"svcfte_effect",
"svcfte_effect2",
"svcfte_csqcentities",
"svcfte_precache",
"svcfte_updatestatstring",
"svcfte_updatestatfloat",
"svcfte_trailparticles",
"svcfte_pointparticles",
"svcfte_pointparticles1",
"svcfte_cgamepacket",
"svcfte_voicechat",
"svcfte_setangledelta",
"svcfte_updateentities",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
"???",
};
char *svc_nqstrings[] =
{
"nqsvc_bad",
"nqsvc_nop",
"nqsvc_disconnect",
"nqsvc_updatestatlong",
"nqsvc_version", // [long] server version
"nqsvc_setview", // [short] entity number
"nqsvc_sound", // <see code>
"nqsvc_time", // [float] server time
"nqsvc_print", // [string] null terminated string
"nqsvc_stufftext", // [string] stuffed into client's console buffer
// the string should be \n terminated
"nqsvc_setangle", // [vec3] set the view angle to this absolute value
"nqsvc_serverinfo", // [long] version
// [string] signon string
// [string]..[0]model cache [string]...[0]sounds cache
// [string]..[0]item cache
"nqsvc_lightstyle", // [qbyte] [string]
"nqsvc_updatename", // [qbyte] [string]
"nqsvc_updatefrags", // [qbyte] [short]
"nqsvc_clientdata", // <shortbits + data>
"nqsvc_stopsound", // <see code>
"nqsvc_updatecolors", // [qbyte] [qbyte]
"nqsvc_particle", // [vec3] <variable>
"nqsvc_damage", // [qbyte] impact [qbyte] blood [vec3] from
"nqsvc_spawnstatic",
"nqsvcfte_spawnstatic2(21)",
"nqsvc_spawnbaseline",
"nqsvc_temp_entity", // <variable>
"nqsvc_setpause",
"nqsvc_signonnum",
"nqsvc_centerprint",
"nqsvc_killedmonster",
"nqsvc_foundsecret",
"nqsvc_spawnstaticsound",
"nqsvc_intermission",
"nqsvc_finale", // [string] music [string] text
"nqsvc_cdtrack", // [qbyte] track [qbyte] looptrack
"nqsvc_sellscreen",
"nqsvc_cutscene", //34
"NEW PROTOCOL", //35
"NEW PROTOCOL", //36
"fitzsvc_skybox", //37
"NEW PROTOCOL", //38
"NEW PROTOCOL", //39
"fitzsvc_bf", //40
"fitzsvc_fog", //41
"fitzsvc_spawnbaseline2", //42
"fitzsvc_spawnstatic2", //43
"fitzsvc_spawnstaticsound2", //44
"NEW PROTOCOL", //45
"NEW PROTOCOL", //46
"NEW PROTOCOL", //47
"NEW PROTOCOL", //48
"NEW PROTOCOL", //49
"dpsvc_downloaddata", //50
"dpsvc_updatestatubyte", //51
"dpsvc_effect", //52
"dpsvc_effect2", //53
"dp6svc_precache/dp5svc_sound2", //54
"dpsvc_spawnbaseline2", //55
"dpsvc_spawnstatic2", //56 obsolete
"dpsvc_entities", //57
"dpsvc_csqcentities", //58
"dpsvc_spawnstaticsound2", //59
"dpsvc_trailparticles", //60
"dpsvc_pointparticles", //61
"dpsvc_pointparticles1", //62
"NEW PROTOCOL(63)", //63
"NEW PROTOCOL(64)", //64
"NEW PROTOCOL(65)", //65
"ftenqsvc_spawnbaseline2", //66
"NEW PROTOCOL(67)", //67
"NEW PROTOCOL(68)", //68
"NEW PROTOCOL(69)", //69
"NEW PROTOCOL(70)", //70
"NEW PROTOCOL(71)", //71
"NEW PROTOCOL(72)", //72
"NEW PROTOCOL(73)", //73
"NEW PROTOCOL(74)", //74
"NEW PROTOCOL(75)", //75
"NEW PROTOCOL(76)", //76
"NEW PROTOCOL(77)", //77
"NEW PROTOCOL(78)", //78
"NEW PROTOCOL(79)", //79
"NEW PROTOCOL(80)", //80
"NEW PROTOCOL(81)", //81
"NEW PROTOCOL(82)", //82
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
"nqsvcfte_cgamepacket(83)", //83
"NEW PROTOCOL(84)", //84
"NEW PROTOCOL(85)", //85
"nqsvcfte_updateentities", //86
"NEW PROTOCOL(87)", //87
"NEW PROTOCOL(88)" //88
};
extern cvar_t requiredownloads, cl_standardchat, msg_filter, cl_countpendingpl, cl_download_mapsrc;
int oldparsecountmod;
int parsecountmod;
double parsecounttime;
int cl_spikeindex, cl_playerindex, cl_h_playerindex, cl_flagindex, cl_rocketindex, cl_grenadeindex, cl_gib1index, cl_gib2index, cl_gib3index;
//called after disconnect, purges all memory that was allocated etc
void CL_Parse_Disconnected(void)
{
if (cls.download)
{
//note: not all downloads abort when the server disconnects, as they're fully out of bounds (ie: http)
if (cls.download->method <= DL_QWPENDING)
DL_Abort(cls.download, QDL_DISCONNECT);
}
{
downloadlist_t *next;
while(cl.downloadlist)
{
next = cl.downloadlist->next;
Z_Free(cl.downloadlist);
cl.downloadlist = next;
}
while(cl.faileddownloads)
{
next = cl.faileddownloads->next;
Z_Free(cl.faileddownloads);
cl.faileddownloads = next;
}
}
CL_ClearParseState();
}
//=============================================================================
int packet_latency[NET_TIMINGS];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int CL_CalcNet (float scale)
{
int i;
outframe_t *frame;
int lost = 0;
int percent;
int sent;
// char st[80];
sent = NET_TIMINGS;
for (i=cl.movesequence-UPDATE_BACKUP+1
; i <= cl.movesequence
; i++)
{
frame = &cl.outframes[i&UPDATE_MASK];
if (i > cl.lastackedmovesequence)
{
// no response yet
if (cl_countpendingpl.ival)
{
packet_latency[i&NET_TIMINGSMASK] = 9999;
lost++;
}
else
packet_latency[i&NET_TIMINGSMASK] = 10000;
}
else if (frame->latency == -1)
{
packet_latency[i&NET_TIMINGSMASK] = 9999; // dropped
lost++;
}
else if (frame->latency == -2)
packet_latency[i&NET_TIMINGSMASK] = 10000; // choked
else if (frame->latency == -3)
{
packet_latency[i&NET_TIMINGSMASK] = 9997; // c2spps
sent--;
}
// else if (frame->invalid)
// packet_latency[i&NET_TIMINGSMASK] = 9998; // invalid delta
else
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
packet_latency[i&NET_TIMINGSMASK] = frame->latency * 60 * scale;
}
if (sent < 1)
percent = 100; //shouldn't ever happen.
else
percent = lost * 100 / sent;
return percent;
}
void CL_AckedInputFrame(int inseq, int outseq, qboolean worldstateokay)
{
unsigned int i;
unsigned int newmod;
outframe_t *frame;
newmod = outseq & UPDATE_MASK;
//calc the latency for this frame, but only if its not a dupe ack. we want the youngest, not the oldest, so we can calculate network latency rather than simply packet frequency
if (outseq != cl.lastackedmovesequence)
{
frame = &cl.outframes[newmod];
// calculate latency
frame->latency = realtime - frame->senttime;
if (frame->latency < 0 || frame->latency > 1.0)
{
// Con_Printf ("Odd latency: %5.2f\n", latency);
}
else
{
// drift the average latency towards the observed latency
if (frame->latency < cls.latency)
cls.latency = frame->latency;
else
cls.latency += 0.001; // drift up, so correction are needed
}
if (cl.inframes[inseq&UPDATE_MASK].invalid)
frame->latency = -4;
//and mark any missing ones as dropped
for (i = (cl.lastackedmovesequence+1) & UPDATE_MASK; i != newmod; i=(i+1)&UPDATE_MASK)
{
//nq has no concept of choking. outbound packets that are accepted during a single frame will be erroneoulsy considered dropped. nq never had a netgraph based upon outgoing timings.
// Con_Printf("Dropped moveframe %i\n", i);
cl.outframes[i].latency = -1;
}
}
cl.inframes[inseq&UPDATE_MASK].ackframe = outseq;
if (worldstateokay)
cl.ackedmovesequence = outseq;
cl.lastackedmovesequence = outseq;
}
//=============================================================================
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int CL_IsDownloading(const char *localname)
{
downloadlist_t *dl;
/*check for dupes*/
for (dl = cl.downloadlist; dl; dl = dl->next) //It's already on our list. Ignore it.
{
if (!strcmp(dl->localname, localname))
return 2; //queued
}
if (cls.download)
if (!strcmp(cls.download->localname, localname))
return 1; //downloading
return 0;
}
//note: this will overwrite existing files.
//returns true if the download is going to be downloaded after the call.
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean CL_EnqueDownload(const char *filename, const char *localname, unsigned int flags)
{
extern cvar_t cl_downloads;
downloadlist_t *dl;
qboolean webdl = false;
char ext[8];
if (!strncmp(filename, "http://", 7))
{
if (!localname)
return false;
webdl = true;
}
else
{
if (!localname)
localname = filename;
if (cls.demoplayback && cls.demoplayback != DPB_EZTV)
return false;
}
COM_FileExtension(localname, ext, sizeof(ext));
if (!stricmp(ext, "dll") || !stricmp(ext, "so") || strchr(localname, '\\') || strchr(localname, ':') || strstr(localname, ".."))
{
Con_Printf("Denying download of \"%s\"\n", filename);
return false;
}
if (!(flags & DLLF_USEREXPLICIT) && !cl_downloads.ival)
{
if (flags & DLLF_VERBOSE)
Con_Printf("cl_downloads setting prevents download of \"%s\"\n", filename);
return false;
}
/*reject if it already failed*/
if (!(flags & DLLF_IGNOREFAILED))
{
#ifdef NQPROT
if (!webdl && cls.protocol == CP_NETQUAKE)
if (!cl_dp_serverextension_download)
return false;
#endif
for (dl = cl.faileddownloads; dl; dl = dl->next) //yeah, so it failed... Ignore it.
{
if (!strcmp(dl->rname, filename))
{
if (flags & DLLF_VERBOSE)
Con_Printf("We've failed to download \"%s\" already\n", filename);
return false;
}
}
}
/*check for dupes*/
switch(CL_IsDownloading(localname))
{
case 2:
if (flags & DLLF_VERBOSE)
Con_Printf("Already waiting for \"%s\"\n", filename);
return true;
default:
case 1:
if (flags & DLLF_VERBOSE)
Con_Printf("Already downloading \"%s\"\n", filename);
return true;
case 0:
break;
}
if (!*filename)
{
Con_Printf("Download \"\"? Huh?\n");
return true;
}
dl = Z_Malloc(sizeof(downloadlist_t));
Q_strncpyz(dl->rname, filename, sizeof(dl->rname));
Q_strncpyz(dl->localname, localname, sizeof(dl->localname));
dl->next = cl.downloadlist;
cl.downloadlist = dl;
dl->size = 0;
dl->flags = flags | DLLF_SIZEUNKNOWN;
if (!webdl && (cls.fteprotocolextensions & (PEXT_CHUNKEDDOWNLOADS
#ifdef PEXT_PK3DOWNLOADS
| PEXT_PK3DOWNLOADS
#endif
)) && !(dl->flags & DLLF_TEMPORARY))
{
CL_SendClientCommand(true, "dlsize \"%s\"", dl->rname);
}
if (flags & DLLF_VERBOSE)
Con_Printf("Enqued download of \"%s\"\n", filename);
return true;
}
#ifdef warningmsg
#pragma warningmsg("fix this")
#endif
int downloadsize;
void CL_GetDownloadSizes(unsigned int *filecount, qofs_t *totalsize, qboolean *somesizesunknown)
{
downloadlist_t *dl;
qdownload_t *d;
*filecount = 0;
*totalsize = 0;
*somesizesunknown = false;
for(dl = cl.downloadlist; dl; dl = dl->next)
{
*filecount += 1;
if (dl->flags & DLLF_SIZEUNKNOWN)
*somesizesunknown = true;
else
*totalsize += dl->size;
}
d = cls.download;
if (d)
{
if (d->sizeunknown)
*somesizesunknown = true;
*totalsize += d->size;
}
}
void CL_DisenqueDownload(char *filename)
{
downloadlist_t *dl, *nxt;
if(cl.downloadlist) //remove from enqued download list
{
if (!strcmp(cl.downloadlist->rname, filename))
{
dl = cl.downloadlist;
cl.downloadlist = cl.downloadlist->next;
Z_Free(dl);
}
else
{
for (dl = cl.downloadlist; dl->next; dl = dl->next)
{
if (!strcmp(dl->next->rname, filename))
{
nxt = dl->next->next;
Z_Free(dl->next);
dl->next = nxt;
break;
}
}
}
}
}
#ifdef WEBCLIENT
void CL_WebDownloadFinished(struct dl_download *dl)
{
if (dl->status == DL_FAILED)
CL_DownloadFailed(dl->url, &dl->qdownload);
else if (dl->status == DL_FINISHED)
{
if (dl->file)
VFS_CLOSE(dl->file);
dl->file = NULL;
CL_DownloadFinished(&dl->qdownload);
}
}
#endif
void CL_SendDownloadStartRequest(char *filename, char *localname, unsigned int flags)
{
static int dlsequence;
qdownload_t *dl;
#ifdef WEBCLIENT
if (!strncmp(filename, "http://", 7))
{
if (!HTTP_CL_Get(filename, localname, CL_WebDownloadFinished))
CL_DownloadFailed(filename, NULL);
return;
}
#endif
if (cls.download)
return; //no!
dl = Z_Malloc(sizeof(*dl));
dl->filesequence = ++dlsequence;
Q_strncpyz(dl->remotename, filename, sizeof(dl->remotename));
Q_strncpyz(dl->localname, localname, sizeof(dl->localname));
if (!(flags & DLLF_TEMPORARY))
Con_TPrintf ("Downloading %s...\n", dl->localname);
// download to a temp name, and only rename
// to the real name when done, so if interrupted
// a runt file wont be left
COM_StripExtension (localname, dl->tempname, sizeof(dl->tempname)-5);
Q_strncatz (dl->tempname, ".tmp", sizeof(dl->tempname));
CL_SendClientCommand(true, "download %s", filename);
dl->method = DL_QWPENDING;
dl->percent = 0;
dl->sizeunknown = true;
dl->flags = flags&DLLF_OVERWRITE;
CL_DisenqueDownload(filename);
cls.download = dl;
}
//Do any reloading for the file that just reloaded.
void CL_DownloadFinished(qdownload_t *dl)
{
int i;
char ext[8];
char filename[MAX_QPATH];
char tempname[MAX_QPATH];
Q_strncpyz(filename, dl->localname, sizeof(filename));
Q_strncpyz(tempname, dl->tempname, sizeof(tempname));
DL_Abort(dl, QDL_COMPLETED);
COM_RefreshFSCache_f();
COM_FileExtension(filename, ext, sizeof(ext));
//should probably ask the filesytem code if its a package format instead.
if (!strncmp(filename, "package/", 8) || !strncmp(ext, "pk4", 3) || !strncmp(ext, "pk3", 3) || !strncmp(ext, "pak", 3))
{
FS_ReloadPackFiles();
CL_CheckServerInfo();
}
else if (!strcmp(filename, "gfx/palette.lmp"))
{
Cbuf_AddText("vid_restart\n", RESTRICT_LOCAL);
}
else
{
CL_CheckModelResources(filename);
if (!cl.sendprespawn)
{
/*
extern int mod_numknown;
extern model_t *mod_known;
for (i = 0; i < mod_numknown; i++) //go and load this model now.
{
if (!strcmp(mod_known[i].name, filename))
{
Mod_ForName(mod_known[i].name, false); //throw away result.
break;
}
}
*/
for (i = 0; i < MAX_PRECACHE_MODELS; i++) //go and load this model now.
{
if (!strcmp(cl.model_name[i], filename))
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.model_precache[i] = Mod_ForName(cl.model_name[i], MLV_WARN); //throw away result.
if (i == 1)
cl.worldmodel = cl.model_precache[i];
break;
}
}
for (i = 0; i < MAX_CSMODELS; i++) //go and load this model now.
{
if (!strcmp(cl.model_csqcname[i], filename))
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.model_csqcprecache[i] = Mod_ForName(cl.model_csqcname[i], MLV_WARN); //throw away result.
break;
}
}
for (i = 0; i < MAX_VWEP_MODELS; i++)
{
if (!strcmp(cl.model_name_vwep[i], filename))
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.model_precache_vwep[i] = Mod_ForName(cl.model_name_vwep[i], MLV_WARN);
break;
}
}
}
S_ResetFailedLoad(); //okay, so this can still get a little spammy in bad places...
//this'll do the magic for us
Skin_FlushSkin(filename);
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean CL_CheckFile(const char *filename)
{
if (strstr (filename, ".."))
{
Con_TPrintf ("Refusing to download a path with ..\n");
return true;
}
if (COM_FCheckExists (filename))
{ // it exists, no need to download
return true;
}
return false;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean CL_CheckDLFile(const char *filename)
{
if (!strncmp(filename, "package/", 8))
{
vfsfile_t *f;
f = FS_OpenVFS(filename+8, "rb", FS_ROOT);
if (f)
{
VFS_CLOSE(f);
return true;
}
return false;
}
else
return COM_FCheckExists(filename);
}
/*
===============
CL_CheckOrEnqueDownloadFile
Returns true if the file exists, returns false if it triggered a download.
===============
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean CL_CheckOrEnqueDownloadFile (const char *filename, const char *localname, unsigned int flags)
{ //returns false if we don't have the file yet.
COM_AssertMainThread("CL_CheckOrEnqueDownloadFile");
if (flags & DLLF_NONGAME)
{
/*pak/pk3 downloads have an explicit leading package/ as an internal/network marker*/
if (!strchr(filename, ':'))
filename = va("package/%s", filename);
localname = va("package/%s", localname);
}
/*files with a leading * should not be downloaded (inline models, sexed sounds, etc). also block anyone trying to explicitly download a package/ because our code (wrongly) uses that name internally*/
else if (*filename == '*' || !strncmp(filename, "package/", 8))
return true;
if (!localname)
localname = filename;
#ifndef CLIENTONLY
/*no downloading if we're the one we'd be downloading from*/
if (sv.state)
return true;
#endif
if (!(flags & DLLF_OVERWRITE))
{
if (CL_CheckDLFile(localname))
return true;
}
//ZOID - can't download when recording
if (cls.demorecording)
{
Con_TPrintf ("Unable to download %s in record mode.\n", filename);
return true;
}
//ZOID - can't download when playback
// if (cls.demoplayback && cls.demoplayback != DPB_EZTV)
// return true;
SCR_EndLoadingPlaque(); //release console.
if (*cl_download_mapsrc.string)
if (!strncmp(filename, "maps/", 5))
if (!strcmp(filename + strlen(filename)-4, ".bsp"))
{
char base[MAX_QPATH];
COM_FileBase(filename, base, sizeof(base));
filename = va("%s%s.bsp", cl_download_mapsrc.string, base);
}
if (!CL_EnqueDownload(filename, localname, flags))
return true; /*don't stall waiting for it if it failed*/
if (!(flags & DLLF_IGNOREFAILED))
{
downloadlist_t *dl;
for (dl = cl.faileddownloads; dl; dl = dl->next)
{
if (!strcmp(dl->rname, filename))
{
//if its on the failed list, don't block waiting for it to download
return true;
}
}
}
return false;
}
static qboolean CL_CheckMD2Skins (qbyte *precache_model)
{
qboolean ret = false;
md2_t *pheader;
int skin = 1;
char *str;
pheader = (md2_t *)precache_model;
if (LittleLong (pheader->version) != MD2ALIAS_VERSION)
{
//bad version.
return false;
}
pheader = (md2_t *)precache_model;
for (skin = 0; skin < LittleLong(pheader->num_skins); skin++)
{
str = (char *)precache_model +
LittleLong(pheader->ofs_skins) +
skin*MD2MAX_SKINNAME;
COM_CleanUpPath(str);
if (!CL_CheckOrEnqueDownloadFile(str, str, 0))
ret = true;
}
return ret;
}
qboolean CL_CheckHLBspWads(char *file)
{
lump_t lump;
dheader_t *dh;
char *s;
char *w;
char key[256];
char wads[4096];
dh = (dheader_t *)file;
lump.fileofs = LittleLong(dh->lumps[LUMP_ENTITIES].fileofs);
lump.filelen = LittleLong(dh->lumps[LUMP_ENTITIES].filelen);
s = file + lump.fileofs;
s = COM_Parse(s);
if (strcmp(com_token, "{"))
return false;
while (*s)
{
s = COM_ParseOut(s, key, sizeof(key));
if (!strcmp(key, "}"))
break;
s = COM_ParseOut(s, wads, sizeof(wads));
if (!strcmp(key, "wad"))
{
s = wads;
while ((s = COM_ParseToken(s, ";")))
{
if (!strcmp(com_token, ";"))
continue;
while ((w = strchr(com_token, '\\')))
*w = '/';
w = COM_SkipPath(com_token);
Con_Printf("wads: %s\n", w);
if (!CL_CheckFile(w))
CL_CheckOrEnqueDownloadFile(va("textures/%s", w), NULL, DLLF_REQUIRED);
}
return false;
}
}
return false;
}
qboolean CL_CheckQ2BspWals(char *file)
{
qboolean gotone = false;
q2dheader_t *dh;
lump_t lump;
q2texinfo_t *tinf;
unsigned int i, j, count;
dh = (q2dheader_t*)file;
if (LittleLong(dh->version) != Q2BSPVERSION)
{
//quake3? unknown?
return false;
}
lump.fileofs = LittleLong(dh->lumps[Q2LUMP_TEXINFO].fileofs);
lump.filelen = LittleLong(dh->lumps[Q2LUMP_TEXINFO].filelen);
count = lump.filelen / sizeof(*tinf);
if (lump.filelen != count*sizeof(*tinf))
return false;
tinf = (q2texinfo_t*)(file + lump.fileofs);
for (i = 0; i < count; i++)
{
//ignore duplicate files (to save filesystem hits)
for (j = 0; j < i; j++)
if (!strcmp(tinf[i].texture, tinf[j].texture))
break;
if (i == j)
{
if (!CL_CheckDLFile(va("textures/%s.wal", tinf[i].texture)))
if (!CL_CheckDLFile(va("textures/%s.tga", tinf[i].texture)))
if (!CL_CheckOrEnqueDownloadFile(tinf[i].texture, NULL, 0))
gotone = true;
}
}
return gotone;
}
static qboolean CL_CheckModelResources (char *name)
{
//returns true if we triggered a download
qboolean ret;
qbyte *file;
if (!(strstr(name, ".md2") || strstr(name, ".bsp")))
return false;
// checking for skins in the model
FS_LoadFile(name, (void **)&file);
if (!file)
{
return false; // couldn't load it
}
if (LittleLong(*(unsigned *)file) == MD2IDALIASHEADER)
ret = CL_CheckMD2Skins(file);
else if (LittleLong(*(unsigned *)file) == BSPVERSIONHL)
ret = CL_CheckHLBspWads(file);
else if (LittleLong(*(unsigned *)file) == IDBSPHEADER)
ret = CL_CheckQ2BspWals(file);
else
ret = false;
FS_FreeFile(file);
return ret;
}
/*
=================
Model_NextDownload
=================
*/
void Model_CheckDownloads (void)
{
char *s;
int i;
char ext[8];
// Con_TPrintf (TLC_CHECKINGMODELS);
R_SetSky(cl.skyname);
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
for (i = 0; i < Q2MAX_IMAGES; i++)
{
char picname[256];
if (!*cl.image_name[i])
continue;
Q_snprintfz(picname, sizeof(picname), "pics/%s.pcx", cl.image_name[i]);
CL_CheckOrEnqueDownloadFile(picname, picname, 0);
}
if (!CLQ2_RegisterTEntModels())
return;
}
#endif
for (i = 1; cl.model_name[i][0]; i++)
{
s = cl.model_name[i];
if (s[0] == '*')
continue; // inline brush model
if (!stricmp(COM_FileExtension(s, ext, sizeof(ext)), "dsp")) //doom sprites are weird, and not really downloadable via this system
continue;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2 && s[0] == '#') //this is a vweap
continue;
#endif
CL_CheckOrEnqueDownloadFile(s, s, (i==1)?DLLF_REQUIRED:0); //world is required to be loaded.
