Commit Graph

1497 Commits

Author SHA1 Message Date
Bill Currie 115ae82223 Fix an install oopsie.
VISIBLE snuck into a header while I wasn't looking.
2012-02-06 23:32:26 +09:00
Bill Currie a694eed968 Add Draw_Picf to allow smooth placement on low-res consoles. 2012-02-06 19:32:30 +09:00
Bill Currie c98ffa4eda Create a message buffer API for Ruamoko
The api hides all the gory details of message buffer setup and usage
(particularly the differences between writing and reading). Most
importantly, the api provides a safe way to read and write binary data
(always little endian).
2012-02-06 15:50:32 +09:00
Bill Currie 042f310ed7 Add MSG_WriteBytes to match MSG_ReadBytes. 2012-02-06 15:04:01 +09:00
Bill Currie be9f05ea14 Catch progs zone errors and give a stack dump. 2012-02-06 12:48:22 +09:00
Bill Currie 44c6aad7fe Add some headers for make distcheck. 2012-02-02 21:41:39 +09:00
Bill Currie f800e79a38 Make the init process more dependency based.
Most subsystems that depend on other subsystems now call the init functions
themselves. This makes for much cleaner client initialization (more work
needs to be done for the server).
2012-02-01 21:52:47 +09:00
Bill Currie c4e08bc152 Fix a compile problem with struct cvar_s. 2012-02-01 20:07:21 +09:00
Bill Currie fa0ff96533 Clean up the mess with host_basepal and vid_colormap.
Libs should not be reaching into the exe :P
2012-02-01 19:52:13 +09:00
Bill Currie bc2aca53c3 Add functions to create/destroy qpics.
The creation uses raw 8-bit data (and the system palette). Destroying a
qpic loaded via other means will probably produce nasal demons.
2012-02-01 17:46:15 +09:00
Bill Currie 2b6adaa2d4 Do some more const correctness. 2012-02-01 17:44:55 +09:00
Bill Currie 7e406c20e5 Allow uncaching of qpics.
qpics loaded via Draw_CachePic can now be uncached via Draw_UncachePic.
2012-02-01 16:55:35 +09:00
Bill Currie 497718cc40 Plug the memory/texture/vbo leaks.
QF still leaks about 3MB/run on demo1, but even 100 runs didn't show any
render issues.
2012-01-29 22:32:35 +09:00
Bill Currie b03e937b67 Implement brush entity alpha.
http://www.celephais.net/board/view_thread.php?id=60157& has a good map for
testing (you see an example straight away if you look up). (+set max_edicts
2048)
2012-01-29 16:56:50 +09:00
Bill Currie 7e078c7f9c Revamp cshifts and implement in glsl.
The renderer should now be free of any direct access to client code. Even
3d rendering is now done via a function pointer.

The cshift code is done as a 2d screen function.
2012-01-28 20:45:14 +09:00
Bill Currie df87cffe15 Start working on the new GL skin code. 2012-01-24 23:06:07 +09:00
Bill Currie 4d66fc175a Avoid processing skins every frame.
Processing skins every frame would slow things down unnecessarily, so call
the skin functions only when something changes.
2012-01-24 10:28:07 +09:00
Bill Currie 19dc579a5a Fix custom player skins for the sw renderers. 2012-01-23 23:38:32 +09:00
Bill Currie 3b6e412bba Clean up skin.h a little. 2012-01-23 21:42:28 +09:00
Bill Currie 3dbb5724db Rename Skin_SetColormap_ to Skin_SetupSkin. 2012-01-23 21:40:12 +09:00
Bill Currie 08990ebb5a Make top/bottom color work for GLSL.
Works quite nicely (love those colormaps).
2012-01-23 19:24:12 +09:00
Bill Currie 9a4b065eaf Fix top/bottom colors for the SW renderers. 2012-01-23 17:33:19 +09:00
Bill Currie 7bfddd7ffe Gut most of the old skin code.
Custom skins are smashed on most targets. Player colors don't work, etc.
However, this will let me do a much cleaner implementation.
2012-01-23 16:16:30 +09:00
Bill Currie 4955caafe5 Make the dynamic textures more readily available.
I want to get QF style particles going in glsl (since id style is currently
stuck at one pixel), but I don't want multiple copies of the texture code.
2012-01-21 19:13:01 +09:00
Bill Currie 5e1a80e016 Implement particles as points.
Unfortunately, the maximum point size on Intel hardwar seems to be 1, so I
can't tell if the colors are right.

This is largely just a hacked version of GL's particle code.
2012-01-19 10:39:03 +09:00
Bill Currie fc43e5a307 Allow clearing of a scrap.
