fteqw/engine/server/sv_ents.c

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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.
*/
#include "quakedef.h"
#include "pr_common.h"
#ifndef CLIENTONLY
extern cvar_t sv_nailhack;
extern cvar_t sv_cullentities_trace;
extern cvar_t sv_cullplayers_trace;
extern cvar_t sv_nopvs;
#define SV_PVS_CAMERAS 16
typedef struct
{
int numents;
edict_t *ent[SV_PVS_CAMERAS]; //ents in this list are always sent, even if the server thinks that they are invisible.
vec3_t org[SV_PVS_CAMERAS];
int area[1+SV_PVS_CAMERAS];
pvsbuffer_t pvs;
} pvscamera_t;
static void *AllocateBoneSpace(packet_entities_t *pack, unsigned char bonecount, unsigned int *allocationpos)
{
size_t space = bonecount * sizeof(short)*7;
void *r;
if (pack->bonedatacur + space > pack->bonedatamax)
{ //expand the storage as needed. messy, but whatever.
pack->bonedatamax = pack->bonedatacur + space;
pack->bonedata = BZ_Realloc(pack->bonedata, pack->bonedatamax);
}
r = pack->bonedata + pack->bonedatacur;
*allocationpos = pack->bonedatacur;
pack->bonedatacur += space;
return r;
}
/*
=============================================================================
The PVS must include a small area around the client to allow head bobbing
or other small motion on the client side. Otherwise, a bob might cause an
entity that should be visible to not show up, especially when the bob
crosses a waterline.
=============================================================================
*/
static int needcleanup;
//int fatbytes;
void SV_ExpandNackFrames(client_t *client, int require, client_frame_t **currentframeptr)
{
client_frame_t *newframes;
char *ptr;
int i;
int maxlog = require * 2; /*this is the max number of ents updated per frame. we can't track more, so...*/
if (maxlog > client->max_net_ents)
maxlog = client->max_net_ents;
ptr = Z_Malloc( sizeof(client_frame_t)*UPDATE_BACKUP+
sizeof(*client->pendingdeltabits)*client->max_net_ents+
sizeof(*client->pendingcsqcbits)*client->max_net_ents+
sizeof(newframes[i].resend)*maxlog*UPDATE_BACKUP);
newframes = (void*)ptr;
memcpy(newframes, client->frameunion.frames, sizeof(client_frame_t)*UPDATE_BACKUP);
ptr += sizeof(client_frame_t)*UPDATE_BACKUP;
memcpy(ptr, client->pendingdeltabits, sizeof(*client->pendingdeltabits)*client->max_net_ents);
client->pendingdeltabits = (void*)ptr;
ptr += sizeof(*client->pendingdeltabits)*client->max_net_ents;
memcpy(ptr, client->pendingcsqcbits, sizeof(*client->pendingcsqcbits)*client->max_net_ents);
client->pendingcsqcbits = (void*)ptr;
ptr += sizeof(*client->pendingcsqcbits)*client->max_net_ents;
for (i = 0; i < UPDATE_BACKUP; i++)
{
newframes[i].maxresend = maxlog;
newframes[i].qwentities.max_entities = 0;
newframes[i].resend = (void*)ptr;
newframes[i].numresend = client->frameunion.frames[i].numresend;
memcpy(newframes[i].resend, client->frameunion.frames[i].resend, sizeof(newframes[i].resend)*newframes[i].numresend);
newframes[i].senttime = realtime;
}
Z_Free(client->frameunion.frames);
//if you're calling this then its because you're currently generating new frame data, and its a problem if that changes from under you. fix it up for the caller (so they can't forget to do so)
*currentframeptr = newframes+(*currentframeptr-client->frameunion.frames);
client->frameunion.frames = newframes;
}
//=============================================================================
// because there can be a lot of nails, there is a special
// network protocol for them
#define MAX_NAILS 32
static edict_t *nails[MAX_NAILS];
static int numnails;
static int nailcount = 0;
extern int sv_nailmodel, sv_supernailmodel, sv_playermodel;
#ifdef SERVER_DEMO_PLAYBACK
qboolean demonails;
#endif
static edict_t **csqcent/*[csqcmaxents]*/;
static size_t csqcmaxents;
static size_t csqcnuments;
qboolean SV_AddNailUpdate (edict_t *ent)
{
if (ent->v->modelindex != sv_nailmodel
&& ent->v->modelindex != sv_supernailmodel)
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
return false; //must be a nail
if (sv_nailhack.value || (host_client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS))
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
return false; //'nailhack' is named because of a qizmo-publicised binary hack to disable svc_nails. replacementdeltas also trims much of the state so we may as well use it.
//should probably also detect qizmo specifically - its trajectory stuff beats svc_nails.
if (ent->v->origin[0] <= -4096 || ent->v->origin[0] >= 4096 ||
ent->v->origin[1] <= -4096 || ent->v->origin[1] >= 4096 ||
ent->v->origin[2] <= -4096 || ent->v->origin[2] >= 4096)
return !(host_client->fteprotocolextensions & PEXT_FLOATCOORDS); //outside the bounds of the nails protocol. just swallow it if it can't be sent anyway.
#ifdef SERVER_DEMO_PLAYBACK
demonails = false;
#endif
if (numnails == MAX_NAILS)
return true;
nails[numnails] = ent;
numnails++;
return true;
}
#ifdef SERVER_DEMO_PLAYBACK
qboolean SV_DemoNailUpdate (int i)
{
demonails = true;
if (numnails == MAX_NAILS)
return true;
nails[numnails] = (edict_t *)i;
numnails++;
return true;
}
#endif
void SV_EmitNailUpdate (sizebuf_t *msg, qboolean recorder)
{
qbyte bits[6]; // [48 bits] xyzpy 12 12 12 4 8
int n, i;
edict_t *ent;
int x, y, z, p, yaw;
if (!numnails)
return;
if (recorder)
MSG_WriteByte (msg, svc_nails2);
else
MSG_WriteByte (msg, svc_nails);
MSG_WriteByte (msg, numnails);
#ifdef SERVER_DEMO_PLAYBACK
if (demonails)
{
for (n=0 ; n<numnails ; n++)
{
i = (int)(nails[n]);
if (recorder) {
if (!sv.demospikes[i].id) {
if (!((++nailcount)&255)) nailcount++;
sv.demospikes[i].id = nailcount&255;
}
MSG_WriteByte (msg, (qbyte)sv.demospikes[i].id);
}
x = (int)(sv.demospikes[i].org[0]+4096)>>1;
y = (int)(sv.demospikes[i].org[1]+4096)>>1;
z = (int)(sv.demospikes[i].org[2]+4096)>>1;
p = (int)(sv.demospikes[i].pitch)&15;
yaw = (int)(sv.demospikes[i].yaw)&255;
bits[0] = x;
bits[1] = (x>>8) | (y<<4);
bits[2] = (y>>4);
bits[3] = z;
bits[4] = (z>>8) | (p<<4);
bits[5] = yaw;
for (i=0 ; i<6 ; i++)
MSG_WriteByte (msg, bits[i]);
}
return;
}
#endif
for (n=0 ; n<numnails ; n++)
{
ent = nails[n];
if (recorder) {
if (!ent->v->colormap) {
if (!((++nailcount)&255)) nailcount++;
ent->v->colormap = nailcount&255;
}
MSG_WriteByte (msg, (qbyte)ent->v->colormap);
}
x = (int)(ent->v->origin[0]+4096)>>1;
y = (int)(ent->v->origin[1]+4096)>>1;
z = (int)(ent->v->origin[2]+4096)>>1;
p = (int)(16*ent->v->angles[0]/360)&15;
yaw = (int)(256*ent->v->angles[1]/360)&255;
bits[0] = x & 0xff;
bits[1] = ((x>>8) | (y<<4)) & 0xff;
bits[2] = (y>>4) & 0xff;
bits[3] = z & 0xff;
bits[4] = ((z>>8) | (p<<4)) & 0xff;
bits[5] = yaw & 0xff;
for (i=0 ; i<6 ; i++)
MSG_WriteByte (msg, bits[i]);
}
}
//=============================================================================
//this is the bit of the code that sends the csqc entity deltas out.
//whenever the entity in question has a newer version than we sent to the client, we need to resend.
//So, we track the outgoing sequence that an entity was sent in, and the version.
//Upon detection of a dropped packet, we resend all entities who were last sent in that packet.
//When an entities' last sent version doesn't match the current version, we send.
static qboolean SV_AddCSQCUpdate (client_t *client, edict_t *ent)
{
#ifndef PEXT_CSQC
return false;
#else
if (!ent->xv->SendEntity)
return false;
if (!(client->csqcactive))
return false;
if (csqcnuments >= csqcmaxents)
Z_ReallocElements((void**)&csqcent, &csqcmaxents, csqcnuments + 1024, sizeof(*csqcent));
csqcent[csqcnuments++] = ent;
return true;
#endif
}
sizebuf_t csqcmsgbuffer;
------------------------------------------------------------------------ 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
static void SV_EmitDeltaEntIndex(sizebuf_t *msg, unsigned int entnum, qboolean remove, qboolean big)
{
unsigned int rflag = remove?0x8000:0;
if (big)
{
if (entnum >= 0x4000)
{
MSG_WriteShort(msg, (entnum&0x3fff) | 0x4000 | rflag);
MSG_WriteByte(msg, entnum >> 14);
}
else
MSG_WriteShort(msg, entnum | rflag);
}
else
MSG_WriteShort(msg, entnum | rflag);
}
void SV_EmitCSQCUpdate(client_t *client, sizebuf_t *msg, qbyte svcnumber)
{
#ifdef PEXT_CSQC
static float throttle;
qbyte messagebuffer[MAX_OVERALLMSGLEN];
int en;
int currentsequence = client->netchan.outgoing_sequence;
globalvars_t *pr_globals;
edict_t *ent;
qboolean writtenheader = false;
int viewerent;
int entnum;
client_frame_t *frame = &client->frameunion.frames[currentsequence & UPDATE_MASK];
int lognum = frame->numresend;
quint64_t bits;
struct resendinfo_s *resend = frame->resend;
int maxlog = frame->maxresend;
//we don't check that we got some already - because this is delta compressed!
if (!client->csqcactive || !svprogfuncs || !client->pendingcsqcbits)
return;
pr_globals = PR_globals(svprogfuncs, PR_CURRENT);
if (client->edict)
viewerent = EDICT_TO_PROG(svprogfuncs, client->edict);
else
viewerent = 0; /*for mvds, its as if world is looking*/
//FIXME: prioritise the list of csqc ents somehow
csqcmsgbuffer.data = messagebuffer;
csqcmsgbuffer.maxsize = sizeof(messagebuffer);
csqcmsgbuffer.packing = msg->packing;
csqcmsgbuffer.prim = msg->prim;
if (sv_csqcdebug.ival)
svcnumber = svcfte_csqcentities_sized;
for (en = 0, entnum = 0; en < csqcnuments; en++, entnum++)
{
ent = csqcent[en];
//add any entity removes on ents leading up to this entity
for (; entnum < ent->entnum; entnum++)
------------------------------------------------------------------------ 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 (client->pendingcsqcbits[entnum] & (SENDFLAGS_PRESENT|SENDFLAGS_REMOVED))
{
if (!(client->pendingcsqcbits[entnum] & SENDFLAGS_REMOVED))
{ //while the entity has NOREMOVE, only remove it if the remove is a resend
if ((int)EDICT_NUM_PB(svprogfuncs, entnum)->xv->pvsflags & PVSF_NOREMOVE)
continue;
}
if (msg->cursize + 5 >= msg->maxsize)
break; //we're overflowing, try removing next frame instead.
if (lognum > maxlog)
{
if (maxlog == client->max_net_ents)
break;
SV_ExpandNackFrames(client, lognum+1, &frame);
resend = frame->resend;
maxlog = frame->maxresend;
}
resend[lognum].entnum = entnum;
resend[lognum].bits = 0;
resend[lognum].flags = SENDFLAGS_REMOVED;
lognum++;
if (!writtenheader)
{
writtenheader=true;
MSG_WriteByte(msg, svcnumber);
}
SV_EmitDeltaEntIndex(msg, entnum, true, client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS);
// Con_Printf("Sending remove 2 packet\n");
client->pendingcsqcbits[entnum] = 0;
}
------------------------------------------------------------------------ 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 (client->pendingcsqcbits[entnum] == SENDFLAGS_PRESENT)
continue; //nothing changed
------------------------------------------------------------------------ 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 (client->pendingcsqcbits[entnum] & SENDFLAGS_REMOVED)
{
//we lost a remove, but it got readded since.
//make sure all is resent
client->pendingcsqcbits[entnum] = SENDFLAGS_USABLE;
}
if (!(client->pendingcsqcbits[entnum] & SENDFLAGS_PRESENT))
client->pendingcsqcbits[entnum] = SENDFLAGS_USABLE; //this entity appears new. make sure its fully transmitted.
bits = client->pendingcsqcbits[entnum];
client->pendingcsqcbits[entnum] = 0;
csqcmsgbuffer.cursize = 0;
csqcmsgbuffer.currentbit = 0;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->other = viewerent;
Q1QVM_SendEntity(bits);
}
else
#endif
{
//Ask CSQC to write a buffer for it.
G_INT(OFS_PARM0) = viewerent;
G_FLOAT(OFS_PARM1+0) = (int)((bits>>(SENDFLAGS_SHIFT+ 0)) & 0xffffff); //each float can only hold 24 bits before it forgets its lower bits.
G_FLOAT(OFS_PARM1+1) = (int)((bits>>(SENDFLAGS_SHIFT+24)) & 0xffffff);
G_FLOAT(OFS_PARM1+2) = (int)((bits>>(SENDFLAGS_SHIFT+48)) & 0xffffff);
PR_ExecuteProgram(svprogfuncs, ent->xv->SendEntity);
}
if (G_INT(OFS_RETURN)) //0 means not to tell the client about it.
{
//FIXME: don't overflow MAX_DATAGRAM... unless its too big anyway...
if (msg->cursize + csqcmsgbuffer.cursize+5 >= msg->maxsize)
{
//warn when the message is larger than the user's max size..
if (csqcmsgbuffer.cursize+5 > msg->maxsize)
Con_ThrottlePrintf(&throttle, 0, "CSQC update of entity %i(%s) is larger than user %s's maximum datagram size (%u > %u).\n", entnum, PR_GetString(svprogfuncs, ent->v->classname), client->name, csqcmsgbuffer.cursize, msg->maxsize-5);
client->pendingcsqcbits[entnum] = bits;
if (csqcmsgbuffer.cursize < 32)
break;
continue; //might be able to fit a different ent in there.
}
if (lognum > maxlog)
{
if (maxlog == client->max_net_ents)
{
client->pendingcsqcbits[entnum] = bits;
break;
}
SV_ExpandNackFrames(client, lognum+1, &frame);
resend = frame->resend;
maxlog = frame->maxresend;
}
resend[lognum].entnum = entnum;
resend[lognum].bits = 0;
resend[lognum].flags = SENDFLAGS_PRESENT|bits;
lognum++;
if (!writtenheader)
{
writtenheader=true;
MSG_WriteByte(msg, svcnumber);
}
SV_EmitDeltaEntIndex(msg, entnum, false, client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS);
if (svcnumber == svcfte_csqcentities_sized) //optional extra length prefix.
{
if (!csqcmsgbuffer.cursize)
Con_Printf("Warning: empty csqc packet on %s\n", PR_GetString(svprogfuncs, ent->v->classname));
MSG_WriteShort(msg, csqcmsgbuffer.cursize);
}
SZ_Write(msg, csqcmsgbuffer.data, csqcmsgbuffer.cursize);
client->pendingcsqcbits[entnum] |= SENDFLAGS_PRESENT;
// Con_Printf("Sending update packet %i\n", ent->entnum);
}
else if ((bits & SENDFLAGS_PRESENT) && !((int)ent->xv->pvsflags & PVSF_NOREMOVE))
{ //Don't want to send, but they have it already
if (msg->cursize + 5 >= msg->maxsize)
{
client->pendingcsqcbits[entnum] = bits;
break; //we're overflowing, try removing next frame instead.
}
if (lognum > maxlog)
{
if (maxlog == client->max_net_ents)
{
client->pendingcsqcbits[entnum] = bits;
break;
}
SV_ExpandNackFrames(client, lognum+1, &frame);
resend = frame->resend;
maxlog = frame->maxresend;
}
resend[lognum].entnum = entnum;
resend[lognum].bits = 0;
resend[lognum].flags = SENDFLAGS_REMOVED;
lognum++;
if (!writtenheader)
{
writtenheader=true;
MSG_WriteByte(msg, svcnumber);
}
SV_EmitDeltaEntIndex(msg, entnum, true, client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS);
// Con_Printf("Sending remove 2 packet\n");
// client->pendingcsqcbits[entnum] = 0;
}
}
//and now tail entities
for(; entnum < client->max_net_ents && entnum < sv.world.num_edicts; entnum++)
{
if (client->pendingcsqcbits[entnum] & (SENDFLAGS_PRESENT|SENDFLAGS_REMOVED))
{
if (!(client->pendingcsqcbits[entnum] & SENDFLAGS_REMOVED))
{ //while the original entity has NOREMOVE, only remove it if the remove is a resend
if ((int)EDICT_NUM_PB(svprogfuncs, entnum)->xv->pvsflags & PVSF_NOREMOVE)
continue;
}
if (msg->cursize + 5 >= msg->maxsize)
break; //we're overflowing, try removing next frame instead.
if (lognum > maxlog)
{
if (maxlog == client->max_net_ents)
break;
SV_ExpandNackFrames(client, lognum+1, &frame);
resend = frame->resend;
maxlog = frame->maxresend;
}
resend[lognum].entnum = entnum;
resend[lognum].bits = 0;
resend[lognum].flags = SENDFLAGS_REMOVED;
lognum++;
------------------------------------------------------------------------ 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 (!writtenheader)
{
writtenheader=true;
MSG_WriteByte(msg, svcnumber);
}
------------------------------------------------------------------------ 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
SV_EmitDeltaEntIndex(msg, entnum, true, client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS);
// Con_Printf("Sending remove 2 packet\n");
client->pendingcsqcbits[entnum] = 0;
}
}
if (writtenheader)
MSG_WriteShort(msg, 0); //a 0 means no more.
csqcnuments = 0;
frame->numresend = lognum;
//prevent the qc from trying to use it at inopertune times.
csqcmsgbuffer.maxsize = 0;
csqcmsgbuffer.data = NULL;
#endif
}
void SV_CSQC_DroppedPacket(client_t *client, int sequence)
{
int i;
client_frame_t *frame;
if (!ISQWCLIENT(client) && !ISNQCLIENT(client))
return;
if (!client->frameunion.frames)
{
Con_Printf("Server bug: No frames!\n");
return;
}
frame = &client->frameunion.frames[sequence & UPDATE_MASK];
//skip it if we never generated that frame, to avoid pulling in stale data
if (frame->sequence != sequence)
{
// Con_Printf("SV: Stale %i\n", sequence);
return;
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
//lost entities need flagging for a resend
if (frame->numresend)
{
struct resendinfo_s *resend = frame->resend;
// Con_Printf("SV: Resend %i\n", sequence);
i = frame->numresend;
while (i > 0)
{
i--;
client->pendingdeltabits[resend[i].entnum] |= resend[i].bits;
client->pendingcsqcbits[resend[i].entnum] |= resend[i].flags;
}
frame->numresend = 0; //don't resend the same info twice!