CL_CheckModelResources(s);
}
for (i = 0; i < MAX_VWEP_MODELS; i++)
{
s = cl.model_name_vwep[i];
if (!stricmp(COM_FileExtension(s, ext, sizeof(ext)), "dsp")) //doom sprites are weird, and not really downloadable via this system
continue;
if (!*s)
continue;
CL_CheckOrEnqueDownloadFile(s, s, 0);
CL_CheckModelResources(s);
}
}
int CL_LoadModels(int stage, qboolean dontactuallyload)
{
int i;
float giveuptime = Sys_DoubleTime()+1; //small things get padded into a single frame
#define atstage() ((cl.contentstage == stage++ && !dontactuallyload)?++cl.contentstage:false)
#define endstage() if (!cls.timedemo && giveuptime<Sys_DoubleTime()) return -1;
pmove.numphysent = 0;
/*#ifdef PEXT_CSQC
if (atstage())
{
extern cvar_t cl_nocsqc;
if (cls.protocol == CP_NETQUAKE && !cl_nocsqc.ival && !cls.demoplayback)
{
char *s;
SCR_SetLoadingFile("csprogs");
s = Info_ValueForKey(cl.serverinfo, "*csprogs");
if (*s) //only allow csqc if the server says so, and the 'checksum' matches.
{
extern cvar_t cl_download_csprogs;
unsigned int chksum = strtoul(s, NULL, 0);
if (cl_download_csprogs.ival)
{
char *str = va("csprogsvers/%x.dat", chksum);
if (CL_CheckOrEnqueDownloadFile("csprogs.dat", str, DLLF_REQUIRED))
return stage; //its kinda required
}
else
{
Con_Printf("Not downloading csprogs.dat due to allow_download_csprogs\n");
}
}
}
endstage();
}
#endif*/
#ifdef HLCLIENT
if (atstage())
{
SCR_SetLoadingFile("hlclient");
CLHL_LoadClientGame();
endstage();
}
#endif
#ifdef PEXT_CSQC
if (atstage())
{
char *s;
qboolean anycsqc;
char *endptr;
unsigned int chksum;
#ifdef _DEBUG
anycsqc = true;
#else
anycsqc = atoi(Info_ValueForKey(cl.serverinfo, "anycsqc"));
#endif
if (cls.demoplayback)
anycsqc = true;
s = Info_ValueForKey(cl.serverinfo, "*csprogs");
chksum = strtoul(s, &endptr, 0);
if (*endptr)
{
Con_Printf("corrupt *csprogs key in serverinfo\n");
anycsqc = true;
chksum = 0;
}
SCR_SetLoadingFile("csprogs");
if (!CSQC_Init(anycsqc, *s?true:false, chksum))
{
Sbar_Start(); //try and start this before we're actually on the server,
//this'll stop the mod from sending so much stuffed data at us, whilst we're frozen while trying to load.
//hopefully this'll make it more robust.
//csqc is expected to use it's own huds, or to run on decent servers. :p
}
endstage();
}
#endif
if (atstage())
{
SCR_SetLoadingFile("prenewmap");
Surf_PreNewMap();
endstage();
}
if (cl.playerview[0].playernum == -1)
{ //q2 cinematic - don't load the models.
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.worldmodel = cl.model_precache[1] = Mod_ForName ("", MLV_WARN);
}
else
{
for (i=1 ; i<MAX_PRECACHE_MODELS ; i++)
{
if (!cl.model_name[i][0])
continue;
if (atstage())
{
#if 0
SCR_SetLoadingFile(cl.model_name[i]);
#ifdef CSQC_DAT
if (i == 1)
CSQC_LoadResource(cl.model_name[i], "map");
else
CSQC_LoadResource(cl.model_name[i], "model");
#endif
#endif
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2 && *cl.model_name[i] == '#')
cl.model_precache[i] = NULL;
else
#endif
cl.model_precache[i] = Mod_ForName (Mod_FixName(cl.model_name[i], cl.model_name[1]), MLV_WARN);
S_ExtraUpdate();
endstage();
}
}
for (i = 0; i < MAX_VWEP_MODELS; i++)
{
if (!cl.model_name_vwep[i][0])
continue;
if (atstage())
{
#if 0
SCR_SetLoadingFile(cl.model_name_vwep[i]);
#ifdef CSQC_DAT
CSQC_LoadResource(cl.model_name_vwep[i], "vwep");
#endif
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.model_precache_vwep[i] = Mod_ForName (cl.model_name_vwep[i], MLV_WARN);
endstage();
}
}
}
if (atstage())
{
cl.worldmodel = cl.model_precache[1];
if (!cl.worldmodel || cl.worldmodel->type == mod_dummy)
{
if (!cl.model_name[1][0])
Host_EndGame("Worldmodel name wasn't sent\n");
// else
// return stage;
// Host_EndGame("Worldmodel wasn't loaded\n");
}
SCR_SetLoadingFile("csprogs world");
#ifdef CSQC_DAT
CSQC_WorldLoaded();
#endif
endstage();
}
for (i=1 ; i<MAX_CSMODELS ; i++)
{
if (!cl.model_csqcname[i][0])
continue;
if (atstage())
{
#if 0
SCR_SetLoadingFile(cl.model_csqcname[i]);
#ifdef CSQC_DAT
if (i == 1)
CSQC_LoadResource(cl.model_csqcname[i], "map");
else
CSQC_LoadResource(cl.model_csqcname[i], "model");
#endif
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.model_csqcprecache[i] = Mod_ForName (cl.model_csqcname[i], MLV_WARN);
S_ExtraUpdate();
endstage();
}
}
if (atstage())
{
SCR_SetLoadingFile("wads");
Wad_NextDownload();
endstage();
}
if (atstage())
{
SCR_SetLoadingFile("external textures");
if (cl.worldmodel && cl.worldmodel->loadstate == MLS_LOADING)
COM_WorkerPartialSync(cl.worldmodel, &cl.worldmodel->loadstate, MLS_LOADING);
if (cl.worldmodel && cl.worldmodel->loadstate == MLS_LOADED)
Mod_NowLoadExternal(cl.worldmodel);
endstage();
}
// all done
if (atstage())
{
SCR_SetLoadingFile("newmap");
// if (!cl.worldmodel || cl.worldmodel->type == mod_dummy)
// Host_EndGame("No worldmodel was loaded\n");
cl.model_precaches_added = false;
Surf_NewMap ();
pmove.physents[0].model = cl.worldmodel;
endstage();
}
#ifdef CSQC_DAT
if (atstage())
{
SCR_SetLoadingFile("csqc init");
if (CSQC_Inited())
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cls.fteprotocolextensions & PEXT_CSQC)
CL_SendClientCommand(true, "enablecsqc");
}
else
{
if (cls.fteprotocolextensions & PEXT_CSQC)
CL_SendClientCommand(true, "disablecsqc");
}
endstage();
}
#endif
return stage;
}
int CL_LoadSounds(int stage, qboolean dontactuallyload)
{
int i;
float giveuptime = Sys_DoubleTime()+0.1; //small things get padded into a single frame
//#define atstage() ((cl.contentstage == stage++)?++cl.contentstage:false)
//#define endstage() if (giveuptime<Sys_DoubleTime()) return -1;
for (i=1 ; i<MAX_PRECACHE_SOUNDS ; i++)
{
if (!cl.sound_name[i][0])
break;
if (atstage())
{
#if 0
SCR_SetLoadingFile(cl.sound_name[i]);
#ifdef CSQC_DAT
CSQC_LoadResource(cl.sound_name[i], "sound");
#endif
#endif
cl.sound_precache[i] = S_PrecacheSound (cl.sound_name[i]);
S_ExtraUpdate();
endstage();
}
}
return stage;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void Sound_CheckDownload(const char *s)
{
char mangled[512];
if (*s == '*') //q2 sexed sound
return;
if (!S_HaveOutput())
return;
//check without the sound/ prefix
if (CL_CheckFile(s))
return; //we have it already
//the things I do for nexuiz... *sigh*
COM_StripExtension(s, mangled, sizeof(mangled));
COM_DefaultExtension(mangled, ".ogg", sizeof(mangled));
if (CL_CheckFile(mangled))
return;
//check with the sound/ prefix
s = va("sound/%s",s);
if (CL_CheckFile(s))
return; //we have it already
//the things I do for nexuiz... *sigh*
COM_StripExtension(s, mangled, sizeof(mangled));
COM_DefaultExtension(mangled, ".ogg", sizeof(mangled));
if (CL_CheckFile(mangled))
return;
//download the one the server said.
CL_CheckOrEnqueDownloadFile(s, NULL, 0);
}
/*
=================
Sound_NextDownload
=================
*/
void Sound_CheckDownloads (void)
{
int i;
// Con_TPrintf (TLC_CHECKINGSOUNDS);
#ifdef CSQC_DAT
// if (cls.fteprotocolextensions & PEXT_CSQC)
{
char *s;
s = Info_ValueForKey(cl.serverinfo, "*csprogs");
if (*s) //only allow csqc if the server says so, and the 'checksum' matches.
{
extern cvar_t cl_download_csprogs, cl_nocsqc;
char *endptr;
unsigned int chksum = strtoul(s, &endptr, 0);
if (cl_nocsqc.ival || cls.demoplayback || *endptr)
{
}
else if (cl_download_csprogs.ival)
{
char *str = va("csprogsvers/%x.dat", chksum);
CL_CheckOrEnqueDownloadFile("csprogs.dat", str, DLLF_REQUIRED);
}
else
{
Con_Printf("Not downloading csprogs.dat\n");
}
}
}
#endif
for (i = 1; cl.sound_name[i][0]
; i++)
{
Sound_CheckDownload(cl.sound_name[i]);
}
}
/*
======================
CL_RequestNextDownload
======================
*/
void CL_RequestNextDownload (void)
{
int stage;
/*already downloading*/
if (cls.download && !cls.demoplayback)
return;
/*request downloads only if we're at the point where we've received a complete list of them*/
if (cl.sendprespawn || cls.state == ca_active)
if (cl.downloadlist)
{
downloadlist_t *dl;
unsigned int fl;
//download required downloads first
for (dl = cl.downloadlist; dl; dl = dl->next)
{
if (dl->flags & DLLF_NONGAME)
break;
}
if (!dl)
{
for (dl = cl.downloadlist; dl; dl = dl->next)
{
if (dl->flags & DLLF_REQUIRED)
break;
}
if (!dl)
dl = cl.downloadlist;
}
fl = dl->flags;
/*if we don't require downloads don't queue requests until we're actually on the server, slightly more deterministic*/
if (cls.state == ca_active || (requiredownloads.value && !cls.demoplayback) || (fl & DLLF_REQUIRED))
{
if ((fl & DLLF_OVERWRITE) || !CL_CheckFile (dl->localname))
{
CL_SendDownloadStartRequest(dl->rname, dl->localname, fl);
return;
}
else
{
Con_Printf("Already have %s\n", dl->localname);
CL_DisenqueDownload(dl->rname);
//recurse a bit.
CL_RequestNextDownload();
return;
}
}
}
if (cl.sendprespawn)
{ // get next signon phase
extern int total_loading_size, current_loading_size;
if (!cl.contentstage)
{
stage = 0;
stage = CL_LoadModels(stage, true);
stage = CL_LoadSounds(stage, true);
total_loading_size = stage;
cl.contentstage = 0;
}
stage = 0;
stage = CL_LoadModels(stage, false);
current_loading_size = cl.contentstage;
if (stage < 0)
return; //not yet
stage = CL_LoadSounds(stage, false);
current_loading_size = cl.contentstage;
if (stage < 0)
return;
if (requiredownloads.ival && COM_HasWork())
{
SCR_SetLoadingFile("loading content");
return;
}
SCR_SetLoadingFile("receiving game state");
cl.sendprespawn = false;
if (cl.worldmodel && cl.worldmodel->loadstate == MLS_LOADING)
COM_WorkerPartialSync(cl.worldmodel, &cl.worldmodel->loadstate, MLS_LOADING);
#ifdef warningmsg
#pragma warningmsg("timedemo timer should start here")
#endif
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
{
Con_Printf("\n\n-------------\nCouldn't download %s - cannot fully connect\n", cl.worldmodel->name);
SCR_SetLoadingStage(LS_NONE);
return;
}
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
Skin_NextDownload();
SCR_SetLoadingStage(LS_NONE);
CL_SendClientCommand(true, "begin %i\n", cl.servercount);
}
else
#endif
{
if (cls.demoplayback == DPB_EZTV)
{
if (CL_RemoveClientCommands("qtvspawn"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_DPrintf("Multiple prespawns\n");
CL_SendClientCommand(true, "qtvspawn %i 0 %i", cl.servercount, COM_RemapMapChecksum(LittleLong(cl.worldmodel->checksum2)));
SCR_SetLoadingStage(LS_NONE);
}
else
{
// done with modellist, request first of static signon messages
if (CL_RemoveClientCommands("prespawn"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_DPrintf("Multiple prespawns\n");
if (cls.protocol == CP_NETQUAKE)
CL_SendClientCommand(true, "prespawn");
else
{
// CL_SendClientCommand("prespawn %i 0 %i", cl.servercount, cl.worldmodel->checksum2);
CL_SendClientCommand(true, prespawn_name, cl.servercount, COM_RemapMapChecksum(LittleLong(cl.worldmodel->checksum2)));
}
}
}
}
}
int CL_RequestADownloadChunk(void);
void CL_SendDownloadReq(sizebuf_t *msg)
{
if (cls.demoplayback == DPB_EZTV)
return; //tcp connection, so no need to constantly ask
if (!cls.download)
{
if (cl.downloadlist)
CL_RequestNextDownload();
return;
}
#ifdef PEXT_CHUNKEDDOWNLOADS
if (cls.download->method == DL_QWCHUNKS)
DLC_Poll(cls.download);
#endif
}
#ifdef PEXT_ZLIBDL
#ifdef _WIN32
#define ZEXPORT VARGS
#include "../../zip/zlib.h"
//# pragma comment (lib, "zip/zlib.lib")
#else
#include <zlib.h>
#endif
char *ZLibDownloadDecode(int *messagesize, char *input, int finalsize)
{
char *outbuf = Hunk_TempAlloc(finalsize);
z_stream zs;
*messagesize = (*(short*)input);
input+=2;
if (!*messagesize)
{
*messagesize = finalsize+2;
return input;
}
memset(&zs, 0, sizeof(zs));
zs.next_in = input;
zs.avail_in = *messagesize; //tell it that it has a lot. Possibly a bad idea.
zs.total_in = 0;
zs.next_out = outbuf;
zs.avail_out = finalsize; //this is the limiter.
zs.total_out = 0;
zs.data_type = Z_BINARY;
inflateInit(&zs);
inflate(&zs, Z_FINISH); //decompress it in one go.
inflateEnd(&zs);
*messagesize = zs.total_in+2;
return outbuf;
}
#endif
downloadlist_t *CL_DownloadFailed(const char *name, qdownload_t *qdl)
{
//add this to our failed list. (so we don't try downloading it again...)
downloadlist_t *failed, **link, *dl;
failed = Z_Malloc(sizeof(downloadlist_t));
failed->next = cl.faileddownloads;
cl.faileddownloads = failed;
Q_strncpyz(failed->rname, name, sizeof(failed->rname));
//if this is what we're currently downloading, close it up now.
//don't do this if we're just marking the file as unavailable for download.
if (qdl && (!stricmp(qdl->remotename, name) || !*name))
{
DL_Abort(qdl, QDL_FAILED);
}
link = &cl.downloadlist;
while(*link)
{
dl = *link;
if (!strcmp(dl->rname, name))
{
*link = dl->next;
failed->flags |= dl->flags;
Z_Free(dl);
}
else
link = &(*link)->next;
}
return failed;
}
#ifdef PEXT_CHUNKEDDOWNLOADS
#define DLBLOCKSIZE 1024
int CL_DownloadRate(void)
{
qdownload_t *dl = cls.download;
if (dl)
{
double curtime = Sys_DoubleTime();
if (!dl->ratetime)
{
dl->ratetime = curtime;
return dl->completedbytes/(Sys_DoubleTime() - dl->starttime);
}
if (curtime - dl->ratetime > 1)
{
dl->rate = dl->ratebytes / (curtime - dl->ratetime);
dl->ratetime = curtime;
dl->ratebytes = 0;
}
return dl->rate;
}
return 0;
}
#ifdef _MSC_VER
#define strtoull _strtoui64
#endif
//called when the server acks the download. opens the local file and stuff. returns false on failure
qboolean DL_Begun(qdownload_t *dl)
{
//figure out where the file is meant to be going.
dl->prefixbytes = 0;
if (!strncmp(dl->tempname, "package/", 8))
{
dl->prefixbytes = 8; //ignore the package/ part
dl->fsroot = FS_ROOT; //and put it in the root dir (-basedir), and hope the name includes a gamedir part
}
else if (!strncmp(dl->tempname,"skins/",6))
dl->fsroot = FS_PUBBASEGAMEONLY; //shared between gamedirs, so only use the basegame.
else
dl->fsroot = FS_GAMEONLY; //other files are relative to the active gamedir.
Q_snprintfz(dl->dclname, sizeof(dl->dclname), "%s.dcl", dl->tempname);
if (dl->method == DL_QWCHUNKS)
{
qboolean error = false;
char partline[256];
char partterm[128];
char *p, t;
qofs_t lastend = 0;
qofs_t start, end;
struct dlblock_s **link = &dl->dlblocks;
vfsfile_t *parts = FS_OpenVFS(dl->dclname+dl->prefixbytes, "rb", dl->fsroot);
if (!parts)
error = true;
while(!error && VFS_GETS(parts, partline, sizeof(partline)))
{
p = COM_ParseOut(partline, partterm, sizeof(partterm));
t = *partterm;
p = COM_ParseOut(p, partterm, sizeof(partterm));
start = strtoull(partterm, NULL, 0);
p = COM_ParseOut(p, partterm, sizeof(partterm));
end = strtoull(partterm, NULL, 0);
(*link) = Z_Malloc(sizeof(**link));
(*link)->start = start;
(*link)->end = end;
(*link)->state = (t == 'c')?DLB_RECEIVED:DLB_MISSING;
link = &(*link)->next;
if (t == 'c')
dl->completedbytes += end - start;
if (start != lastend)
error = true;
lastend = end;
}
if (lastend != dl->size)
error = true;
if (parts)
VFS_CLOSE(parts);
if (!error)
dl->file = FS_OpenVFS(dl->tempname+dl->prefixbytes, "w+b", dl->fsroot);
}
if (!dl->file)
{
struct dlblock_s *b;
//make sure we don't get confused if someone end-tasks us before the download is complete.
FS_Remove(dl->dclname+dl->prefixbytes, dl->fsroot);
dl->completedbytes = 0;
while (dl->dlblocks)
{
b = dl->dlblocks;
dl->dlblocks = b->next;
Z_Free(b);
}
FS_CreatePath(dl->tempname+dl->prefixbytes, dl->fsroot);
dl->file = FS_OpenVFS(dl->tempname+dl->prefixbytes, "wb", dl->fsroot);
}
if (!dl->file)
{
char native[MAX_OSPATH];
FS_NativePath(dl->tempname+dl->prefixbytes, dl->fsroot, native, sizeof(native));
Con_TPrintf("Unable to open \"%s\"\n", native);
return false;
}
if (dl->method == DL_QWPENDING)
Con_TPrintf("method is still 'pending'\n");
if (dl->method == DL_QWCHUNKS && !dl->dlblocks)
{
dl->dlblocks = Z_Malloc(sizeof(*dl->dlblocks));
dl->dlblocks->start = 0;
dl->dlblocks->end = dl->size;
dl->dlblocks->state = DLB_MISSING;
}
dl->flags |= DLLF_BEGUN;
dl->starttime = Sys_DoubleTime();
return true;
}
void DL_Completed(qdownload_t *dl, qofs_t start, qofs_t end)
{
struct dlblock_s *prev = NULL, *b, *n, *e;
if (end <= start)
return; //ignore invalid ranges.
for (b = dl->dlblocks; b; )
{
if (b->state == DLB_RECEIVED)
{
//nothing to be done. dupe. somehow. or simply a different range.
}
else if (b->start >= start && b->end <= end)
{
//whole block
// Con_Printf("Whole block\n");
b->state = DLB_RECEIVED;
dl->completedbytes += b->end - b->start;
dl->ratebytes += b->end - b->start;
}
else if (start > b->start && end < b->end)
{
// Con_Printf("chop out middle\n");
//in the middle, no need to merge
n = Z_Malloc(sizeof(*n));
e = Z_Malloc(sizeof(*e));
e->next = b->next;
n->next = e;
b->next = n;
e->state = b->state;
e->sequence = b->sequence;
n->state = DLB_RECEIVED;
e->end = b->end;
b->end = start;
n->start = start;
n->end = end;
e->start = end;
dl->completedbytes += n->end - n->start;
dl->ratebytes += n->end - n->start;
}
//data overlaps the start (data end must be smaller than block end)
else if (start <= b->start && end > b->start)
{
// Con_Printf("complete start\n");
//split it. new(non-complete) block is second.
n = Z_Malloc(sizeof(*n));
n->next = b->next;
b->next = n;
//second block keeps original block's state. first block gets completed
n->state = b->state;
n->sequence = b->sequence;
b->state = DLB_RECEIVED;
n->start = end;
n->end = b->end;
b->end = end;
dl->completedbytes += b->end - b->start;
dl->ratebytes += b->end - b->start;
}
//new data overlaps the end
else if (start > b->start && start < b->end)
{
// Con_Printf("complete end\n");
//split it. new(completed) block is second.
n = Z_Malloc(sizeof(*n));
n->next = b->next;
b->next = n;
//second block keeps original block's state. first block gets completed
n->state = DLB_RECEIVED;
n->sequence = 0;
n->start = end;
n->end = b->end;
b->end = end;
dl->completedbytes += n->end - n->start;
dl->ratebytes += n->end - n->start;
prev = b;
b = n;
}
else
{//don't bother merging, as nothing changed
prev = b;
b = b->next;
continue;
}
//merge with next block
if (b->next && b->next->state == DLB_RECEIVED)
{
n = b->next;
b->next = n->next;
b->end = n->end;
Z_Free(n);
}
//merge with previous block if possible
if (prev && prev->state == DLB_RECEIVED)
{
n = b;
prev->end = b->end;
prev->next = b->next;
Z_Free(b);
b = prev->next;
continue;//careful here
}
prev = b;
b = b->next;
}
}
qboolean CL_AllowArbitaryDownload(char *localfile);
static float chunkrate;
void CL_ParseChunkedDownload(qdownload_t *dl)
{
qbyte *svname;
int flag;
qofs_t filesize;
qofs_t chunknum;
char data[DLBLOCKSIZE];
chunknum = MSG_ReadLong();
if (chunknum == -1)
{
flag = MSG_ReadLong();
if (flag == 0x80000000)
{ //really big files need special handling here.
flag = MSG_ReadLong();
filesize = qofs_Make(flag, MSG_ReadLong());
flag = 0;
}
else
filesize = flag;
svname = MSG_ReadString();
if (cls.demoplayback)
return;
if (!*svname)
{
//stupid mvdsv.