This "frees" all rectangles and subpics allocated from a scrap. subpics
are owned by the scrap from which they are allocated.
2012-01-17 19:31:50 +09:00
Bill Currie 3669e3aa2e Make alias model caching optional.
For now, only the glsl loader disables caching, but it stores the frame
vertices in GL memory, so its hunk usage is relatively lower (and will be
lower still when I get skins sorted out).
2012-01-17 19:31:50 +09:00
Bill Currie 0abb8a7554 Merge the particle physics. 2012-01-15 20:14:36 +09:00
Bill Currie ece78f7605 Clean out some useless functions.
D_Start/EndParticles in the sw renderers will likely never have any
content, so no point in calling or even having them.
2012-01-15 09:34:10 +09:00
Bill Currie cbd13ac54e Implement QuatExp and fix up QuatBlend's param names. 2012-01-12 21:22:06 +09:00
Bill Currie 8bcef272e6 Render the id skys :)
Wow... smooth.
2012-01-11 21:26:12 +09:00
Bill Currie 7ba7130f42 Load the sky texture as two separate textures.
The sky texture is normally 256x128, with each 128 wide side being the two
layers of the sky.
2012-01-11 21:09:57 +09:00
Bill Currie e38d72f50b Get brush entity rendering working.
Unfortunately, the intel driver on my eeepc doesn't like the mipmas for
plat_top2 or +2floorsw. If I either don't load their mipmaps, or skip
drawing them, things seem to work nicely.
2012-01-10 13:06:02 +09:00
Bill Currie 3326aceed8 Rewrite the texture chain index list building.
It turns out my complicated plan was just that: complicated. Although there
are currently some bugs, the method I used to build the VBO in the first
place will work equally well for building the index lists.
2012-01-09 21:16:08 +09:00
Bill Currie 754dda92ff Get the lightmap texture properly. 2012-01-09 21:13:40 +09:00
Bill Currie 12fd6bd390 Fix the segfault on map change.
I had forgotten to call R_ClearTextures when I'd rearranged the code.
2012-01-09 10:16:54 +09:00
Bill Currie 7428a91526 Try, but fail, to render the world. 2012-01-08 20:39:36 +09:00
Bill Currie 6abaa5ea74 Build the display list for all loaded brush models.
The entire vertex set from every model is put into one list (not yet
uploaded). chains of elements arrays are build for non-instanced models
(instanced models will have their chains built each frame).
2012-01-08 17:45:44 +09:00
Bill Currie 601cc6e3d1 Make a start on bsp rendering.
Still nothing being rendered: still in the process of building the display
lists, but I'm making good progress. Get this into git before something
goes wrong :)
2012-01-08 10:29:38 +09:00
Bill Currie 179c349bb3 Change WANT to NEED.
I forgot to do this when creating the header.
2012-01-08 09:20:04 +09:00
Bill Currie aa27a3f49c Load bsp model textures as repeating mipmaps. 2012-01-07 18:05:54 +09:00
Bill Currie 204c1aba03 Don't use the miptex_t after converting to texture_t. 2012-01-07 17:08:07 +09:00
Bill Currie 8a5658ed61 Implement the bulk of the lightmap code.
Now just to get surface rendering going and hook in the lights.
2012-01-07 14:53:23 +09:00
Bill Currie 0993803006 Add texture sub-image management.
The planned uses are lightmaps and 2d icons.
2012-01-06 16:24:13 +09:00
Bill Currie c25327f4ed Add union and merge functions and tests. 2012-01-06 12:57:25 +09:00
Bill Currie 2ae044effd Split out vrect_t to its own file and add support functions.
The rest is cleanup after removing a wart from one of the field names.
2012-01-06 09:52:14 +09:00
Bill Currie 423e08ce21 Add demo to "movie" conversion.
It currently writes a series of png files (QF/qfmvNNNNNN.png), at a fixed
rate of 30fps, with no sound recording.
2012-01-05 19:19:37 +09:00
Bill Currie b13a2b6dbd Move screenshots to $fs_userpath/QF.
I got tired of screenshots getting scatter across the tree. ShotsPath in
the dirconf can override this.
2012-01-05 17:07:27 +09:00
Bill Currie 6f18035c12 Fix up alias-16 support.
After getting in contact with serplord, I now know that the sw alias
loading was correct. Turns out the gl loaders was mostly correct, just a
mistaken subtract rather than add. And with that, I can implement alias-16
support in glsl. better yet, since all the work is done in the loader, the
renderer doesn't know anything about it :) However, I need to create some
16-bit models for testing.
2012-01-05 12:52:12 +09:00
Bill Currie 6050901e0e Break out the entity blend calculations.