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
//lost stats do too
if (frame->numresendstats)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
{
client_t *sp;
unsigned short *n = frame->resendstats;
i = frame->numresendstats;
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
while(i-->0)
{
unsigned short s = n[i];
if (s & 0xf000)
{
sp = client;
while (s & 0xf000)
{
s -= 0x1000;
sp = sp->controlled;
}
sp->pendingstats[s>>5u] |= 1u << (s & 0x1fu);
}
else
client->pendingstats[s>>5u] |= 1u << (s & 0x1fu);
}
frame->numresendstats = 0;
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
}
}
void SV_AckEntityFrame(client_t *cl, int framenum)
{
//any not acked yet are assumed to be lost.
//this may result in packetloss if the client received multiple packets between sending two outgoing packets.
int frame = cl->lastsequence_acknowledged+1;
if (framenum > cl->lastsequence_acknowledged)
cl->lastsequence_acknowledged = framenum;
if (framenum > frame + UPDATE_BACKUP)
framenum = frame + UPDATE_BACKUP;
#ifdef PEXT_CSQC
for (; frame < framenum; frame++)
SV_CSQC_DroppedPacket(cl, frame);
#endif
}
void SV_ReplaceEntityFrame(client_t *cl, int framenum)
{
//this packet is about to be overwritten, we can't track more.
//we might as well pretend that it got acked, we can't track pings that far back anyway, just make sure it gets flagged as dropped.
//due to how qw sequences are controlled by the client, the server may have skipped some frames. try to handle those too.
int frame = cl->lastsequence_acknowledged+1;
framenum -= UPDATE_BACKUP;
if (framenum > cl->lastsequence_acknowledged)
cl->lastsequence_acknowledged = framenum;
if (framenum > frame + UPDATE_BACKUP)
framenum = frame + UPDATE_BACKUP;
#ifdef PEXT_CSQC
for (; frame <= framenum; frame++)
SV_CSQC_DroppedPacket(cl, frame);
#endif
}
/*
void SV_CSQC_DropAll(client_t *client)
{
int i;
if (client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
{
// Con_Printf("Reset all\n");
client->pendingdeltabits[0] = UF_REMOVE;
}
if (client->csqcactive) //we don't need this, but it might be a little faster.
{
//FIXME: handle any needed removes
for (i = 0; i < sv.world.num_edicts; i++)
client->pendingcsqcbits[i] |= SENDFLAGS_USABLE; //resend all
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
//we don't know which stats were on the wire, resend all. :(
memset(client->pendingstats, 0xff, sizeof(client->pendingstats));
}
*/
//=============================================================================
/*
==================
SV_WriteDelta
Writes part of a packetentities message.
Can delta from either a baseline or a previous packet_entity
==================
*/
void SVQW_WriteDelta (entity_state_t *from, entity_state_t *to, sizebuf_t *msg, qboolean force, unsigned int protext, unsigned int ezext)
{
#ifdef PROTOCOLEXTENSIONS
int evenmorebits=0;
#endif
int bits;
int i;
int fromeffects;
coorddata coordd[3];
coorddata angled[3];
qbyte coordtype = msg->prim.coordtype;
if (from == &((edict_t*)NULL)->baseline)
from = &nullentitystate;
if (ezext&EZPEXT1_FLOATENTCOORDS)
coordtype = COORDTYPE_FLOAT_32;
// send an update
bits = 0;
if (coordtype != COORDTYPE_FLOAT_32)
{
for (i=0 ; i<3 ; i++)
{
coordd[i] = MSG_ToCoord(to->origin[i], coordtype);
if (MSG_ToCoord(from->origin[i], coordtype).b4 != coordd[i].b4)
bits |= U_ORIGIN1<<i;
else
to->origin[i] = from->origin[i];
}
}
else
{
for (i=0 ; i<3 ; i++)
{
coordd[i] = MSG_ToCoord(to->origin[i], coordtype);
if (to->origin[i] != from->origin[i])
bits |= U_ORIGIN1<<i;
}
}
angled[0] = MSG_ToAngle(to->angles[0], msg->prim.anglesize);
if (MSG_ToAngle(from->angles[0], msg->prim.anglesize).b4 != angled[0].b4)
bits |= U_ANGLE1;
else
to->angles[0] = from->angles[0];
angled[1] = MSG_ToAngle(to->angles[1], msg->prim.anglesize);
if (MSG_ToAngle(from->angles[1], msg->prim.anglesize).b4 != angled[1].b4)
bits |= U_ANGLE2;
else
to->angles[1] = from->angles[1];
angled[2] = MSG_ToAngle(to->angles[2], msg->prim.anglesize);
if (MSG_ToAngle(from->angles[2], msg->prim.anglesize).b4 != angled[2].b4)
bits |= U_ANGLE3;
else
to->angles[2] = from->angles[2];
if ( to->colormap != from->colormap )
bits |= U_COLORMAP;
if ( to->skinnum != from->skinnum )
bits |= U_SKIN;
if ( to->frame != from->frame )
bits |= U_FRAME;
if (force && !(protext & PEXT_SPAWNSTATIC2))
fromeffects = 0; //force is true if we're going from baseline
else //old quakeworld protocols do not include effects in the baseline
fromeffects = from->effects; //so old clients will see the effects baseline as 0
if ((to->effects&0x00ff) != (fromeffects&0x00ff))
bits |= U_EFFECTS;
if ((to->effects&0xff00) != (fromeffects&0xff00) && (protext & PEXT_DPFLAGS))
evenmorebits |= U_EFFECTS16;
if (to->modelindex != from->modelindex)
{
bits |= U_MODEL;
if (to->modelindex > 255)
{
if (protext & PEXT_MODELDBL)
{
if (to->modelindex > 512)
bits &= ~U_MODEL;
evenmorebits |= U_MODELDBL;
}
else
return;
}
}
#ifdef PROTOCOLEXTENSIONS
#ifdef U_SCALE
if ( to->scale != from->scale && (protext & PEXT_SCALE))
evenmorebits |= U_SCALE;
#endif
#ifdef U_TRANS
if ( to->trans != from->trans && (protext & PEXT_TRANS))
evenmorebits |= U_TRANS;
#endif
#ifdef U_FATNESS
if ( to->fatness != from->fatness && (protext & PEXT_FATNESS))
evenmorebits |= U_FATNESS;
#endif
if ( to->hexen2flags != from->hexen2flags && (protext & PEXT_HEXEN2))
evenmorebits |= U_DRAWFLAGS;
if ( to->abslight != from->abslight && (protext & PEXT_HEXEN2))
evenmorebits |= U_ABSLIGHT;
if ((to->colormod[0]!=from->colormod[0]||to->colormod[1]!=from->colormod[1]||to->colormod[2]!=from->colormod[2]) && (protext & PEXT_COLOURMOD))
evenmorebits |= U_COLOURMOD;
if (to->glowsize != from->glowsize)
------------------------------------------------------------------------ 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
to->dpflags |= RENDER_GLOWTRAIL;
if (to->dpflags != from->dpflags && (protext & PEXT_DPFLAGS))
evenmorebits |= U_DPFLAGS;
if ((to->tagentity != from->tagentity || to->tagindex != from->tagindex) && (protext & PEXT_SETATTACHMENT))
evenmorebits |= U_TAGINFO;
if ((to->light[0] != from->light[0] || to->light[1] != from->light[1] || to->light[2] != from->light[2] || to->light[3] != from->light[3] || to->lightstyle != from->lightstyle || to->lightpflags != from->lightstyle) && (protext & PEXT_DPFLAGS))
evenmorebits |= U_LIGHT;
#endif
// if (to->solid)
// bits |= U_SOLID;
if (msg->cursize + 40 > msg->maxsize)
{ //not enough space in the buffer, don't send the entity this frame. (not sending means nothing changes, and it takes no bytes!!)
*to = *from;
return;
}
//
// write the message
//
if (!to->number)
SV_Error ("Unset entity number");
if (!bits && !evenmorebits && !force)
return; // nothing to send!
#ifdef PROTOCOLEXTENSIONS
if (to->number >= 512)
{
if (to->number >= 1024)
{
if (to->number >= 1024+512)
evenmorebits |= U_ENTITYDBL;
evenmorebits |= U_ENTITYDBL2;
if (to->number >= 2048)
return;
}
else
evenmorebits |= U_ENTITYDBL;
}
if (evenmorebits&0xff00)
evenmorebits |= U_YETMORE;
if (evenmorebits&0x00ff)
bits |= U_EVENMORE;
if (bits & 511)
bits |= U_MOREBITS;
#endif
i = (to->number&511) | (bits&~511);
if (i & U_REMOVE)
Sys_Error ("U_REMOVE");
MSG_WriteShort (msg, i);
if (bits & U_MOREBITS)
MSG_WriteByte (msg, bits&255);
#ifdef PROTOCOLEXTENSIONS
if (bits & U_EVENMORE)
MSG_WriteByte (msg, evenmorebits&255);
if (evenmorebits & U_YETMORE)
MSG_WriteByte (msg, (evenmorebits>>8)&255);
#endif
if (bits & U_MODEL)
MSG_WriteByte (msg, to->modelindex&255);
else if (evenmorebits & U_MODELDBL)
MSG_WriteShort(msg, to->modelindex);
if (bits & U_FRAME)
MSG_WriteByte (msg, to->frame);
if (bits & U_COLORMAP)
MSG_WriteByte (msg, to->colormap);
if (bits & U_SKIN)
MSG_WriteByte (msg, to->skinnum&0xff);
if (bits & U_EFFECTS)
MSG_WriteByte (msg, to->effects&0x00ff);
if (bits & U_ORIGIN1)
SZ_Write(msg, &coordd[0], (coordtype&0xf));
if (bits & U_ANGLE1)
SZ_Write(msg, &angled[0], msg->prim.anglesize);
if (bits & U_ORIGIN2)
SZ_Write(msg, &coordd[1], (coordtype&0xf));
if (bits & U_ANGLE2)
SZ_Write(msg, &angled[1], msg->prim.anglesize);
if (bits & U_ORIGIN3)
SZ_Write(msg, &coordd[2], (coordtype&0xf));
if (bits & U_ANGLE3)
SZ_Write(msg, &angled[2], msg->prim.anglesize);
#ifdef U_SCALE
if (evenmorebits & U_SCALE)
MSG_WriteByte (msg, (qbyte)(to->scale));
#endif
#ifdef U_TRANS
if (evenmorebits & U_TRANS)
MSG_WriteByte (msg, (qbyte)(to->trans));
#endif
#ifdef U_FATNESS
if (evenmorebits & U_FATNESS)
MSG_WriteChar (msg, to->fatness);
#endif
if (evenmorebits & U_DRAWFLAGS)
MSG_WriteByte (msg, to->hexen2flags);
if (evenmorebits & U_ABSLIGHT)
MSG_WriteByte (msg, to->abslight);
if (evenmorebits & U_COLOURMOD)
{
MSG_WriteByte (msg, to->colormod[0]);
MSG_WriteByte (msg, to->colormod[1]);
MSG_WriteByte (msg, to->colormod[2]);
}
if (evenmorebits & U_DPFLAGS)
MSG_WriteByte (msg, to->dpflags);
if (evenmorebits & U_TAGINFO)
{
------------------------------------------------------------------------ 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
MSG_WriteEntity (msg, to->tagentity);
MSG_WriteShort (msg, to->tagindex);
}
if (evenmorebits & U_LIGHT)
{
MSG_WriteShort (msg, to->light[0]);
MSG_WriteShort (msg, to->light[1]);
MSG_WriteShort (msg, to->light[2]);
MSG_WriteShort (msg, to->light[3]);
MSG_WriteByte (msg, to->lightstyle);
MSG_WriteByte (msg, to->lightpflags);
}
if (evenmorebits & U_EFFECTS16)
MSG_WriteByte (msg, (to->effects&0xff00)>>8);
}
/*special flags which are slightly more compact. these are 'wasted' as part of the delta itself*/
#define UF_REMOVE UF_16BIT /*says we removed the entity in this frame*/
#define UF_MOVETYPE UF_EFFECTS2 /*this flag isn't present in the header itself*/
#define UF_RESET2 UF_EXTEND1 /*so new ents are reset 3 times to avoid weird baselines*/
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
//#define UF_UNUSED UF_EXTEND2 /**/
#define UF_WEAPONFRAME_OLD UF_EXTEND2
#define UF_VIEWANGLES UF_EXTEND3 /**/
static unsigned int SVFTE_DeltaPredCalcBits(entity_state_t *from, entity_state_t *to)
{
unsigned int bits = 0;
if (from && from->u.q1.pmovetype != to->u.q1.pmovetype)
bits |= UFP_MOVETYPE;
if (to->u.q1.movement[0])
bits |= UFP_FORWARD;
if (to->u.q1.movement[1])
bits |= UFP_SIDE;
if (to->u.q1.movement[2])
bits |= UFP_UP;
if (to->u.q1.velocity[0])
bits |= UFP_VELOCITYXY;
if (to->u.q1.velocity[1])
bits |= UFP_VELOCITYXY;
if (to->u.q1.velocity[2])
bits |= UFP_VELOCITYZ;
if (to->u.q1.msec)
bits |= UFP_MSEC;
return bits;
}
static unsigned int SVFTE_DeltaCalcBits(entity_state_t *from, qbyte *frombonedata, entity_state_t *to, qbyte *tobonedata)
{
unsigned int bits = 0;
if (from->u.q1.pmovetype != to->u.q1.pmovetype)
bits |= UF_PREDINFO|UF_MOVETYPE;
if (from->u.q1.weaponframe != to->u.q1.weaponframe)
bits |= UF_PREDINFO|UF_WEAPONFRAME_OLD;
if (to->u.q1.pmovetype)
{
if (SVFTE_DeltaPredCalcBits(from, to))
bits |= UF_PREDINFO;
/*moving players get extra data forced upon them which is not deltatracked*/
if ((bits & UF_PREDINFO) && (from->u.q1.velocity[0] || from->u.q1.velocity[1] || from->u.q1.velocity[2]))
{
/*if we've got player movement then write the origin anyway*/
bits |= UF_ORIGINXY | UF_ORIGINZ;
/*and force angles too, if its not us*/
if (host_client != svs.clients + to->number-1)
bits |= UF_ANGLESXZ | UF_ANGLESY;
}
}
if (to->origin[0] != from->origin[0])
bits |= UF_ORIGINXY;
if (to->origin[1] != from->origin[1])
bits |= UF_ORIGINXY;
if (to->origin[2] != from->origin[2])
bits |= UF_ORIGINZ;
if (to->angles[0] != from->angles[0])
bits |= UF_ANGLESXZ;
if (to->angles[1] != from->angles[1])
bits |= UF_ANGLESY;
if (to->angles[2] != from->angles[2])
bits |= UF_ANGLESXZ;
if (to->modelindex != from->modelindex)
bits |= UF_MODEL;
if (to->frame != from->frame)
bits |= UF_FRAME;
if (to->skinnum != from->skinnum)
bits |= UF_SKIN;
if (to->colormap != from->colormap)
bits |= UF_COLORMAP;
if (to->effects != from->effects)
bits |= UF_EFFECTS;
if (to->dpflags != from->dpflags)
bits |= UF_FLAGS;
if (to->solidsize != from->solidsize)
bits |= UF_SOLID;
if (to->scale != from->scale)
bits |= UF_SCALE;
if (to->trans != from->trans)
bits |= UF_ALPHA;
if (to->fatness != from->fatness)
bits |= UF_FATNESS;
if (to->hexen2flags != from->hexen2flags || to->abslight != from->abslight)
bits |= UF_DRAWFLAGS;
if (to->bonecount != from->bonecount || (to->bonecount && memcmp(frombonedata+from->boneoffset, tobonedata+to->boneoffset, to->bonecount*sizeof(short)*7)))
bits |= UF_BONEDATA;
if (!to->bonecount && (to->basebone != from->basebone || to->baseframe != from->baseframe))
bits |= UF_BONEDATA;
if (to->colormod[0]!=from->colormod[0]||to->colormod[1]!=from->colormod[1]||to->colormod[2]!=from->colormod[2])
bits |= UF_COLORMOD;
------------------------------------------------------------------------ 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 (to->glowsize!=from->glowsize||to->glowcolour!=from->glowcolour||to->glowmod[0]!=from->glowmod[0]||to->glowmod[1]!=from->glowmod[1]||to->glowmod[2]!=from->glowmod[2])
bits |= UF_GLOW;
if (to->tagentity != from->tagentity || to->tagindex != from->tagindex)
bits |= UF_TAGINFO;
if (to->light[0] != from->light[0] || to->light[1] != from->light[1] || to->light[2] != from->light[2] || to->light[3] != from->light[3] || to->lightstyle != from->lightstyle || to->lightpflags != from->lightpflags)
bits |= UF_LIGHT;
if (to->u.q1.traileffectnum != from->u.q1.traileffectnum || to->u.q1.emiteffectnum != from->u.q1.emiteffectnum)
bits |= UF_TRAILEFFECT;
if (to->modelindex2 != from->modelindex2)
bits |= UF_MODELINDEX2;
if (to->u.q1.gravitydir[0] != from->u.q1.gravitydir[0] || to->u.q1.gravitydir[1] != from->u.q1.gravitydir[1])
bits |= UF_GRAVITYDIR;
return bits;
}
static void SVFTE_WriteUpdate(unsigned int bits, entity_state_t *state, sizebuf_t *msg, unsigned int pext2, unsigned int ezext1, qbyte *boneptr)
{
unsigned int predbits = 0;
if (bits & UF_MOVETYPE)
{
bits &= ~UF_MOVETYPE;
predbits |= UFP_MOVETYPE;
}
if (pext2 & PEXT2_PREDINFO)
{
if (bits & UF_VIEWANGLES)
{
bits &= ~UF_VIEWANGLES;
bits |= UF_PREDINFO;
predbits |= UFP_VIEWANGLE;
}
}
else
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (bits & UF_VIEWANGLES)
{
bits &= ~UF_VIEWANGLES;
bits |= UF_PREDINFO;
}
if (bits & UF_WEAPONFRAME_OLD)
{
bits &= ~UF_WEAPONFRAME_OLD;
predbits |= UFP_WEAPONFRAME_OLD;
}
}
if (!(pext2 & PEXT2_NEWSIZEENCODING)) //was added at the same time
bits &= ~UF_BONEDATA;
/*check if we need more precision*/
if ((bits & UF_MODEL) && state->modelindex > 255)
bits |= UF_16BIT;
if ((bits & UF_SKIN) && state->skinnum > 255)
bits |= UF_16BIT;
if ((bits & UF_FRAME) && state->frame > 255)
bits |= UF_16BIT;
/*convert effects bits to higher lengths if needed*/