/*if (totalsize < 0)
svname = cls.downloadname;
else*/
{
Con_Printf("ignoring nameless download\n");
return;
}
}
if (flag < 0)
{
if (flag == -4)
{
if (CL_AllowArbitaryDownload(svname))
{
Con_Printf("Download of \"%s\" redirected to \"%s\"\n", dl->remotename, svname);
if (CL_CheckOrEnqueDownloadFile(svname, NULL, 0))
Con_Printf("However, \"%s\" already exists. You may need to delete it.\n", svname);
}
svname = dl->remotename;
}
else if (flag == -3)
Con_Printf("Server reported an error when downloading file \"%s\"\n", svname);
else if (flag == -2)
Con_Printf("Server permissions deny downloading file \"%s\"\n", svname);
else
Con_Printf("Couldn't find file \"%s\" on the server\n", svname);
if (dl)
{
CL_DownloadFailed(svname, dl);
CL_RequestNextDownload();
}
return;
}
if (!dl)
{
Con_Printf("ignoring download start. we're not meant to be downloading\n");
return;
}
if (dl->method == DL_QWCHUNKS)
Host_EndGame("Received second download - \"%s\"\n", svname);
if (stricmp(dl->remotename, svname))
{
//fixme: we should allow extension changes, in the case of ogg/mp3/wav, or tga/png/jpg/pcx, or the addition of .gz or whatever
Host_EndGame("Server sent the wrong download - \"%s\" instead of \"%s\"\n", svname, dl->remotename);
}
//start the new download
dl->method = DL_QWCHUNKS;
dl->percent = 0;
dl->size = filesize;
dl->starttime = Sys_DoubleTime();
/*
strcpy(cls.downloadname, svname);
COM_StripExtension(svname, cls.downloadtempname);
COM_DefaultExtension(cls.downloadtempname, ".tmp");
*/
if (!DL_Begun(dl))
{
CL_DownloadFailed(svname, dl);
return;
}
return;
}
// Con_Printf("Received dl block %i: ", chunknum);
MSG_ReadData(data, DLBLOCKSIZE);
if (!dl)
{
Con_Printf("ignoring download data packet\n");
return;
}
if (chunknum*DLBLOCKSIZE > dl->size+DLBLOCKSIZE)
return;
if (!dl->file)
return;
if (cls.demoplayback)
{ //err, yeah, when playing demos we don't actually pay any attention to this.
return;
}
VFS_SEEK(dl->file, chunknum*DLBLOCKSIZE);
if (dl->size - chunknum*DLBLOCKSIZE < DLBLOCKSIZE) //final block is actually meant to be smaller than we recieve.
VFS_WRITE(dl->file, data, dl->size - chunknum*DLBLOCKSIZE);
else
VFS_WRITE(dl->file, data, DLBLOCKSIZE);
DL_Completed(dl, chunknum*DLBLOCKSIZE, (chunknum+1)*DLBLOCKSIZE);
dl->percent = dl->completedbytes/(float)dl->size*100;
chunkrate += 1;
}
int CL_CountQueuedDownloads(void)
{
int count = 0;
downloadlist_t *dl;
for (dl = cl.downloadlist; dl; dl = dl->next)
count++;
return count;
}
static void DLC_RequestDownloadChunks(qdownload_t *dl, float frametime)
{
char *cmd;
qofs_t chunk;
struct dlblock_s *b, *n;
qboolean stillpending = false;
qboolean haveloss = false;
int chunks, chunksremaining;
static float slop; //try to keep things as integers
// int cmds = 20;
if (frametime < 0)
frametime = 0;
if (frametime > 0.1)
frametime = 0.1; //erg?
if (chunkrate < 0)
chunkrate = 0;
slop += chunkrate*frametime;
chunksremaining = slop;
slop -= chunksremaining;
if (chunksremaining < 1)
{
if (chunkrate < 30)
chunksremaining = 1;
else
return;
/* if (!chunkrate)
chunkrate = 72;
else
chunkrate+=frametime;
return;
*/ }
if (chunksremaining > 100)
{ //we're going to need some sanity limit, for cpu resources.
chunkrate -= (chunksremaining-100);
chunksremaining = 100;
}
//Con_DPrintf("%i\n", chunksremaining);
for (b = dl->dlblocks; b; b = b->next)
{
//packetloss reverts blocks to missing.
if (b->state == DLB_PENDING)
{
if (b->sequence < cls.netchan.incoming_sequence-10)
{
haveloss = true;
b->state = DLB_MISSING;
for (;;) //merge it with the next if they're all invalid
{
n = b->next;
if (!n)
break;
if (n->state == DLB_MISSING || (n->state == DLB_PENDING && n->sequence < cls.netchan.incoming_sequence-10))
{
b->next = n->next;
b->end = n->end;
Z_Free(n);
continue;
}
break;
}
}
else
stillpending = true;
}
if (b->state == DLB_MISSING && chunksremaining)
{
chunk = b->start / DLBLOCKSIZE;
chunks = 1;//((b->end+DLBLOCKSIZE-1)/DLBLOCKSIZE) - (b->start / DLBLOCKSIZE);
if (chunks > chunksremaining)
chunks = chunksremaining;
//if this block is bigger than a chunk, split the two blocks.
if (b->end - b->start > DLBLOCKSIZE*chunks)
{
n = Z_Malloc(sizeof(*n));
n->next = b->next;
n->start = (chunk+chunks)*DLBLOCKSIZE;
n->end = b->end;
b->end = n->start;
n->state = DLB_MISSING;
b->next = n;
}
b->state = DLB_PENDING;
b->sequence = cls.netchan.outgoing_sequence;
stillpending = true;
if (chunks > 1)
cmd = va("nextdl %u %3g %i %i\n", (unsigned int)chunk, dl->percent, dl->filesequence, chunks);
else
cmd = va("nextdl %u %3g %i\n", (unsigned int)chunk, dl->percent, dl->filesequence);
CL_RemoveClientCommands(cmd);
CL_SendClientCommand(false, "%s", cmd);
chunksremaining -= chunks;
if (chunksremaining <= 0)
break;
/*if (--cmds <= 0)
{
chunkrate -= chunksremaining;
// haveloss = true;
break;
}*/
}
}
if (haveloss)
{
chunkrate *= 0.98;
}
if (!stillpending)
{ //when there's nothing still pending, the download is complete.
Con_DPrintf("Download took %i seconds (%i more)\n", (int)(Sys_DoubleTime() - dl->starttime), CL_CountQueuedDownloads());
CL_DownloadFinished(dl);
}
}
void DLC_Poll(qdownload_t *dl)
{
static float lasttime;
DLC_RequestDownloadChunks(dl, realtime - lasttime);
lasttime = realtime;
}
#endif
void DL_Abort(qdownload_t *dl, enum qdlabort aborttype)
{
struct dlblock_s *b, *n;
if (dl->file)
{
VFS_CLOSE(dl->file);
dl->file = NULL;
}
if (dl->flags & DLLF_BEGUN)
{
if (aborttype == QDL_COMPLETED)
{
//this file isn't needed now the download has finished.
FS_Remove(dl->dclname+dl->prefixbytes, dl->fsroot);
if (dl->flags & DLLF_TEMPORARY)
{
#ifdef TERRAIN
if (!Terr_DownloadedSection(dl->tempname+dl->prefixbytes))
#endif
Con_Printf("Downloaded unusable temporary file\n");
FS_Remove(dl->tempname+dl->prefixbytes, dl->fsroot);
}
else if (Q_strcasecmp(dl->tempname, dl->localname))
{
if (dl->flags & DLLF_OVERWRITE)
FS_Remove(dl->localname+dl->prefixbytes, dl->fsroot);
if (!FS_Rename(dl->tempname+dl->prefixbytes, dl->localname+dl->prefixbytes, dl->fsroot))
{
char nativetmp[MAX_OSPATH], nativefinal[MAX_OSPATH];
FS_NativePath(dl->tempname+dl->prefixbytes, dl->fsroot, nativetmp, sizeof(nativetmp));
FS_NativePath(dl->localname+dl->prefixbytes, dl->fsroot, nativefinal, sizeof(nativefinal));
Con_Printf("Couldn't rename %s to %s\n", nativetmp, nativefinal);
}
}
}
else
{
//file was aborted half way through...
if (dl->dlblocks)
{
//save the list of valid chunks so we don't have to redownload those.
vfsfile_t *parts;
parts = FS_OpenVFS(dl->dclname+dl->prefixbytes, "wb", dl->fsroot);
if (parts)
{
for (b = dl->dlblocks; b; b = n)
{
if (b->state == DLB_RECEIVED)
VFS_PRINTF(parts, "c %#llx %#llx\n", (long long)b->start, (long long)b->end);
else
{
for(;;)
{
n = b->next;
if (n && n->state != DLB_RECEIVED)
{
b->end = n->end;
b->next = n->next;
Z_Free(n);
continue;
}
break;
}
VFS_PRINTF(parts, "m %#llx %#llx\n", (long long)b->start, (long long)b->end);
}
n = b->next;
Z_Free(b);
}
dl->dlblocks = NULL;
VFS_CLOSE(parts);
}
else
FS_Remove(dl->tempname + dl->prefixbytes, dl->fsroot);
}
else
{
//download looks like it was non-resumable. just delete it.
FS_Remove(dl->tempname + dl->prefixbytes, dl->fsroot);
}
}
if (aborttype != QDL_DISCONNECT)
{
switch(dl->method)
{
default:
break;
#ifdef Q3CLIENT
case DL_Q3:
CLQ3_SendClientCommand("stopdl");
break;
#endif
case DL_DARKPLACES:
case DL_QW:
case DL_QWCHUNKS:
{
char *serverversion = Info_ValueForKey(cl.serverinfo, "*version");
if (strncmp(serverversion , "MVDSV ", 6)) //don't tell mvdsv to stop, because it has retarded annoying clientprints that are spammy as fuck, and we don't want that.
CL_SendClientCommand(true, "stopdownload");
}
break;
}
}
}
for (b = dl->dlblocks; b; b = n)
{
n = b->next;
Z_Free(b);
}
dl->dlblocks = NULL;
Z_Free(dl);
if (cls.download == dl)
cls.download = NULL;
}
/*
=====================
CL_ParseDownload
A download message has been received from the server
=====================
*/
void CL_ParseDownload (void)
{
extern cvar_t cl_dlemptyterminate;
int size, percent;
qbyte name[1024];
qdownload_t *dl = cls.download;
#ifdef PEXT_CHUNKEDDOWNLOADS
if (cls.fteprotocolextensions & PEXT_CHUNKEDDOWNLOADS)
{
if (cls.demoplayback == DPB_EZTV)
Host_EndGame("CL_ParseDownload: chunked download on qtv proxy.");
CL_ParseChunkedDownload(dl);
return;
}
#endif
// read the data
size = MSG_ReadShort ();
percent = MSG_ReadByte ();
if (size == -2)
{
/*quakeforge*/
MSG_ReadString();
return;
}
if (size == -3)
{
char *requestedname;
Q_strncpyz(name, MSG_ReadString(), sizeof(name));
requestedname = MSG_ReadString();
Con_DPrintf("Download for %s redirected to %s\n", requestedname, name);
/*quakeforge http download redirection*/
if (dl)
CL_DownloadFailed(dl->remotename, dl);
//FIXME: find some safe way to do this and actually test it. we should already know the local name, but we might have gained a .gz or something (this is quakeforge after all).
// CL_CheckOrEnqueDownloadFile(name, localname, DLLF_IGNOREFAILED);
return;
}
if (cls.demoplayback && cls.demoplayback != DPB_EZTV)
{
if (size > 0)
msg_readcount += size;
return; // not in demo playback, we don't know the name of the file.
}
if (!dl)
{
//download packet without file requested.
if (size > 0)
msg_readcount += size;
return; // not in demo playback
}
if (size < 0)
{
Con_TPrintf ("File not found.\n");
if (dl)
CL_DownloadFailed(dl->remotename, dl);
return;
}
// open the file if not opened yet
if (dl->method == DL_QWPENDING)
{
dl->method = DL_QW;
if (!DL_Begun(dl))
{
msg_readcount += size;
Con_TPrintf ("Failed to open %s\n", dl->tempname);
CL_DownloadFailed(dl->remotename, dl);
CL_RequestNextDownload ();
return;
}
SCR_EndLoadingPlaque();
}
#ifdef PEXT_ZLIBDL
if (percent >= 101 && percent <= 201)// && cls.fteprotocolextensions & PEXT_ZLIBDL)
{
int compsize;
percent = percent - 101;
VFS_WRITE (cls.download, ZLibDownloadDecode(&compsize, net_message.data + msg_readcount, size), size);
msg_readcount += compsize;
}
else
#endif
{
VFS_WRITE (dl->file, net_message.data + msg_readcount, size);
msg_readcount += size;
}
dl->completedbytes += size;
dl->ratebytes += size;
if (dl->percent != percent) //try and guess the size (its most acurate when the percent value changes)
dl->size = ((float)dl->completedbytes*100)/percent;
if (percent != 100 && size == 0 && cl_dlemptyterminate.ival)
{
Con_Printf(CON_WARNING "WARNING: Client received empty svc_download, assuming EOF.\n");
percent = 100;
}
if (percent != 100)
{
// request next block
dl->percent = percent;
CL_SendClientCommand(true, "nextdl");
}
else
{
Con_DPrintf("Download took %i seconds\n", (int)(Sys_DoubleTime() - dl->starttime));
CL_DownloadFinished(dl);
// get another file if needed
CL_RequestNextDownload ();
}
}
qboolean CL_ParseOOBDownload(void)
{
qdownload_t *dl = cls.download;
if (!dl)
return false;
if (MSG_ReadLong() != dl->filesequence)
return false;
if (MSG_ReadChar() != svc_download)
return false;
CL_ParseDownload();
return true;
}
void CLDP_ParseDownloadData(void)
{
qdownload_t *dl = cls.download;
unsigned char buffer[1<<16];
qofs_t start;
int size;
start = MSG_ReadLong();
size = (unsigned short)MSG_ReadShort();
MSG_ReadData(buffer, size);
if (!dl)
return;
if (dl->file)
{
VFS_SEEK(dl->file, start);
VFS_WRITE(dl->file, buffer, size);
dl->percent = (start+size) / (float)VFS_GETLEN(dl->file) * 100;
}
//this is only reliable because I'm lazy
MSG_WriteByte(&cls.netchan.message, clcdp_ackdownloaddata);
MSG_WriteLong(&cls.netchan.message, start);
MSG_WriteShort(&cls.netchan.message, size);
}
void CLDP_ParseDownloadBegin(char *s)
{
qdownload_t *dl = cls.download;
char buffer[8192];
qofs_t size, pos, chunk;
char *fname;
Cmd_TokenizeString(s+1, false, false);
size = (qofs_t)strtoull(Cmd_Argv(1), NULL, 0);
fname = Cmd_Argv(2);
if (!dl || strcmp(fname, dl->remotename))
{
Con_Printf("Warning: server started sending a file we did not request. Ignoring.\n");
return;
}
if (dl->method != DL_DARKPLACES)
{
Con_Printf("Warning: download method isn't right.\n");
return;
}
dl->sizeunknown = false;
dl->size = size;
if (!DL_Begun(dl))
{
CL_DownloadFailed(dl->remotename, dl);
return;
}
CL_SendClientCommand(true, "sv_startdownload");
//fill the file with 0 bytes, for some reason
memset(buffer, 0, sizeof(buffer));
for (pos = 0, chunk = 1; chunk; pos += chunk)
{
chunk = size - pos;
if (chunk > sizeof(buffer))
chunk = sizeof(buffer);
VFS_WRITE(dl->file, buffer, chunk);
}
}
void CLDP_ParseDownloadFinished(char *s)
{
qdownload_t *dl = cls.download;
unsigned short runningcrc = 0;
char buffer[8192];
int size, pos, chunk;
if (!dl || !dl->file)
return;
Cmd_TokenizeString(s+1, false, false);
VFS_CLOSE (dl->file);
dl->file = FS_OpenVFS (dl->tempname+dl->prefixbytes, "rb", dl->fsroot);
if (dl->file)
{
size = dl->size;
QCRC_Init(&runningcrc);
for (pos = 0, chunk = 1; chunk; pos += chunk)
{
chunk = size - pos;
if (chunk > sizeof(buffer))
chunk = sizeof(buffer);
VFS_READ(dl->file, buffer, chunk);
QCRC_AddBlock(&runningcrc, buffer, chunk);
}
VFS_CLOSE (dl->file);
dl->file = NULL;
}
else
{
Con_Printf("Download failed: unable to check CRC of download\n");
CL_DownloadFailed(dl->remotename, dl);
return;
}
Cmd_TokenizeString(s+1, false, false);
if (size != atoi(Cmd_Argv(1)))
{
Con_Printf("Download failed: wrong file size\n");
CL_DownloadFailed(dl->remotename, dl);
return;
}
if (runningcrc != atoi(Cmd_Argv(2)))
{
Con_Printf("Download failed: wrong crc\n");
CL_DownloadFailed(dl->remotename, dl);
return;
}
Con_DPrintf("Download took %i seconds\n", (int)(Sys_DoubleTime() - dl->starttime));
CL_DownloadFinished(dl);
// get another file if needed
CL_RequestNextDownload ();
}
static vfsfile_t *upload_file;
static qbyte *upload_data;
static int upload_pos;
static int upload_size;
void CL_NextUpload(void)
{
qbyte buffer[1024];
int r;
int percent;
int size;
r = upload_size - upload_pos;
if (r > 768)
r = 768;
if (upload_data)
{
memcpy(buffer, upload_data + upload_pos, r);
}
else if (upload_file)
{
r = VFS_READ(upload_file, buffer, r);
if (r == 0)
{
CL_StopUpload();
return;
}
}
else
return;
MSG_WriteByte (&cls.netchan.message, clc_upload);
MSG_WriteShort (&cls.netchan.message, r);
upload_pos += r;
size = upload_size;
if (!size)
size = 1;
percent = upload_pos*100/size;
MSG_WriteByte (&cls.netchan.message, percent);
SZ_Write (&cls.netchan.message, buffer, r);
Con_DPrintf ("UPLOAD: %6d: %d written\n", upload_pos - r, r);
if (upload_pos != upload_size)
return;
Con_TPrintf ("Upload completed\n");
CL_StopUpload();
}
void CL_StartUpload (qbyte *data, int size)
{
if (cls.state < ca_onserver)
return; // gotta be connected
// override
CL_StopUpload();
Con_DPrintf("Upload starting of %d...\n", size);
upload_data = BZ_Malloc(size);
memcpy(upload_data, data, size);
upload_size = size;
upload_pos = 0;
CL_NextUpload();
}
qboolean CL_IsUploading(void)
{
if (upload_data || upload_file)
return true;
return false;
}
void CL_StopUpload(void)
{
if (upload_data)
BZ_Free(upload_data);
if (upload_file)
VFS_CLOSE(upload_file);
upload_file = NULL;
upload_data = NULL;
upload_pos = upload_size = 0;
}
qboolean CL_StartUploadFile(char *filename)
{
if (!COM_CheckParm("-fileul"))
{
Con_Printf("You must currently use the -fileul commandline parameter in order to use this functionality\n");
return false;
}
if (cls.state < ca_onserver)
return false; // gotta be connected
CL_StopUpload();
upload_file = FS_OpenVFS(filename, "rb", FS_ROOT);
upload_size = VFS_GETLEN(upload_file);
upload_pos = 0;
if (upload_file)
{
CL_NextUpload();
return true;
}
return false;
}
/*
=====================================================================
SERVER CONNECTING MESSAGES
=====================================================================
*/
#ifdef CLIENTONLY
float nextdemotime;
#endif
void CL_ClearParseState(void)
{
// done with sounds, request models now
memset (cl.model_precache, 0, sizeof(cl.model_precache));
cl_playerindex = -1;
cl_h_playerindex = -1;
cl_spikeindex = -1;
cl_flagindex = -1;
cl_rocketindex = -1;
cl_grenadeindex = -1;
cl_gib1index = -1;
cl_gib2index = -1;
cl_gib3index = -1;
if (cl_baselines)
{
BZ_Free(cl_baselines);
cl_baselines = NULL;
}
cl_baselines_count = 0;
cl_max_static_entities = 0;
if (cl_static_entities)
{
BZ_Free(cl_static_entities);
cl_static_entities = NULL;
}
}
/*
==================
CL_ParseServerData
==================
*/
void CLQW_ParseServerData (void)
{
int pnum;
int clnum;
char *str;
int protover, svcnt;
float maxspeed, entgrav;
if (cls.download && cls.download->method == DL_QWPENDING)
{
//if we didn't actually start downloading it yet, cancel the current download.
//this is to avoid qizmo not responding to the download command, resulting in hanging downloads that cause the client to then be unable to connect anywhere simply because someone's skin was set.
CL_DownloadFailed(cls.download->remotename, cls.download);
}
Con_DPrintf ("Serverdata packet received.\n");
//
// wipe the client_state_t struct
//
SCR_SetLoadingStage(LS_CLIENT);
SCR_BeginLoadingPlaque();
// parse protocol version number
// allow 2.2 and 2.29 demos to play
#ifdef PROTOCOL_VERSION_FTE
cls.fteprotocolextensions=0;
cls.fteprotocolextensions2=0;
for(;;)
{
protover = MSG_ReadLong ();
if (protover == PROTOCOL_VERSION_FTE)
{
cls.fteprotocolextensions = MSG_ReadLong();
continue;
}
if (protover == PROTOCOL_VERSION_FTE2)
{
cls.fteprotocolextensions2 = MSG_ReadLong();
continue;
}
if (protover == PROTOCOL_VERSION_VARLENGTH)
{
int ident;
int len;
char data[1024];
ident = MSG_ReadLong();
len = MSG_ReadLong();
if (len <= sizeof(data))
{
MSG_ReadData(data, len);
switch(ident)
{
default:
break;
}
continue;
}
}
if (protover == PROTOCOL_VERSION_QW) //this ends the version info
break;
if (cls.demoplayback && (protover == 26 || protover == 27 || protover == 28)) //older versions, maintain demo compatability.
break;
Host_EndGame ("Server returned version %i, not %i\n", protover, PROTOCOL_VERSION_QW);
}
#else
protover = MSG_ReadLong ();
if (protover != PROTOCOL_VERSION_QW &&
!(cls.demoplayback && (protover == 26 || protover == 27 || protover == 28)))
Host_EndGame ("Server returned version %i, not %i\n", protover, PROTOCOL_VERSION_QW);
#endif
if (cls.fteprotocolextensions2||cls.fteprotocolextensions)
if (developer.ival || cl_shownet.ival)
Con_TPrintf ("Using FTE extensions 0x%x%08x\n", cls.fteprotocolextensions2, cls.fteprotocolextensions);
if (cls.fteprotocolextensions & PEXT_FLOATCOORDS)
{
cls.netchan.netprim.coordsize = 4;
cls.netchan.netprim.anglesize = 2;
}
else
{
cls.netchan.netprim.coordsize = 2;
cls.netchan.netprim.anglesize = 1;
}
cls.netchan.message.prim = cls.netchan.netprim;
MSG_ChangePrimitives(cls.netchan.netprim);
svcnt = MSG_ReadLong ();
// game directory
str = MSG_ReadString ();
Con_DPrintf("Server is using gamedir \"%s\"\n", str);
if (!*str)
str = "qw";
#ifndef CLIENTONLY
if (!sv.state)
#endif
{
COM_FlushTempoaryPacks();
COM_Gamedir(str);
#ifndef CLIENTONLY
Info_SetValueForStarKey (svs.info, "*gamedir", str, MAX_SERVERINFO_STRING);
#endif
Cvar_ForceCallback(Cvar_FindVar("r_particlesdesc"));
}
CL_ClearState ();
Stats_NewMap();
cl.servercount = svcnt;
cl.teamfortress = !Q_strcasecmp(str, "fortress");
if (cl.gamedirchanged)
{
cl.gamedirchanged = false;
#ifndef CLIENTONLY
if (!sv.state)
#endif
Wads_Flush();
}
/*mvds have different parsing*/
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
int i,j;
if (cls.fteprotocolextensions2 & PEXT2_MAXPLAYERS)
{
cl.allocated_client_slots = MSG_ReadByte();
if (cl.allocated_client_slots > MAX_CLIENTS)
cl.allocated_client_slots = MAX_CLIENTS;
}
cl.gametime = MSG_ReadFloat();
cl.gametimemark = realtime;
cl.oldgametime = cl.gametime;
cl.oldgametimemark = realtime;
for (j = 0; j < MAX_SPLITS; j++)
{
cl.playerview[j].playernum = cl.allocated_client_slots + j;
cl.playerview[j].viewentity = 0; //free floating.
for (i = 0; i < UPDATE_BACKUP; i++)
{
cl.inframes[i].playerstate[cl.playerview[j].playernum].pm_type = PM_SPECTATOR;
cl.inframes[i].playerstate[cl.playerview[j].playernum].messagenum = 1;
}
}
cl.spectator = true;
cl.splitclients = 1;
}
else if (cls.fteprotocolextensions2 & PEXT2_MAXPLAYERS)
{
cl.allocated_client_slots = MSG_ReadByte();
if (cl.allocated_client_slots > MAX_CLIENTS)
{
cl.allocated_client_slots = MAX_CLIENTS;
Host_EndGame("Server sent us too many alternate clients\n");
}
/*parsing here is slightly different to allow us 255 max players instead of 127*/
cl.splitclients = MSG_ReadByte();
if (cl.splitclients & 128)
{
cl.spectator = true;
cl.splitclients &= ~128;
}
if (cl.splitclients > MAX_SPLITS)
Host_EndGame("Server sent us too many alternate clients\n");
for (pnum = 0; pnum < cl.splitclients; pnum++)
{
if (cls.z_ext & Z_EXT_VIEWHEIGHT)
cl.playerview[pnum].viewheight = 0;
cl.playerview[pnum].playernum = MSG_ReadByte();
if (cl.playerview[pnum].playernum >= cl.allocated_client_slots)
Host_EndGame("unsupported local player slot\n");
cl.playerview[pnum].viewentity = cl.playerview[pnum].playernum+1;
}
}
else
{
// parse player slot, high bit means spectator
pnum = MSG_ReadByte ();
for (clnum = 0; ; clnum++)
{
if (clnum == MAX_SPLITS)
Host_EndGame("Server sent us too many alternate clients\n");
if (cls.z_ext & Z_EXT_VIEWHEIGHT)
cl.playerview[pnum].viewheight = 0;
cl.playerview[clnum].playernum = pnum;
if (cl.playerview[clnum].playernum & 128)
{
cl.spectator = true;
cl.playerview[clnum].playernum &= ~128;
}
if (cl.playerview[clnum].playernum >= cl.allocated_client_slots)
Host_EndGame("unsupported local player slot\n");
cl.playerview[clnum].viewentity = cl.playerview[clnum].playernum+1;
if (!(cls.fteprotocolextensions & PEXT_SPLITSCREEN))
break;
pnum = MSG_ReadByte ();
if (pnum == 128)
break;
}
cl.splitclients = clnum+1;
}
// get the full level name
str = MSG_ReadString ();
Q_strncpyz (cl.levelname, str, sizeof(cl.levelname));
// get the movevars
movevars.gravity = MSG_ReadFloat();
movevars.stopspeed = MSG_ReadFloat();
maxspeed = MSG_ReadFloat();
movevars.spectatormaxspeed = MSG_ReadFloat();
movevars.accelerate = MSG_ReadFloat();
movevars.airaccelerate = MSG_ReadFloat();
movevars.wateraccelerate = MSG_ReadFloat();
movevars.friction = MSG_ReadFloat();
movevars.waterfriction = MSG_ReadFloat();
entgrav = MSG_ReadFloat();
for (clnum = 0; clnum < cl.splitclients; clnum++)
{
cl.playerview[clnum].maxspeed = maxspeed;
cl.playerview[clnum].entgravity = entgrav;
}
// seperate the printfs so the server message can have a color
#if 1
Con_Printf ("\n\n");
Con_Printf ("^Ue01d^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01f");
Con_Printf ("\n\n");
Con_Printf ("\1%s\n", str);
#else
Con_TPrintf ("\n\n^Ue01d^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01f\n\n");
Con_Printf ("%c%s\n", 2, str);
#endif
if (CL_RemoveClientCommands("new")) //mvdsv is really appaling some times.