This allows alias and sprite model lerping to share the code.
2012-01-04 18:30:47 +09:00
Bill Currie f0e88bbe85 Rip out the duplicate lerp code and merge it.
While the vertex lerping needs to be duplicated in the current GL code,
there's no need for the setup code to be duplicated. Also, I want it for
GLSL.
2012-01-04 16:26:52 +09:00
Bill Currie add5440ad1 Upload the normals with the vertex data.
Not all hardware can access a texture sampler from the vertex shader, and I
don't want multiple paths this early in the game. Now, vertex normals are
uploaded as shorts. Should be 14 bytes per vertex (was 10, could have been
8 if I had put the normal index with the vertex rather than st).
2012-01-04 09:42:00 +09:00
Bill Currie 454047ab92 Make r_novis 0 take effect immediately. 2012-01-03 23:17:49 +09:00
Bill Currie 1437cbec91 Make the face culling a little more sensible.
GL Quake was weird, culling front faces. Partly understandable, since
Quake's front order is clockwise and GL's default order is
counter-clockwise. However, since the order can be specified, that should
be done instead. Thus, specify the winding order as clockwise (for quake's
data), set culling for back-face removal, and then mess with the winding
direction in the mirror and fish-eye code.
2012-01-03 18:06:26 +09:00
Bill Currie baab15279f Correct the alias vertex data types.
Vertex locations need to be unsigned byte rather than byte (GL is funy
with that). s and t need to be at least short, and since the normal index
is embedded in the st vector, it needs to be the same type. With this, my
test tetrahedrons seem to be working.
2012-01-03 09:34:17 +09:00
Bill Currie 2a3151cecd Hook in alias model drawing.
Nothing is visible yet.
2012-01-02 20:28:40 +09:00
Bill Currie 72e3a8d507 Merge sw and sw32 alias frame selection.
I'm leaving GL for later because lerping complicates things. I'll sort it
out when I implement lerping in GLSL.
2012-01-02 17:47:22 +09:00
Bill Currie 1c480bf75e Merge the alias skin selection code.
We really don't need 4 copies of identical code when 1 will do :P
2012-01-02 15:57:43 +09:00
Bill Currie 540bccbc27 Load all the alias vertex data as bytes.
I had forgotten I wanted to do it this way.
2012-01-02 13:41:12 +09:00
Bill Currie 6b4a10819a Add an RGB texture loader. 2012-01-02 13:15:19 +09:00
Bill Currie 7e5b3304fc Create the colormap texture. 2012-01-02 11:19:23 +09:00
Bill Currie f3884c659c Finish alias skin loading and load vertex data into GL. 2012-01-01 23:55:27 +09:00
Bill Currie f18cd65526 Implement the "cache" in Draw_CachePic. 2011-12-31 20:36:24 +09:00
Bill Currie d8dbfa9c24 Create WritePNGqfs so screenshots can be written as png. 2011-12-31 17:23:32 +09:00
Bill Currie 718595db45 Implement sprite rendering.
Sprite interpolation seems to work, even :) (maybe)
2011-12-31 14:39:33 +09:00
Bill Currie ea2ae1436c Fix some bugs in the new matrix functions/macros. 2011-12-31 13:20:31 +09:00
Bill Currie 55e53b796d Make a start on getting sprites rendering.
The plan is to do interpolated sprites based on a discussion I had with
LordHavoc about them: blending between the two sprite frames. He didn't
mention it, but it looks like blending between the sprite frames' verts is
necessary too.
2011-12-30 21:11:59 +09:00
Bill Currie 35bf957d08 Add a 4x4 matrix type and some functions for it. 2011-12-30 20:11:53 +09:00
Bill Currie edb05fdfce Rename Vector3Scale and QuatCompScale.
They are now VectorCompMult and QuatCompMult.
2011-12-30 20:04:55 +09:00
Bill Currie 4e7af5c3e0 Add a function to dump the info for all attribute arrays. 2011-12-28 14:27:59 +09:00
Bill Currie be9530afb6 Dump a lot of info about shader programs.
New developer bit: SYS_GLSL (2048).
2011-12-28 12:40:28 +09:00
Bill Currie 151cc05882 Add support for vertex colors.
As I need to control the alpha, they're sent as rgba rather than quake
palette indices. Text works well. All other 2d stuff does not :(.
2011-12-28 09:04:26 +09:00
Bill Currie b96ca6f0e0 Add QuatCompScale and fix a bug in QuatScale. 2011-12-28 08:59:52 +09:00
Bill Currie b943b6d6e8 Implement crosshairs, mostly.
Colored crosshairs aren't supported yet (next).