if (bits & UF_EFFECTS)
{
if (state->effects & 0xffff0000) /*both*/
bits |= UF_EFFECTS | UF_EFFECTS2;
else if (state->effects & 0x0000ff00) /*2 only*/
bits = (bits & ~UF_EFFECTS) | UF_EFFECTS2;
}
if (bits & 0xff000000)
bits |= UF_EXTEND3;
if (bits & 0x00ff0000)
bits |= UF_EXTEND2;
if (bits & 0x0000ff00)
bits |= UF_EXTEND1;
MSG_WriteByte(msg, (bits>>0) & 0xff);
if (bits & UF_EXTEND1)
MSG_WriteByte(msg, (bits>>8) & 0xff);
if (bits & UF_EXTEND2)
MSG_WriteByte(msg, (bits>>16) & 0xff);
if (bits & UF_EXTEND3)
MSG_WriteByte(msg, (bits>>24) & 0xff);
if (bits & UF_FRAME)
{
if (bits & UF_16BIT)
MSG_WriteShort(msg, state->frame);
else
MSG_WriteByte(msg, state->frame);
}
if (ezext1 & EZPEXT1_FLOATENTCOORDS)
{
if (bits & UF_ORIGINXY)
{
MSG_WriteFloat(msg, state->origin[0]);
MSG_WriteFloat(msg, state->origin[1]);
}
if (bits & UF_ORIGINZ)
MSG_WriteFloat(msg, state->origin[2]);
}
else
{
if (bits & UF_ORIGINXY)
{
MSG_WriteCoord(msg, state->origin[0]);
MSG_WriteCoord(msg, state->origin[1]);
}
if (bits & UF_ORIGINZ)
MSG_WriteCoord(msg, state->origin[2]);
}
if ((bits & UF_PREDINFO) && !(pext2 & PEXT2_PREDINFO))
{ /*if we have pred info, use more precise angles*/
if (bits & UF_ANGLESXZ)
{
MSG_WriteAngle16(msg, state->angles[0]);
MSG_WriteAngle16(msg, state->angles[2]);
}
if (bits & UF_ANGLESY)
MSG_WriteAngle16(msg, state->angles[1]);
}
else
{
if (bits & UF_ANGLESXZ)
{
MSG_WriteAngle(msg, state->angles[0]);
MSG_WriteAngle(msg, state->angles[2]);
}
if (bits & UF_ANGLESY)
MSG_WriteAngle(msg, state->angles[1]);
}
if ((bits & (UF_EFFECTS|UF_EFFECTS2)) == (UF_EFFECTS|UF_EFFECTS2))
MSG_WriteLong(msg, state->effects);
else if (bits & UF_EFFECTS2)
MSG_WriteShort(msg, state->effects);
else if (bits & UF_EFFECTS)
MSG_WriteByte(msg, state->effects);
if (bits & UF_PREDINFO)
{
/*movetype is set above somewhere*/
predbits |= SVFTE_DeltaPredCalcBits(NULL, state);
MSG_WriteByte(msg, predbits);
if (predbits & UFP_FORWARD)
MSG_WriteShort(msg, state->u.q1.movement[0]);
if (predbits & UFP_SIDE)
MSG_WriteShort(msg, state->u.q1.movement[1]);
if (predbits & UFP_UP)
MSG_WriteShort(msg, state->u.q1.movement[2]);
if (predbits & UFP_MOVETYPE)
MSG_WriteByte(msg, state->u.q1.pmovetype);
if (predbits & UFP_VELOCITYXY)
{
MSG_WriteShort(msg, state->u.q1.velocity[0]);
MSG_WriteShort(msg, state->u.q1.velocity[1]);
}
if (predbits & UFP_VELOCITYZ)
MSG_WriteShort(msg, state->u.q1.velocity[2]);
if (predbits & UFP_MSEC)
MSG_WriteByte(msg, state->u.q1.msec);
if (pext2 & PEXT2_PREDINFO)
{
if (predbits & UFP_VIEWANGLE)
{ /*if we have pred info, use more precise angles*/
if (bits & UF_ANGLESXZ)
{
MSG_WriteShort(msg, state->u.q1.vangle[0]);
MSG_WriteShort(msg, state->u.q1.vangle[2]);
}
if (bits & UF_ANGLESY)
MSG_WriteShort(msg, state->u.q1.vangle[1]);
}
}
else
{
if (predbits & UFP_WEAPONFRAME_OLD)
{
if (state->u.q1.weaponframe > 127)
{
MSG_WriteByte(msg, 128 | (state->u.q1.weaponframe & 127));
MSG_WriteByte(msg, state->u.q1.weaponframe>>7);
}
else
MSG_WriteByte(msg, state->u.q1.weaponframe);
}
}
}
if (bits & UF_MODEL)
{
if (bits & UF_16BIT)
MSG_WriteShort(msg, state->modelindex);
else
MSG_WriteByte(msg, state->modelindex);
}
if (bits & UF_SKIN)
{
if (bits & UF_16BIT)
MSG_WriteShort(msg, state->skinnum);
else
MSG_WriteByte(msg, state->skinnum);
}
if (bits & UF_COLORMAP)
MSG_WriteByte(msg, state->colormap & 0xff);
if (bits & UF_SOLID)
{
if (pext2 & PEXT2_NEWSIZEENCODING)
{
if (!state->solidsize)
MSG_WriteByte(msg, 0);
else if (state->solidsize == ES_SOLID_BSP)
MSG_WriteByte(msg, 1);
else if (state->solidsize == ES_SOLID_HULL1)
MSG_WriteByte(msg, 2);
else if (state->solidsize == ES_SOLID_HULL2)
MSG_WriteByte(msg, 3);
else if (!ES_SOLID_HAS_EXTRA_BITS(state->solidsize))
{
MSG_WriteByte(msg, 16);
MSG_WriteSize16(msg, state->solidsize);
}
else
{
MSG_WriteByte(msg, 32);
MSG_WriteLong(msg, state->solidsize);
}
}
else
MSG_WriteSize16(msg, state->solidsize);
}
if (bits & UF_FLAGS)
MSG_WriteByte(msg, state->dpflags);
if (bits & UF_ALPHA)
MSG_WriteByte(msg, state->trans);
if (bits & UF_SCALE)
MSG_WriteByte(msg, state->scale);
if (bits & UF_BONEDATA)
{
short *bonedata;
int i;
qbyte bfl = 0;
if (state->bonecount && boneptr)
bfl |= 0x80;
if (state->basebone || state->baseframe)
bfl |= 0x40;
MSG_WriteByte(msg, bfl);
if (bfl & 0x80)
{
//this is NOT finalized
MSG_WriteByte(msg, state->bonecount);
bonedata = (short*)(boneptr + state->boneoffset);
for (i = 0; i < state->bonecount*7; i++)
MSG_WriteShort(msg, bonedata[i]);
}
if (bfl & 0x40)
{
MSG_WriteByte(msg, state->basebone);
MSG_WriteShort(msg, state->baseframe);
}
}
if (bits & UF_DRAWFLAGS)
{
MSG_WriteByte(msg, state->hexen2flags);
if ((state->hexen2flags & MLS_MASK) == MLS_ABSLIGHT)
MSG_WriteByte(msg, state->abslight);
}
if (bits & UF_TAGINFO)
{
------------------------------------------------------------------------ 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
MSG_WriteEntity(msg, state->tagentity);
MSG_WriteByte(msg, state->tagindex&0xff);
}
if (bits & UF_LIGHT)
{
MSG_WriteShort (msg, state->light[0]);
MSG_WriteShort (msg, state->light[1]);
MSG_WriteShort (msg, state->light[2]);
MSG_WriteShort (msg, state->light[3]);
MSG_WriteByte (msg, state->lightstyle);
MSG_WriteByte (msg, state->lightpflags);
}
if (bits & UF_TRAILEFFECT)
{
if (state->u.q1.emiteffectnum)
{
MSG_WriteShort(msg, (state->u.q1.traileffectnum & 0x3fff) | 0x8000);
MSG_WriteShort(msg, (state->u.q1.emiteffectnum & 0x3fff));
}
else
MSG_WriteShort(msg, (state->u.q1.traileffectnum & 0x3fff));
}
if (bits & UF_COLORMOD)
{
MSG_WriteByte(msg, state->colormod[0]);
MSG_WriteByte(msg, state->colormod[1]);
MSG_WriteByte(msg, state->colormod[2]);
}
------------------------------------------------------------------------ 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 (bits & UF_GLOW)
{
------------------------------------------------------------------------ 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
MSG_WriteByte(msg, state->glowsize);
MSG_WriteByte(msg, state->glowcolour);
MSG_WriteByte(msg, state->glowmod[0]);
MSG_WriteByte(msg, state->glowmod[1]);
MSG_WriteByte(msg, state->glowmod[2]);
}
if (bits & UF_FATNESS)
MSG_WriteByte(msg, state->fatness);
if (bits & UF_MODELINDEX2)
{
if (bits & UF_16BIT)
MSG_WriteShort(msg, state->modelindex2);
else
MSG_WriteByte(msg, state->modelindex2);
}
if (bits & UF_GRAVITYDIR)
{
MSG_WriteByte(msg, state->u.q1.gravitydir[0]);
MSG_WriteByte(msg, state->u.q1.gravitydir[1]);
}
}
/*dump out the delta from baseline (used for baselines and statics, so has no svc)*/
void SVFTE_EmitBaseline(entity_state_t *to, qboolean numberisimportant, sizebuf_t *msg, unsigned int pext2, unsigned int ezext)
{
unsigned int bits;
if (numberisimportant)
------------------------------------------------------------------------ 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
MSG_WriteEntity(msg, to->number);
bits = UF_RESET | SVFTE_DeltaCalcBits(&nullentitystate, NULL, to, NULL);
SVFTE_WriteUpdate(bits, to, msg, pext2, ezext, NULL);
}
/*SVFTE_EmitPacketEntities
Writes changed entities to the client.
Changed ent states will be tracked, even if they're not sent just yet, dropped packets will also re-flag dropped delta bits
Only what changed is tracked, via bitmask, its previous value is never tracked.
*/
qboolean SVFTE_EmitPacketEntities(client_t *client, packet_entities_t *to, sizebuf_t *msg)
{
edict_t *e;
entity_state_t *o, *n;
unsigned int i;
unsigned int j;
unsigned int bits;
struct resendinfo_s *resend;
unsigned int outno, outmax;
int sequence;
qbyte *oldbonedata;
unsigned int maxbonedatasize;
qboolean overflow = false;
client_t *cl;
float age;
client_frame_t *frame;
if (!client->pendingdeltabits)
return false;
if (client->delta_sequence < 0)
client->pendingdeltabits[0] = UF_REMOVE;
//if we're clearing the list and starting from scratch, just wipe all lingering state
if (client->pendingdeltabits[0] & UF_REMOVE)
{
for (j = 0; j < client->sentents.num_entities; j++)
{
client->sentents.entities[j].number = 0;
client->pendingdeltabits[j] = 0;
}
client->pendingdeltabits[0] = UF_REMOVE;
}
//expand client's entstate list
if (to->num_entities)
{
j = to->entities[to->num_entities-1].number+1;
if (j > client->sentents.max_entities)
{
client->sentents.entities = BZ_Realloc(client->sentents.entities, sizeof(*client->sentents.entities) * j);
memset(&client->sentents.entities[client->sentents.max_entities], 0, sizeof(client->sentents.entities[0]) * (j - client->sentents.max_entities));
client->sentents.max_entities = j;
}
while(j > client->sentents.num_entities)
{
client->sentents.entities[client->sentents.num_entities].number = 0;
client->sentents.num_entities++;
}
}
//orphan and regenerate
oldbonedata = client->sentents.bonedata;
maxbonedatasize = client->sentents.bonedatamax;
if (client->sentents.bonedatacur)
{
client->sentents.bonedata = BZ_Malloc(maxbonedatasize);
client->sentents.bonedatacur = 0;
client->sentents.bonedatamax = maxbonedatasize;
}
else
{
client->sentents.bonedata = NULL;
client->sentents.bonedatacur = 0;
client->sentents.bonedatamax = 0;
}
/*figure out the entitys+bits that changed (removed and active)*/
for (i = 0, j = 0; i < to->num_entities; i++)
{
n = &to->entities[i];
/*gaps are dead entities*/
for (; j < n->number; j++)
{
o = &client->sentents.entities[j];
if (o->number)
{
e = EDICT_NUM_PB(svprogfuncs, o->number);
if (!((int)e->xv->pvsflags & PVSF_NOREMOVE))
{
client->pendingdeltabits[j] = UF_REMOVE;
o->number = 0; /*dead*/
o->bonecount = 0; /*don't waste cycles*/
}
else if (o->bonecount)
{
short *srcbdata = (short*)(oldbonedata + o->boneoffset);
short *bonedata = AllocateBoneSpace(&client->sentents, o->bonecount, &o->boneoffset);
memcpy(bonedata, srcbdata, sizeof(short)*7*o->bonecount);
}
}
}
o = &client->sentents.entities[j];
if (!o->number)
{
/*flag it for reset, we can add the extra bits later once we get around to sending it*/
client->pendingdeltabits[j] = UF_RESET | UF_RESET2;
}
else
{
//its valid, make sure we don't have a stale/resent remove, and do a cheap reset due to uncertainty.
if (client->pendingdeltabits[j] & UF_REMOVE)
client->pendingdeltabits[j] = (client->pendingdeltabits[j] & ~UF_REMOVE) | UF_RESET2;
client->pendingdeltabits[j] |= SVFTE_DeltaCalcBits(o, oldbonedata, n, to->bonedata);
//even if prediction is disabled, we want to force velocity info to be sent for the local player. This is used by view bob and things.
if (client->edict && j == client->edict->entnum && (n->u.q1.velocity[0] || n->u.q1.velocity[1] || n->u.q1.velocity[2]))
client->pendingdeltabits[j] |= UF_PREDINFO;
//spectators(and mvds) should be told the actual view angles of the person they're trying to track
if (j <= sv.allocated_client_slots && (!client->edict || j == client->spec_track))
// if (client->pendingentbits[j])
{
if (o->u.q1.vangle[0] != n->u.q1.vangle[0] || o->u.q1.vangle[2] != n->u.q1.vangle[2])
client->pendingdeltabits[j] |= UF_ANGLESXZ;
if (o->u.q1.vangle[1] != n->u.q1.vangle[1])
client->pendingdeltabits[j] |= UF_ANGLESY;
client->pendingdeltabits[j] |= UF_VIEWANGLES;
}
}
*o = *n;
if (o->bonecount)
{
short *bonedata = AllocateBoneSpace(&client->sentents, o->bonecount, &o->boneoffset);
short *srcbdata = (short*)(to->bonedata + n->boneoffset);
memcpy(bonedata, srcbdata, sizeof(short)*7*o->bonecount);
}
j++;
}
/*gaps are dead entities*/
for (; j < client->sentents.num_entities; j++)
{
o = &client->sentents.entities[j];
if (o->number)
{
e = EDICT_NUM_PB(svprogfuncs, o->number);
if (!((int)e->xv->pvsflags & PVSF_NOREMOVE))
{
client->pendingdeltabits[j] = UF_REMOVE;
o->number = 0; /*dead*/
o->bonecount = 0; /*don't waste cycles*/
}
else if (o->bonecount)
{
short *srcbdata = (short*)(oldbonedata + o->boneoffset);
short *bonedata = AllocateBoneSpace(&client->sentents, o->bonecount, &o->boneoffset);
memcpy(bonedata, srcbdata, sizeof(short)*7*o->bonecount);
}
}
}
Z_Free(oldbonedata);
if (ISNQCLIENT(client))
sequence = client->netchan.outgoing_unreliable;
else
sequence = client->netchan.incoming_sequence;
frame = &client->frameunion.frames[sequence & UPDATE_MASK];
/*cache frame info*/
resend = frame->resend;
outno = 0;
outmax = frame->maxresend;
if (client->fteprotocolextensions2 & PEXT2_VRINPUTS)
{
client_frame_t *ackedframe = &client->frameunion.frames[client->delta_sequence & UPDATE_MASK];
client_t *seat;
for (i = 0, seat = client; i < MAX_SPLITS && seat; i++, seat = seat->controlled)
{
if (ackedframe->baseanglelocked[i] != seat->baseanglelock ||
ackedframe->baseangles[i][0] != seat->baseangles[0] ||
ackedframe->baseangles[i][1] != seat->baseangles[1] ||
ackedframe->baseangles[i][2] != seat->baseangles[2])
{ //change the base angle, and force the client to it.
//sent every frame its valid for, because we really don't want packetloss here.
int fl = 0, j;
for (j = 0; j < 3; j++)
if (seat->baseangles[j])
fl |= (1u<<j);
if (ackedframe->baseanglelocked[i] != seat->baseanglelock)
fl |= 8;
if (seat->seat)
{
MSG_WriteByte (msg, svcfte_choosesplitclient);
MSG_WriteByte (msg, seat->seat);
}
MSG_WriteByte (msg, svcfte_setanglebase);
MSG_WriteByte(msg, fl);
for (j = 0; j < 3; j++)
if (fl&(1u<<j))
MSG_WriteShort(msg, seat->baseangles[j]);
}
VectorCopy(seat->baseangles, frame->baseangles[i]);
frame->baseanglelocked[i] = seat->baseanglelock;
}
}
if (msg->cursize + 52 <= msg->maxsize)
{
/*start writing the packet*/
MSG_WriteByte (msg, svcfte_updateentities);
if (ISNQCLIENT(client) && (client->fteprotocolextensions2 & PEXT2_PREDINFO))
{
MSG_WriteShort(msg, client->last_sequence&0xffff);
}
// Con_Printf("Gen sequence %i\n", sequence);
MSG_WriteFloat(msg, sv.world.physicstime);
if (client->pendingdeltabits[0] & UF_REMOVE)
{
SV_EmitDeltaEntIndex(msg, 0, true, true);
resend[outno].bits = UF_REMOVE;
resend[outno].flags = 0;
resend[outno++].entnum = 0;
client->pendingdeltabits[0] &= ~UF_REMOVE;
}
for(j = 1; j < client->sentents.num_entities; j++)
{
bits = client->pendingdeltabits[j];
if (!(bits & ~UF_RESET2)) //skip while there's nothing to send (skip reset2 if there's no other changes, its only to reduce chances of the client getting 'new' entities containing just an origin)*/
continue;
if (msg->cursize + 52 > msg->maxsize)
{
overflow = true;
break; /*give up if it gets full. FIXME: bone data is HUGE.*/
}
if (outno >= outmax)
{ //expand the frames. may need some copying...
if (outmax == client->max_net_ents)
break;
SV_ExpandNackFrames(client, outno+1, &frame);
resend = frame->resend;
outmax = frame->maxresend;
}
------------------------------------------------------------------------ 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 (bits & UF_REMOVE)
{ //if reset is set, then reset was set eroneously.