{
// Con_Printf("Multiple 'new' commands?!?!? This server needs reinstalling!\n");
}
memset(cl.sound_name, 0, sizeof(cl.sound_name));
#ifdef PEXT_PK3DOWNLOADS
if (cls.fteprotocolextensions & PEXT_PK3DOWNLOADS) //instead of going for a soundlist, go for the pk3 list instead. The server will make us go for the soundlist after.
{
if (CL_RemoveClientCommands("pk3list"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_DPrintf("Multiple pk3lists\n");
CL_SendClientCommand ("pk3list %i 0", cl.servercount, 0);
}
else
#endif
{
if (cls.demoplayback == DPB_EZTV)
{
if (CL_RemoveClientCommands("qtvsoundlist"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_DPrintf("Multiple soundlists\n");
CL_SendClientCommand (true, "qtvsoundlist %i 0", cl.servercount);
}
else
{
if (CL_RemoveClientCommands("soundlist"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_DPrintf("Multiple soundlists\n");
// ask for the sound list next
// CL_SendClientCommand ("soundlist %i 0", cl.servercount);
CL_SendClientCommand (true, soundlist_name, cl.servercount, 0);
}
}
// now waiting for downloads, etc
cls.state = ca_onserver;
cl.sendprespawn = false;
#ifdef VOICECHAT
S_Voip_MapChange();
#endif
#ifdef VM_CG
CG_Stop();
#endif
#ifdef CSQC_DAT
CSQC_Shutdown(); //revive it when we get the serverinfo saying the checksum.
#endif
}
#ifdef Q2CLIENT
void CLQ2_ParseServerData (void)
{
char *str;
int i;
int svcnt;
// int cflag;
cls.netchan.netprim.coordsize = 2;
cls.netchan.netprim.anglesize = 1;
MSG_ChangePrimitives(cls.netchan.netprim);
Con_DPrintf ("Serverdata packet received.\n");
//
// wipe the client_state_t struct
//
SCR_SetLoadingStage(LS_CLIENT);
SCR_BeginLoadingPlaque();
// CL_ClearState ();
cls.state = ca_onserver;
// parse protocol version number
i = MSG_ReadLong ();
// cls.serverProtocol = i;
if (i > PROTOCOL_VERSION_Q2 || i < PROTOCOL_VERSION_Q2_MIN)
Host_EndGame ("Server returned version %i, not %i", i, PROTOCOL_VERSION_Q2);
svcnt = MSG_ReadLong ();
/*cl.attractloop =*/ MSG_ReadByte ();
// game directory
str = MSG_ReadString ();
// strncpy (cl.gamedir, str, sizeof(cl.gamedir)-1);
// set gamedir
if (!*str)
COM_Gamedir("baseq2");
else
COM_Gamedir(str);
// if ((*str && (!fs_gamedirvar->string || !*fs_gamedirvar->string || strcmp(fs_gamedirvar->string, str))) || (!*str && (fs_gamedirvar->string || *fs_gamedirvar->string)))
// Cvar_Set("game", str);
Cvar_Get("timescale", "1", 0, "Q2Admin hacks"); //Q2Admin will kick players who have a timescale set to something other than 1
//FTE doesn't actually have a timescale cvar, so create one to fool q2admin.
//I can't really blame q2admin for rejecting engines that don't have this cvar, as it could have been renamed via a hex-edit.
CL_ClearState ();
CLQ2_ClearState ();
cl.minpitch = -89;
cl.maxpitch = 89;
cl.servercount = svcnt;
Stats_NewMap();
// parse player entity number
cl.playerview[0].playernum = MSG_ReadShort ();
cl.playerview[0].viewentity = cl.playerview[0].playernum+1;
cl.splitclients = 1;
cl.spectator = false;
cl.numq2visibleweapons = 1; //give it a default.
cl.q2visibleweapons[0] = "weapon.md2";
// get the full level name
str = MSG_ReadString ();
Q_strncpyz (cl.levelname, str, sizeof(cl.levelname));
if (cl.playerview[0].playernum == -1)
{ // playing a cinematic or showing a pic, not a level
SCR_EndLoadingPlaque();
if (!Media_PlayFilm(str, false))
{
CL_SendClientCommand(true, "nextserver %i", cl.servercount);
}
CL_MakeActive("Quake2");
}
else
{
// seperate the printfs so the server message can have a color
Con_TPrintf ("\n\n^Ue01d^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01f\n\n");
Con_Printf ("%c%s\n", 2, str);
Media_StopFilm(true);
// need to prep refresh at next oportunity
//cl.refresh_prepped = false;
}
Cvar_ForceCallback(Cvar_FindVar("r_particlesdesc"));
Surf_PreNewMap();
}
#endif
void CL_ParseEstablished(void)
{
#ifdef NQPROT
cl_dp_serverextension_download = false;
cl_dp_csqc_progscrc = 0;
cl_dp_csqc_progssize = 0;
#endif
}
#ifdef NQPROT
void CLNQ_ParseProtoVersion(void)
{
int protover;
struct netprim_s netprim;
cls.fteprotocolextensions = 0;
cls.fteprotocolextensions2 = 0;
for(;;)
{
protover = MSG_ReadLong ();
switch(protover)
{
case PROTOCOL_VERSION_FTE:
cls.fteprotocolextensions = MSG_ReadLong();
continue;
case PROTOCOL_VERSION_FTE2:
cls.fteprotocolextensions2 = MSG_ReadLong();
continue;
default:
break;
}
break;
}
netprim.coordsize = 2;
netprim.anglesize = 1;
cls.protocol_nq = (cls.protocol_nq==CPNQ_PROQUAKE3_4)?CPNQ_PROQUAKE3_4:CPNQ_ID;
cls.z_ext = 0;
if (protover == NEHD_PROTOCOL_VERSION)
Host_EndGame ("Nehahra demo net protocol is not supported\n");
else if (protover == FITZ_PROTOCOL_VERSION)
{
//fitzquake 0.85
cls.protocol_nq = CPNQ_FITZ666;
Con_DPrintf("FitzQuake 666 protocol\n");
}
else if (protover == RMQ_PROTOCOL_VERSION)
{
int fl;
cls.protocol_nq = CPNQ_FITZ666;
Con_DPrintf("RMQ extensions to FitzQuake's protocol\n");
fl = MSG_ReadLong();
if (fl & RMQFL_SHORTANGLE)
netprim.anglesize = 2;
if (fl & RMQFL_FLOATANGLE)
netprim.anglesize = 4;
if (fl & RMQFL_24BITCOORD)
netprim.coordsize = 3;
if (fl & RMQFL_FLOATCOORD)
netprim.coordsize = 4;
if (fl & ~(RMQFL_SHORTANGLE|RMQFL_FLOATANGLE|RMQFL_24BITCOORD|RMQFL_FLOATCOORD|RMQFL_EDICTSCALE))
Con_Printf("WARNING: Server is using unsupported RMQ extensions\n");
}
else if (protover == DP5_PROTOCOL_VERSION)
{
//darkplaces5
cls.protocol_nq = CPNQ_DP5;
netprim.coordsize = 4;
netprim.anglesize = 2;
Con_DPrintf("DP5 protocols\n");
}
else if (protover == DP6_PROTOCOL_VERSION)
{
//darkplaces6 (it's a small difference from dp5)
cls.protocol_nq = CPNQ_DP6;
netprim.coordsize = 4;
netprim.anglesize = 2;
cls.z_ext = Z_EXT_VIEWHEIGHT;
Con_DPrintf("DP6 protocols\n");
}
else if (protover == DP7_PROTOCOL_VERSION)
{
//darkplaces7 (it's a small difference from dp5)
cls.protocol_nq = CPNQ_DP7;
netprim.coordsize = 4;
netprim.anglesize = 2;
cls.z_ext = Z_EXT_VIEWHEIGHT;
Con_DPrintf("DP7 protocols\n");
}
else if (protover == H2_PROTOCOL_VERSION)
{
Host_EndGame ("\nUnable to connect to standard Hexen2 servers. Host the game with "DISTRIBUTION"\n");
}
else if (protover != NQ_PROTOCOL_VERSION)
{
Host_EndGame ("Server is using protocol version %i, which is not supported by this version of " FULLENGINENAME ".", protover);
}
else
{
Con_DPrintf("Standard NQ protocols\n");
}
if (cls.fteprotocolextensions & PEXT_FLOATCOORDS)
{
if (netprim.anglesize < 2)
netprim.anglesize = 2;
if (netprim.coordsize < 4)
netprim.coordsize = 4;
}
cls.netchan.message.prim = cls.netchan.netprim = netprim;
MSG_ChangePrimitives(netprim);
}
//FIXME: move to header
void CL_KeepaliveMessage(void){}
void CLNQ_ParseServerData(void) //Doesn't change gamedir - use with caution.
{
int nummodels, numsounds;
char *str;
int gametype;
if (developer.ival)
Con_TPrintf ("Serverdata packet received.\n");
SCR_SetLoadingStage(LS_CLIENT);
CL_ClearState ();
Stats_NewMap();
Cvar_ForceCallback(Cvar_FindVar("r_particlesdesc"));
CLNQ_ParseProtoVersion();
if (MSG_ReadByte() > MAX_CLIENTS)
{
Con_Printf ("\nWarning, this server supports more than %i clients, additional clients will do bad things\n", MAX_CLIENTS);
}
cl.splitclients = 1;
gametype = MSG_ReadByte ();
str = MSG_ReadString ();
Q_strncpyz (cl.levelname, str, sizeof(cl.levelname));
// seperate the printfs so the server message can have a color
#if 1
Con_Printf ("\n\n");
Con_Printf ("^Ue01d^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01f");
Con_Printf ("\n\n");
Con_Printf ("\1%s\n", str);
#else
Con_TPrintf ("\n\n^Ue01d^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01e^Ue01f\n\n");
Con_Printf ("%c%s\n", 2, str);
#endif
SCR_BeginLoadingPlaque();
Surf_PreNewMap();
memset (cl.model_name, 0, sizeof(cl.model_name));
for (nummodels=1 ; ; nummodels++)
{
str = MSG_ReadString ();
if (!str[0])
break;
if (nummodels==MAX_PRECACHE_MODELS)
{
Con_TPrintf ("Server sent too many model precaches\n");
return;
}
strcpy (cl.model_name[nummodels], str);
if (*str != '*' && strcmp(str, "null")) //not inline models!
CL_CheckOrEnqueDownloadFile(str, NULL, ((nummodels==1)?DLLF_REQUIRED:0));
Mod_TouchModel (str);
}
memset (cl.sound_name, 0, sizeof(cl.sound_name));
for (numsounds=1 ; ; numsounds++)
{
str = MSG_ReadString ();
if (!str[0])
break;
if (numsounds==MAX_PRECACHE_SOUNDS)
{
Con_TPrintf ("Server sent too many sound precaches\n");
return;
}
strcpy (cl.sound_name[numsounds], str);
Sound_CheckDownload(str);
S_TouchSound (str);
}
cls.signon = 0;
cls.state = ca_onserver;
//fill in the csqc stuff
if (!cl_dp_csqc_progscrc)
{
Info_RemoveKey(cl.serverinfo, "*csprogs");
Info_RemoveKey(cl.serverinfo, "*csprogssize");
Info_RemoveKey(cl.serverinfo, "*csprogsname");
}
else
{
Info_SetValueForStarKey(cl.serverinfo, "*csprogs", va("%i", cl_dp_csqc_progscrc), sizeof(cl.serverinfo));
Info_SetValueForStarKey(cl.serverinfo, "*csprogssize", va("%i", cl_dp_csqc_progssize), sizeof(cl.serverinfo));
Info_SetValueForStarKey(cl.serverinfo, "*csprogsname", va("%s", cl_dp_csqc_progsname), sizeof(cl.serverinfo));
}
//update gamemode
if (gametype != GAME_COOP)
Info_SetValueForStarKey(cl.serverinfo, "deathmatch", "1", sizeof(cl.serverinfo));
else
Info_SetValueForStarKey(cl.serverinfo, "deathmatch", "0", sizeof(cl.serverinfo));
Info_SetValueForStarKey(cl.serverinfo, "teamplay", "0", sizeof(cl.serverinfo));
//allow some things by default that quakeworld bans by default
Info_SetValueForStarKey(cl.serverinfo, "watervis", "1", sizeof(cl.serverinfo));
Info_SetValueForStarKey(cl.serverinfo, "mirrors", "1", sizeof(cl.serverinfo));
//prohibit some things that QW/FTE has enabled by default
Info_SetValueForStarKey(cl.serverinfo, "fbskins", "0", sizeof(cl.serverinfo));
//pretend it came from the server, and update cheat/permissions/etc
CL_CheckServerInfo();
#if _MSC_VER > 1200
Sys_RecentServer("+nqconnect", cls.servername, cls.servername, "Join NQ Server");
#endif
#ifdef PEXT_CSQC
CSQC_Shutdown();
CSQC_Init(cls.demoplayback, false, 0);
#endif
}
void CLNQ_SignonReply (void)
{
extern cvar_t topcolor;
extern cvar_t bottomcolor;
extern cvar_t rate;
extern cvar_t model;
extern cvar_t skin;
Con_DPrintf ("CL_SignonReply: %i\n", cls.signon);
switch (cls.signon)
{
case 1:
cl.sendprespawn = true;
SCR_SetLoadingFile("loading data");
CL_RequestNextDownload();
break;
case 2:
CL_SendClientCommand(true, "name \"%s\"\n", name.string);
CL_SendClientCommand(true, "color %i %i\n", topcolor.ival, bottomcolor.ival);
CL_SendClientCommand(true, "spawn %s", "");
if (CPNQ_IS_DP) //dp needs a couple of extras to work properly.
{
CL_SendClientCommand(true, "rate %s", rate.string);
CL_SendClientCommand(true, "playermodel %s", model.string);
CL_SendClientCommand(true, "playerskin %s", skin.string);
#ifdef PEXT_CSQC
{
char *s;
s = Info_ValueForKey(cl.serverinfo, "*csprogs");
CSQC_Init(false, *s?true:false, atoi(s));
}
#endif
}
break;
case 3:
CL_SendClientCommand(true, "begin");
#ifdef VM_CG
CG_Start();
#endif
break;
case 4:
SCR_EndLoadingPlaque (); // allow normal screen updates
SCR_SetLoadingStage(LS_NONE);
break;
}
}
#define DEFAULT_VIEWHEIGHT 22
void CLNQ_ParseClientdata (void)
{
int i;
player_state_t *pl = &cl.inframes[cl.validsequence&UPDATE_MASK].playerstate[cl.playerview[0].playernum];
unsigned int bits;
bits = (unsigned short)MSG_ReadShort();
if (bits & SU_EXTEND1)
bits |= (MSG_ReadByte() << 16);
if (bits & SU_EXTEND2)
bits |= (MSG_ReadByte() << 24);
if (bits & SU_VIEWHEIGHT)
CL_SetStatInt(0, STAT_VIEWHEIGHT, MSG_ReadChar ());
else if (CPNQ_IS_DP || cls.protocol_nq == CPNQ_DP5)
CL_SetStatInt(0, STAT_VIEWHEIGHT, DEFAULT_VIEWHEIGHT);
if (bits & SU_IDEALPITCH)
/*cl.idealpitch =*/ MSG_ReadChar ();
/*else
cl.idealpitch = 0;*/
for (i=0 ; i<3 ; i++)
{
if (bits & (SU_PUNCH1<<i) )
/*cl.punchangle[i] =*/ CPNQ_IS_DP?MSG_ReadAngle16():MSG_ReadChar();
// else
// cl.punchangle[i] = 0;
if (CPNQ_IS_DP && bits & (DPSU_PUNCHVEC1<<i))
{
/*cl.punchvector[i] =*/ MSG_ReadCoord();
}
// else
// cl.punchvector[i] = 0;
if (bits & (SU_VELOCITY1<<i))
{
if (CPNQ_IS_DP)
pl->velocity[i] = MSG_ReadFloat();
else
pl->velocity[i] = MSG_ReadChar()*16;
}
else
pl->velocity[i] = 0;
}
if ((bits & SU_ITEMS) || cls.protocol_nq == CPNQ_ID) //hipnotic bug - hipnotic demos don't always have SU_ITEMS set, yet they update STAT_ITEMS anyway.
CL_SetStatInt(0, STAT_ITEMS, MSG_ReadLong());
pl->onground = (bits & SU_ONGROUND) != 0;
// cl.inwater = (bits & SU_INWATER) != 0;
if (cls.protocol_nq == CPNQ_DP5)
{
CL_SetStatInt(0, STAT_WEAPONFRAME, (bits & SU_WEAPONFRAME)?(unsigned short)MSG_ReadShort():0);
CL_SetStatInt(0, STAT_ARMOR, (bits & SU_ARMOR)?MSG_ReadShort():0);
CL_SetStatInt(0, STAT_WEAPON, (bits & SU_WEAPONMODEL)?MSG_ReadShort():0);
CL_SetStatInt(0, STAT_HEALTH, MSG_ReadShort());
CL_SetStatInt(0, STAT_AMMO, MSG_ReadShort());
CL_SetStatInt(0, STAT_SHELLS, MSG_ReadShort());
CL_SetStatInt(0, STAT_NAILS, MSG_ReadShort());
CL_SetStatInt(0, STAT_ROCKETS, MSG_ReadShort());
CL_SetStatInt(0, STAT_CELLS, MSG_ReadShort());
CL_SetStatInt(0, STAT_ACTIVEWEAPON, (unsigned short)MSG_ReadShort());
}
else if (CPNQ_IS_DP)
{
/*nothing in dp6+*/
}
else
{
int weaponmodel = 0, armor = 0, weaponframe = 0, health = 0, currentammo = 0, shells = 0, nails = 0, rockets = 0, cells = 0, activeweapon = 0;
if (bits & SU_WEAPONFRAME) weaponframe |= (unsigned char)MSG_ReadByte();
if (bits & SU_ARMOR) armor |= (unsigned char)MSG_ReadByte();
if (bits & SU_WEAPONMODEL) weaponmodel |= (unsigned char)MSG_ReadByte();
health |= MSG_ReadShort();
currentammo |= MSG_ReadByte();
shells |= MSG_ReadByte();
nails |= MSG_ReadByte();
rockets |= MSG_ReadByte();
cells |= MSG_ReadByte();
activeweapon |= MSG_ReadByte();
if (cls.protocol_nq == CPNQ_FITZ666)
{
if (bits & FITZSU_WEAPONMODEL2)
weaponmodel |= MSG_ReadByte() << 8;
if (bits & FITZSU_ARMOR2)
armor |= MSG_ReadByte() << 8;
if (bits & FITZSU_AMMO2)
currentammo |= MSG_ReadByte() << 8;
if (bits & FITZSU_SHELLS2)
shells |= MSG_ReadByte() << 8;
if (bits & FITZSU_NAILS2)
nails |= MSG_ReadByte() << 8;
if (bits & FITZSU_ROCKETS2)
rockets |= MSG_ReadByte() << 8;
if (bits & FITZSU_CELLS2)
cells |= MSG_ReadByte() << 8;
if (bits & FITZSU_WEAPONFRAME2)
weaponframe |= MSG_ReadByte() << 8;
if (bits & FITZSU_WEAPONALPHA)
MSG_ReadByte();
}
CL_SetStatInt(0, STAT_WEAPONFRAME, weaponframe);
CL_SetStatInt(0, STAT_ARMOR, armor);
CL_SetStatInt(0, STAT_WEAPON, weaponmodel);
CL_SetStatInt(0, STAT_HEALTH, health);
CL_SetStatInt(0, STAT_AMMO, currentammo);
CL_SetStatInt(0, STAT_SHELLS, shells);
CL_SetStatInt(0, STAT_NAILS, nails);
CL_SetStatInt(0, STAT_ROCKETS, rockets);
CL_SetStatInt(0, STAT_CELLS, cells);
CL_SetStatInt(0, STAT_ACTIVEWEAPON, activeweapon);
}
if (CPNQ_IS_DP)
{
if (bits & DPSU_VIEWZOOM)
{
if (cls.protocol_nq)
i = (unsigned short) MSG_ReadShort();
else
i = MSG_ReadByte();
if (i < 2)
i = 2;
CL_SetStatInt(0, STAT_VIEWZOOM, i);
}
else
CL_SetStatInt(0, STAT_VIEWZOOM, 255);
}
}
#endif
/*
==================
CL_ParseSoundlist
==================
*/
void CL_ParseSoundlist (qboolean lots)
{
int numsounds;
char *str;
int n;
// precache sounds
// memset (cl.sound_precache, 0, sizeof(cl.sound_precache));
if (lots)
numsounds = MSG_ReadShort();
else
numsounds = MSG_ReadByte();
for (;;)
{
str = MSG_ReadString ();
if (!str[0])
break;
numsounds++;
if (numsounds >= MAX_PRECACHE_SOUNDS)
Host_EndGame ("Server sent too many sound_precache");
// if (strlen(str)>4)
// if (!strcmp(str+strlen(str)-4, ".mp3")) //don't let the server send us a specific mp3. convert it to wav and this way we know not to look outside the quake path for it.
// strcpy(str+strlen(str)-4, ".wav");
strcpy (cl.sound_name[numsounds], str);
}
n = MSG_ReadByte();
if (n)
{
if (cls.demoplayback != DPB_EZTV)
{
if (CL_RemoveClientCommands("soundlist"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_DPrintf("Multiple soundlists\n");
// CL_SendClientCommand("soundlist %i %i", cl.servercount, n);
CL_SendClientCommand(true, soundlist_name, cl.servercount, (numsounds&0xff00) + n);
}
return;
}
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
CL_AllowIndependantSendCmd(false); //stop it now, the indep stuff *could* require model tracing.
cl.sendprespawn = true;
SCR_SetLoadingFile("loading data");
}
else
#endif
{
if (cls.demoplayback == DPB_EZTV)
{
if (CL_RemoveClientCommands("qtvmodellist"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_DPrintf("Multiple modellists\n");
CL_SendClientCommand (true, "qtvmodellist %i 0", cl.servercount);
}
else
{
if (CL_RemoveClientCommands("modellist"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_DPrintf("Multiple modellists\n");
// CL_SendClientCommand ("modellist %i 0", cl.servercount);
CL_SendClientCommand (true, modellist_name, cl.servercount, 0);
}
}
}
/*
==================
CL_ParseModellist
==================
*/
void CL_ParseModellist (qboolean lots)
{
int nummodels;
char *str;
int n;
// precache models and note certain default indexes
if (lots)
nummodels = MSG_ReadShort();
else
nummodels = MSG_ReadByte();
for (;;)
{
str = MSG_ReadString ();
if (!str[0])
break;
nummodels++;
if (nummodels>=MAX_PRECACHE_MODELS)
Host_EndGame ("Server sent too many model_precache");
strcpy (cl.model_name[nummodels], str);
//qw has a special network protocol for spikes.
if (!strcmp(cl.model_name[nummodels],"progs/spike.mdl"))
cl_spikeindex = nummodels;
if (!strcmp(cl.model_name[nummodels],"progs/player.mdl"))
cl_playerindex = nummodels;
if (*cl.model_name_vwep[0] && !strcmp(cl.model_name[nummodels],cl.model_name_vwep[0]) && cl_playerindex == -1)
cl_playerindex = nummodels;
if (!strcmp(cl.model_name[nummodels],"progs/h_player.mdl"))
cl_h_playerindex = nummodels;
if (!strcmp(cl.model_name[nummodels],"progs/flag.mdl"))
cl_flagindex = nummodels;
//rocket to grenade
if (!strcmp(cl.model_name[nummodels],"progs/missile.mdl"))
cl_rocketindex = nummodels;
if (!strcmp(cl.model_name[nummodels],"progs/grenade.mdl"))
cl_grenadeindex = nummodels;
//cl_gibfilter
if (!strcmp(cl.model_name[nummodels],"progs/gib1.mdl"))
cl_gib1index = nummodels;
if (!strcmp(cl.model_name[nummodels],"progs/gib2.mdl"))
cl_gib2index = nummodels;
if (!strcmp(cl.model_name[nummodels],"progs/gib3.mdl"))
cl_gib3index = nummodels;
}
if (nummodels)
SCR_ImageName(cl.model_name[1]);
n = MSG_ReadByte();
if (n)
{
if (cls.demoplayback != DPB_EZTV)
{
if (CL_RemoveClientCommands("modellist"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_DPrintf("Multiple modellists\n");
// CL_SendClientCommand("modellist %i %i", cl.servercount, n);
CL_SendClientCommand(true, modellist_name, cl.servercount, (nummodels&0xff00) + n);
}
return;
}
Sound_CheckDownloads();
Model_CheckDownloads();
CL_AllowIndependantSendCmd(false); //stop it now, the indep stuff *could* require model tracing.
//set the flag to load models and send prespawn
cl.sendprespawn = true;
SCR_SetLoadingFile("loading data");
}
void CL_ProcessUserInfo (int slot, player_info_t *player);
#ifdef Q2CLIENT
void CLQ2_ParseClientinfo(int i, char *s)
{
char *model, *name;
player_info_t *player;
//s contains "name\model/skin"
player = &cl.players[i];
*player->userinfo = '\0';
model = strchr(s, '\\');
if (model)
{
*model = '\0';
model++;
name = s;
}
else
{
name = "Unnammed";
model = "male";
}
#if 0
skin = strchr(model, '/');
if (skin)
{
*skin = '\0';
skin++;
}
else
skin = "";
Info_SetValueForKey(player->userinfo, "model", model, MAX_INFO_STRING);
Info_SetValueForKey(player->userinfo, "skin", skin, MAX_INFO_STRING);
#else
Info_SetValueForKey(player->userinfo, "skin", model, sizeof(player->userinfo));
#endif
Info_SetValueForKey(player->userinfo, "name", name, sizeof(player->userinfo));
cl.players[i].userid = i;
cl.players[i].rbottomcolor = 1;
cl.players[i].rtopcolor = 1;
CL_ProcessUserInfo (i, player);
}
void CLQ2_ParseConfigString (void)
{
int i;
char *s;
// char olds[MAX_QPATH];
i = MSG_ReadShort ();
if (i < 0 || i >= Q2MAX_CONFIGSTRINGS)
Host_EndGame ("configstring > Q2MAX_CONFIGSTRINGS");
s = MSG_ReadString();
// strncpy (olds, cl.configstrings[i], sizeof(olds));
// olds[sizeof(olds) - 1] = 0;
// strcpy (cl.configstrings[i], s);
// do something apropriate
if (i == Q2CS_SKY)
{
Q_strncpyz (cl.skyname, s, sizeof(cl.skyname));
}
else if (i == Q2CS_SKYAXIS)
{
s = COM_Parse(s);
if (s)
{
cl.skyaxis[0] = atof(com_token);
s = COM_Parse(s);
if (s)
{
cl.skyaxis[1] = atof(com_token);
s = COM_Parse(s);
if (s)
cl.skyaxis[2] = atof(com_token);
}
}
}
else if (i == Q2CS_SKYROTATE)
cl.skyrotate = atof(s);
else if (i == Q2CS_STATUSBAR)
{
Q_strncpyz(cl.q2statusbar, s, sizeof(cl.q2statusbar));
}
else if (i >= Q2CS_LIGHTS && i < Q2CS_LIGHTS+Q2MAX_LIGHTSTYLES)
{
R_UpdateLightStyle(i, s, 1, 1, 1);
}
else if (i == Q2CS_CDTRACK)
{
// if (cl.refresh_prepped)
Media_BackgroundTrack (s, NULL);
}
else if (i >= Q2CS_MODELS && i < Q2CS_MODELS+Q2MAX_MODELS)
{
// if (cl.refresh_prepped)
{
Q_strncpyz(cl.model_name[i-Q2CS_MODELS], s, MAX_QPATH);
if (cl.model_name[i-Q2CS_MODELS][0] == '#')
{
if (cl.numq2visibleweapons < Q2MAX_VISIBLE_WEAPONS)
{
cl.q2visibleweapons[cl.numq2visibleweapons] = cl.model_name[i-Q2CS_MODELS]+1;
cl.numq2visibleweapons++;
}
cl.model_precache[i-Q2CS_MODELS] = NULL;
}
else
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.model_precache[i-Q2CS_MODELS] = Mod_ForName (cl.model_name[i-Q2CS_MODELS], MLV_WARN);
}
}
else if (i >= Q2CS_SOUNDS && i < Q2CS_SOUNDS+Q2MAX_MODELS)
{
// if (cl.refresh_prepped)
Q_strncpyz(cl.sound_name[i-Q2CS_SOUNDS], s, MAX_QPATH);
cl.sound_precache[i-Q2CS_SOUNDS] = S_PrecacheSound (s);
}
else if (i >= Q2CS_IMAGES && i < Q2CS_IMAGES+Q2MAX_MODELS)
{ //ignore
Q_strncpyz(cl.image_name[i-Q2CS_IMAGES], s, MAX_QPATH);
}
else if (i >= Q2CS_PLAYERSKINS && i < Q2CS_PLAYERSKINS+Q2MAX_CLIENTS)
{
// if (cl.refresh_prepped && strcmp(olds, s))
CLQ2_ParseClientinfo (i-Q2CS_PLAYERSKINS, s);
}
else if (i == Q2CS_MAPCHECKSUM)
{
extern int map_checksum;
int serverchecksum = atoi(s);
if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
{
// the Q2 client normally exits here, however for our purposes we might as well ignore it
if (map_checksum != serverchecksum)
Con_Printf(CON_WARNING "WARNING: Client checksum does not match server checksum (%i != %i)", map_checksum, serverchecksum);
}
}
#ifdef VM_UI
UI_StringChanged(i);
#endif
}
#endif
qboolean CL_CheckBaselines (int size)
{
int i;
if (size < 0)
return false;
if (size > MAX_EDICTS)
return false;
size = (size + 64) & ~63; // round up to next 64
if (size <= cl_baselines_count)
return true;
cl_baselines = BZ_Realloc(cl_baselines, sizeof(*cl_baselines)*size);
for (i = cl_baselines_count; i < size; i++)
{
memcpy(cl_baselines + i, &nullentitystate, sizeof(*cl_baselines));
}
cl_baselines_count = size;
return true;
}
/*
==================
CL_ParseBaseline
==================
*/
void CL_ParseBaseline (entity_state_t *es)
{
int i;
memcpy(es, &nullentitystate, sizeof(entity_state_t));
es->modelindex = MSG_ReadByte ();
es->frame = MSG_ReadByte ();
es->colormap = MSG_ReadByte();
es->skinnum = MSG_ReadByte();
for (i=0 ; i<3 ; i++)
{
es->origin[i] = MSG_ReadCoord ();
es->angles[i] = MSG_ReadAngle ();
}
}
void CL_ParseBaseline2 (void)
{
entity_state_t es;
if (cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
CLFTE_ParseBaseline(&es, true);
else
CLQW_ParseDelta(&nullentitystate, &es, (unsigned short)MSG_ReadShort(), true);
if (!CL_CheckBaselines(es.number))
Host_EndGame("CL_ParseBaseline2: check baselines failed with size %i", es.number);
memcpy(cl_baselines + es.number, &es, sizeof(es));
}
void CLFitz_ParseBaseline2 (entity_state_t *es)
{
int i;
int bits;
memcpy(es, &nullentitystate, sizeof(entity_state_t));
bits = MSG_ReadByte();
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
es->modelindex = (bits & FITZ_B_LARGEMODEL) ? MSG_ReadShort() : MSG_ReadByte();
es->frame = (bits & FITZ_B_LARGEFRAME) ? MSG_ReadShort() : MSG_ReadByte();
es->colormap = MSG_ReadByte();
es->skinnum = MSG_ReadByte();
for (i=0 ; i<3 ; i++)
{
es->origin[i] = MSG_ReadCoord ();
es->angles[i] = MSG_ReadAngle ();
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
es->trans = (bits & FITZ_B_ALPHA) ? MSG_ReadByte() : 255;
es->scale = (bits & RMQFITZ_B_SCALE) ? MSG_ReadByte() : 16;
}
void CLQ2_Precache_f (void)
{
Model_CheckDownloads();
Sound_CheckDownloads();
cl.contentstage = 0;
cl.sendprespawn = true;
SCR_SetLoadingFile("loading data");
#ifdef VM_CG
CG_Start();
#endif
}
/*
=====================
CL_ParseStatic
Static entities are non-interactive world objects
like torches
=====================
*/
void CL_ParseStatic (int version)
{
entity_t *ent;
int i;
entity_state_t es;
vec3_t mins,maxs;
if (version == 3)
{
CLFitz_ParseBaseline2(&es);
i = cl.num_statics;
cl.num_statics++;
}
else if (version == 1)
{
//old nq/qw style
CL_ParseBaseline (&es);
i = cl.num_statics;
cl.num_statics++;
}
else if (version == 2)
{
//new deltaed style ('full' extension support)
if (cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
CLFTE_ParseBaseline(&es, false);
else
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CLQW_ParseDelta(&nullentitystate, &es, (unsigned short)MSG_ReadShort(), true);
if (!es.number)
i = cl.num_statics++;
else
{
es.number+=MAX_EDICTS;
for (i = 0; i < cl.num_statics; i++)
if (cl_static_entities[i].ent.keynum == es.number)
{
pe->DelinkTrailstate (&cl_static_entities[i].emit);
break;
}
if (i == cl.num_statics)
cl.num_statics++;
}
}
else
return;
if (i == cl_max_static_entities)
{
cl_max_static_entities += 16;
cl_static_entities = BZ_Realloc(cl_static_entities, sizeof(*cl_static_entities)*cl_max_static_entities);
}
cl_static_entities[i].mdlidx = es.modelindex;
cl_static_entities[i].emit = NULL;
cl_static_entities[i].state = es;
ent = &cl_static_entities[i].ent;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
V_ClearEntity(ent);
memset(&cl_static_entities[i].pvscache, 0, sizeof(cl_static_entities[i].pvscache));
ent->keynum = es.number;
// copy it to the current state
ent->model = cl.model_precache[es.modelindex];
ent->framestate.g[FS_REG].frame[0] = ent->framestate.g[FS_REG].frame[1] = es.frame;
ent->skinnum = es.skinnum;
ent->drawflags = es.hexen2flags;
#ifdef PEXT_SCALE
ent->scale = es.scale/16.0;
#endif
ent->shaderRGBAf[0] = (8.0f/256.0f)*es.colormod[0];
ent->shaderRGBAf[1] = (8.0f/256.0f)*es.colormod[1];
ent->shaderRGBAf[2] = (8.0f/256.0f)*es.colormod[2];
ent->shaderRGBAf[3] = es.trans/255.0f;
ent->fatness = es.fatness/16.0;
ent->abslight = es.abslight;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
ent->flags = 0;
if (es.dpflags & RENDER_VIEWMODEL)
ent->flags |= RF_WEAPONMODEL|Q2RF_MINLIGHT|RF_DEPTHHACK;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (es.dpflags & RENDER_EXTERIORMODEL)
ent->flags |= RF_EXTERNALMODEL;
if (es.effects & NQEF_ADDITIVE)
ent->flags |= RF_ADDITIVE;
if (es.effects & EF_NODEPTHTEST)
ent->flags |= RF_NODEPTHTEST;
if (es.effects & DPEF_NOSHADOW)
ent->flags |= RF_NOSHADOW;
if (es.trans != 0xff)
ent->flags |= RF_TRANSLUCENT;
VectorCopy (es.origin, ent->origin);
VectorCopy (es.angles, ent->angles);
es.angles[0]*=-1;
AngleVectors(es.angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
{
Con_TPrintf ("Warning: Parsestatic and no map loaded yet\n");
return;
}
if (ent->model)
{
/*FIXME: compensate for angle*/
VectorAdd(es.origin, ent->model->mins, mins);
VectorAdd(es.origin, ent->model->maxs, maxs);
}
else
{
VectorCopy(es.origin, mins);
VectorCopy(es.origin, maxs);
}
cl.worldmodel->funcs.FindTouchedLeafs(cl.worldmodel, &cl_static_entities[i].pvscache, mins, maxs);
}
/*
===================
CL_ParseStaticSound
===================
*/
void CL_ParseStaticSound (qboolean large)
{
extern cvar_t cl_staticsounds;
vec3_t org;
int sound_num, vol, atten;
int i;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
if (large)
sound_num = (unsigned short)MSG_ReadShort();
else
sound_num = MSG_ReadByte ();
vol = MSG_ReadByte ();
atten = MSG_ReadByte ();
vol *= cl_staticsounds.value;
if (vol < 0)
return;
S_StaticSound (cl.sound_precache[sound_num], org, vol, atten);
}
/*
=====================================================================
ACTION MESSAGES
=====================================================================
*/
/*
==================
CL_ParseStartSoundPacket
==================
*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
void CLQW_ParseStartSoundPacket(void)
{
vec3_t pos;
int channel, ent;
int sound_num;
int volume;
float attenuation;
int i;
channel = MSG_ReadShort();
if (channel & SND_VOLUME)
volume = MSG_ReadByte ();
else
volume = DEFAULT_SOUND_PACKET_VOLUME;
if (channel & SND_ATTENUATION)
attenuation = MSG_ReadByte () / 64.0;
else
attenuation = DEFAULT_SOUND_PACKET_ATTENUATION;
sound_num = MSG_ReadByte ();
for (i=0 ; i<3 ; i++)
pos[i] = MSG_ReadCoord ();
ent = (channel>>3)&1023;
channel &= 7;
if (ent > MAX_EDICTS)
Host_EndGame ("CL_ParseStartSoundPacket: ent = %i", ent);
#ifdef PEXT_CSQC
if (!CSQC_StartSound(ent, channel, cl.sound_name[sound_num], pos, volume/255.0, attenuation, 100))
#endif
{
if (!sound_num)
S_StopSound(ent, channel);
else
S_StartSound (ent, channel, cl.sound_precache[sound_num], pos, volume/255.0, attenuation, 0, 0);
}
if (ent == cl.playerview[0].playernum+1)
TP_CheckPickupSound(cl.sound_name[sound_num], pos);
}
#ifdef Q2CLIENT
void CLQ2_ParseStartSoundPacket(void)
{
vec3_t pos_v;
float *pos;
int channel, ent;
int sound_num;
float volume;
float attenuation;
int flags;
float ofs;
sfx_t *sfx;
flags = MSG_ReadByte ();
sound_num = MSG_ReadByte ();
if (flags & Q2SND_VOLUME)
volume = MSG_ReadByte () / 255.0;
else
volume = Q2DEFAULT_SOUND_PACKET_VOLUME;
if (flags & Q2SND_ATTENUATION)
attenuation = MSG_ReadByte () / 64.0;
else
attenuation = Q2DEFAULT_SOUND_PACKET_ATTENUATION;
if (flags & Q2SND_OFFSET)
ofs = MSG_ReadByte () / 1000.0;
else
ofs = 0;
if (flags & Q2SND_ENT)
{ // entity reletive
channel = MSG_ReadShort();
ent = channel>>3;
if (ent > MAX_EDICTS)
Host_EndGame ("CL_ParseStartSoundPacket: ent = %i", ent);
channel &= 7;
}
else
{
ent = 0;
channel = 0;
}
if (flags & Q2SND_POS)
{ // positioned in space
MSG_ReadPos (pos_v);
pos = pos_v;
}
else // use entity number
{
CL_GetNumberedEntityInfo(ent, pos_v, NULL);
pos = pos_v;
// pos = NULL;
}
if (!cl.sound_precache[sound_num])
return;
sfx = cl.sound_precache[sound_num];
if (sfx->name[0] == '*')
{ //a 'sexed' sound
if (ent > 0 && ent <= MAX_CLIENTS)
{
char *model = Info_ValueForKey(cl.players[ent-1].userinfo, "skin");
char *skin;
skin = strchr(model, '/');
if (skin)
*skin = '\0';
if (*model)
sfx = S_PrecacheSound(va("players/%s/%s", model, cl.sound_precache[sound_num]->name+1));
}
//fall back to male if it failed to load.
//note: threaded loading can still make it silent the first time we hear it.
if (sfx->loadstate == SLS_FAILED)
sfx = S_PrecacheSound(va("players/male/%s", cl.sound_precache[sound_num]->name+1));
}
S_StartSound (ent, channel, sfx, pos, volume, attenuation, ofs, 0);
}
#endif
#if defined(NQPROT) || defined(PEXT_SOUNDDBL)
void CLNQ_ParseStartSoundPacket(void)
{
vec3_t pos;
int channel, ent;
int sound_num;
int volume;
int field_mask;
float attenuation;
int i;
int pitchadj;
field_mask = MSG_ReadByte();
if (field_mask & NQSND_VOLUME)
volume = MSG_ReadByte ();
else
volume = DEFAULT_SOUND_PACKET_VOLUME;
if (field_mask & NQSND_ATTENUATION)
attenuation = MSG_ReadByte () / 64.0;
else
attenuation = DEFAULT_SOUND_PACKET_ATTENUATION;
if (field_mask & FTESND_PITCHADJ)
pitchadj = MSG_ReadByte();
else
pitchadj = 100;
if (field_mask & DPSND_LARGEENTITY)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
ent = MSGCL_ReadEntity();
channel = MSG_ReadByte();
}
else
{ //regular
channel = MSG_ReadShort ();
ent = channel >> 3;
channel &= 7;
}
/*unpack mangling*/
channel = (channel & 7) | ((channel & 0x0f1) << 1);
if (field_mask & DPSND_LARGESOUND)
sound_num = (unsigned short)MSG_ReadShort();
else
sound_num = MSG_ReadByte ();
if (ent > MAX_EDICTS)
Host_EndGame ("CL_ParseStartSoundPacket: ent = %i", ent);
for (i=0 ; i<3 ; i++)
pos[i] = MSG_ReadCoord ();
#ifdef PEXT_CSQC
if (!CSQC_StartSound(ent, channel, cl.sound_name[sound_num], pos, volume/255.0, attenuation, pitchadj))
#endif
{
if (!sound_num)
S_StopSound(ent, channel);
else
S_StartSound (ent, channel, cl.sound_precache[sound_num], pos, volume/255.0, attenuation, 0, pitchadj);
}
if (ent == cl.playerview[0].playernum+1)
TP_CheckPickupSound(cl.sound_name[sound_num], pos);
}
#endif
/*
==================
CL_ParseClientdata
Server information pertaining to this client only, sent every frame
==================
*/
void CL_ParseClientdata (void)
{
int i;
// calculate simulated time of message
oldparsecountmod = parsecountmod;
i = cls.netchan.incoming_acknowledged;
#ifdef NQPROT
if (cls.demoplayback == DPB_NETQUAKE)
{
i = cls.netchan.incoming_sequence-1;
cl.oldparsecount = i - 1;
oldparsecountmod = cl.oldparsecount & UPDATE_MASK;
}
else
#endif
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
cl.oldparsecount = i - 1;
oldparsecountmod = cl.oldparsecount & UPDATE_MASK;
}
cl.parsecount = i;
i &= UPDATE_MASK;
parsecountmod = i;
parsecounttime = cl.outframes[i].senttime;
if (cls.protocol == CP_QUAKEWORLD)
CL_AckedInputFrame(cls.netchan.incoming_sequence, cl.parsecount, false);
}
/*
=====================
CL_NewTranslation
=====================
*/
void CL_NewTranslation (int slot)
{
int top, bottom;
int local;
char *s;
player_info_t *player;
if (slot >= MAX_CLIENTS)
Host_Error ("CL_NewTranslation: slot > MAX_CLIENTS");
player = &cl.players[slot];
if (cls.protocol == CP_QUAKE2)
{
char *mod, *skin;
player->qwskin = NULL;
player->skinid = 0;
player->model = NULL;
player->ttopcolor = TOP_DEFAULT;
player->tbottomcolor = BOTTOM_DEFAULT;
mod = Info_ValueForKey(player->userinfo, "skin");
skin = strchr(mod, '/');
if (skin)
*skin++ = 0;
player->model = Mod_ForName(va("players/%s/tris.md2", mod), 0);
player->skinid = Mod_RegisterSkinFile(va("players/%s/%s.skin", mod,skin));
if (!player->skinid)
player->skinid = Mod_ReadSkinFile(va("players/%s/%s.skin", mod,skin), va("replace \"\" \"players/%s/%s.pcx\"", mod,skin));
return;
}
s = Skin_FindName (player);
COM_StripExtension(s, s, MAX_QPATH);
if (player->qwskin && !stricmp(s, player->qwskin->name))
player->qwskin = NULL;
player->skinid = 0;
player->model = NULL;
top = player->rtopcolor;
bottom = player->rbottomcolor;
if (cl.splitclients < 2 && !(cl.fpd & FPD_NO_FORCE_COLOR)) //no colour/skin forcing in splitscreen.