SV_EmitDeltaEntIndex(msg, j, true, true);
resend[outno].bits = UF_REMOVE;
// Con_Printf("REMOVE %i @ %i\n", j, sequence);
}
else if (client->sentents.entities[j].number) /*only send a new copy of the ent if they actually have one already*/
{
//if we didn't reach the end in the last packet, start at that point to avoid spam
//player slots are exempt from this, so they are in every packet (strictly speaking only the local player 'needs' this, but its nice to have it for high-priority targets too)
if (j < client->nextdeltaindex && j > svs.allocated_client_slots)
continue;
if (bits & UF_RESET2)
{
/*if reset2, then this is the second packet sent to the client and should have a forced reset (but which isn't tracked)*/
resend[outno].bits = bits & ~UF_RESET2;
bits = UF_RESET | SVFTE_DeltaCalcBits(&EDICT_NUM_PB(svprogfuncs, j)->baseline, NULL, &client->sentents.entities[j], client->sentents.bonedata);
// Con_Printf("RESET2 %i @ %i\n", j, sequence);
}
else if (bits & UF_RESET)
{
/*flag the entity for the next packet, so we always get two resets when it appears, to reduce the effects of packetloss on seeing rockets etc*/
client->pendingdeltabits[j] = UF_RESET2;
bits = UF_RESET | SVFTE_DeltaCalcBits(&EDICT_NUM_PB(svprogfuncs, j)->baseline, NULL, &client->sentents.entities[j], client->sentents.bonedata);
resend[outno].bits = UF_RESET;
// Con_Printf("RESET %i @ %i\n", j, sequence);
}
else
resend[outno].bits = bits;
SV_EmitDeltaEntIndex(msg, j, false, true);
SVFTE_WriteUpdate(bits, &client->sentents.entities[j], msg, client->fteprotocolextensions2, client->ezprotocolextensions1, client->sentents.bonedata);
}
client->pendingdeltabits[j] = 0;
resend[outno].flags = 0;
resend[outno++].entnum = j;
}
MSG_WriteShort(msg, 0);
}
if (j == client->sentents.num_entities) //looks like we sent them all
client->nextdeltaindex = 0; //start afresh with the next packet.
else
client->nextdeltaindex = j; //we overflowed or something, start going round-robin
frame->numresend = outno;
frame->sequence = sequence;
frame->laggedtime = sv.time;
for (i = 0; i < to->num_entities; i++)
{
n = &to->entities[i];
j = n->number-1;
if (j >= sv.allocated_client_slots)
break; //don't track non-player slots.
cl = &svs.clients[j];
//states of other players are actually old.
//by the time we receive the other player's move, this stuff will be outdated and we don't know when that will actually be.
//so (cheaply) guess where they're really meant to be if they're running at a lower framerate.
if (!cl->name[0] || cl->protocol == SCP_BAD) //is bot
age = 0;//= sv.time - sv.world.physicstime; //FIXME
else
age = sv.time - sv.world.physicstime;
age = bound(0, age, 0.1);
VectorMA(n->origin, (sv.time - cl->localtime)/8.0, n->u.q1.velocity, frame->laggedplayer[j].origin);
VectorCopy(n->angles, frame->laggedplayer[j].angles);
//FIXME: add framestate_t info.
frame->laggedplayer[j].present = true;
}
return overflow;
}
/*
=============
SVQW_EmitPacketEntities
Writes a delta update of a packet_entities_t to the message.
deltaing is performed from one set of entity states directly to the next
=============
*/
void SVQW_EmitPacketEntities (client_t *client, packet_entities_t *to, sizebuf_t *msg)
{
edict_t *ent;
client_frame_t *fromframe;
packet_entities_t *from;
int oldindex, newindex;
int oldnum, newnum;
int oldmax;
// this is the frame that we are going to delta update from
if (client->delta_sequence != -1)
{
fromframe = &client->frameunion.frames[client->delta_sequence & UPDATE_MASK];
from = &fromframe->qwentities;
oldmax = from->num_entities;
MSG_WriteByte (msg, svc_deltapacketentities);
MSG_WriteByte (msg, client->delta_sequence);
}
else
{
oldmax = 0; // no delta update
from = NULL;
MSG_WriteByte (msg, svc_packetentities);
}
newindex = 0;
oldindex = 0;
//Con_Printf ("---%i to %i ----\n", client->delta_sequence & UPDATE_MASK
// , client->netchan.outgoing_sequence & UPDATE_MASK);
while (newindex < to->num_entities || oldindex < oldmax)
{
newnum = newindex >= to->num_entities ? 9999 : to->entities[newindex].number;
oldnum = oldindex >= oldmax ? 9999 : from->entities[oldindex].number;
if (newnum == oldnum)
{ // delta update from old position
//Con_Printf ("delta %i\n", newnum);
#ifdef PROTOCOLEXTENSIONS
SVQW_WriteDelta (&from->entities[oldindex], &to->entities[newindex], msg, false, client->fteprotocolextensions, client->ezprotocolextensions1);
#else
SVQW_WriteDelta (&from->entities[oldindex], &to->entities[newindex], msg, false);
#endif
oldindex++;
newindex++;
continue;
}
if (newnum < oldnum)
{ // this is a new entity, send it from the baseline
if (svprogfuncs)
ent = EDICT_NUM_UB(svprogfuncs, newnum);
else
ent = NULL;
//Con_Printf ("baseline %i\n", newnum);
#ifdef PROTOCOLEXTENSIONS
SVQW_WriteDelta (&ent->baseline, &to->entities[newindex], msg, true, client->fteprotocolextensions, client->ezprotocolextensions1);
#else
SVQW_WriteDelta (&ent->baseline, &to->entities[newindex], msg, true);
#endif
newindex++;
continue;
}
if (newnum > oldnum)
{ // the old entity isn't present in the new message
//Con_Printf ("remove %i\n", oldnum);
if (oldnum >= 512)
{
//yup, this is expensive.
MSG_WriteShort (msg, (oldnum&511) | U_REMOVE|U_MOREBITS);
MSG_WriteByte (msg, U_EVENMORE);
if (oldnum >= 1024)
{
if (oldnum >= 1024+512)
MSG_WriteByte (msg, U_ENTITYDBL|U_ENTITYDBL2);
else
MSG_WriteByte (msg, U_ENTITYDBL2);
}
else
MSG_WriteByte (msg, U_ENTITYDBL);
}
else
MSG_WriteShort (msg, (oldnum&511) | U_REMOVE);
oldindex++;
continue;
}
}
if (newindex > to->max_entities)
Con_Printf("Exceeded max entities\n");
MSG_WriteShort (msg, 0); // end of packetentities
}
#ifdef NQPROT
unsigned int SVDP_CalcDelta(entity_state_t *from, qbyte *frombonedatabase, entity_state_t *to, qbyte *tobonedatabase)
{
unsigned int bits = 0;
//E5_FULLUPDATE is handled elsewhere
//E5_EXTEND* is handled elsewhere
if (!VectorEquals(from->origin, to->origin))
bits |= E5_ORIGIN;
if (!VectorEquals(from->angles, to->angles))
bits |= E5_ANGLES;
if (from->modelindex != to->modelindex)
bits |= E5_MODEL;
if (from->frame != to->frame)
bits |= E5_FRAME;
if (from->skinnum != to->skinnum)
bits |= E5_SKIN;
if (from->effects != to->effects)
bits |= E5_EFFECTS;
if (from->dpflags != to->dpflags)
bits |= E5_FLAGS;
if (from->trans != to->trans)
bits |= E5_ALPHA;
if (from->scale != to->scale)
bits |= E5_SCALE;
if (from->colormap != to->colormap)
bits |= E5_COLORMAP;
if (from->tagentity != to->tagentity || from->tagindex != to->tagindex)
bits |= E5_ATTACHMENT;
if (from->light[0] != to->light[0] || from->light[1] != to->light[1] || from->light[2] != to->light[2] || from->light[3] != to->light[3] || from->lightstyle != to->lightstyle || from->lightpflags != to->lightpflags)
bits |= E5_LIGHT;
if (from->glowsize != to->glowsize || from->glowcolour != to->glowcolour)
bits |= E5_GLOW;
if (from->colormod[0] != to->colormod[0] || from->colormod[1] != to->colormod[1] || from->colormod[2] != to->colormod[2])
bits |= E5_COLORMOD;
if (from->glowmod[0] != to->glowmod[0] || from->glowmod[1] != to->glowmod[1] || from->glowmod[2] != to->glowmod[2])
bits |= E5_GLOWMOD;
if (to->bonecount != from->bonecount || (to->bonecount && (!frombonedatabase || memcmp(frombonedatabase+from->boneoffset, tobonedatabase+to->boneoffset, to->bonecount*sizeof(short)*7))))
if (to->bonecount)
bits |= E5_COMPLEXANIMATION;
if (to->u.q1.traileffectnum != from->u.q1.traileffectnum)
bits |= E5_TRAILEFFECTNUM;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if ((bits & E5_ORIGIN) && (!(to->dpflags & RENDER_LOWPRECISION) || to->origin[0] < -4096 || to->origin[0] >= 4096 || to->origin[1] < -4096 || to->origin[1] >= 4096 || to->origin[2] < -4096 || to->origin[2] >= 4096))
bits |= E5_ORIGIN32;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if ((bits & E5_ANGLES) && !(to->dpflags & RENDER_LOWPRECISION))
bits |= E5_ANGLES16;
if ((bits & E5_MODEL) && to->modelindex >= 256)
bits |= E5_MODEL16;
if ((bits & E5_FRAME) && to->frame >= 256)
bits |= E5_FRAME16;
if (bits & E5_EFFECTS)
{
if (to->effects >= 65536)
bits |= E5_EFFECTS32;
else if (to->effects >= 256)
bits |= E5_EFFECTS16;
}
return bits;
}
void SVDP_EmitEntityDelta(unsigned int bits, entity_state_t *to, sizebuf_t *msg, qbyte *bonedatabase)
{
bits &= ~E5_SERVERPRIVATE;
if (!bits)
return;
if (bits >= 256)
bits |= E5_EXTEND1;
if (bits >= 65536)
bits |= E5_EXTEND2;
if (bits >= 16777216)
bits |= E5_EXTEND3;
MSG_WriteShort(msg, to->number);
MSG_WriteByte(msg, bits & 0xFF);
if (bits & E5_EXTEND1)
MSG_WriteByte(msg, (bits >> 8) & 0xFF);
if (bits & E5_EXTEND2)
MSG_WriteByte(msg, (bits >> 16) & 0xFF);
if (bits & E5_EXTEND3)
MSG_WriteByte(msg, (bits >> 24) & 0xFF);
if (bits & E5_FLAGS)
MSG_WriteByte(msg, to->dpflags);
if (bits & E5_ORIGIN)
{
if (bits & E5_ORIGIN32)
{
MSG_WriteFloat(msg, to->origin[0]);
MSG_WriteFloat(msg, to->origin[1]);
MSG_WriteFloat(msg, to->origin[2]);
}
else
{
MSG_WriteShort(msg, to->origin[0]*8);
MSG_WriteShort(msg, to->origin[1]*8);
MSG_WriteShort(msg, to->origin[2]*8);
}
}
if (bits & E5_ANGLES)
{
if (bits & E5_ANGLES16)
{
MSG_WriteAngle16(msg, to->angles[0]);
MSG_WriteAngle16(msg, to->angles[1]);
MSG_WriteAngle16(msg, to->angles[2]);
}
else
{
MSG_WriteAngle8(msg, to->angles[0]);
MSG_WriteAngle8(msg, to->angles[1]);
MSG_WriteAngle8(msg, to->angles[2]);
}
}
if (bits & E5_MODEL)
{
if (bits & E5_MODEL16)
MSG_WriteShort(msg, to->modelindex);
else
MSG_WriteByte(msg, to->modelindex);
}
if (bits & E5_FRAME)
{
if (bits & E5_FRAME16)
MSG_WriteShort(msg, to->frame);
else
MSG_WriteByte(msg, to->frame);
}
if (bits & E5_SKIN)
MSG_WriteByte(msg, to->skinnum);
if (bits & E5_EFFECTS)
{
if (bits & E5_EFFECTS32)
MSG_WriteLong(msg, to->effects);
else if (bits & E5_EFFECTS16)
MSG_WriteShort(msg, to->effects);
else
MSG_WriteByte(msg, to->effects);
}
if (bits & E5_ALPHA)
MSG_WriteByte(msg, to->trans);
if (bits & E5_SCALE)
MSG_WriteByte(msg, to->scale);
if (bits & E5_COLORMAP)
MSG_WriteByte(msg, to->colormap&0xff);
if (bits & E5_ATTACHMENT)
{
------------------------------------------------------------------------ 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
MSG_WriteEntity(msg, to->tagentity);
MSG_WriteByte(msg, to->tagindex);
}
if (bits & E5_LIGHT)
{
MSG_WriteShort(msg, to->light[0]);
MSG_WriteShort(msg, to->light[1]);
MSG_WriteShort(msg, to->light[2]);
MSG_WriteShort(msg, to->light[3]);
MSG_WriteByte(msg, to->lightstyle);
MSG_WriteByte(msg, to->lightpflags);
}
if (bits & E5_GLOW)
{
MSG_WriteByte(msg, to->glowsize);
MSG_WriteByte(msg, to->glowcolour);
}
if (bits & E5_COLORMOD)
{
MSG_WriteByte(msg, to->colormod[0]);
MSG_WriteByte(msg, to->colormod[1]);
MSG_WriteByte(msg, to->colormod[2]);
}
if (bits & E5_GLOWMOD)
{
MSG_WriteByte(msg, to->glowmod[0]);
MSG_WriteByte(msg, to->glowmod[1]);
MSG_WriteByte(msg, to->glowmod[2]);
}
if (bits & E5_COMPLEXANIMATION)
{
short *bonedata = (short*)(bonedatabase+to->boneoffset);
int i;
MSG_WriteByte(msg, 4);
MSG_WriteShort(msg, to->modelindex);
MSG_WriteByte(msg, to->bonecount);
for (i = 0; i < to->bonecount*7; i++)
MSG_WriteShort(msg, bonedata[i]);
}
if (bits & E5_TRAILEFFECTNUM)
MSG_WriteShort(msg, to->u.q1.traileffectnum);
}
void SVDP_EmitEntitiesUpdate (client_t *client, client_frame_t *frame, packet_entities_t *to, sizebuf_t *msg)
{
packet_entities_t *cur;
int newindex;
int curnum, newnum;
int j;
int sequence = client->netchan.incoming_sequence;
// this is the frame that we are going to delta update from
cur = &client->sentents;
if (!client->netchan.incoming_sequence)
{ //first packet deltas from nothing.
//so make sure we start with nothing
cur->num_entities = 0;
}
if (to->num_entities)
{
j = to->entities[to->num_entities-1].number+1;
if (j > cur->max_entities)
{
cur->entities = BZ_Realloc(cur->entities, sizeof(*cur->entities) * j);
memset(&cur->entities[cur->max_entities], 0, sizeof(cur->entities[0]) * (j - cur->max_entities));
cur->max_entities = j;
}
while(j > cur->num_entities)
{
cur->entities[cur->num_entities].number = 0;
cur->num_entities++;
}
}
//diff the from+to states, flagging any changed state (which is combined with any state from previous packet loss
newindex = 0;
curnum = 0;
while (newindex < to->num_entities || curnum < cur->num_entities)
{
newnum = newindex >= to->num_entities ? 0x8000 : to->entities[newindex].number;
if (newnum == curnum)
{
if (cur->entities[curnum].number)
{ //regular update
client->pendingdeltabits[newnum] |= SVDP_CalcDelta(&cur->entities[curnum], NULL/*cur->bonedata*/, &to->entities[newindex], to->bonedata);
if (client->pendingdeltabits[newnum] & E5_SERVERREMOVE)
{ //if it got flagged for removal, but its actually a valid entity, then assume that its an outdated remove and just flag it for a full update in case stuff got lost.
client->pendingdeltabits[newnum] &= ~E5_SERVERREMOVE;
client->pendingdeltabits[newnum] |= E5_FULLUPDATE;
}
}
else
{ //this ent is new
//dpp5+ does not use baselines. it just resets from default state.
client->pendingdeltabits[newnum] = E5_FULLUPDATE | SVDP_CalcDelta(&nullentitystate, NULL, &to->entities[newindex], to->bonedata);
}
cur->entities[curnum] = to->entities[newindex];
newindex++;
}
else if (cur->entities[curnum].number)
{ //this entity was apparently removed since last time.
cur->entities[curnum].number = 0;
client->pendingdeltabits[curnum] = E5_SERVERREMOVE;
}
curnum++;
}
to = cur;
//loop through all ents and send them as required
// Con_Printf ("frame %i\n", client->netchan.incoming_sequence);
{
unsigned int bits;
int outno, outmax = frame->maxresend;
struct resendinfo_s *resend = frame->resend;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
MSG_WriteByte(msg, svcdp_entities);
MSG_WriteLong(msg, sequence); //sequence for the client to ack (any bits sent in unacked frames will be re-queued)
if (client->protocol == SCP_DARKPLACES7)
MSG_WriteLong(msg, client->last_sequence); //movement sequence that we are acking.
client->netchan.incoming_sequence++;
//add in the bitmasks of dropped packets.
for(outno = 0, j = 1; j < to->num_entities; j++)
{
bits = client->pendingdeltabits[j];
if (!bits)
continue;
if (msg->cursize + 50 > msg->maxsize)
break; /*give up if it gets full. FIXME: bone data is HUGE.*/
if (outno >= outmax)
{ //expand the frames. may need some copying...
if (outmax == client->max_net_ents)
break;
SV_ExpandNackFrames(client, outno+1, &frame);
resend = frame->resend;
outmax = frame->maxresend;
}
if (bits & E5_SERVERREMOVE)
{ //if reset is set, then reset was set eroneously.