{
if (cl.teamplay && cl.spectator)
{
local = Cam_TrackNum(&cl.playerview[0]);
if (local < 0)
local = cl.playerview[0].playernum;
}
else
local = cl.playerview[0].playernum;
if ((cl.teamplay || cls.protocol == CP_NETQUAKE) && !strcmp(player->team, cl.players[local].team))
{
if (cl_teamtopcolor != ~0)
top = cl_teamtopcolor;
if (cl_teambottomcolor != ~0)
bottom = cl_teambottomcolor;
if (player->colourised)
{
if (player->colourised->topcolour != ~0)
top = player->colourised->topcolour;
if (player->colourised->bottomcolour != ~0)
bottom = player->colourised->bottomcolour;
}
}
else
{
if (cl_enemytopcolor != ~0)
top = cl_enemytopcolor;
if (cl_enemybottomcolor != ~0)
bottom = cl_enemybottomcolor;
}
}
/*
if (top > 13 || top < 0)
top = 13;
if (bottom > 13 || bottom < 0)
bottom = 13;
*/
//other renderers still need the team stuff set, but that's all
player->ttopcolor = top;
player->tbottomcolor = bottom;
}
/*
==============
CL_UpdateUserinfo
==============
*/
void CL_ProcessUserInfo (int slot, player_info_t *player)
{
char *col;
Q_strncpyz (player->name, Info_ValueForKey (player->userinfo, "name"), sizeof(player->name));
Q_strncpyz (player->team, Info_ValueForKey (player->userinfo, "team"), sizeof(player->team));
col = Info_ValueForKey (player->userinfo, "topcolor");
if (!strncmp(col, "0x", 2))
player->rtopcolor = 0xff000000|strtoul(col+2, NULL, 16);
else
player->rtopcolor = atoi(col);
col = Info_ValueForKey (player->userinfo, "bottomcolor");
if (!strncmp(col, "0x", 2))
player->rbottomcolor = 0xff000000|strtoul(col+2, NULL, 16);
else
player->rbottomcolor = atoi(col);
if (atoi(Info_ValueForKey (player->userinfo, "*spectator")))
player->spectator = true;
else
player->spectator = false;
/*
if (player->rtopcolor > 13)
player->rtopcolor = 13;
if (player->rbottomcolor > 13)
player->rbottomcolor = 13;
*/
player->model = NULL;
#ifdef HEXEN2
/*if we're running hexen2, they have to be some class...*/
player->h2playerclass = atoi(Info_ValueForKey (player->userinfo, "cl_playerclass"));
if (player->h2playerclass > 5)
player->h2playerclass = 5;
if (player->h2playerclass < 1)
player->h2playerclass = 1;
#endif
player->colourised = TP_FindColours(player->name);
// If it's us
if (slot == cl.playerview[0].playernum && player->name[0])
{
cl.spectator = player->spectator;
// Update the rules since spectators can bypass everything but players can't
CL_CheckServerInfo();
Skin_FlushPlayers();
}
else if (cls.state == ca_active)
Skin_Find (player);
Sbar_Changed ();
CL_NewTranslation (slot);
}
/*
==============
CL_UpdateUserinfo
==============
*/
void CL_UpdateUserinfo (void)
{
int slot;
player_info_t *player;
slot = MSG_ReadByte ();
if (slot >= MAX_CLIENTS)
Host_EndGame ("CL_ParseServerMessage: svc_updateuserinfo > MAX_SCOREBOARD");
player = &cl.players[slot];
player->userid = MSG_ReadLong ();
Q_strncpyz (player->userinfo, MSG_ReadString(), sizeof(player->userinfo));
CL_ProcessUserInfo (slot, player);
if (slot == cl.playerview[0].playernum && player->name[0])
{
char *qz;
qz = Info_ValueForKey(player->userinfo, "Qizmo");
if (*qz)
TP_ExecTrigger("f_qizmoconnect");
}
}
/*
==============
CL_SetInfo
==============
*/
void CL_ParseSetInfo (void)
{
int slot;
player_info_t *player;
char key[MAX_QWMSGLEN];
char value[MAX_QWMSGLEN];
slot = MSG_ReadByte ();
if (slot >= MAX_CLIENTS)
Host_EndGame ("CL_ParseServerMessage: svc_setinfo > MAX_SCOREBOARD");
player = &cl.players[slot];
Q_strncpyz (key, MSG_ReadString(), sizeof(key));
Q_strncpyz (value, MSG_ReadString(), sizeof(value));
Con_DPrintf("SETINFO %s: %s=%s\n", player->name, key, value);
Info_SetValueForStarKey (player->userinfo, key, value, sizeof(player->userinfo));
CL_ProcessUserInfo (slot, player);
}
/*
==============
CL_ServerInfo
==============
*/
void CL_ServerInfo (void)
{
// int slot;
// player_info_t *player;
char key[MAX_QWMSGLEN];
char value[MAX_QWMSGLEN];
Q_strncpyz (key, MSG_ReadString(), sizeof(key));
Q_strncpyz (value, MSG_ReadString(), sizeof(value));
Con_DPrintf("SERVERINFO: %s=%s\n", key, value);
Info_SetValueForStarKey (cl.serverinfo, key, value, MAX_SERVERINFO_STRING);
CL_CheckServerInfo();
}
/*
=====================
CL_SetStat
=====================
*/
static void CL_SetStat_Internal (int pnum, int stat, int value)
{
int j;
if (cl.playerview[pnum].stats[stat] != value)
Sbar_Changed ();
if (stat == STAT_ITEMS)
{ // set flash times
for (j=0 ; j<32 ; j++)
if ( (value & (1<<j)) && !(cl.playerview[pnum].stats[stat] & (1<<j)))
cl.playerview[pnum].item_gettime[j] = cl.time;
}
if (stat == STAT_WEAPON)
{
if (cl.playerview[pnum].stats[stat] != value)
{
if (value == 0)
TP_ExecTrigger ("f_reloadstart");
else if (cl.playerview[pnum].stats[stat] == 0)
TP_ExecTrigger ("f_reloadend");
}
}
cl.playerview[pnum].stats[stat] = value;
cl.playerview[pnum].statsf[stat] = value;
if (pnum == 0)
TP_StatChanged(stat, value);
}
void CL_SetStatMovevar(int pnum, int stat, float value)
{
switch(stat)
{
case STAT_MOVEVARS_GRAVITY:
movevars.gravity = value;
break;
case STAT_MOVEVARS_STOPSPEED:
movevars.stopspeed = value;
break;
case STAT_MOVEVARS_MAXSPEED:
cl.playerview[pnum].maxspeed = value;
break;
case STAT_MOVEVARS_SPECTATORMAXSPEED:
movevars.spectatormaxspeed = value;
break;
case STAT_MOVEVARS_ACCELERATE:
movevars.accelerate = value;
break;
case STAT_MOVEVARS_AIRACCELERATE:
movevars.airaccelerate = value;
break;
case STAT_MOVEVARS_WATERACCELERATE:
movevars.wateraccelerate = value;
break;
case STAT_MOVEVARS_FRICTION:
movevars.friction = value;
break;
case STAT_MOVEVARS_WATERFRICTION:
movevars.waterfriction = value;
break;
case STAT_MOVEVARS_ENTGRAVITY:
cl.playerview[pnum].entgravity = value;
break;
}
}
void CL_SetStatInt (int pnum, int stat, int value)
{
if (stat < 0 || stat >= MAX_CL_STATS)
return;
// Host_EndGame ("CL_SetStat: %i is invalid", stat);
if (stat == STAT_TIME && (cls.fteprotocolextensions & PEXT_ACCURATETIMINGS))
{
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = value * 0.001;
cl.gametimemark = realtime;
}
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
extern int cls_lastto;
cl.players[cls_lastto].stats[stat]=value;
cl.players[cls_lastto].statsf[stat]=value;
for (pnum = 0; pnum < cl.splitclients; pnum++)
if (cl.playerview[pnum].cam_spec_track == cls_lastto)
CL_SetStat_Internal(pnum, stat, value);
}
else
CL_SetStat_Internal(pnum, stat, value);
if (cls.protocol == CP_NETQUAKE && CPNQ_IS_DP && !(cls.fteprotocolextensions2 & PEXT2_PREDINFO))
CL_SetStatMovevar(pnum, stat, *(float*)&value); //DP sucks.
}
void CL_SetStatFloat (int pnum, int stat, float value)
{
if (stat < 0 || stat >= MAX_CL_STATS)
return;
// Host_EndGame ("CL_SetStat: %i is invalid", stat);
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
extern int cls_lastto;
cl.players[cls_lastto].statsf[stat]=value;
cl.players[cls_lastto].stats[stat]=value;
for (pnum = 0; pnum < cl.splitclients; pnum++)
if (cl.playerview[pnum].cam_spec_track == cls_lastto)
{
cl.playerview[pnum].statsf[stat] = value;
cl.playerview[pnum].stats[stat] = value;
}
}
else
{
cl.playerview[pnum].statsf[stat] = value;
cl.playerview[pnum].stats[stat] = value;
}
if (stat == STAT_VIEWHEIGHT && cls.z_ext & Z_EXT_VIEWHEIGHT)
cl.playerview[pnum].viewheight = value;
if (cls.fteprotocolextensions2 & PEXT2_PREDINFO)
CL_SetStatMovevar(pnum, stat, value);
}
void CL_SetStatString (int pnum, int stat, char *value)
{
if (stat < 0 || stat >= MAX_CL_STATS)
return;
// Host_EndGame ("CL_SetStat: %i is invalid", stat);
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
/* extern int cls_lastto;
cl.players[cls_lastto].statsstr[stat]=value;
for (pnum = 0; pnum < cl.splitclients; pnum++)
if (spec_track[pnum] == cls_lastto)
cl.statsstr[pnum][stat] = value;*/
}
else
{
if (cl.playerview[pnum].statsstr[stat])
Z_Free(cl.playerview[pnum].statsstr[stat]);
cl.playerview[pnum].statsstr[stat] = Z_Malloc(strlen(value)+1);
strcpy(cl.playerview[pnum].statsstr[stat], value);
}
}
/*
==============
CL_MuzzleFlash
==============
*/
void CL_MuzzleFlash (int entnum)
{
dlight_t *dl;
player_state_t *pl;
packet_entities_t *pack;
entity_state_t *s1;
int pnum;
vec3_t org = {0,0,0};
vec3_t axis[3] = {{0,0,0}};
int dlightkey = 0;
extern int pt_muzzleflash;
extern cvar_t cl_muzzleflash;
//was it us?
if (!cl_muzzleflash.ival) // remove all muzzleflashes
return;
if (cl_muzzleflash.value == 2)
{
//muzzleflash 2 removes muzzleflashes on us
for (pnum = 0; pnum < cl.splitclients; pnum++)
if (entnum-1 == cl.playerview[pnum].playernum)
return;
}
if (!dlightkey)
{
pack = &cl.inframes[cl.validsequence&UPDATE_MASK].packet_entities;
for (pnum=0 ; pnum<pack->num_entities ; pnum++) //try looking for an entity with that id first
{
s1 = &pack->entities[pnum];
if (s1->number == entnum)
{
dlightkey = entnum;
VectorCopy(s1->origin, org);
AngleVectors(s1->angles, axis[0], axis[1], axis[2]);
break;
}
}
}
if (!dlightkey)
{ //that ent number doesn't exist, go for a player with that number
if ((unsigned)(entnum) <= cl.allocated_client_slots && entnum > 0)
{
pl = &cl.inframes[cl.validsequence&UPDATE_MASK].playerstate[entnum-1];
if (pl->messagenum == cl.validsequence)
{
dlightkey = -entnum;
VectorCopy(pl->origin, org);
AngleVectors(pl->viewangles, axis[0], axis[1], axis[2]);
if (pl->szmins[2] == 0) /*hull is 0-based, so origin is bottom of model, move the light up slightly*/
org[2] += pl->szmaxs[2]/2;
}
}
}
if (!dlightkey)
return;
if (P_RunParticleEffectType(org, axis[0], 1, pt_muzzleflash))
{
dl = CL_AllocDlight (dlightkey);
VectorMA (org, 15, axis[0], dl->origin);
memcpy(dl->axis, axis, sizeof(dl->axis));
dl->radius = 200 + (rand()&31);
dl->minlight = 32;
dl->die = cl.time + 0.1;
dl->color[0] = 1.5;
dl->color[1] = 1.3;
dl->color[2] = 1.0;
dl->channelfade[0] = 1.5;
dl->channelfade[1] = 0.75;
dl->channelfade[2] = 0.375;
dl->decay = 1000;
#ifdef RTLIGHTS
dl->lightcolourscales[2] = 4;
#endif
}
}
#ifdef Q2CLIENT
void Q2S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float timeofs);
void CLQ2_ParseMuzzleFlash (void)
{
vec3_t fv, rv, dummy;
dlight_t *dl;
int i, weapon;
vec3_t org, ang;
int silenced;
float volume;
char soundname[64];
i = (unsigned short)(short)MSG_ReadShort ();
if (i < 1 || i >= Q2MAX_EDICTS)
Host_Error ("CL_ParseMuzzleFlash: bad entity");
weapon = MSG_ReadByte ();
silenced = weapon & Q2MZ_SILENCED;
weapon &= ~Q2MZ_SILENCED;
CL_GetNumberedEntityInfo(i, org, ang);
dl = CL_AllocDlight (i);
VectorCopy (org, dl->origin);
AngleVectors (ang, fv, rv, dummy);
VectorMA (dl->origin, 18, fv, dl->origin);
VectorMA (dl->origin, 16, rv, dl->origin);
if (silenced)
dl->radius = 100 + (rand()&31);
else
dl->radius = 200 + (rand()&31);
dl->minlight = 32;
dl->die = cl.time+0.05; //+ 0.1;
dl->decay = 1;
dl->channelfade[0] = 2;
dl->channelfade[1] = 2;
dl->channelfade[2] = 2;
if (silenced)
volume = 0.2;
else
volume = 1;
switch (weapon)
{
case Q2MZ_BLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_BLUEHYPERBLASTER:
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_HYPERBLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_MACHINEGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
break;
case Q2MZ_SHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_SSHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_CHAINGUN1:
dl->radius = 200 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
break;
case Q2MZ_CHAINGUN2:
dl->radius = 225 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.05);
break;
case Q2MZ_CHAINGUN3:
dl->radius = 250 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.033);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.066);
break;
case Q2MZ_RAILGUN:
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_ROCKET:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_GRENADE:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_BFG:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_LOGIN:
dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
case Q2MZ_LOGOUT:
dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
case Q2MZ_RESPAWN:
dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
// RAFAEL
case Q2MZ_PHALANX:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
break;
// RAFAEL
case Q2MZ_IONRIPPER:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
break;
// ======================
// PGM
case Q2MZ_ETF_RIFLE:
dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_SHOTGUN2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_HEATBEAM:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 100;
// Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_BLASTER2:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
// FIXME - different sound for blaster2 ??
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_TRACKER:
// negative flashes handled the same in gl/soft until CL_AddDLights
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_NUKE1:
dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE4:
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE8:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1;
dl->die = cl.time + 100;
break;
// PGM
// ======================
}
}
void CLQ2_ParseMuzzleFlash2 (void)
{
int ent;
int flash_number;
ent = (unsigned short)(short)MSG_ReadShort ();
if (ent < 1 || ent >= Q2MAX_EDICTS)
Host_EndGame ("CL_ParseMuzzleFlash2: bad entity");
flash_number = MSG_ReadByte ();
CLQ2_RunMuzzleFlash2(ent, flash_number);
}
void CLQ2_ParseInventory (void)
{
int i;
// TODO: finish this properly
for (i=0 ; i<Q2MAX_ITEMS ; i++)
// cl.inventory[i] = MSG_ReadShort (&net_message);
MSG_ReadShort (); // just ignore everything for now
}
#endif
//return if we want to print the message.
char *CL_ParseChat(char *text, player_info_t **player)
{
extern cvar_t cl_chatsound, cl_nofake, cl_teamchatsound, cl_enemychatsound;
int flags;
int offset=0;
qboolean suppress_talksound;
char *p;
char *s;
int check_flood;
flags = TP_CategorizeMessage (text, &offset, player);
s = text + offset;
if (flags)
{
if (!cls.demoplayback)
Sys_ServerActivity(); //chat always flashes the screen..
//check f_ stuff
if (*player && !strncmp(s, "f_", 2))
{
Validation_Auto_Response(*player - cl.players, s);
return s;
}
Validation_CheckIfResponse(text);
#ifdef PLUGINS
if (!Plug_ChatMessage(text + offset, *player ? (int)(*player - cl.players) : -1, flags))
return NULL;
#endif
if (flags & (TPM_TEAM|TPM_OBSERVEDTEAM) && !TP_FilterMessage(text + offset))
return NULL;
if (flags & (TPM_TEAM|TPM_OBSERVEDTEAM) && Sbar_UpdateTeamStatus(*player, text+offset))
return NULL;
if ((int)msg_filter.value & flags)
return NULL; //filter chat
check_flood = Ignore_Check_Flood(s, flags, offset);
if (check_flood == IGNORE_NO_ADD)
return NULL;
else if (check_flood == NO_IGNORE_ADD)
Ignore_Flood_Add(s);
}
#ifdef PLUGINS
else
{
if (!Plug_ServerMessage(text + offset, PRINT_CHAT))
return NULL;
}
#endif
suppress_talksound = false;
if (flags == 2 || (!cl.teamplay && flags))
suppress_talksound = TP_CheckSoundTrigger (text + offset);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cls.demoseeking ||
!cl_chatsound.value || // no sound at all
(cl_chatsound.value == 2 && flags != 2)) // only play sound in mm2
suppress_talksound = true;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (!suppress_talksound)
{
if (flags & (TPM_OBSERVEDTEAM|TPM_TEAM) && cl.teamplay)
S_LocalSound (cl_teamchatsound.string);
else
S_LocalSound (cl_enemychatsound.string);
}
if (flags)
{
if (cl_nofake.value == 1 || (cl_nofake.value == 2 && flags != 2)) {
for (p = s; *p; p++)
if (*p == 13 || (*p == 10 && p[1]))
*p = ' ';
}
}
msgflags = flags;
return s;
}
char printtext[4096];
void CL_ParsePrint(char *msg, int level)
{
if (strlen(printtext) + strlen(msg) >= sizeof(printtext))
{
Con_Printf("%s", printtext);
Q_strncpyz(printtext, msg, sizeof(printtext));
}
else
strcat(printtext, msg); //safe due to size on if.
while((msg = strchr(printtext, '\n')))
{
*msg = '\0';
if (level != PRINT_CHAT)
Stats_ParsePrintLine(printtext);
TP_SearchForMsgTriggers(printtext, level);
*msg = '\n';
msg++;
memmove(printtext, msg, strlen(msg)+1);
}
}
// CL_PlayerColor: returns color and mask for player_info_t
int CL_PlayerColor(player_info_t *plr, qboolean *name_coloured)
{
char *t;
unsigned int c;
*name_coloured = false;
if (cl.teamfortress) //override based on team
{
// TODO: needs some work
switch (plr->rbottomcolor)
{ //translate q1 skin colours to console colours
case 10:
case 1:
*name_coloured = true;
case 4: //red
c = 1;
break;
case 11:
*name_coloured = true;
case 3: // green
c = 2;
break;
case 5:
*name_coloured = true;
case 12:
c = 3;
break;
case 6:
case 7:
*name_coloured = true;
case 8:
case 9:
c = 6;
break;
case 2: // light blue
*name_coloured = true;
case 13: //blue
case 14: //blue
c = 5;
break;
default:
*name_coloured = true;
case 0: // white
c = 7;
break;
}
}
else if (cl.teamplay)
{
// team name hacks
if (!strcmp(plr->team, "red"))
c = 1;
else if (!strcmp(plr->team, "blue"))
c = 5;
else
{
char *t;
t = plr->team;
c = 0;
for (t = plr->team; *t; t++)
{
c >>= 1;
c ^= *t; // TODO: very weak hash, replace
}
if ((c / 7) & 1)
*name_coloured = true;
c = 1 + (c % 7);
}
}
else
{
// override chat color with tc infokey
// 0-6 is standard colors (red to white)
// 7-13 is using secondard charactermask
// 14 and afterwards repeats
t = Info_ValueForKey(plr->userinfo, "tc");
if (*t)
c = atoi(t);
else
c = plr->userid; // Quake2 can start from 0
if ((c / 7) & 1)
*name_coloured = true;
c = 1 + (c % 7);
}
return c;
}
void TTS_SayChatString(char **stringtosay);
// CL_PrintChat: takes chat strings and performs name coloring and cl_parsewhitetext parsing
// NOTE: text in rawmsg/msg is assumed destroyable and should not be used afterwards
void CL_PrintChat(player_info_t *plr, char *rawmsg, char *msg, int plrflags)
{
extern cvar_t con_separatechat;
char *name = NULL;
int c;
qboolean name_coloured = false;
extern cvar_t cl_parsewhitetext;
qboolean memessage = false;
char fullchatmessage[2048];
fullchatmessage[0] = 0;
if (plrflags & TPM_FAKED)
{
name = rawmsg; // use rawmsg pointer and msg modification to generate null-terminated string
if (msg)
*(msg - 2) = 0; // it's assumed that msg has 2 chars before it due to strstr
}
if (msg[0] == '/' && msg[1] == 'm' && msg[2] == 'e' && msg[3] == ' ')
{
msg += 4;
memessage = true; // special /me formatting
}
if (plr) // use special formatting with a real chat message
name = plr->name; // use player's name
if (cl_standardchat.ival)
{
name_coloured = true;
c = 7;
}
else
{
if (plrflags & TPM_SPECTATOR) // is an observer
{
// TODO: we don't even check for this yet...
if (plrflags & (TPM_TEAM | TPM_OBSERVEDTEAM)) // is on team
c = 0; // blacken () on observers
else
{
name_coloured = true;
c = 7;
}
}
else if (plr)
c = CL_PlayerColor(plr, &name_coloured);
else
{
// defaults for fake clients
name_coloured = true;
c = 7;
}
}
c = '0' + c;
if (name)
{
if (memessage)
{
if (!cl_standardchat.value && (plrflags & TPM_SPECTATOR))
Q_strncatz(fullchatmessage, "^0*^7 ", sizeof(fullchatmessage));
else
Q_strncatz(fullchatmessage, "* ", sizeof(fullchatmessage));
}
else
Q_strncatz(fullchatmessage, "\1", sizeof(fullchatmessage));
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#if defined(_WIN32) && !defined(NOMEDIA) && !defined(WINRT)
TTS_SayChatString(&msg);
#endif
if (plrflags & (TPM_TEAM|TPM_OBSERVEDTEAM)) // for team chat don't highlight the name, just the brackets
{
Q_strncatz(fullchatmessage, va("(^[^7%s%s^d\\player\\%i^])", name_coloured?"^m":"", name, (int)(plr-cl.players)), sizeof(fullchatmessage));
}
else if (cl_standardchat.ival)
{
Q_strncatz(fullchatmessage, va("^[^7%s%s^d\\player\\%i^]", name_coloured?"^m":"", name, (int)(plr-cl.players)), sizeof(fullchatmessage));
}
else
{
Q_strncatz(fullchatmessage, va("^[^7%s^%c%s^d\\player\\%i^]", name_coloured?"^m":"", c, name, (int)(plr-cl.players)), sizeof(fullchatmessage));
}
if (!memessage)
{
// only print seperator with an actual player name
if (!cl_standardchat.value && (plrflags & TPM_SPECTATOR))
Q_strncatz(fullchatmessage, "^0: ^d", sizeof(fullchatmessage));
else
Q_strncatz(fullchatmessage, ": ", sizeof(fullchatmessage));
}
else
Q_strncatz(fullchatmessage, " ", sizeof(fullchatmessage));
}
// print message
if (cl_parsewhitetext.value && (cl_parsewhitetext.value == 1 || (plrflags & (TPM_TEAM|TPM_OBSERVEDTEAM))))
{
char *t, *u;
while ((t = strchr(msg, '{')))
{
int c;
if (t > msg && t[-1] == '^')
{
for (c = 1; t-c > msg; c++)
{
if (t[-c] == '^')
break;
}
if (c & 1)
{
*t = '\0';
Q_strncatz(fullchatmessage, va("%s{", msg), sizeof(fullchatmessage));
msg = t+1;
continue;
}
}
u = strchr(t, '}');
if (u)
{
*t = 0;
*u = 0;
Q_strncatz(fullchatmessage, va("%s", msg), sizeof(fullchatmessage));
Q_strncatz(fullchatmessage, va("^m%s^m", t+1), sizeof(fullchatmessage));
msg = u+1;
}
else
break;
}
Q_strncatz(fullchatmessage, va("%s", msg), sizeof(fullchatmessage));
}
else
{
Q_strncatz(fullchatmessage, va("%s", msg), sizeof(fullchatmessage));
}
#ifdef CSQC_DAT
if (CSQC_ParsePrint(fullchatmessage, PRINT_CHAT))
return;
#endif
if (con_separatechat.ival)
{
if (!con_chat)
con_chat = Con_Create("chat", CONF_HIDDEN|CONF_NOTIFY|CONF_NOTIFY_BOTTOM);
if (con_chat)
{
Con_PrintCon(con_chat, fullchatmessage, con_chat->parseflags);
if (con_separatechat.ival == 1)
{
con_main.flags |= CONF_NOTIMES;
Con_PrintCon(&con_main, fullchatmessage, con_main.parseflags);
con_main.flags &= CONF_NOTIMES;
return;
}
}
}
Con_Printf("%s", fullchatmessage);
}
// CL_PrintStandardMessage: takes non-chat net messages and performs name coloring
// NOTE: msg is considered destroyable
char acceptedchars[] = {'.', '?', '!', '\'', ',', ':', ' ', '\0'};
void CL_PrintStandardMessage(char *msg, int printlevel)
{
int i;
player_info_t *p;
extern cvar_t cl_standardmsg;
char *begin = msg;
char fullmessage[2048];
fullmessage[0] = 0;
// search for player names in message
for (i = 0, p = cl.players; i < cl.allocated_client_slots; p++, i++)
{
char *v;
char *name;
int len;
qboolean coloured;
char c;
name = p->name;
if (!(*name))
continue;
len = strlen(name);
v = strstr(msg, name);
while (v)
{
// name parsing rules
if (v != begin && *(v-1) != ' ') // must be space before name
{
v = strstr(v+len, name);
continue;
}
{
int i;
char aftername = *(v + len);
// search for accepted chars in char after name in msg
for (i = 0; i < sizeof(acceptedchars); i++)
{
if (acceptedchars[i] == aftername)
break;
}
if (sizeof(acceptedchars) == i)
{
v = strstr(v+len, name);
continue; // no accepted char found
}
}
*v = 0; // cut off message
// print msg chunk
Q_strncatz(fullmessage, msg, sizeof(fullmessage));
msg = v + len; // update search point
// get name color
if (p->spectator || cl_standardmsg.ival)
{
coloured = false;
c = '7';
}
else
c = '0' + CL_PlayerColor(p, &coloured);
// print name
Q_strncatz(fullmessage, va("^[%s^%c%s^d\\player\\%i^]", coloured?"^m":"", c, name, (int)(p - cl.players)), sizeof(fullmessage));
break;
}
}
// print final chunk
Q_strncatz(fullmessage, msg, sizeof(fullmessage));
#ifdef CSQC_DAT
if (CSQC_ParsePrint(fullmessage, printlevel))
return;
#endif
Con_Printf("%s", fullmessage);
}
char stufftext[4096];
void CL_ParseStuffCmd(char *msg, int destsplit) //this protects stuffcmds from network segregation.