MSG_WriteShort(msg, j | 0x8000);
resend[outno].bits = E5_SERVERREMOVE;
// Con_Printf("REMOVE %i @ %i\n", j, sequence);
}
else if (to->entities[j].number) /*only send a new copy of the ent if they actually have one already*/
{
//if we didn't reach the end in the last packet, start at that point to avoid spam
//player slots are exempt from this, so they are in every packet (strictly speaking only the local player 'needs' this, but its nice to have it for high-priority targets too)
if (j < client->nextdeltaindex && j > svs.allocated_client_slots)
continue;
if (bits & E5_FULLUPDATE)
{
/*flag the entity for the next packet, so we always get two resets when it appears, to reduce the effects of packetloss on seeing rockets etc*/
bits = E5_FULLUPDATE | SVDP_CalcDelta(&nullentitystate, NULL, &to->entities[j], to->bonedata);
resend[outno].bits = E5_FULLUPDATE;
// Con_Printf("RESET %i @ %i\n", j, sequence);
}
else
resend[outno].bits = bits;
SVDP_EmitEntityDelta (bits, &to->entities[j], msg, to->bonedata);
}
client->pendingdeltabits[j] = 0;
resend[outno].flags = 0;
resend[outno++].entnum = j;
}
MSG_WriteShort(msg, 0x8000); //dp5+ uses 'remove world' as a terminator.
frame->numresend = outno;
frame->sequence = sequence;
if (j == to->num_entities) //looks like we sent them all
client->nextdeltaindex = 0; //start afresh with the next packet.
else
client->nextdeltaindex = j; //we overflowed or something, start going round-robin
}
}
#endif
int SV_HullNumForPlayer(int h2hull, float *mins, float *maxs)
{
int diff;
int best;
int hullnum, i;
if (sv.world.worldmodel->fromgame != fg_quake)
{
return -mins[2] + 32; //clients are expected to decide themselves.
}
if (h2hull)
return (h2hull-1) | (mins[2]?0:128);
hullnum = 0;
best = 8192;
//x/y pos/neg are assumed to be the same magnitute.
//y pos/height are assumed to be different from all the others.
for (i = 0; i < MAX_MAP_HULLSM; i++)
{
#define sq(x) ((x)*(x))
diff = sq(sv.world.worldmodel->hulls[i].clip_maxs[2] - maxs[2]) +
sq(sv.world.worldmodel->hulls[i].clip_mins[2] - mins[2]) +
sq(sv.world.worldmodel->hulls[i].clip_maxs[0] - maxs[0]) +
sq(sv.world.worldmodel->hulls[i].clip_mins[0] - mins[0]);
if (diff < best)
{
best = diff;
hullnum=i;
}
}
return hullnum;
}
#if 1
typedef struct {
int playernum;
qboolean onladder;
usercmd_t *lastcmd;
int modelindex;
int frame;
int weaponframe;
int vw_index;
float *angles;
float *origin;
float *velocity;
int effects;
int skin;
float *mins;
float *maxs;
float scale;
float transparency;
float fatness;
float localtime;
int health;
int spectator; //0=send to a player. 1=non-tracked player, to a spec. 2=tracked player, to a spec(or self)
qboolean isself;
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
qboolean onground;
qboolean solid;
unsigned int fteext1;
unsigned int ezext1;
unsigned int zext;
int hull;
client_t *cl;
} clstate_t;
void SV_WritePlayerToClient(sizebuf_t *msg, clstate_t *ent)
{
usercmd_t cmd;
int msec;
int hullnumber;
int i;
int pflags;
int pm_type, pm_code;
int zext = ent->zext;
pflags = PF_MSEC | PF_COMMAND;
if (ent->modelindex != sv_playermodel)
pflags |= PF_MODEL;
if (ent->velocity)
for (i=0 ; i<3 ; i++)
if (ent->velocity[i])
pflags |= PF_VELOCITY1<<i;
if (ent->effects)
pflags |= PF_EFFECTS;
if (ent->skin || ent->modelindex>=256)
pflags |= PF_SKINNUM;
if (ent->health <= 0)
pflags |= PF_DEAD;
if (progstype == PROG_QW)
{
if (ent->mins[2] != -24)
pflags |= PF_GIB;
}
else if (progstype == PROG_H2)
{
// if (ent->maxs[2] != 56)
// pflags |= PF_GIB;
}
else
{
if (ent->mins[2] != -24)
pflags |= PF_GIB;
}
if (ent->isself)
{
if (ent->spectator)
pflags &= PF_VELOCITY1 | PF_VELOCITY2 | PF_VELOCITY3 | PF_DEAD | PF_GIB;
else
{ // don't send a lot of data on personal entity
pflags &= ~(PF_MSEC|PF_COMMAND);
if (ent->weaponframe)
pflags |= PF_WEAPONFRAME;
}
}
if (ent->spectator == 2 && ent->weaponframe) //it's not us, but we are spectating, so we need the correct weaponframe
pflags |= PF_WEAPONFRAME;
if (!ent->isself || (ent->fteext1 & PEXT_SPLITSCREEN))
{
#ifdef PEXT_SCALE //this is graphics, not physics
if (ent->fteext1 & PEXT_SCALE)
{
if (ent->scale && ent->scale != 1) pflags |= PF_SCALE;
}
#endif
#ifdef PEXT_TRANS
if (ent->fteext1 & PEXT_TRANS)
{
if (ent->transparency) pflags |= PF_TRANS;
}
#endif
#ifdef PEXT_FATNESS
if (ent->fteext1 & PEXT_FATNESS)
{
if (ent->fatness) pflags |= PF_FATNESS;
}
#endif
}
#ifdef PEXT_HULLSIZE
if (ent->fteext1 & PEXT_HULLSIZE)
{
hullnumber = SV_HullNumForPlayer(ent->hull, ent->mins, ent->maxs);
if (hullnumber != 1)
pflags |= PF_HULLSIZE_Z;
}
else
hullnumber=1;
#endif
if (zext&Z_EXT_PM_TYPE)
{
if (ent->cl)
{
if (ent->cl->viewent)
pm_type = PMC_NONE;
else
pm_type = SV_PMTypeForClient (ent->cl, ent->cl->edict);
switch (pm_type)
{
case PM_NORMAL: // Z_EXT_PM_TYPE protocol extension
if (ent->cl->jump_held)
pm_code = PMC_NORMAL_JUMP_HELD; // encode pm_type and jump_held into pm_code
else
pm_code = PMC_NORMAL;
break;
case PM_OLD_SPECTATOR:
pm_code = PMC_OLD_SPECTATOR;
break;
case PM_SPECTATOR: // Z_EXT_PM_TYPE_NEW protocol extension
pm_code = PMC_SPECTATOR;
break;
case PM_FLY:
pm_code = PMC_FLY;
break;
case PM_DEAD:
pm_code = PMC_NORMAL;
break;
case PM_NONE:
pm_code = PMC_NONE;
break;
case PM_WALLWALK:
pm_code = PMC_WALLWALK;
break;
default:
// Sys_Error("SV_WritePlayersToClient: unexpected pm_type");
pm_code=PMC_NORMAL;
break;
}
}
else
pm_code = (ent->zext & Z_EXT_PM_TYPE_NEW)?PMC_SPECTATOR:PMC_OLD_SPECTATOR;//(ent->spectator && ent->isself) ? PMC_OLD_SPECTATOR : PMC_NORMAL;
pflags |= pm_code << PF_PMC_SHIFT;
}
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
if ((zext & Z_EXT_PF_ONGROUND) && ent->onground)
pflags |= PF_ONGROUND;
if ((zext & Z_EXT_PF_SOLID) && ent->solid)
pflags |= PF_SOLID;
MSG_WriteByte (msg, svc_playerinfo);
MSG_WriteByte (msg, ent->playernum);
if (ent->fteext1 & (PEXT_HULLSIZE|PEXT_TRANS|PEXT_SCALE|PEXT_FATNESS))
{
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
if (pflags & 0xff0000)
pflags |= PF_EXTRA_PFS;
MSG_WriteShort (msg, pflags&0xffff);
if (pflags & PF_EXTRA_PFS)
MSG_WriteByte(msg, (pflags&0xff0000)>>16);
}
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
else
MSG_WriteShort (msg, (pflags&0x3fff) | ((pflags&0xc00000)>>8));
//we need to tell the client that it's moved, as it's own origin might not be natural
for (i=0 ; i<3 ; i++)
{
if (ent->ezext1 & EZPEXT1_FLOATENTCOORDS)
MSG_WriteFloat (msg, ent->origin[i]);
else
MSG_WriteCoord (msg, ent->origin[i]);
}
MSG_WriteByte (msg, ent->frame);
if (pflags & PF_MSEC)
{
msec = 1000*(sv.time - ent->localtime);
if (msec < 0)
msec = 0;
if (msec > 255)
msec = 255;
MSG_WriteByte (msg, msec);
}
if (pflags & PF_COMMAND)
{
if (ent->lastcmd)
cmd = *ent->lastcmd;
else
{
memset(&cmd, 0, sizeof(cmd));
cmd.angles[0] = (short)(ent->angles[0] * 65535/360.0f);
cmd.angles[1] = (short)(ent->angles[1] * 65535/360.0f);
cmd.angles[2] = (short)(ent->angles[2] * 65535/360.0f);
}
if (ent->health <= 0)
{ // don't show the corpse looking around...
cmd.angles[0] = 0;
cmd.angles[1] = (int)(ent->angles[1]*65535/360);
cmd.angles[2] = 0;
}
cmd.buttons = 0; // never send buttons
if (ent->zext & Z_EXT_VWEP)
cmd.impulse = ent->vw_index; // never send impulses
else
cmd.impulse = 0;
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00
MSGQW_WriteDeltaUsercmd (msg, &nullcmd, &cmd);
}
if (ent->velocity)
{
for (i=0 ; i<3 ; i++)
if (pflags & (PF_VELOCITY1<<i) )
MSG_WriteShort (msg, (short)(ent->velocity[i]));
}
else
{
for (i=0 ; i<3 ; i++)
if (pflags & (PF_VELOCITY1<<i) )
MSG_WriteShort (msg, 0);
}
if (pflags & PF_MODEL)
MSG_WriteByte (msg, ent->modelindex);
if (pflags & PF_SKINNUM)
MSG_WriteByte (msg, ent->skin | (((pflags & PF_MODEL)&&(ent->modelindex>=256))<<7));
if (pflags & PF_EFFECTS)
MSG_WriteByte (msg, ent->effects);
if (pflags & PF_WEAPONFRAME)
MSG_WriteByte (msg, ent->weaponframe);
#ifdef PEXT_SCALE
if (pflags & PF_SCALE)
MSG_WriteByte (msg, ent->scale*50);
#endif
#ifdef PEXT_TRANS
if (pflags & PF_TRANS)
MSG_WriteByte (msg, (qbyte)(ent->transparency*255));
#endif
#ifdef PEXT_FATNESS
if (pflags & PF_FATNESS)
MSG_WriteChar (msg, ent->fatness);
#endif
#ifdef PEXT_HULLSIZE //shrunken or crouching in halflife levels. (possibly enlarged)
if (pflags & PF_HULLSIZE_Z)
MSG_WriteChar (msg, hullnumber + (ent->onladder?128:0)); //physics.
#endif
}
#endif
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
qboolean Cull_Traceline(float *timestamp, pvscamera_t *cameras, edict_t *seen)
{
int i;
trace_t tr;
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
vec3_t end, amin, size;
int c;
if (seen->v->solid == SOLID_BSP)
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
return false; //bsp ents are never culled this way (typically far too large to care, often with large parts inside walls)
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
if (timestamp)
{
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
int tests;
float delay;
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
//temporal cache
//we still need to fire some traces every frame (monte-carlo style), but we don't need to be so desperate as it'll stay visible for a while anyway.
if (seen->entnum <= sv.allocated_client_slots)
tests = 8, delay = 0.2;
else
tests = 2, delay = 1.0;
VectorAdd(seen->v->origin, seen->v->mins, amin);
VectorSubtract(seen->v->maxs, seen->v->mins, size);
for (c = 0; c < cameras->numents; c++)
{
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
for (i = 0; i < tests; i++)
{
end[0] = amin[0] + frandom()*size[0];
end[1] = amin[1] + frandom()*size[1];
end[2] = amin[2] + frandom()*size[2];
if (!sv.world.worldmodel->funcs.NativeTrace (sv.world.worldmodel, 1, NULLFRAMESTATE, NULL, cameras->org[c], end, vec3_origin, vec3_origin, false, FTECONTENTS_SOLID, &tr))
{
*timestamp = sv.time + delay;
return false; //this trace went through, so don't cull
}
}
}
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
if (*timestamp >= sv.time)
return false;
return true;
}
else
{
//stage 1: check against their origin
for (c = 0; c < cameras->numents; c++)
{
tr.fraction = 1;
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
if (!sv.world.worldmodel->funcs.NativeTrace (sv.world.worldmodel, 1, NULLFRAMESTATE, NULL, cameras->org[c], seen->v->origin, vec3_origin, vec3_origin, false, FTECONTENTS_SOLID, &tr))
return false; //wasn't blocked
}
//stage 2: check against their bbox
for (c = 0; c < cameras->numents; c++)
{
for (i = 0; i < 8; i++)
{
end[0] = seen->v->origin[0] + ((i&1)?seen->v->mins[0]:seen->v->maxs[0]);
end[1] = seen->v->origin[1] + ((i&2)?seen->v->mins[1]:seen->v->maxs[1]);
end[2] = seen->v->origin[2] + ((i&4)?seen->v->mins[2]+0.1:seen->v->maxs[2]);
tr.fraction = 1;
if (!sv.world.worldmodel->funcs.NativeTrace (sv.world.worldmodel, 1, NULLFRAMESTATE, NULL, cameras->org[c], end, vec3_origin, vec3_origin, false, FTECONTENTS_SOLID, &tr))
return false; //this trace went through, so don't cull
}
}
}
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
//not visible
return true;
}
#ifdef MVD_RECORDING
void SV_WritePlayersToMVD (client_t *client, client_frame_t *frame, sizebuf_t *msg)
{
int j;
client_t *cl;
edict_t *ent, *vent;
------------------------------------------------------------------------ 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
// int pflags;
demo_frame_t *demo_frame;
demo_client_t *dcl;
demo_frame = &demo.frames[demo.parsecount&DEMO_FRAMES_MASK];
for (j=0,cl=svs.clients, dcl = demo_frame->clients; j < svs.allocated_client_slots ; j++,cl++, dcl++)
{
if (cl->state != cs_spawned)
continue;
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostatevalid)
{
if (client != cl)
continue;
}
#endif
ent = cl->edict;
vent = ent;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
#ifdef NQPROT
if (progstype != PROG_QW)
{
if ((int)ent->v->effects & EF_MUZZLEFLASH)
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v->effects = (int)ent->v->effects & ~EF_MUZZLEFLASH;
ent->muzzletime = sv.world.physicstime;
MSG_WriteByte (&sv.multicast, svc_muzzleflash);
MSG_WriteEntity (&sv.multicast, NUM_FOR_EDICT(svprogfuncs, ent));
SV_MulticastProtExt (ent->v->origin, MULTICAST_PHS, pr_global_struct->dimension_send, 0, 0);
}
}
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
#endif
if (SV_AddCSQCUpdate(client, ent))
continue;
if (cl->spectator)
continue;
dcl->parsecount = demo.parsecount;
VectorCopy(vent->v->origin, dcl->info.origin);
VectorCopy(vent->v->angles, dcl->info.angles);
dcl->info.angles[0] *= -3;
dcl->info.angles[2] = 0; // no roll angle
if (ent->v->health <= 0)
{ // don't show the corpse looking around...
dcl->info.angles[0] = 0;
dcl->info.angles[1] = vent->v->angles[1];
dcl->info.angles[2] = 0;
}
if (ent != vent)
{
dcl->info.model = 0; //invisible.
dcl->info.effects = 0;
}
else
{
dcl->info.skinnum = ent->v->skin;
dcl->info.effects = ent->v->effects;
dcl->info.weaponframe = ent->v->weaponframe;
dcl->info.model = ent->v->modelindex;
}
dcl->sec = sv.time - cl->localtime;
dcl->frame = ent->v->frame;
dcl->flags = 0;
dcl->cmdtime = cl->localtime;
dcl->fixangle = demo.fixangle[j];
demo.fixangle[j] = 0;
if (ent->v->health <= 0)
dcl->flags |= DF_DEAD;
if (ent->v->mins[2] != -24)
dcl->flags |= DF_GIB;
}
}
#endif
/*
=============
SV_WritePlayersToClient
=============
*/
void SV_WritePlayersToClient (client_t *client, client_frame_t *frame, edict_t *clent, pvscamera_t *cameras, sizebuf_t *msg)
{
qboolean isbot;
int j;
client_t *cl;
edict_t *ent, *vent;
// int pflags;
if (client->state < cs_spawned)
{
Con_Printf("SV_WritePlayersToClient: not spawned yet\n");
return;
}
#ifdef NQPROT
if (!ISQWCLIENT(client))
return;
#endif
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostatevalid) //this is a demo
{
usercmd_t cmd;
vec3_t ang;
vec3_t org;
vec3_t vel;
float lerp;
float a1, a2;
int i;
extern vec3_t player_mins, player_maxs;
clstate_t clst;
extern float olddemotime, nextdemotime;
for (i=0 ; i<svs.allocated_client_slots ; i++)
{
//FIXME: Add PVS stuff.
if (*sv.recordedplayer[i].userinfo) //if the client was active
{
clst.playernum = i;
clst.onladder = 0;
clst.lastcmd = &cmd;
clst.modelindex = sv.demostate[i+1].modelindex;
if (!clst.modelindex)
continue;
clst.frame = sv.demostate[i+1].frame;
clst.weaponframe = sv.recordedplayer[i].weaponframe;
clst.angles = ang;
clst.origin = org;
clst.hull = 1;
clst.velocity = vel;
clst.effects = sv.demostate[i+1].effects;
clst.skin = sv.demostate[i+1].skinnum;
clst.mins = player_mins;
clst.maxs = player_maxs;
clst.scale = sv.demostate[i+1].scale;
clst.transparency = sv.demostate[i+1].trans;
clst.fatness = sv.demostate[i+1].fatness;
clst.localtime = sv.time;//sv.recordedplayer[j].updatetime;
clst.health = sv.recordedplayer[i].stats[STAT_HEALTH];
clst.spectator = 2; //so that weaponframes work properly.
clst.isself = false;
clst.fteext = 0;//client->fteprotocolextensions;
clst.zext = 0;//client->zquake_extensions;
clst.cl = NULL;
clst.vw_index = 0;
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
clst.solid = true;
clst.onground = true;
lerp = (realtime - olddemotime) / (nextdemotime - olddemotime);
if (lerp < 0)
lerp = 0;
if (lerp > 1)
lerp = 1;
for (j = 0; j < 3; j++)
{
a1 = (360.0f/256)*sv.recordedplayer[i].oldang[j];
a2 = (360.0f/256)*sv.demostate[i+1].angles[j];
a2 = a2 - a1;
if (a2 > 180)
a2-=360;
if (a2 < -180)
a2+=360;
ang[j] = (a1 + (a2)*lerp);
org[j] = sv.recordedplayer[i].oldorg[j] + (sv.demostate[i+1].origin[j] - sv.recordedplayer[i].oldorg[j])*lerp;
vel[j] = (-sv.recordedplayer[i].oldorg[j] + sv.demostate[i+1].origin[j])*(nextdemotime - olddemotime);
}
ang[0] *= -3;
// ang[0] = ang[1] = ang[2] = 0;
memset(&cmd, 0, sizeof(cmd));
cmd.angles[0] = ang[0]*65535/360.0f;
cmd.angles[1] = ang[1]*65535/360.0f;
cmd.angles[2] = ang[2]*65535/360.0f;
cmd.msec = 50;
{vec3_t f, r, u, v;
AngleVectors(ang, f, r, u);
VectorCopy(vel, v);
cmd.forwardmove = DotProduct(f, v);
cmd.sidemove = DotProduct(r, v);
cmd.upmove = DotProduct(u, v);
}
clst.lastcmd=NULL;
SV_WritePlayerToClient(msg, &clst);
}
}
//now build the spectator's thingie
memset(&clst, 0, sizeof(clst));
clst.fteext = 0;//client->fteprotocolextensions;
clst.zext = 0;//client->zquake_extensions;
clst.vw_index = 0;
clst.playernum = svs.allocated_client_slots-1;
clst.isself = true;
clst.modelindex = 0;
clst.hull = 1;
clst.frame = 0;
clst.localtime = sv.time;
clst.mins = player_mins;
clst.maxs = player_maxs;
clst.angles = vec3_origin; //not needed, as the client knows better than us anyway.
clst.origin = client->specorigin;
clst.velocity = client->specvelocity;
for (client = client; client; client = client->controller)
{
clst.health = 100;
if (client->spec_track)
{
clst.weaponframe = sv.recordedplayer[client->spec_track-1].weaponframe;
clst.spectator = 2;
}
else
{
clst.weaponframe = 0;
clst.spectator = 1;
}
SV_WritePlayerToClient(msg, &clst);
clst.playernum--;
}
return;
}
#endif
for (j=0,cl=svs.clients ; j<sv.allocated_client_slots && j < client->max_net_clients; j++,cl++)
{
if (cl->state != cs_spawned && !(cl->state == cs_free && cl->name[0])) //this includes bots, and nq bots
continue;
if ((client->penalties & BAN_BLIND) && client != cl)
continue;
isbot = (!cl->name[0] || cl->protocol == SCP_BAD);
ent = cl->edict;
if (cl->viewent && ent == clent)
{
vent = EDICT_NUM_UB(svprogfuncs, cl->viewent);
if (!vent)
vent = ent;
}
else
vent = ent;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
#ifdef NQPROT
if (progstype != PROG_QW)
{
if (progstype == PROG_H2 && (int)ent->v->effects & H2EF_NODRAW && ent != clent)
continue;
if ((int)ent->v->effects & EF_MUZZLEFLASH)
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v->effects = (int)ent->v->effects & ~EF_MUZZLEFLASH;
ent->muzzletime = sv.world.physicstime;
MSG_WriteByte (&sv.multicast, svc_muzzleflash);
MSG_WriteEntity (&sv.multicast, NUM_FOR_EDICT(svprogfuncs, ent));
SV_MulticastProtExt (ent->v->origin, MULTICAST_PHS, pr_global_struct->dimension_send, 0, 0);
}
}
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
#endif
// ZOID visibility tracking
if (ent != clent &&
!(client->spec_track && client->spec_track - 1 == j))
{
if (cl->spectator)
continue;
// ignore if not touching a PV leaf
if (cameras && !sv.world.worldmodel->funcs.EdictInFatPVS(sv.world.worldmodel, &ent->pvsinfo, cameras->pvs.buffer, &cameras->numents))
continue;
if (!((int)clent->xv->dimension_see & ((int)ent->xv->dimension_seen | (int)ent->xv->dimension_ghost)))
continue; //not in this dimension - sorry...
if (cameras && (sv_cullplayers_trace.value || sv_cullentities_trace.value))
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
if (Cull_Traceline(NULL, cameras, ent))
continue;
}
if (SV_AddCSQCUpdate(client, ent))
continue;
{
clstate_t clst;
clst.playernum = j;
clst.onladder = (int)ent->xv->pmove_flags&PMF_LADDER;
clst.lastcmd = &cl->lastcmd;
clst.modelindex = vent->v->modelindex;
clst.frame = vent->v->frame;
clst.weaponframe = ent->v->weaponframe;
clst.angles = ent->v->angles;
clst.origin = vent->v->origin;
clst.velocity = vent->v->velocity;
clst.effects = ent->v->effects;
clst.vw_index = ent->xv->vw_index;
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
clst.onground = (int)ent->v->flags & FL_ONGROUND;
clst.solid = ent->v->solid && ent->v->solid != SOLID_CORPSE && ent->v->solid != SOLID_TRIGGER;
if (progstype == PROG_H2 && ((int)vent->v->effects & H2EF_NODRAW))
{
clst.effects = 0;
clst.modelindex = 0;
}
clst.skin = vent->v->skin;
clst.mins = vent->v->mins;
clst.hull = vent->xv->hull;
clst.maxs = vent->v->maxs;
clst.scale = vent->xv->scale;
clst.transparency = vent->xv->alpha;
//QSG_DIMENSION_PLANES - if the only shared dimensions are ghost dimensions, Set half alpha.
if (((int)clent->xv->dimension_see & (int)ent->xv->dimension_ghost))
if (!((int)clent->xv->dimension_see & ((int)ent->xv->dimension_seen & ~(int)ent->xv->dimension_ghost)) )
{
if (ent->xv->dimension_ghost_alpha)
clst.transparency *= ent->xv->dimension_ghost_alpha;
else
clst.transparency *= 0.5;
}
clst.fatness = vent->xv->fatness;
clst.localtime = cl->localtime;
clst.health = ent->v->health;
clst.spectator = 0;
clst.fteext1 = client->fteprotocolextensions;
clst.ezext1 = client->ezprotocolextensions1;
clst.zext = client->zquake_extensions;
clst.cl = cl;
if (ent != vent || host_client->viewent == j+1)
clst.modelindex = 0;
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostatevalid)
clst.health = 100;
#endif
clst.isself = false;
if ((cl == client || cl->controller == client))
{
clst.isself = true;
clst.spectator = 0;
if (client->spectator)
{
if (client->spec_track > 0)
{
edict_t *s = EDICT_NUM_UB(svprogfuncs, client->spec_track);
clst.spectator = 2;
clst.mins = s->v->mins;
clst.maxs = s->v->maxs;
clst.health = s->v->health;
clst.weaponframe = s->v->weaponframe;
}
else
{
clst.spectator = 1;
clst.health = 1;
}
}
}
else if (client->spectator)
{
clst.health=100;
if (client->spec_track == j+1)
clst.spectator = 2;
else
clst.spectator = 1;
}
if (isbot)
{
clst.lastcmd = NULL;
clst.velocity = NULL;
clst.localtime = sv.time;
VectorCopy(clst.origin, frame->laggedplayer[j].origin);
}
else
{
VectorMA(clst.origin, (sv.time - clst.localtime), clst.velocity, frame->laggedplayer[j].origin);
}
VectorCopy(clst.angles, frame->laggedplayer[j].angles);
frame->laggedplayer[j].present = true;
SV_WritePlayerToClient(msg, &clst);
}
//FIXME: Name flags
//player is visible, now would be a good time to update what the player is like.
------------------------------------------------------------------------ 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
/* pflags = 0;
#ifdef PEXT_VWEAP
if (client->fteprotocolextensions & PEXT_VWEAP && client->otherclientsknown[j].vweap != ent->xv->vweapmodelindex)
{
pflags |= 1;
client->otherclientsknown[j].vweap = ent->xv->vweapmodelindex;
}
#endif
if (pflags)
{
ClientReliableWrite_Begin(client, svc_ftesetclientpersist, 10);
ClientReliableWrite_Short(client, pflags);
if (pflags & 1)
ClientReliableWrite_Short(client, client->otherclientsknown[j].vweap);
}
------------------------------------------------------------------------ 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
*/
}
}
#ifdef NQPROT
void SVNQ_EmitEntityState(sizebuf_t *msg, entity_state_t *ent)
{
edict_t *ed = EDICT_NUM_PB(svprogfuncs, ent->number);
------------------------------------------------------------------------ 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
entity_state_t *baseline = &ed->baseline;
int i, eff;
float miss;
unsigned int bits=0;
int glowsize=0, glowcolour=0, colourmod=0;
for (i=0 ; i<3 ; i++)
{
miss = ent->origin[i] - baseline->origin[i];
if ( miss < -0.1 || miss > 0.1 )
bits |= NQU_ORIGIN1<<i;
}
if (ent->angles[0] != baseline->angles[0] )
bits |= NQU_ANGLE1;
if (ent->angles[1] != baseline->angles[1] )
bits |= NQU_ANGLE2;
if (ent->angles[2] != baseline->angles[2] )
bits |= NQU_ANGLE3;
if (ent->dpflags & RENDER_STEP)
bits |= NQU_NOLERP; // don't mess up the step animation
if (baseline->colormap != ent->colormap)
bits |= NQU_COLORMAP;
if (baseline->skinnum != ent->skinnum)
bits |= NQU_SKIN;
if (baseline->frame != ent->frame)
bits |= NQU_FRAME;
eff = ent->effects;
if ((baseline->effects & 0x00ff) != ((int)eff & 0x00ff))
bits |= NQU_EFFECTS;
if (baseline->modelindex != ent->modelindex)
bits |= NQU_MODEL;
if (ent->number >= 256)
bits |= NQU_LONGENTITY;
------------------------------------------------------------------------ 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 (host_client->protocol == SCP_FITZ666)
{
if (baseline->trans != ent->trans)
bits |= FITZU_ALPHA;
if (baseline->scale != ent->scale)
bits |= RMQU_SCALE;
if ((baseline->frame&0xff00) != (ent->frame&0xff00))
bits |= FITZU_FRAME2;
if ((baseline->modelindex&0xff00) != (ent->modelindex&0xff00))
bits |= FITZU_MODEL2;
if (baseline->dpflags & RENDER_STEP)
bits |= FITZU_LERPFINISH;
if (host_client->qex)
{
if (host_client->edict == ed)
{ //only send some bloated things to yourself.
bits |= QE_U_FLOATCOORDS; //when predicting, you'll need more precision to avoid errors
if (ed->v->flags)
bits |= QE_U_ENTFLAGS;
}
if (ed->v->solid)
bits |= QE_U_SOLIDTYPE;
if (ed->v->health)
bits |= QE_U_HEALTH;
//bits |= QE_U_UNKNOWN26;
}
------------------------------------------------------------------------ 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
}
else if (host_client->protocol == SCP_BJP3)
{
//should be nehahra here, but that'll screw up DP, so don't generate anything.
}
#if 0
else if (host_client->protocol == SCP_DARKPLACES6 || host_client->protocol == SCP_DARKPLACES7)
{
if (baseline->trans != ent->trans)
bits |= DPU_ALPHA;
if (baseline->scale != ent->scale)
{
if (ent->scale != 0 || baseline->scale != 1)
bits |= DPU_SCALE;
}
if (ent->modelindex >= 256) //as much as protocols can handle
bits |= DPU_MODEL2;
if ((baseline->effects&0xff00) != ((int)eff & 0xff00))
bits |= DPU_EFFECTS2;
if (ent->dpflags & RENDER_EXTERIORMODEL)
bits |= DPU_EXTERIORMODEL;
if (ent->dpflags & RENDER_VIEWMODEL)
bits |= DPU_VIEWMODEL;
glowsize = ent->glowsize;
glowcolour = ent->glowcolour;
colourmod = ((int)bound(0, ent->colormod[0] * (7.0f / 32.0f), 7) << 5) | ((int)bound(0, ent->colormod[1] * (7.0f / 32.0f), 7) << 2) | ((int)bound(0, ent->colormod[2] * (3.0f / 32.0f), 3) << 0);
if (0 != glowsize)
bits |= DPU_GLOWSIZE;
if (0 != glowcolor)
bits |= DPU_GLOWCOLOR;
if (0 != colourmod)
bits |= DPU_COLORMOD;
}
#endif
else
{
if (ent->modelindex >= 256) //as much as protocols can handle
return;
if (ent->number >= 600) //too many for a conventional nq client.
return;
}
if (bits & 0xFF000000)
bits |= DPU_EXTEND2;
if (bits & 0xFF0000)
bits |= DPU_EXTEND1;
if (bits & 0xFF00)
bits |= NQU_MOREBITS;
//
// write the message
//
MSG_WriteByte (msg,(bits | NQU_SIGNAL) & 0xff); //gets caught on 'range error'
if (bits & NQU_MOREBITS) MSG_WriteByte (msg, (bits>>8)&0xff);
if (bits & DPU_EXTEND1) MSG_WriteByte (msg, (bits>>16)&0xff);
if (bits & DPU_EXTEND2) MSG_WriteByte (msg, (bits>>24)&0xff);
if (bits & NQU_LONGENTITY)
MSG_WriteShort (msg,ent->number);
else
MSG_WriteByte (msg,ent->number);
if (bits & NQU_MODEL)
{
if (host_client->protocol == SCP_BJP3)
MSG_WriteShort(msg, ent->modelindex & 0xffff);
else
MSG_WriteByte (msg, ent->modelindex & 0xff);
}
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (bits & NQU_FRAME) MSG_WriteByte (msg, ent->frame & 0xff);
if (bits & NQU_COLORMAP) MSG_WriteByte (msg, ent->colormap & 0xff);
if (bits & NQU_SKIN) MSG_WriteByte (msg, ent->skinnum & 0xff);
if (bits & NQU_EFFECTS) MSG_WriteByte (msg, eff & 0x00ff);
if (host_client->qex && (bits & QE_U_FLOATCOORDS))
{
if (bits & NQU_ORIGIN1) MSG_WriteFloat (msg, ent->origin[0]);
if (bits & NQU_ANGLE1) MSG_WriteAngle (msg, ent->angles[0]);
if (bits & NQU_ORIGIN2) MSG_WriteFloat (msg, ent->origin[1]);
if (bits & NQU_ANGLE2) MSG_WriteAngle (msg, ent->angles[1]);
if (bits & NQU_ORIGIN3) MSG_WriteFloat (msg, ent->origin[2]);
if (bits & NQU_ANGLE3) MSG_WriteAngle (msg, ent->angles[2]);
}
else
{
if (bits & NQU_ORIGIN1) MSG_WriteCoord (msg, ent->origin[0]);
if (bits & NQU_ANGLE1) MSG_WriteAngle (msg, ent->angles[0]);
if (bits & NQU_ORIGIN2) MSG_WriteCoord (msg, ent->origin[1]);
if (bits & NQU_ANGLE2) MSG_WriteAngle (msg, ent->angles[1]);
if (bits & NQU_ORIGIN3) MSG_WriteCoord (msg, ent->origin[2]);
if (bits & NQU_ANGLE3) MSG_WriteAngle (msg, ent->angles[2]);
}
------------------------------------------------------------------------ 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 (host_client->protocol == SCP_FITZ666)
{
if (bits & FITZU_ALPHA) MSG_WriteByte(msg, (ent->trans+1)&0xff);
------------------------------------------------------------------------ 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 (bits & RMQU_SCALE) MSG_WriteByte(msg, ent->scale);
if (bits & FITZU_FRAME2) MSG_WriteByte(msg, ent->frame>>8);
if (bits & FITZU_MODEL2) MSG_WriteByte(msg, ent->modelindex>>8);
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (bits & FITZU_LERPFINISH)MSG_WriteByte(msg, bound(0, (int)((ed->v->nextthink - sv.world.physicstime) * 255), 255));
if (host_client->qex)
{
if (bits & QE_U_SOLIDTYPE) MSG_WriteByte(msg, ed->v->solid);
if (bits & QE_U_ENTFLAGS) MSG_WriteULEB128(msg, ed->v->flags);
if (bits & QE_U_HEALTH) MSG_WriteSignedQEX(msg, ed->v->health);
if (bits & QE_U_UNKNOWN26) MSG_WriteByte(msg, 0);
}
------------------------------------------------------------------------ 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
}
else if (host_client->protocol == SCP_BJP3)
{
}
else if (host_client->protocol == SCP_DARKPLACES6 || host_client->protocol == SCP_DARKPLACES7)
------------------------------------------------------------------------ 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
{
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (bits & DPU_ALPHA) MSG_WriteByte(msg, ent->trans);
if (bits & DPU_SCALE) MSG_WriteByte(msg, ent->scale);
------------------------------------------------------------------------ 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 (bits & DPU_EFFECTS2) MSG_WriteByte(msg, eff >> 8);
if (bits & DPU_GLOWSIZE) MSG_WriteByte(msg, glowsize);
if (bits & DPU_GLOWCOLOR) MSG_WriteByte(msg, glowcolour);
------------------------------------------------------------------------ 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 (bits & DPU_COLORMOD) MSG_WriteByte(msg, colourmod);
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (bits & DPU_FRAME2) MSG_WriteByte(msg, ent->frame >> 8);
if (bits & DPU_MODEL2) MSG_WriteByte(msg, ent->modelindex >> 8);
------------------------------------------------------------------------ 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
}
}
#endif
typedef struct gibfilter_s {
struct gibfilter_s *next;
int modelindex;
int minframe;
int maxframe;
} gibfilter_t;
static gibfilter_t *gibfilter;
void SV_GibFilterPurge(void)
{
gibfilter_t *gf;
while(gibfilter)
{
gf = gibfilter;
gibfilter = gibfilter->next;
Z_Free(gf);
}
}
void SV_GibFilterAdd(char *modelname, int min, int max, qboolean allowwarn)
{
int i;
gibfilter_t *gf;
for (i=1; sv.strings.model_precache[i] ; i++)
if (!strcmp(sv.strings.model_precache[i], modelname))
break;
if (!sv.strings.model_precache[i])
{
if (allowwarn)
Con_Printf("Filtered model \"%s\" was not precached\n", modelname);
return; //model not in use.