{
strncat(stufftext, msg, sizeof(stufftext)-1);
while((msg = strchr(stufftext, '\n')))
{
*msg = '\0';
Con_DPrintf("stufftext: %s\n", stufftext);
if (!strncmp(stufftext, "fullserverinfo ", 15))
{
Cmd_ExecuteString(stufftext, RESTRICT_SERVER+destsplit); //do this NOW so that it's done before any models or anything are loaded
#if _MSC_VER > 1200
if (cls.netchan.remote_address.type != NA_LOOPBACK)
Sys_RecentServer("+connect", cls.servername, va("%s (%s)", Info_ValueForKey(cl.serverinfo, "hostname"), cls.servername), "Join QW Server");
#endif
}
else
{
if (!strncmp(stufftext, "//querycmd ", 11))
{
COM_Parse(stufftext + 11);
if (Cmd_Exists(com_token))
{
Cbuf_AddText ("cmd cmdsupported ", RESTRICT_SERVER+destsplit);
Cbuf_AddText (com_token, RESTRICT_SERVER+destsplit);
Cbuf_AddText ("\n", RESTRICT_SERVER+destsplit);
}
}
else if (!strncmp(stufftext, "//paknames ", 11))
{
Q_strncatz(cl.serverpaknames, stufftext+11, sizeof(cl.serverpaknames));
cl.serverpakschanged = true;
}
else if (!strncmp(stufftext, "//paks ", 7))
{
Q_strncatz(cl.serverpakcrcs, stufftext+7, sizeof(cl.serverpakcrcs));
cl.serverpakschanged = true;
CL_CheckServerPacks();
}
else if (!strncmp(stufftext, "//vwep ", 7))
{
int i;
char *mname;
Cmd_TokenizeString(stufftext+7, false, false);
for (i = 0; i < Cmd_Argc(); i++)
{
mname = Cmd_Argv(i);
if (strcmp(mname, "-"))
{
mname = va("progs/%s.mdl", Cmd_Argv(i));
Q_strncpyz(cl.model_name_vwep[i], mname, sizeof(cl.model_name_vwep[i]));
if (cls.state == ca_active)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
CL_CheckOrEnqueDownloadFile(cl.model_name_vwep[i], NULL, 0);
cl.model_precache_vwep[i] = Mod_ForName(cl.model_name_vwep[i], MLV_WARN);
}
}
}
}
else if (!strncmp(stufftext, "//exectrigger ", 14))
{
COM_Parse(stufftext + 14);
if (Cmd_AliasExist(com_token, RESTRICT_SERVER))
Cmd_ExecuteString(com_token, RESTRICT_SERVER); //do this NOW so that it's done before any models or anything are loaded
}
else if (!strncmp(stufftext, "//set ", 6))
{
Cmd_ExecuteString(stufftext+2, RESTRICT_SERVER+destsplit); //do this NOW so that it's done before any models or anything are loaded
}
else if (!strncmp(stufftext, "//at ", 5))
{
Cam_SetAutoTrack(atoi(stufftext+5));
}
else if (!strncmp(stufftext, "//kickfile ", 11))
{
flocation_t loc;
Cmd_TokenizeString(stufftext+2, false, false);
if (FS_FLocateFile(Cmd_Argv(1), FSLFRT_IFFOUND, &loc))
Con_Printf("You have been kicked due to a modified file located at %s.\n", Cmd_Argv(0));
}
#ifdef PLUGINS
else if (!strncmp(stufftext, "//tinfo ", 8))
{
Cmd_TokenizeString(stufftext+2, false, false);
Plug_Command_f();
}
else if (!strncmp(stufftext, "//sn ", 5))
{
Cmd_TokenizeString(stufftext+2, false, false);
Plug_Command_f();
}
#endif
#ifdef CSQC_DAT
else if (CSQC_StuffCmd(destsplit, stufftext, msg))
{
}
#endif
else
{
Cbuf_AddText (stufftext, RESTRICT_SERVER+destsplit);
Cbuf_AddText ("\n", RESTRICT_SERVER+destsplit);
}
}
msg++;
memmove(stufftext, msg, strlen(msg)+1);
}
}
void CL_ParsePrecache(void)
{
int i, code = (unsigned short)MSG_ReadShort();
char *s = MSG_ReadString();
i = code & ~PC_TYPE;
switch(code & PC_TYPE)
{
case PC_MODEL:
if (i >= 1 && i < MAX_PRECACHE_MODELS)
{
model_t *model;
CL_CheckOrEnqueDownloadFile(s, s, 0);
model = Mod_ForName(Mod_FixName(s, cl.model_name[1]), (i == 1)?MLV_ERROR:MLV_WARN);
if (!model)
Con_Printf("svc_precache: Mod_ForName(\"%s\") failed\n", s);
cl.model_precache[i] = model;
Q_strncpyz (cl.model_name[i], s, sizeof(cl.model_name[i]));
cl.model_precaches_added = true;
}
else
Con_Printf("svc_precache: model index %i outside range %i...%i\n", i, 1, MAX_PRECACHE_MODELS);
break;
case PC_UNUSED:
break;
case PC_SOUND:
if (i >= 1 && i < MAX_PRECACHE_SOUNDS)
{
sfx_t *sfx;
if (S_HaveOutput())
CL_CheckOrEnqueDownloadFile(va("sound/%s", s), NULL, 0);
sfx = S_PrecacheSound (s);
if (!sfx)
Con_Printf("svc_precache: S_PrecacheSound(\"%s\") failed\n", s);
cl.sound_precache[i] = sfx;
Q_strncpyz (cl.sound_name[i], s, sizeof(cl.sound_name[i]));
}
else
Con_Printf("svc_precache: sound index %i outside range %i...%i\n", i, 1, MAX_PRECACHE_SOUNDS);
break;
case PC_PARTICLE:
if (i >= 1 && i < MAX_SSPARTICLESPRE)
{
if (cl.particle_ssname[i])
free(cl.particle_ssname[i]);
cl.particle_ssname[i] = strdup(s);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.particle_ssprecache[i] = P_FindParticleType(s);
cl.particle_ssprecaches = true;
}
else
Con_Printf("svc_precache: particle index %i outside range %i...%i\n", i, 1, MAX_SSPARTICLESPRE);
break;
}
}
void CL_DumpPacket(void)
{
int i;
char *packet = net_message.data;
int pos;
pos = 0;
while(pos < net_message.cursize)
{
Con_Printf("%5i ", pos);
for (i = 0; i < 16; i++)
{
if (pos >= net_message.cursize)
Con_Printf(" - ");
else
Con_Printf("%2x ", (unsigned char)packet[pos]);
pos++;
}
pos-=16;
for (i = 0; i < 16; i++)
{
if (pos >= net_message.cursize)
Con_Printf("X");
else if (packet[pos] == 0 || packet[pos] == '\t' || packet[pos] == '\r' || packet[pos] == '\n')
Con_Printf(".");
else
Con_Printf("%c", (unsigned char)packet[pos]);
pos++;
}
Con_Printf("\n");
}
}
void CL_ParsePortalState(void)
{
int mode = MSG_ReadByte();
int a1, a2;
switch(mode&0xc0)
{
case 0x80:
if (mode&2)
a1 = MSG_ReadShort();
else
a1 = MSG_ReadByte();
#ifdef Q2BSPS
CMQ2_SetAreaPortalState(a1, !!(mode&1));
#endif
break;
case 0xc0:
if (mode&2)
{
a1 = MSG_ReadShort();
a2 = MSG_ReadShort();
}
else
{
a1 = MSG_ReadByte();
a2 = MSG_ReadByte();
}
#ifdef Q3BSPS
CMQ3_SetAreaPortalState(a1, a2, !!(mode&1));
#endif
break;
default:
//to be phased out.
mode |= MSG_ReadByte()<<8;
#ifdef Q2BSPS
CMQ2_SetAreaPortalState(mode & 0x7fff, !!(mode&0x8000));
#endif
break;
}
}
#define SHOWNET(x) if(cl_shownet.value>=2)Con_Printf ("%3i:%s\n", msg_readcount-1, x);
#define SHOWNET2(x, y) if(cl_shownet.value>=2)Con_Printf ("%3i:%3i:%s\n", msg_readcount-1, y, x);
/*
=====================
CL_ParseServerMessage
=====================
*/
int received_framecount;
void CLQW_ParseServerMessage (void)
{
int cmd;
char *s;
int i, j;
int destsplit;
float f;
qboolean csqcpacket = false;
inframe_t *inf;
extern vec3_t demoangles;
received_framecount = host_framecount;
cl.last_servermessage = realtime;
CL_ClearProjectiles ();
//clear out fixangles stuff
inf = &cl.inframes[cls.netchan.incoming_sequence&UPDATE_MASK];
for (j = 0; j < MAX_SPLITS; j++)
inf->packet_entities.fixangles[j] = false;
if (cls.demoplayback == DPB_QUAKEWORLD)
{
inf->packet_entities.fixangles[0] = 2;
VectorCopy(demoangles, inf->packet_entities.fixedangles[0]);
}
//
// if recording demos, copy the message out
//
if (cl_shownet.value == 1)
Con_Printf ("%i ",net_message.cursize);
else if (cl_shownet.value >= 2)
Con_Printf ("------------------\n");
CL_ParseClientdata ();
//
// parse the message
//
while (1)
{
if (msg_badread)
{
CL_DumpPacket();
Host_EndGame ("CL_ParseServerMessage: Bad server message");
break;
}
cmd = MSG_ReadByte ();
if (cmd == svcfte_choosesplitclient)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
SHOWNET2(svc_qwstrings[cmd], cmd);
destsplit = MSG_ReadByte() % MAX_SPLITS;
cmd = MSG_ReadByte();
}
else
destsplit = 0;
if (cmd == -1)
{
msg_readcount++; // so the EOM showner has the right value
SHOWNET("END OF MESSAGE");
break;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
SHOWNET2(svc_qwstrings[cmd], cmd);
// other commands
switch (cmd)
{
default:
CL_DumpPacket();
Host_EndGame ("CLQW_ParseServerMessage: Illegible server message (%i@%i)%s", cmd, msg_readcount-1, (!cl.csqcdebug && csqcpacket)?"\n'sv_csqcdebug 1' might aid in debugging this.":"" );
return;
case svc_time:
cl.oldgametime = cl.gametime;
cl.gametime = MSG_ReadFloat();
cl.gametimemark = realtime;
break;
case svc_nop:
// Con_Printf ("svc_nop\n");
break;
case svc_disconnect:
if (cls.demoplayback == DPB_EZTV) //eztv fails to detect the end of demos.
MSG_ReadString();
else if (cls.demoplayback)
{
CL_Disconnect_f();
return;
}
else if (cls.state == ca_connected)
{
Host_EndGame ("Server disconnected\n");
}
else
Host_EndGame ("Server disconnected");
break;
case svc_print:
i = MSG_ReadByte ();
s = MSG_ReadString ();
if (i == PRINT_CHAT)
{
char *msg;
player_info_t *plr = NULL;
if (TP_SuppressMessage(s))
break; //if this was unseen-sent from us, ignore it.
if ((msg = CL_ParseChat(s, &plr)))
{
CL_ParsePrint(s, i);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (!cls.demoseeking)
CL_PrintChat(plr, s, msg, msgflags);
}
}
else
{
#ifdef PLUGINS
if (Plug_ServerMessage(s, i))
#endif
{
CL_ParsePrint(s, i);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (!cls.demoseeking)
CL_PrintStandardMessage(s, i);
}
}
break;
case svc_centerprint:
s = MSG_ReadString ();
#ifdef PLUGINS
if (Plug_CenterPrintMessage(s, destsplit))
#endif
SCR_CenterPrint (destsplit, s, false);
break;
case svc_stufftext:
s = MSG_ReadString ();
CL_ParseStuffCmd(s, destsplit);
break;
case svc_damage:
V_ParseDamage (&cl.playerview[destsplit]);
break;
case svc_serverdata:
Cbuf_Execute (); // make sure any stuffed commands are done
CLQW_ParseServerData ();
break;
#ifdef PEXT_SETVIEW
case svc_setview:
if (!(cls.fteprotocolextensions & PEXT_SETVIEW))
Con_Printf("^1PEXT_SETVIEW is meant to be disabled\n");
cl.playerview[destsplit].viewentity=MSGCL_ReadEntity();
break;
#endif
case svcfte_setangledelta:
for (i=0 ; i<3 ; i++)
cl.playerview[destsplit].viewangles[i] += MSG_ReadAngle16 ();
// VectorCopy (cl.playerview[destsplit].viewangles, cl.playerview[destsplit].simangles);
break;
case svc_setangle:
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
//I really don't get the point of fixangles in an mvd. to disable interpolation for that frame?
vec3_t ang;
i = MSG_ReadByte();
for (i=0 ; i<3 ; i++)
ang[i] = MSG_ReadAngle();
for (j = 0; j < cl.splitclients; j++)
{
playerview_t *pv = &cl.playerview[j];
if (Cam_TrackNum(pv) == i)
{
inf->packet_entities.fixangles[j] = true;
VectorCopy(ang, inf->packet_entities.fixedangles[j]);
}
}
break;
}
inf->packet_entities.fixangles[destsplit] = true;
for (i=0 ; i<3 ; i++)
{
cl.playerview[destsplit].viewangles[i] = cl.playerview[destsplit].intermissionangles[i] = inf->packet_entities.fixedangles[destsplit][i] = MSG_ReadAngle ();
}
break;
case svc_lightstyle:
i = MSG_ReadByte ();
if (i >= MAX_LIGHTSTYLES)
Host_EndGame ("svc_lightstyle > MAX_LIGHTSTYLES");
R_UpdateLightStyle(i, MSG_ReadString(), 1, 1, 1);
break;
#ifdef PEXT_LIGHTSTYLECOL
case svcfte_lightstylecol:
if (!(cls.fteprotocolextensions & PEXT_LIGHTSTYLECOL))
Host_EndGame("PEXT_LIGHTSTYLECOL is meant to be disabled\n");
i = MSG_ReadByte ();
if (i >= MAX_LIGHTSTYLES)
Host_EndGame ("svc_lightstyle > MAX_LIGHTSTYLES");
{
int bits;
vec3_t rgb;
bits = MSG_ReadByte();
if (bits & 0x80)
{
rgb[0] = MSG_ReadShort()/1024.0;
rgb[1] = MSG_ReadShort()/1024.0;
rgb[2] = MSG_ReadShort()/1024.0;
}
else
{
rgb[0] = (bits&1)?1:0;
rgb[1] = (bits&2)?1:0;
rgb[2] = (bits&4)?1:0;
}
R_UpdateLightStyle(i, MSG_ReadString(), rgb[0], rgb[1], rgb[2]);
}
break;
#endif
case svc_sound:
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CLQW_ParseStartSoundPacket();
break;
#ifdef PEXT_SOUNDDBL
case svcfte_soundextended:
CLNQ_ParseStartSoundPacket();
break;
#endif
case svc_stopsound:
i = MSG_ReadShort();
S_StopSound(i>>3, i&7);
break;
#ifdef PEXT2_VOICECHAT
case svcfte_voicechat:
S_Voip_Parse();
break;
#endif
case svc_updatefrags:
Sbar_Changed ();
i = MSG_ReadByte ();
if (i >= MAX_CLIENTS)
Host_EndGame ("CL_ParseServerMessage: svc_updatefrags > MAX_SCOREBOARD");
cl.players[i].frags = MSG_ReadShort ();
break;
case svc_updateping:
i = MSG_ReadByte ();
if (i >= MAX_CLIENTS)
Host_EndGame ("CL_ParseServerMessage: svc_updateping > MAX_SCOREBOARD");
cl.players[i].ping = MSG_ReadShort ();
break;
case svc_updatepl:
i = MSG_ReadByte ();
if (i >= MAX_CLIENTS)
Host_EndGame ("CL_ParseServerMessage: svc_updatepl > MAX_SCOREBOARD");
cl.players[i].pl = MSG_ReadByte ();
break;
case svc_updateentertime:
// time is sent over as seconds ago
i = MSG_ReadByte ();
if (i >= MAX_CLIENTS)
Host_EndGame ("CL_ParseServerMessage: svc_updateentertime > MAX_SCOREBOARD");
cl.players[i].entertime = cl.servertime - MSG_ReadFloat ();
break;
case svc_spawnbaseline:
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
i = MSGCL_ReadEntity ();
if (!CL_CheckBaselines(i))
Host_EndGame("CL_ParseServerMessage: svc_spawnbaseline failed with size %i", i);
CL_ParseBaseline (cl_baselines + i);
break;
case svcfte_spawnbaseline2:
CL_ParseBaseline2 ();
break;
case svc_spawnstatic:
CL_ParseStatic (1);
break;
case svcfte_spawnstatic2:
CL_ParseStatic (2);
break;
case svc_temp_entity:
#ifdef NQPROT
CL_ParseTEnt (false);
#else
CL_ParseTEnt ();
#endif
break;
case svcfte_customtempent:
CL_ParseCustomTEnt();
break;
case svc_particle:
CLNQ_ParseParticleEffect ();
break;
case svcfte_particle2:
CL_ParseParticleEffect2 ();
break;
case svcfte_particle3:
CL_ParseParticleEffect3 ();
break;
case svcfte_particle4:
CL_ParseParticleEffect4 ();
break;
case svc_killedmonster:
//fixme: update all player stats
cl.playerview[destsplit].stats[STAT_MONSTERS]++;
cl.playerview[destsplit].statsf[STAT_MONSTERS]++;
break;
case svc_foundsecret:
//fixme: update all player stats
cl.playerview[destsplit].stats[STAT_SECRETS]++;
cl.playerview[destsplit].statsf[STAT_SECRETS]++;
break;
case svcqw_updatestatbyte:
i = MSG_ReadByte ();
j = MSG_ReadByte ();
CL_SetStatFloat (destsplit, i, j);
CL_SetStatInt (destsplit, i, j);
break;
case svcqw_updatestatlong:
i = MSG_ReadByte ();
j = MSG_ReadLong (); //make qbyte if nq compatability?