}
gf = Z_Malloc(sizeof(gibfilter_t));
gf->modelindex = i;
gf->minframe = ((min==-1)?0:min);
gf->maxframe = ((max==-1)?0x80000000:max);
gf->next = gibfilter;
gibfilter = gf;
}
void SV_GibFilterInit(void)
{
char buffer[2048];
char *file;
int min, max;
SV_GibFilterPurge();
if (svs.gametype != GT_PROGS && svs.gametype != GT_Q1QVM)
return;
file = COM_LoadStackFile("gibfiltr.cfg", buffer, sizeof(buffer), NULL);
if (!file)
{
Con_DPrintf("gibfiltr.cfg file was not found. Using defaults\n");
SV_GibFilterAdd("progs/gib1.mdl", -1, -1, false);
SV_GibFilterAdd("progs/gib2.mdl", -1, -1, false);
SV_GibFilterAdd("progs/gib3.mdl", -1, -1, false);
SV_GibFilterAdd("progs/h_player.mdl", -1, -1, false);
// SV_GibFilterAdd("progs/player.mdl", 49, 49, false);
// SV_GibFilterAdd("progs/player.mdl", 60, 60, false);
// SV_GibFilterAdd("progs/player.mdl", 69, 69, false);
// SV_GibFilterAdd("progs/player.mdl", 84, 84, false);
// SV_GibFilterAdd("progs/player.mdl", 93, 93, false);
// SV_GibFilterAdd("progs/player.mdl", 102, 102, false);
return;
}
while(file)
{
file = COM_Parse(file);
if (!file)
{
return;
}
min = atoi(com_token);
file = COM_Parse(file); //handles nulls nicly
max = atoi(com_token);
file = COM_Parse(file);
if (!file)
{
Con_Printf("Sudden ending to gibfiltr.cfg\n");
return;
}
SV_GibFilterAdd(com_token, min, max, true);
}
}
qboolean SV_GibFilter(edict_t *ent)
{
int indx = ent->v->modelindex;
int frame = ent->v->frame;
gibfilter_t *gf;
for (gf = gibfilter; gf; gf=gf->next)
{
if (gf->modelindex == indx)
if (frame >= gf->minframe && frame <= gf->maxframe)
return true;
}
return false;
}
#ifdef SERVER_DEMO_PLAYBACK
static void SV_Snapshot_Build_Playback(client_t *client, packet_entities_t *pack)
{
int e;
entity_state_t *state;
mvdentity_state_t *dement;
for (e=1, dement=&sv.demostate[e] ; e<=sv.demomaxents ; e++, dement++)
{
if (!dement->modelindex)
continue;
if (e >= 1 && e <= svs.allocated_client_slots)
continue;
if (pack->num_entities == pack->max_entities)
continue; // all full
//the entity would mess up the client and possibly disconnect them.
//FIXME: add an option to drop clients... entity fog could be killed in this way.
if (e >= 512 && !(client->fteprotocolextensions & PEXT_ENTITYDBL))
continue;
if (e >= 1024 && !(client->fteprotocolextensions & PEXT_ENTITYDBL2))
continue;
// if (dement->modelindex >= 256 && !(client->fteprotocolextensions & PEXT_MODELDBL))
// continue;
state = &pack->entities[pack->num_entities];
pack->num_entities++;
state->number = e;
state->flags = EF_DIMLIGHT;
VectorCopy (dement->origin, state->origin);
state->angles[0] = dement->angles[0]*360.0f/256;
state->angles[1] = dement->angles[1]*360.0f/256;
state->angles[2] = dement->angles[2]*360.0f/256;
state->modelindex = dement->modelindex;
state->frame = dement->frame;
state->colormap = dement->colormap;
state->skinnum = dement->skinnum;
state->effects = dement->effects;
#ifdef PEXT_SCALE
state->scale = dement->scale;
#endif
#ifdef PEXT_TRANS
state->trans = dement->trans;
#endif
#ifdef PEXT_FATNESS
state->fatness = dement->fatness;
#endif
}
for (e = 0; e < sv.numdemospikes; e++)
{
if (SV_DemoNailUpdate (e))
continue;
}
}
#endif
void SV_Snapshot_BuildStateQ1(entity_state_t *state, edict_t *ent, client_t *client, packet_entities_t *pack)
{
//builds an entity_state from an entity
//note that client can be null, for building baselines.
int i;
state->number = NUM_FOR_EDICT(svprogfuncs, ent);
state->u.q1.msec = 0;
state->u.q1.pmovetype = 0;
state->u.q1.movement[0] = 0;
state->u.q1.movement[1] = 0;
state->u.q1.movement[2] = 0;
state->u.q1.velocity[0] = 0;
state->u.q1.velocity[1] = 0;
state->u.q1.velocity[2] = 0;
VectorCopy (ent->v->origin, state->origin);
VectorCopy (ent->v->angles, state->angles);
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
state->u.q1.weaponframe = 0;
if ((state->number-1) < (unsigned int)sv.allocated_client_slots && (client == &svs.clients[state->number-1] || client == svs.clients[state->number-1].controller || (client && (!client->edict || client->spec_track == state->number))))
if (!client || !(client->fteprotocolextensions2 & PEXT2_PREDINFO))
state->u.q1.weaponframe = ent->v->weaponframe;
if ((state->number-1) < (unsigned int)sv.allocated_client_slots && ent->v->movetype && client)
{
client_t *cl = &svs.clients[state->number-1];
if (cl->isindependant)
{
state->u.q1.pmovetype = ent->v->movetype;
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
if (state->u.q1.pmovetype && ((int)ent->v->flags & FL_ONGROUND) && (client->zquake_extensions&Z_EXT_PF_ONGROUND))
state->u.q1.pmovetype |= 0x80;
if (state->u.q1.pmovetype && ((int)cl->jump_held) && (client->zquake_extensions&Z_EXT_PM_TYPE))
state->u.q1.pmovetype |= 0x40;
if (cl != client && client)
{ /*only generate movement values if the client doesn't already know them...*/
state->u.q1.movement[0] = ent->xv->movement[0];
state->u.q1.movement[1] = ent->xv->movement[1];
state->u.q1.movement[2] = ent->xv->movement[2];
state->u.q1.msec = bound(0, 1000*(sv.time - cl->localtime), 255);
}
state->u.q1.velocity[0] = ent->v->velocity[0] * 8;
state->u.q1.velocity[1] = ent->v->velocity[1] * 8;
state->u.q1.velocity[2] = ent->v->velocity[2] * 8;
}
else if (ent == cl->edict)
{
state->u.q1.velocity[0] = ent->v->velocity[0] * 8;
state->u.q1.velocity[1] = ent->v->velocity[1] * 8;
state->u.q1.velocity[2] = ent->v->velocity[2] * 8;
}
//fixme: deal with fixangles
if (client->fteprotocolextensions2 & PEXT2_PREDINFO)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
{
state->u.q1.vangle[0] = ANGLE2SHORT(ent->v->v_angle[0]);
state->u.q1.vangle[1] = ANGLE2SHORT(ent->v->v_angle[1]);
state->u.q1.vangle[2] = ANGLE2SHORT(ent->v->v_angle[2]);
}
else
{
if (client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
if (state->u.q1.pmovetype && ((state->u.q1.pmovetype&0x7f) != MOVETYPE_TOSS && (state->u.q1.pmovetype&0x7f) != MOVETYPE_BOUNCE))
{
state->angles[0] = ent->v->v_angle[0]/-3.0;
state->angles[1] = ent->v->v_angle[1];
state->angles[2] = ent->v->v_angle[2];
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
}
}
if (client && client->edict && (ent->v->owner == client->edict->entnum))
state->solidsize = 0;
else if (ent->v->solid == SOLID_BSP || (ent->v->skin < 0 && ent->v->modelindex))
state->solidsize = ES_SOLID_BSP;
else if (ent->v->solid == SOLID_BBOX || ent->v->solid == SOLID_SLIDEBOX || ent->v->skin < 0)
state->solidsize = ent->solidsize;
else
state->solidsize = 0;
state->dpflags = 0;
if (ent->xv->viewmodelforclient)
{ //this ent would have been filtered out by now if its not ours
//if ent->viewmodelforclient == client then:
state->dpflags |= RENDER_VIEWMODEL;
}
state->colormap = ent->v->colormap;
if (state->colormap >= 1024)
state->dpflags |= RENDER_COLORMAPPED;
else if (client && state->colormap > client->max_net_clients)
state->colormap = 0;
if (ent->xv->exteriormodeltoclient && client)
{
if (ent->xv->exteriormodeltoclient == EDICT_TO_PROG(svprogfuncs, client->edict))
state->dpflags |= RENDER_EXTERIORMODEL;
//everyone else sees it normally.
}
if (ent->xv->basebone < 0)
{
#ifdef SKELETALMODELS
if (ent->xv->skeletonindex && pack)
{
framestate_t fs;
fs.skeltype = SKEL_IDENTITY;
fs.bonecount = 0;
skel_lookup(&sv.world, ent->xv->skeletonindex, &fs);
if (fs.skeltype == SKEL_RELATIVE && fs.bonecount)
{
Bones_To_PosQuat4(fs.bonecount, fs.bonestate, AllocateBoneSpace(pack, state->bonecount = fs.bonecount, &state->boneoffset));
//state->dpflags |= RENDER_COMPLEXANIMATION;
}
}
#endif
}
else
{
state->basebone = ent->xv->basebone;
state->baseframe = ent->xv->baseframe;
}
if (!ent->v->movetype || ent->v->movetype == MOVETYPE_STEP)
state->dpflags |= RENDER_STEP;
state->modelindex = ent->v->modelindex;
state->modelindex2 = ent->xv->vw_index;
state->frame = ent->v->frame;
state->skinnum = ent->v->skin;
state->effects = ent->v->effects;
state->effects |= (int)ent->xv->modelflags<<24;
#ifdef HEXEN2
state->hexen2flags = ent->xv->drawflags;
state->abslight = (int)(ent->xv->abslight*255) & 255;
#endif
state->tagentity = ent->xv->tag_entity;
state->tagindex = ent->xv->tag_index;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
state->light[0] = ent->xv->color[0]*1024;
state->light[1] = ent->xv->color[1]*1024;
state->light[2] = ent->xv->color[2]*1024;
state->light[3] = ent->xv->light_lev;
state->lightstyle = ent->xv->style;
state->lightpflags = ent->xv->pflags;
state->u.q1.traileffectnum = ent->xv->traileffectnum;
state->u.q1.emiteffectnum = ent->xv->emiteffectnum;
if (ent->xv->gravitydir[2] == -1)
{
state->u.q1.gravitydir[0] = 0;
state->u.q1.gravitydir[1] = 0;
}
else if ((!ent->xv->gravitydir[0] && !ent->xv->gravitydir[1] && !ent->xv->gravitydir[2]))// || (ent->xv->gravitydir[2] == -1))
{
vec3_t ang;
if (sv.world.g.defaultgravitydir[2] == -1)
{
state->u.q1.gravitydir[0] = 0;
state->u.q1.gravitydir[1] = 0;
}
else
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
VectorAngles(sv.world.g.defaultgravitydir, NULL, ang, false);
state->u.q1.gravitydir[0] = ((ang[0]/360) * 256) - 192;
state->u.q1.gravitydir[1] = (ang[1]/360) * 256;
}
}
else
{
vec3_t ang;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
VectorAngles(ent->xv->gravitydir, NULL, ang, false);
state->u.q1.gravitydir[0] = ((ang[0]/360) * 256) - 192;
state->u.q1.gravitydir[1] = (ang[1]/360) * 256;
}
if (((int)ent->v->flags & FL_CLASS_DEPENDENT) && client && client->playerclass) //hexen2 wierdness.
{
char modname[MAX_QPATH];
Q_strncpyz(modname, sv.strings.model_precache[state->modelindex], sizeof(modname));
if (strlen(modname)>5)
{
modname[strlen(modname)-5] = client->playerclass+'0';
state->modelindex = SV_ModelIndex(modname);
}
}
if (state->effects & DPEF_LOWPRECISION)
state->effects &= ~DPEF_LOWPRECISION; //we don't support it, nor does dp any more. strip it.
if (state->effects & EF_FULLBRIGHT) //wrap the field for fte clients (this is horrible)
state->hexen2flags |= MLS_FULLBRIGHT;
#ifdef NQPROT
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
if (client && !ISQWCLIENT(client))
{
if (ent->muzzletime > client->lastoutgoingphysicstime && ent->muzzletime <= (float)sv.world.physicstime)
state->effects |= EF_MUZZLEFLASH;
if (client->spectator && !client->spec_track && ent == client->edict)
state->modelindex = sv_playermodel;
}
if (sv.world.remasterlogic)
{
if (state->effects & (REEF_QUADLIGHT|REEF_PENTLIGHT|REEF_CANDLELIGHT))
{ //remap these flags to something new.
unsigned int old = state->effects;
state->effects &= ~(REEF_QUADLIGHT|REEF_PENTLIGHT|REEF_CANDLELIGHT);
if (old & REEF_QUADLIGHT)
state->effects |= EF_BLUE;
if (old & REEF_PENTLIGHT)
state->effects |= EF_RED;
if (old & REEF_CANDLELIGHT)
state->effects |= 0;
}
}
else if (progstype != PROG_QW)
{
if (progstype == PROG_TENEBRAE)
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
//tenebrae has some hideous hacks
if (!strcmp(sv.strings.model_precache[state->modelindex], "progs/w_light.spr") ||
!strcmp(sv.strings.model_precache[state->modelindex], "progs/b_light.spr") ||
!strcmp(sv.strings.model_precache[state->modelindex], "progs/s_light.spr") ||
!strcmp(sv.strings.model_precache[state->modelindex], "progs/flame.mdl") ||
!strcmp(sv.strings.model_precache[state->modelindex], "progs/flame2.mdl"))
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
//fixme: add some default colours
state->lightpflags |= PFLAGS_FULLDYNAMIC;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (!state->light[3])
state->light[3] = 350;
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (!strcmp (sv.strings.model_precache[state->modelindex], "progs/lavaball.mdl"))
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
state->lightpflags |= PFLAGS_FULLDYNAMIC;
state->skinnum = 17;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
state->light[3] = 270;
}
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (state->effects && client && ISQWCLIENT(client)) //don't send extra nq effects to a qw client.
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
//EF_NODRAW doesn't draw the model.
//The client still needs to know about it though, as it might have other effects on it.
if (progstype == PROG_H2)
{
if (state->effects == H2EF_NODRAW)
{
//actually, H2 is pretty lame about this
state->effects = 0;
state->modelindex = 0;
state->frame = 0;
state->colormap = 0;
state->abslight = 0;
state->skinnum = 0;
state->hexen2flags = 0;
}
}
else if (progstype == PROG_TENEBRAE)
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (state->effects & 16) //tenebrae's EF_FULLDYNAMIC
{
state->effects &= ~16;
state->lightpflags |= PFLAGS_FULLDYNAMIC;
}
if (state->effects & 32) //tenebrae's EF_GREEN
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
{
state->effects &= ~32;
state->effects |= EF_GREEN;
}
}
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
if (state->number <= sv.allocated_client_slots) // clear only client ents
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
{
if (state->effects & NQEF_NODRAW)
state->modelindex = 0;
state->effects &= ~ (QWEF_FLAG1|QWEF_FLAG2);
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if ((state->effects & EF_DIMLIGHT) && !(state->effects & (EF_RED|EF_BLUE)))
{
int it = ent->v->items;
state->effects &= ~EF_DIMLIGHT;
if ((it & (IT_INVULNERABILITY|IT_QUAD)) == (IT_INVULNERABILITY|IT_QUAD))
state->effects |= EF_RED|EF_BLUE;
else if (it & IT_INVULNERABILITY)
state->effects |= EF_RED;
else if (it & IT_QUAD)
state->effects |= EF_BLUE;
else
state->effects |= EF_DIMLIGHT;
}
}
}
#endif
if (!ent->xv->colormod[0] && !ent->xv->colormod[1] && !ent->xv->colormod[2])
{
state->colormod[0] = (256)/8;
state->colormod[1] = (256)/8;
state->colormod[2] = (256)/8;
}
else
{
i = ent->xv->colormod[0]*(256/8); state->colormod[0] = bound(0, i, 255);
i = ent->xv->colormod[1]*(256/8); state->colormod[1] = bound(0, i, 255);
i = ent->xv->colormod[2]*(256/8); state->colormod[2] = bound(0, i, 255);
}
if (!ent->xv->glowmod[0] && !ent->xv->glowmod[1] && !ent->xv->glowmod[2])
{
state->glowmod[0] = (256/8);
state->glowmod[1] = (256/8);
state->glowmod[2] = (256/8);
}
else
{
state->glowmod[0] = ent->xv->glowmod[0]*(256/8);
state->glowmod[1] = ent->xv->glowmod[1]*(256/8);
state->glowmod[2] = ent->xv->glowmod[2]*(256/8);
}
state->glowsize = ent->xv->glow_size*0.25;
state->glowcolour = ent->xv->glow_color;
if (ent->xv->glow_trail)
state->dpflags |= RENDER_GLOWTRAIL;
#ifdef PEXT_SCALE
if (!ent->xv->scale)
state->scale = 1*16;
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
else
state->scale = bound(1, ent->xv->scale*16, 255);
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
#endif
#ifdef PEXT_TRANS
if (!ent->xv->alpha)
state->trans = 255;
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
else
state->trans = bound(1, ent->xv->alpha*254, 254);
//QSG_DIMENSION_PLANES - if the only shared dimensions are ghost dimensions, Set half alpha.
if (client && client->edict)
{
if (((int)client->edict->xv->dimension_see & (int)ent->xv->dimension_ghost))
if (!((int)client->edict->xv->dimension_see & ((int)ent->xv->dimension_seen & ~(int)ent->xv->dimension_ghost)) )
{
if (ent->xv->dimension_ghost_alpha)
state->trans *= ent->xv->dimension_ghost_alpha;
else
state->trans *= 0.5;
}
}
#endif
#ifdef PEXT_FATNESS
state->fatness = ent->xv->fatness;
#endif
#pragma warningmsg("TODO: Fix attachments for more vanilla clients")
}
void SV_Snapshot_BuildQ1(client_t *client, packet_entities_t *pack, pvscamera_t *cameras, edict_t *clent)
{
//pvs and clent can be null, but only if the other is also null
int e, i;
edict_t *ent, *tracecullent; //tracecullent is different from ent because attached models cull the parent instead. also, null for entities which are not culled.
entity_state_t *state;
#define DEPTHOPTIMISE
#ifdef DEPTHOPTIMISE
vec3_t org;
static float distances[32768];
float dist;
#endif
globalvars_t *pr_globals = PR_globals(svprogfuncs, PR_CURRENT);
int pvsflags;
int limit;
int c, maxc = cameras?cameras->numents:0;
client_t *seat;
//this entity is watching from outside themselves. The client is tricked into thinking that they themselves are in the view ent, and a new dummy ent (the old them) must be spawned.
if (clent && ISQWCLIENT(client))
{
for (seat = client; seat; seat = seat->controlled)
{
edict_t *clent = seat->edict;
if (!client->viewent)
continue;
//FIXME: this hack needs cleaning up
#ifdef DEPTHOPTIMISE
distances[pack->num_entities] = 0;
#endif
state = &pack->entities[pack->num_entities];
pack->num_entities++;
SV_Snapshot_BuildStateQ1(state, clent, seat, pack);
state->number = seat - svs.clients + 1;
//yeah, I doubt anyone will need this
if (progstype == PROG_QW)
{
if ((int)clent->v->effects & QWEF_FLAG1)
{
memcpy(&pack->entities[pack->num_entities], state, sizeof(*state));
state = &pack->entities[pack->num_entities];
pack->num_entities++;
state->modelindex = SV_ModelIndex("progs/flag.mdl");
state->frame = 0;
state->number++; //yeek
state->skinnum = 0;
}
else if ((int)clent->v->effects & QWEF_FLAG2)
{
memcpy(&pack->entities[pack->num_entities], state, sizeof(*state));
state = &pack->entities[pack->num_entities];
pack->num_entities++;
state->modelindex = SV_ModelIndex("progs/flag.mdl");
state->frame = 0;
state->number++; //yeek
state->skinnum = 1;
}
}
}
}
/*legacy qw clients get their players separately*/
if (ISQWCLIENT(client) && !(client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS))
e = min(sv.allocated_client_slots+1, client->max_net_clients);
else
e = 1;
limit = sv.world.num_edicts;
if (client->max_net_ents < limit)
{
limit = client->max_net_ents;
if (!(client->plimitwarned & PLIMIT_ENTITIES))
{
client->plimitwarned |= PLIMIT_ENTITIES;
SV_ClientPrintf(client, PRINT_HIGH, "WARNING: Your client's network protocol only supports %i entities. Please upgrade or enable extensions.\n", client->max_net_ents);
}
}
if (client->penalties & BAN_BLIND)
{
e = client->edict->entnum;
limit = e+1;
}
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
if (sv_cullentities_trace.ival && client->lastseen_count < limit)
Z_ReallocElements((void**)&client->lastseen_time, &client->lastseen_count, limit, sizeof(client->lastseen_time));
for ( ; e<limit ; e++)
{
ent = EDICT_NUM_PB(svprogfuncs, e);
if (ED_ISFREE(ent))
continue;
if (ent->xv->customizeentityforclient)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
pr_global_struct->other = (clent?EDICT_TO_PROG(svprogfuncs, clent):0);
PR_ExecuteProgram(svprogfuncs, ent->xv->customizeentityforclient);
if(!G_FLOAT(OFS_RETURN))
continue;
}
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
#ifdef NQPROT
if (progstype != PROG_QW)
{
if ((int)ent->v->effects & EF_MUZZLEFLASH)
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v->effects = (int)ent->v->effects & ~EF_MUZZLEFLASH;
ent->muzzletime = sv.world.physicstime;
MSG_WriteByte (&sv.multicast, svc_muzzleflash);
MSG_WriteEntity (&sv.multicast, NUM_FOR_EDICT(svprogfuncs, ent));
SV_MulticastProtExt (ent->v->origin, MULTICAST_PHS, pr_global_struct->dimension_send, 0, 0);
}
}
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
#endif
pvsflags = ent->xv->pvsflags;
for (c = 0; c < maxc; c++)
{
if (ent == cameras->ent[c])
break;
}
if (c < maxc)
tracecullent = NULL;
else if (ent->xv->viewmodelforclient)
{
if (ent->xv->viewmodelforclient != (clent?EDICT_TO_PROG(svprogfuncs, clent):0))
continue;
tracecullent = NULL;
}
else
{
// many ents are not intended to be networked.
if (!(ent->xv->SendEntity && client->csqcactive) && //if SendEntity is set then its definitely important, even if not visible.