CL_SetStatFloat (destsplit, i, j);
CL_SetStatInt (destsplit, i, j);
break;
case svcfte_updatestatstring:
i = MSG_ReadByte();
s = MSG_ReadString();
CL_SetStatString (destsplit, i, s);
break;
case svcfte_updatestatfloat:
i = MSG_ReadByte();
f = MSG_ReadFloat();
CL_SetStatInt (destsplit, i, f);
CL_SetStatFloat (destsplit, i, f);
break;
case svc_spawnstaticsound:
CL_ParseStaticSound (false);
break;
case svc_cdtrack:
{
//quakeworld got a crippled svc_cdtrack.
unsigned int firsttrack;
firsttrack = MSG_ReadByte ();
Media_NumberedTrack (firsttrack, firsttrack);
}
break;
case svc_intermission:
if (!cl.intermission)
TP_ExecTrigger ("f_mapend");
cl.intermission = 1;
cl.completed_time = cl.gametime;
for (i=0 ; i<3 ; i++)
cl.playerview[destsplit].simorg[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
cl.playerview[destsplit].intermissionangles[i] = MSG_ReadAngle ();
break;
case svc_finale:
if (!cl.intermission)
{
for (i = 0; i < MAX_SPLITS; i++)
cl.playerview[i].simorg[2] += cl.playerview[i].viewheight;
VectorCopy (cl.playerview[destsplit].simangles, cl.playerview[destsplit].intermissionangles);
}
cl.intermission = 2;
cl.completed_time = cl.gametime;
SCR_CenterPrint (destsplit, MSG_ReadString (), false);
break;
case svc_sellscreen:
Cmd_ExecuteString ("help", RESTRICT_SERVER);
break;
case svc_smallkick:
cl.playerview[destsplit].punchangle = -2;
break;
case svc_bigkick:
cl.playerview[destsplit].punchangle = -4;
break;
case svc_muzzleflash:
CL_MuzzleFlash (MSGCL_ReadEntity());
break;
case svc_updateuserinfo:
CL_UpdateUserinfo ();
break;
case svc_setinfo:
CL_ParseSetInfo ();
break;
case svc_serverinfo:
CL_ServerInfo ();
break;
case svc_download:
CL_ParseDownload ();
break;
case svc_playerinfo:
CL_ParsePlayerinfo ();
break;
case svc_nails:
CL_ParseProjectiles (cl_spikeindex, false);
break;
case svc_nails2:
CL_ParseProjectiles (cl_spikeindex, true);
break;
case svc_chokecount: // some preceding packets were choked
i = MSG_ReadByte ();
for (j=0 ; j<i ; j++)
cl.outframes[(cls.netchan.incoming_acknowledged-1-j)&UPDATE_MASK].latency = -2;
break;
case svc_modellist:
CL_ParseModellist (false);
break;
case svcfte_modellistshort:
CL_ParseModellist (true);
break;
case svc_soundlist:
CL_ParseSoundlist (false);
break;
#ifdef PEXT_SOUNDDBL
case svcfte_soundlistshort:
CL_ParseSoundlist (true);
break;
#endif
case svc_packetentities:
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CLQW_ParsePacketEntities (false);
break;
case svc_deltapacketentities:
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CLQW_ParsePacketEntities (true);
break;
case svcfte_updateentities:
CLFTE_ParseEntities();
break;
case svc_maxspeed:
cl.playerview[destsplit].maxspeed = MSG_ReadFloat();
break;
case svc_entgravity:
cl.playerview[destsplit].entgravity = MSG_ReadFloat();
break;
case svc_setpause:
cl.paused = MSG_ReadByte ();
// Media_SetPauseTrack(!!cl.paused);
break;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
// case svc_ftesetclientpersist:
// CL_ParseClientPersist();
// break;
case svc_setportalstate:
CL_ParsePortalState();
break;
case svcfte_showpic:
SCR_ShowPic_Create();
break;
case svcfte_hidepic:
SCR_ShowPic_Hide();
break;
case svcfte_movepic:
SCR_ShowPic_Move();
break;
case svcfte_updatepic:
SCR_ShowPic_Update();
break;
case svcfte_effect:
CL_ParseEffect(false);
break;
case svcfte_effect2:
CL_ParseEffect(true);
break;
#ifdef PEXT_CSQC
case svcfte_csqcentities:
csqcpacket = true;
CSQC_ParseEntities();
break;
#endif
case svcfte_precache:
CL_ParsePrecache();
break;
case svcfte_trailparticles:
CL_ParseTrailParticles();
break;
case svcfte_pointparticles:
CL_ParsePointParticles(false);
break;
case svcfte_pointparticles1:
CL_ParsePointParticles(true);
break;
case svcfte_cgamepacket:
csqcpacket = true;
#ifdef CSQC_DAT
if (CSQC_ParseGamePacket())
break;
#endif
#ifdef HLCLIENT
if (CLHL_ParseGamePacket())
break;
#endif
Con_Printf("Unable to parse gamecode packet\n");
break;
}
}
}
#ifdef Q2CLIENT
void CLQ2_ParseServerMessage (void)
{
int cmd;
char *s;
int i;
// int j;
received_framecount = host_framecount;
cl.last_servermessage = realtime;
CL_ClearProjectiles ();
//
// if recording demos, copy the message out
//
if (cl_shownet.value == 1)
Con_Printf ("%i ",net_message.cursize);
else if (cl_shownet.value == 2)
Con_Printf ("------------------\n");
CL_ParseClientdata ();
//
// parse the message
//
while (1)
{
if (msg_badread)
{
Host_EndGame ("CLQ2_ParseServerMessage: Bad server message");
break;
}
cmd = MSG_ReadByte ();
if (cmd == -1)
{
msg_readcount++; // so the EOM showner has the right value
SHOWNET("END OF MESSAGE");
break;
}
SHOWNET(va("%i", cmd));
// other commands
switch (cmd)
{
default:
Host_EndGame ("CLQ2_ParseServerMessage: Illegible server message (%i)", cmd);
return;
//known to game
case svcq2_muzzleflash:
CLQ2_ParseMuzzleFlash();
break;
case svcq2_muzzleflash2:
CLQ2_ParseMuzzleFlash2();
return;
case svcq2_temp_entity:
CLQ2_ParseTEnt();
break;
case svcq2_layout:
s = MSG_ReadString ();
Q_strncpyz (cl.q2layout, s, sizeof(cl.q2layout));
#ifdef VM_UI
UI_Q2LayoutChanged();
#endif
break;
case svcq2_inventory:
CLQ2_ParseInventory();
break;
// the rest are private to the client and server
case svcq2_nop: //6
Host_EndGame ("CL_ParseServerMessage: svcq2_nop not implemented");
return;
case svcq2_disconnect:
if (cls.state == ca_connected)
Host_EndGame ("Server disconnected\n"
"Server version may not be compatible");
else
Host_EndGame ("Server disconnected");
return;
case svcq2_reconnect: //8
Con_TPrintf ("reconnecting...\n");
CL_SendClientCommand(true, "new");
break;
case svcq2_sound: //9 // <see code>
CLQ2_ParseStartSoundPacket();
break;
case svcq2_print: //10 // [qbyte] id [string] null terminated string
i = MSG_ReadByte ();
s = MSG_ReadString ();
if (i == PRINT_CHAT)
{
char *msg;
player_info_t *plr = NULL;
if ((msg = CL_ParseChat(s, &plr)))
{
CL_ParsePrint(s, i);
CL_PrintChat(plr, s, msg, msgflags);
}
}
else
{
#ifdef PLUGINS
if (Plug_ServerMessage(s, i))
#endif
{
CL_ParsePrint(s, i);
CL_PrintStandardMessage(s, i);
}
}
break;
case svcq2_stufftext: //11 // [string] stuffed into client's console buffer, should be \n terminated
s = MSG_ReadString ();
Con_DPrintf ("stufftext: %s\n", s);
if (!strncmp(s, "precache", 8)) //big major hack. Q2 uses a command that q1 has as a cvar.
{ //call the q2 precache function.
CLQ2_Precache_f();
}
else
Cbuf_AddText (s, RESTRICT_SERVER); //don't let the local user cheat
break;
case svcq2_serverdata: //12 // [long] protocol ...
Cbuf_Execute (); // make sure any stuffed commands are done
CLQ2_ParseServerData ();
break;
case svcq2_configstring: //13 // [short] [string]
CLQ2_ParseConfigString();
break;
case svcq2_spawnbaseline://14
CLQ2_ParseBaseline();
break;
case svcq2_centerprint: //15 // [string] to put in center of the screen
s = MSG_ReadString();
#ifdef PLUGINS
if (Plug_CenterPrintMessage(s, 0))
#endif
SCR_CenterPrint (0, s, false);
break;
case svcq2_download: //16 // [short] size [size bytes]
CL_ParseDownload();
break;
case svcq2_playerinfo: //17 // variable
Host_EndGame ("CL_ParseServerMessage: svcq2_playerinfo not implemented");
return;
case svcq2_packetentities://18 // [...]
Host_EndGame ("CL_ParseServerMessage: svcq2_packetentities not implemented");
return;
case svcq2_deltapacketentities://19 // [...]
Host_EndGame ("CL_ParseServerMessage: svcq2_deltapacketentities not implemented");
return;
case svcq2_frame: //20 (the bastard to implement.)
CLQ2_ParseFrame();
break;
}
}
CL_SetSolidEntities ();
}
#endif
#ifdef NQPROT
//Proquake specific stuff
#define pqc_nop 1
#define pqc_new_team 2
#define pqc_erase_team 3
#define pqc_team_frags 4
#define pqc_match_time 5
#define pqc_match_reset 6
#define pqc_ping_times 7
int MSG_ReadBytePQ (char **s)
{
int ret = (*s)[0] * 16 + (*s)[1] - 272;
*s+=2;
return ret;
}
int MSG_ReadShortPQ (char **s)
{
return MSG_ReadBytePQ(s) * 256 + MSG_ReadBytePQ(s);
}
void CLNQ_ParseProQuakeMessage (char *s)
{
int cmd;
int ping;
int team, shirt, frags;
s++;
cmd = *s++;
switch (cmd)
{
default:
Con_DPrintf("Unrecognised ProQuake Message %i\n", cmd);
break;
case pqc_new_team:
cl.teamplay = true;
team = MSG_ReadBytePQ(&s) - 16;
shirt = MSG_ReadBytePQ(&s) - 16;
Sbar_PQ_Team_New(team, shirt);
break;
case pqc_erase_team:
team = MSG_ReadBytePQ(&s) - 16;
Sbar_PQ_Team_New(team, 0);
Sbar_PQ_Team_Frags(team, 0);
break;
case pqc_team_frags:
team = MSG_ReadBytePQ(&s) - 16;
frags = MSG_ReadShortPQ(&s);
if (frags & 32768)
frags = frags - 65536;
Sbar_PQ_Team_Frags(team, frags);
break;
case pqc_match_time:
cl.matchgametime = MSG_ReadBytePQ(&s)*60;
cl.matchgametime += MSG_ReadBytePQ(&s);
break;
case pqc_match_reset:
Sbar_PQ_Team_Reset();
break;
case pqc_ping_times:
cl.last_ping_request = realtime;
while ((ping = MSG_ReadShortPQ(&s)))
{
if ((ping / 4096) >= MAX_CLIENTS)
Host_Error ("CL_ParseProQuakeMessage: pqc_ping_times > MAX_CLIENTS");
cl.players[ping / 4096].ping = ping & 4095;
}
break;
}
}
static enum {
CLNQPP_NONE,
CLNQPP_PINGS
} cl_nqparseprint;
qboolean CLNQ_ParseNQPrints(char *s)
{
int i;
char *start = s;
if (cl_nqparseprint == CLNQPP_PINGS)
{
char *pingstart;
cl_nqparseprint = CLNQPP_NONE;
while(*s == ' ')
s++;
pingstart = s;
if (*s == '-')
s++;
if (*s >= '0' && *s <= '9')
{
while(*s >= '0' && *s <= '9')
s++;
if (*s == ' ' && s-start >= 3)
{
s++;
start = s;
s = strchr(s, '\n');
if (!s)
return false;
*s = 0;
for (i = 0; i < cl.allocated_client_slots; i++)
{
if (!strcmp(start, cl.players[i].name))
break;
}
if (i == cl.allocated_client_slots)
{
}
if (i != cl.allocated_client_slots)
{
cl.players[i].ping = atoi(pingstart);
}
cl_nqparseprint = CLNQPP_PINGS;
return true;
}
}
s = start;
}
if (!strcmp(s, "Client ping times:\n"))
{
cl_nqparseprint = CLNQPP_PINGS;
return true;
}
return false;
}
void CLNQ_ParseServerMessage (void)
{
const int destsplit = 0;
int cmd;
char *s;
int i, j;
// received_framecount = host_framecount;
// cl.last_servermessage = realtime;
CL_ClearProjectiles ();
//
// if recording demos, copy the message out
//
if (cl_shownet.value == 1)
Con_Printf ("%i ",net_message.cursize);
else if (cl_shownet.value == 2)
Con_Printf ("------------------\n");
CL_ParseClientdata ();
//
// parse the message
//
while (1)
{
if (msg_badread)
{
CL_DumpPacket();
Host_EndGame ("CL_ParseServerMessage: Bad server message");
break;
}
cmd = MSG_ReadByte ();
if (cmd == -1)
{
msg_readcount++; // so the EOM showner has the right value
SHOWNET("END OF MESSAGE");
break;
}
if (cmd & 128)
{
SHOWNET("fast update");
CLNQ_ParseEntity(cmd&127);
continue;
}
SHOWNET2(svc_nqstrings[cmd>(sizeof(svc_nqstrings)/sizeof(char*))?0:cmd], cmd);
// other commands
switch (cmd)
{
default:
CL_DumpPacket();
Host_EndGame ("CLNQ_ParseServerMessage: Illegible server message (%i)", cmd);
return;
case svc_nop:
// Con_Printf ("svc_nop\n");
break;
case svc_print:
s = MSG_ReadString ();
if (*s == 1 || *s == 2)
{
char *msg;
player_info_t *plr = NULL;
if ((msg = CL_ParseChat(s+1, &plr)))
{
CL_ParsePrint(s+1, PRINT_CHAT);
CL_PrintChat(plr, s+1, msg, msgflags);
}
}
else
{
if (CLNQ_ParseNQPrints(s))
break;
#ifdef PLUGINS
if (Plug_ServerMessage(s, PRINT_HIGH))
#endif
{
CL_ParsePrint(s, PRINT_HIGH);
CL_PrintStandardMessage(s, PRINT_HIGH);
}
}
break;
case svc_disconnect:
CL_Disconnect();
return;
case svc_centerprint:
s = MSG_ReadString ();
#ifdef PLUGINS
if (Plug_CenterPrintMessage(s, 0))
#endif
SCR_CenterPrint (0, s, false);
break;
case svc_stufftext:
s = MSG_ReadString ();
if (*s == 1)
{
Con_DPrintf("Proquake: %s\n", s);
CLNQ_ParseProQuakeMessage(s);
}
else
{
Con_DPrintf ("stufftext: %s\n", s);
if (!strncmp(s, "cl_serverextension_download ", 14))
{
cl_dp_serverextension_download = true;
}
else if (!strncmp(s, "//svi ", 6))
{
Cmd_TokenizeString(s+2, false, false);
Con_DPrintf("SERVERINFO: %s=%s\n", Cmd_Argv(1), Cmd_Argv(2));
Info_SetValueForStarKey (cl.serverinfo, Cmd_Argv(1), Cmd_Argv(2), MAX_SERVERINFO_STRING);
CL_CheckServerInfo();
}
else if (!strncmp(s, "\ncl_downloadbegin ", 17))
CLDP_ParseDownloadBegin(s);
else if (!strncmp(s, "\ncl_downloadfinished ", 17))
CLDP_ParseDownloadFinished(s);
else if (!strcmp(s, "\nstopdownload\n"))
{
if (cls.download)
CL_DownloadFailed(cls.download->remotename, cls.download);
}
else if (!strncmp(s, "csqc_progname ", 14))
COM_ParseOut(s+14, cl_dp_csqc_progsname, sizeof(cl_dp_csqc_progsname));
else if (!strncmp(s, "csqc_progsize ", 14))
cl_dp_csqc_progssize = atoi(s+14);
else if (!strncmp(s, "csqc_progcrc ", 13))
cl_dp_csqc_progscrc = atoi(s+13);
else if (!strncmp(s, "cl_fullpitch ", 13) || !strncmp(s, "pq_fullpitch ", 13))
{
//
}
else
{
Cbuf_AddText (s, RESTRICT_SERVER); //no cheating here...
}
}
break;
case svc_version:
CLNQ_ParseProtoVersion();
break;
case svc_serverdata:
Cbuf_Execute (); // make sure any stuffed commands are done
CLNQ_ParseServerData ();
break;
case svcdp_precache:
CL_ParsePrecache();
break;
case svc_cdtrack:
{
unsigned int firsttrack;
unsigned int looptrack;
firsttrack = MSG_ReadByte ();
looptrack = MSG_ReadByte ();
Media_NumberedTrack (firsttrack, looptrack);
}
break;
case svc_setview:
i=MSGCL_ReadEntity();
if (!cl.playerview[destsplit].viewentity)
{
cl.playerview[destsplit].playernum = (unsigned int)i;
if (cl.playerview[destsplit].playernum >= cl.allocated_client_slots)
{
Con_DPrintf(CON_WARNING "WARNING: Server put us in slot %i. We are not on the scoreboard.\n", i);
cl.playerview[destsplit].playernum = cl.allocated_client_slots; //pretend it's an mvd (we have that spare slot)
}
}
cl.playerview[destsplit].viewentity = i;
break;
case svc_signonnum:
i = MSG_ReadByte ();
if (i <= cls.signon)
Host_EndGame ("Received signon %i when at %i", i, cls.signon);
cls.signon = i;
CLNQ_SignonReply ();
break;
case svc_setpause:
cl.paused = MSG_ReadByte ();
if (cl.paused)
CDAudio_Pause ();
else
CDAudio_Resume ();
break;
case svc_spawnstaticsound:
CL_ParseStaticSound (false);
break;
case svc_spawnstatic:
CL_ParseStatic (1);
break;
case svc_spawnbaseline:
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
i = MSGCL_ReadEntity ();
if (!CL_CheckBaselines(i))
Host_EndGame("CLNQ_ParseServerMessage: svc_spawnbaseline failed with size %i", i);
CL_ParseBaseline (cl_baselines + i);
break;
//PEXT_REPLACEMENTDELTAS
case svcfte_updateentities:
if (cls.signon == 4 - 1)
{ // first update is the final signon stage
cls.signon = 4;
CLNQ_SignonReply ();
}
CLFTE_ParseEntities();
break;
case svcfte_spawnstatic2:
CL_ParseStatic (2);
break;
case svcfte_spawnbaseline2:
CL_ParseBaseline2 ();
break;
case svcfte_cgamepacket:
#ifdef HLCLIENT
if (CLHL_ParseGamePacket())
break;
#endif
#ifdef CSQC_DAT
if (CSQC_ParseGamePacket())
break;
#endif
Con_Printf("Unable to parse gamecode packet\n");
break;
case svc_time:
//fixme: move this stuff to a common place
// cl.playerview[destsplit].oldfixangle = cl.playerview[destsplit].fixangle;
// VectorCopy(cl.playerview[destsplit].fixangles, cl.playerview[destsplit].oldfixangles);
// cl.playerview[destsplit].fixangle = false;
if (cls.demoplayback)
{
// extern vec3_t demoangles;
// cl.playerview[destsplit].fixangle = true;
// VectorCopy(demoangles, cl.playerview[destsplit].fixangles);
}
cls.netchan.outgoing_sequence++;
cls.netchan.incoming_sequence = cls.netchan.outgoing_sequence-1;
cl.validsequence = cls.netchan.incoming_sequence;
received_framecount = host_framecount;
cl.last_servermessage = realtime;
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = MSG_ReadFloat();
cl.gametimemark = realtime;
{
extern vec3_t demoangles;
int fr = cls.netchan.incoming_sequence&UPDATE_MASK;
if (cls.demoplayback)
{
cl.inframes[fr&UPDATE_MASK].packet_entities.fixangles[destsplit] = true;
VectorCopy(demoangles, cl.inframes[fr&UPDATE_MASK].packet_entities.fixedangles[destsplit]);
}
else
cl.inframes[fr&UPDATE_MASK].packet_entities.fixangles[destsplit] = false;
}
cl.inframes[cls.netchan.incoming_sequence&UPDATE_MASK].receivedtime = realtime;
cl.inframes[cls.netchan.incoming_sequence&UPDATE_MASK].frameid = cls.netchan.incoming_sequence;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (CPNQ_IS_DP)
{
int n = cls.netchan.incoming_sequence&UPDATE_MASK, o = (cls.netchan.incoming_sequence-1)&UPDATE_MASK;
cl.inframes[n].packet_entities.num_entities = cl.inframes[o].packet_entities.num_entities;
if (cl.inframes[n].packet_entities.max_entities < cl.inframes[o].packet_entities.num_entities)
{
cl.inframes[n].packet_entities.max_entities = cl.inframes[o].packet_entities.max_entities;
cl.inframes[n].packet_entities.entities = BZ_Realloc(cl.inframes[n].packet_entities.entities, sizeof(entity_state_t) * cl.inframes[n].packet_entities.max_entities);
}
memcpy(cl.inframes[n].packet_entities.entities, cl.inframes[o].packet_entities.entities, sizeof(entity_state_t) * cl.inframes[o].packet_entities.num_entities);
cl.inframes[n].packet_entities.servertime = cl.inframes[o].packet_entities.servertime;
}
else
{
// cl.inframes[(cls.netchan.incoming_sequence-1)&UPDATE_MASK].packet_entities = cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
cl.inframes[cl.validsequence&UPDATE_MASK].packet_entities.num_entities=0;
cl.inframes[cl.validsequence&UPDATE_MASK].packet_entities.servertime = cl.gametime;
}
break;
case svc_updatename:
Sbar_Changed ();
i = MSG_ReadByte ();
if (i >= MAX_CLIENTS)
MSG_ReadString();
else
{
strcpy(cl.players[i].name, MSG_ReadString());
if (*cl.players[i].name)
cl.players[i].userid = i+1;
Info_SetValueForKey(cl.players[i].userinfo, "name", cl.players[i].name, sizeof(cl.players[i].userinfo));
}
break;
case svc_updatefrags:
Sbar_Changed ();
i = MSG_ReadByte ();
if (i >= MAX_CLIENTS)
MSG_ReadShort();
else
cl.players[i].frags = MSG_ReadShort();
break;
case svc_updatecolors:
{
int a;
i = MSG_ReadByte ();
a = MSG_ReadByte ();
if (i < cl.allocated_client_slots)
{
cl.players[i].rtopcolor = a&0x0f;
cl.players[i].rbottomcolor = (a&0xf0)>>4;
sprintf(cl.players[i].team, "%2d", cl.players[i].rbottomcolor);
if (cls.state == ca_active)
Skin_Find (&cl.players[i]);
if (i == cl.playerview[destsplit].playernum)
Skin_FlushPlayers();
Sbar_Changed ();
CL_NewTranslation (i);
}
}
break;
case svc_lightstyle:
i = MSG_ReadByte ();
if (i >= MAX_LIGHTSTYLES)
{
Con_Printf("svc_lightstyle: %i >= MAX_LIGHTSTYLES\n", i);
MSG_ReadString();
break;
}
R_UpdateLightStyle(i, MSG_ReadString(), 1, 1, 1);
break;
case svcnq_updatestatlong:
i = MSG_ReadByte ();
j = MSG_ReadLong ();
CL_SetStatInt (0, i, j);
CL_SetStatFloat (0, i, j);
break;
case svcdp_updatestatbyte:
i = MSG_ReadByte ();
j = MSG_ReadByte ();
CL_SetStatInt (0, i, j);
CL_SetStatFloat (0, i, j);
break;
case svc_setangle:
{
inframe_t *inf = &cl.inframes[cls.netchan.incoming_sequence&UPDATE_MASK];
inf->packet_entities.fixangles[destsplit] = true;
for (i=0 ; i<3 ; i++)
cl.playerview[destsplit].viewangles[i] = cl.playerview[destsplit].intermissionangles[i] = inf->packet_entities.fixedangles[destsplit][i] = MSG_ReadAngle ();
}
break;
case svcnq_clientdata:
CLNQ_ParseClientdata ();
break;
case svc_sound:
CLNQ_ParseStartSoundPacket();
break;
case svc_stopsound:
i = MSG_ReadShort();
S_StopSound(i>>3, i&7);
break;
case svc_temp_entity:
CL_ParseTEnt (true);
break;
case svc_particle:
CLNQ_ParseParticleEffect ();
break;
case svc_killedmonster:
cl.playerview[destsplit].stats[STAT_MONSTERS]++;
cl.playerview[destsplit].statsf[STAT_MONSTERS]++;
break;
case svc_foundsecret:
cl.playerview[destsplit].stats[STAT_SECRETS]++;
cl.playerview[destsplit].statsf[STAT_SECRETS]++;
break;
case svc_intermission:
if (!cl.intermission)
TP_ExecTrigger ("f_mapend");
cl.intermission = 1;
cl.completed_time = cl.gametime;
break;
case svc_finale:
cl.intermission = 2;
cl.completed_time = cl.gametime;
SCR_CenterPrint (0, MSG_ReadString (), false);
break;
case svc_cutscene:
cl.intermission = 3;
cl.completed_time = cl.gametime;
SCR_CenterPrint (0, MSG_ReadString (), false);
break;
case svc_sellscreen: //pantsie
Cmd_ExecuteString ("help 0", RESTRICT_SERVER);
break;
case svc_damage:
V_ParseDamage (&cl.playerview[destsplit]);
break;
case svcfitz_skybox:
{
extern cvar_t r_skyboxname;
Cvar_Set(&r_skyboxname, MSG_ReadString());
}
break;
case svcfitz_bf:
Cmd_ExecuteString("bf", RESTRICT_SERVER);
break;
case svcfitz_fog:
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
CL_ResetFog();
cl.fog.density = MSG_ReadByte()/255.0f;
cl.fog.colour[0] = MSG_ReadByte()/255.0f;
cl.fog.colour[1] = MSG_ReadByte()/255.0f;
cl.fog.colour[2] = MSG_ReadByte()/255.0f;
cl.fog.time += ((unsigned short)MSG_ReadShort()) / 100.0;
cl.fog_locked = !!cl.fog.density;
break;
case svcfitz_spawnbaseline2:
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
i = MSGCL_ReadEntity ();
if (!CL_CheckBaselines(i))
Host_EndGame("CLNQ_ParseServerMessage: svcfitz_spawnbaseline2 failed with ent %i", i);
CLFitz_ParseBaseline2 (cl_baselines + i);
break;
case svcfitz_spawnstatic2:
CL_ParseStatic (3);
break;
case svcfitz_spawnstaticsound2:
Host_EndGame("svcfitz_spawnstaticsound2: not implemented");
break;
case svcnq_effect:
CL_ParseEffect(false);
break;
case svcnq_effect2:
CL_ParseEffect(true);
break;
case svcdp_entities:
if (cls.signon == 4 - 1)
{ // first update is the final signon stage
cls.signon = 4;
CLNQ_SignonReply ();
}
//well, it's really any protocol, but we're only going to support version 5.
CLDP_ParseDarkPlaces5Entities();
break;
case svcdp_spawnstaticsound2:
CL_ParseStaticSound(true);
break;
#ifdef PEXT_CSQC
case svcdp_csqcentities:
CSQC_ParseEntities();
break;
#endif
case svcdp_downloaddata:
CLDP_ParseDownloadData();
break;
case svcdp_trailparticles:
CL_ParseTrailParticles();
break;
case svcdp_pointparticles:
CL_ParsePointParticles(false);
break;
case svcdp_pointparticles1:
CL_ParsePointParticles(true);
break;
}
}
}
#endif