(!ent->v->modelindex || !*PR_GetString(svprogfuncs, ent->v->model)) && // also definitely valid if it has a model
!((int)ent->xv->pflags & PFLAGS_FULLDYNAMIC) && //needs to be networked if its giving off realtime lights, even when it has no model.
ent->v->skin >= 0) //ents with negative skins are networked too. eg ladder volumes.
continue;
if (cameras) //self doesn't get a pvs test, to cover teleporters
{
if ((int)ent->v->effects & EF_NODEPTHTEST)
tracecullent = NULL;
else if ((pvsflags & PVSF_MODE_MASK) < PVSF_USEPHS)
{
//branch out to the pvs testing.
if (ent->xv->tag_entity)
{
int c = 10;
tracecullent = ent;
while(tracecullent->xv->tag_entity&&c-->0)
{
tracecullent = EDICT_NUM_UB(svprogfuncs, tracecullent->xv->tag_entity);
}
if (tracecullent == clent)
tracecullent = NULL;
else if (tracecullent->xv->viewmodelforclient)
{
//special hack so viewmodelforclient on the root of the tagged entity overrides pvs
if (tracecullent->xv->viewmodelforclient != (clent?EDICT_TO_PROG(svprogfuncs, clent):0))
continue;
tracecullent = NULL; //don't tracecull
}
else
{
if (!sv.world.worldmodel->funcs.EdictInFatPVS(sv.world.worldmodel, &((wedict_t*)tracecullent)->pvsinfo, cameras->pvs.buffer, cameras->area))
continue;
}
}
else
{
if (!sv.world.worldmodel->funcs.EdictInFatPVS(sv.world.worldmodel, &((wedict_t*)ent)->pvsinfo, cameras->pvs.buffer, cameras->area))
continue;
tracecullent = ent;
}
}
else if ((pvsflags & PVSF_MODE_MASK) == PVSF_USEPHS && sv.world.worldmodel->fromgame == fg_quake)
{
int cluster;
unsigned char *mask;
qbyte *phs = sv.world.worldmodel->phs;
if (phs)
{
//FIXME: this lookup should be cachable or something.
if (client->edict)
cluster = sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, client->edict->v->origin, NULL); //ignore areas, can hear through doors.
else
cluster = -1; //mvd
if (cluster >= 0)
{
mask = phs + cluster * 4*((sv.world.worldmodel->numclusters+31)>>5);
cluster = sv.world.worldmodel->funcs.ClusterForPoint (sv.world.worldmodel, ent->v->origin, NULL);
if (cluster >= 0 && !(mask[cluster>>3] & (1<<(cluster&7)) ) )
{
continue;
}
}
}
tracecullent = NULL;
}
else
tracecullent = NULL;
if (client->gibfilter && SV_GibFilter(ent))
continue;
#ifdef VM_Q1
//mvdsv compat
if (client->hideentity && EDICT_TO_PROG(svprogfuncs, ent) == client->hideentity)
continue;
if (client->hideplayers && e <= sv.allocated_client_slots)
continue;
#endif
}
else
tracecullent = NULL;
}
//DP_SV_NODRAWONLYTOCLIENT
if (ent->xv->nodrawtoclient) //DP extension.
if (client->edict && ent->xv->nodrawtoclient == EDICT_TO_PROG(svprogfuncs, client->edict))
continue;
//DP_SV_DRAWONLYTOCLIENT
if (ent->xv->drawonlytoclient)
if (!client->edict || ent->xv->drawonlytoclient != EDICT_TO_PROG(svprogfuncs, client->edict))
{
client_t *split;
for (split = client->controlled; split; split=split->controlled)
{
if (split->edict->xv->view2 == EDICT_TO_PROG(svprogfuncs, ent))
break;
}
if (!split)
continue;
}
//QSG_DIMENSION_PLANES
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
if (clent) //don't crash
if (!((int)clent->xv->dimension_see & ((int)ent->xv->dimension_seen | (int)ent->xv->dimension_ghost))) //not able to see it.
if (c >= maxc) //always network the player entity though
continue;
if (cameras && tracecullent && !((unsigned int)ent->v->effects & (EF_DIMLIGHT|EF_BLUE|EF_RED|EF_BRIGHTLIGHT|EF_BRIGHTFIELD|EF_NODEPTHTEST)))
{ //more expensive culling
if (!(pvsflags & PVSF_MODE_MASK))
if ((e <= sv.allocated_client_slots && sv_cullplayers_trace.value) || sv_cullentities_trace.value)
if (Cull_Traceline(e < client->lastseen_count?&client->lastseen_time[e]:NULL, cameras, tracecullent))
continue;
}
//EXT_CSQC
if (SV_AddCSQCUpdate(client, ent)) //csqc took it.
continue;
if (ISQWCLIENT(client))
{
if (SV_AddNailUpdate (ent))
continue; // added to the special update list
}
//the entity would mess up the client and possibly disconnect them.
//FIXME: add an option to drop clients... entity fog could be killed in this way.
if (e >= client->max_net_ents)
continue;
if (ent->v->modelindex >= client->maxmodels)
continue;
#ifdef DEPTHOPTIMISE
if (clent)
{
//find distance based upon absolute mins/maxs so bsps are treated fairly.
//org = clentorg + -0.5*(max+min)
VectorAdd(ent->v->absmin, ent->v->absmax, org);
VectorMA(clent->v->origin, -0.5, org, org);
dist = DotProduct(org, org); //Length
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 (dist > 1024*1024)
// continue;
// add to the packetentities
if (pack->num_entities == pack->max_entities)
{
float furthestdist = -1;
int best=-1;
for (i = 0; i < pack->max_entities; i++)
if (furthestdist < distances[i])
{
furthestdist = distances[i];
best = i;
}
if (furthestdist > dist && best != -1)
{
state = &pack->entities[best];
// Con_Printf("Dropping ent %s\n", sv.model_precache[state->modelindex]);
memmove(&distances[best], &distances[best+1], sizeof(*distances)*(pack->num_entities-best-1));
memmove(state, state+1, sizeof(*state)*(pack->num_entities-best-1));
best = pack->num_entities-1;
distances[best] = dist;
state = &pack->entities[best];
}
else
continue; // all full
}
else
{
state = &pack->entities[pack->num_entities];
distances[pack->num_entities] = dist;
pack->num_entities++;
}
}
else
#endif
{
// add to the packetentities
if (pack->num_entities == pack->max_entities)
continue; // all full
else
{
state = &pack->entities[pack->num_entities];
pack->num_entities++;
}
}
//its not a nail or anything, pack it up and ship it on
SV_Snapshot_BuildStateQ1(state, ent, client, pack);
}
}
void SV_AddCameraEntity(pvscamera_t *cameras, edict_t *ent, pvec3_t viewofs)
{
int i;
vec3_t org;
int area;
for (i = 0; i < cameras->numents; i++)
{
if (cameras->ent[i] == ent)
return; //don't add the same ent multiple times (.view2 or portals that can see themselves through other portals).
}
if (ent)
{
if (viewofs)
VectorAdd (ent->v->origin, viewofs, org);
else
VectorCopy (ent->v->origin, org);
}
else
VectorCopy (viewofs, org);
sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, org, &area);
for (i = 1; ; i++)
{
if (i > cameras->area[0])
{ //reached the end of the known count. add it now.
cameras->area[++cameras->area[0]] = area;
break;
}
if (cameras->area[i] == area)
break; //already have a camera in this area, don't make stuff slow with dupes.
}
sv.world.worldmodel->funcs.FatPVS(sv.world.worldmodel, org, &cameras->pvs, cameras->numents!=0);
if (cameras->numents < SV_PVS_CAMERAS)
{
cameras->ent[cameras->numents] = ent;
VectorCopy(org, cameras->org[cameras->numents]);
cameras->numents++;
}
}
void SV_Snapshot_SetupPVS(client_t *client, pvscamera_t *camera)
{
camera->area[0] = 0;
camera->numents = 0;
for (; client; client = client->controlled)
{
if (client->viewent) //svc_viewentity hack
SV_AddCameraEntity(camera, EDICT_NUM_UB(svprogfuncs, client->viewent), client->edict->v->view_ofs);
else
SV_AddCameraEntity(camera, client->edict, client->edict->v->view_ofs);
//spectators should always see their targetted player
if (client->spec_track)
SV_AddCameraEntity(camera, EDICT_NUM_UB(svprogfuncs, client->spec_track), client->edict->v->view_ofs);
//view2 support should always see the extra entity
if (client->edict->xv->view2)
SV_AddCameraEntity(camera, PROG_TO_EDICT(svprogfuncs, client->edict->xv->view2), NULL);
}
//hack for skyrooms, open up the pvs.
if (sv.skyroom_pos_known)
SV_AddCameraEntity(camera, NULL, sv.skyroom_pos);
}
void SV_Snapshot_Clear(packet_entities_t *pack)
{
pack->num_entities = 0;
csqcnuments = 0;
numnails = 0;
}
#ifdef QWOVERQ3
/*
=============
SVQ3Q1_BuildEntityPacket
Builds a temporary q1 style entity packet for a q3 client
=============
*/
void SVQ3Q1_BuildEntityPacket(client_t *client, packet_entities_t *pack)
{
pvscamera_t cameras;
SV_Snapshot_Clear(pack);
SV_Snapshot_SetupPVS(client, &cameras);
SV_Snapshot_BuildQ1(client, pack, &cameras, client->edict);
}
#endif
/*
=============
SV_WriteEntitiesToClient
Encodes the current state of the world as
a svc_packetentities messages and possibly
a svc_nails message and
svc_playerinfo messages
=============
*/
void SV_WriteEntitiesToClient (client_t *client, sizebuf_t *msg, qboolean ignorepvs)
{
int i;
packet_entities_t *pack;
edict_t *clent;
client_frame_t *frame;
pvscamera_t camerasbuf;
pvscamera_t *cameras = &camerasbuf;
cameras->pvs.buffer = alloca(cameras->pvs.buffersize=sv.world.worldmodel->pvsbytes);
// this is the frame we are creating
frame = &client->frameunion.frames[client->netchan.incoming_sequence & UPDATE_MASK];
for (i = 0; i < sv.allocated_client_slots; i++)
frame->laggedplayer[i].present = 0;
// find the client's PVS
if (ignorepvs)
{ //mvd...
clent = NULL;
cameras = NULL;
}
else
{
clent = client->edict;
if (sv_nopvs.ival)
cameras = NULL;
#ifdef HLSERVER
else if (svs.gametype == GT_HALFLIFE)
SVHL_Snapshot_SetupPVS(client, cameras->pvs, sizeof(cameras->pvs));
#endif
else
SV_Snapshot_SetupPVS(client, cameras);
}
host_client = client;
if ((client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS) || !frame->qwentities.entities || ISNQCLIENT(client))
{
pack = &svs.entstatebuffer;
if (pack->max_entities < client->max_net_ents)
{
pack->max_entities = client->max_net_ents;
pack->entities = BZ_Realloc(pack->entities, sizeof(*pack->entities) * pack->max_entities);
memset(pack->entities, 0, sizeof(entity_state_t) * pack->max_entities);
}
}
else
pack = &frame->qwentities;
SV_Snapshot_Clear(pack);
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 (!pack->entities)
return;
// put other visible entities into either a packet_entities or a nails message
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostatevalid) //generate info from demo stats
{
SV_Snapshot_Build_Playback(client, pack);
}
else
#endif
{
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
SVHL_Snapshot_Build(client, pack, cameras->pvs, clent, ignorepvs);
else
#endif
SV_Snapshot_BuildQ1(client, pack, cameras, clent);
}
#ifdef NQPROT
if (ISNQCLIENT(client))
{
if (client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
{
qboolean overflow;
for (;;)
{
overflow = SVFTE_EmitPacketEntities(client, pack, msg);
client->netchan.incoming_sequence++;
if (overflow && pack == &svs.entstatebuffer)
{
if (!Netchan_CanPacket(&client->netchan, SV_RateForClient(client)/2))
break;
Netchan_Transmit (&client->netchan, msg->cursize, msg->data, SV_RateForClient(client));
SZ_Clear(msg);
if (!Netchan_CanPacket(&client->netchan, SV_RateForClient(client)/2))
break;
}
else
break;
}
}
else if (client->protocol == SCP_DARKPLACES6 || client->protocol == SCP_DARKPLACES7)
SVDP_EmitEntitiesUpdate(client, frame, pack, msg);
else
{
int e;
for (e = 0; e < pack->num_entities; e++)
{
if (pack->entities[e].number > sv.allocated_client_slots)
break;
if (msg->cursize + 32 > msg->maxsize)
break;
SVNQ_EmitEntityState(msg, &pack->entities[e]);
}
for (; e < pack->num_entities; e++)
{
if (msg->cursize + 32 + client->datagram.cursize > msg->maxsize)
break;
SVNQ_EmitEntityState(msg, &pack->entities[e]);
}
client->netchan.incoming_sequence++;
}
SV_EmitCSQCUpdate(client, msg, svcdp_csqcentities);
}
else
#endif
{
// encode the packet entities as a delta from the
// last packetentities acknowledged by the client
if (client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
{
SVFTE_EmitPacketEntities(client, pack, msg);
}
else
{
#ifdef QUAKESTATS
// Z_EXT_TIME protocol extension
// every now and then, send an update so that extrapolation
// on client side doesn't stray too far off
if (ISQWCLIENT(client))
{
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
if ((client->fteprotocolextensions & PEXT_ACCURATETIMINGS )&& sv.world.physicstime - client->nextservertimeupdate > 0)
{ //the fte pext causes the server to send out accurate timings, allowing for perfect interpolation.
MSG_WriteByte (msg, svcqw_updatestatlong);
MSG_WriteByte (msg, STAT_TIME);
MSG_WriteLong (msg, (int)(sv.world.physicstime * 1000));
client->nextservertimeupdate = sv.world.physicstime;
}
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
else if ((client->zquake_extensions & Z_EXT_SERVERTIME) && sv.world.physicstime - client->nextservertimeupdate > 0)
{ //the zquake ext causes the server to send out peridoic timings, allowing for moderatly accurate game time.
MSG_WriteByte (msg, svcqw_updatestatlong);
MSG_WriteByte (msg, STAT_TIME);
MSG_WriteLong (msg, (int)(sv.world.physicstime * 1000));
client->nextservertimeupdate = sv.world.physicstime+10;
}
}
#endif
// send over the players in the PVS
if (svs.gametype != GT_HALFLIFE)
{
#ifdef MVD_RECORDING
if (client == &demo.recorder)
SV_WritePlayersToMVD(client, frame, msg);
else
#endif
SV_WritePlayersToClient (client, frame, clent, cameras, msg);
}
SVQW_EmitPacketEntities (client, pack, msg);
}
SV_EmitCSQCUpdate(client, msg, svcfte_csqcentities);
// now add the specialized nail update
SV_EmitNailUpdate (msg, ignorepvs);
}
}
//just goes and makes sure each client tracks all the right SendFlags.
void SV_ProcessSendFlags(client_t *c)
{
edict_t *ent;
unsigned int e, h = 0;
if (!c->csqcactive || !c->pendingcsqcbits)
return;
for (e=1 ; e<sv.world.num_edicts && e < c->max_net_ents; e++)
{
ent = EDICT_NUM_PB(svprogfuncs, e);
if (ED_ISFREE(ent))
continue;
if (ent->xv->SendFlags)
{
c->pendingcsqcbits[e] |= (qint64_t)ent->xv->SendFlags << SENDFLAGS_SHIFT;
h = e;
}
}
needcleanup = max(needcleanup, h);
}
void SV_CleanupEnts(void)
{
int e;
edict_t *ent;
if (!needcleanup)
return;
for (e=1 ; e<=needcleanup ; e++)
{
ent = EDICT_NUM_PB(svprogfuncs, e);
ent->xv->SendFlags = 0;
#ifdef HAVE_LEGACY
//this is legacy code. we'll just have to live with the slight delay.
//FIXME: check if Version exists and do it earlier.
if ((int)ent->xv->Version != sv.csqcentversion[ent->entnum])
{
ent->xv->SendFlags = -1;
sv.csqcentversion[ent->entnum] = (int)ent->xv->Version;
}
#endif
}
needcleanup=0;
}
#endif