2011-12-27 17:59:58 +09:00
Bill Currie db8573b774 Make the cross-hair data sharable between renderers. 2011-12-26 21:43:15 +09:00
Bill Currie e2a8de33cc First real texture support function for glsl. 2011-12-26 18:34:51 +09:00
Bill Currie 2ccfbb0c1c Move the shader program code into vid_common_glsl.
Much more useful in the long run.
2011-12-26 17:17:29 +09:00
Bill Currie 279ea340e5 Add the GLSL files to the headers list. 2011-12-26 16:33:15 +09:00
Bill Currie 067d3b3c2c Revert all the commits adding stuff to QF/GL.
With the new QF/GLSL directory, I don't need (or want) them any more.
2011-12-26 16:16:39 +09:00
Bill Currie d743c6c55f Make a clean break heading for GLES compatibility.
Add GLSL directory to QF and use it for all gsls based code (instead of
GL). defines.h, types.h and funcs.h are derived from gl2.h from khronos.

Text drawing now uses triangles instead of quads.
2011-12-26 16:08:55 +09:00
Bill Currie 4131a5998c Yet more functions.
I really need to go through this properly.
2011-12-26 10:12:30 +09:00
Bill Currie 9f5eacd1fb Try to get text rendering.
Still a black screen :(
2011-12-26 08:12:05 +09:00
Bill Currie 34d26a72cc More gl functions. 2011-12-26 07:48:27 +09:00
Bill Currie 70abd33a25 Add GL 2.0 stuff. 2011-12-25 19:40:04 +09:00
Bill Currie a7ad6c03f5 Add some defines and functions I need for glsl.
There will be more coming as I need them.
2011-12-25 11:24:57 +09:00
Bill Currie ce8c2e717a Add some more vector/quat component macros. 2011-12-24 20:10:37 +09:00
Bill Currie cc5140e3a1 Move min/max/bound and field_offset into better locations.
min/max bound into mathlib.h (they /are/ math functions, after all) and
field_offset into qtypes.h.
2011-12-24 10:04:33 +09:00
Bill Currie 59ef1eae9d Split out the floodfile code into its own file. 2011-12-23 19:01:31 +09:00
Bill Currie 53d89bf85a Clean up the mess around D_FlushCaches.
Create an R_ClearState and call that from the clients. It calls any
necessary functions itself.
2011-12-23 12:51:47 +09:00
Bill Currie 33c5320c0e Create stubs for most of the required render functions.
nq-glslx almost links. Just some suspicious references in host.c I want to
check before doing anything more.
2011-12-23 12:19:50 +09:00
Bill Currie 29306f7799 Merge nq and qw sv_phys.c
sv_move and world are now identical between the two directories.
2011-12-22 16:54:22 +09:00
Bill Currie 8b78aeb666 Add component-wise vector and quaternion comparison macros.
Also, re-implement VectorCompare and QuatCompare using the new macros.

VectorCompCompare and QuatCompCompare take a parameter specifying the
comparison operator to use. All component-wise comparisons must be true
for the whole comparison to be true.
2011-12-22 16:54:21 +09:00
Bill Currie 858d95de58 Add a bunch more keys to the X11 clients.
Now, QF does something reasonable for every key on my keyboar for which X
gives us a keycode.
2011-12-19 16:37:48 +09:00
Bill Currie 52d9269867 Merge brush model with world model rendering.
With this, non-mtex global fog now works properly :).
2011-12-18 08:09:55 +09:00
Bill Currie 87b78e5533 Move the surface chain links out of the surfaces.
The links are now in "instance surfaces". For non-instanced models (world,
doors, plats etc (ie, world and its sub-models)), there will be one
instance surface per model surface. However, for instanced models (ammo
boxes etc), there will be many, dynamically allocated (not yet
implemented). This commit gets the static instance surfaces working.
2011-12-17 19:14:14 +09:00
Bill Currie 962451e2fe Create a list of texture chains.
This moves the texture chains out of the world model and into a separate
list, allowing other brush models to registter their textures.
2011-12-15 17:09:02 +09:00
Bill Currie 3eb859a88f Move the entity transform setup into the clients.
This has several benifits:
  o The silly issue with alias model pitches being backwards is kept out
    of the renderer (it's a quakec thing: entites do their pitch
    backwards, but originally, only alias models were rotated. Hipnotic
    did brush entity rotations in the correct direction).
  o Angle to frame vector conversions are done only when the entity's
    angles vector changes, rather than every frame. This avoids a lot of
    unnecessary trig function calls.
  o Once transformed, an entity's frame vectors are always available.
    However, the vectors are left handed rather than right handed (ie,
    forward/left/up instead of forward/right/up): just a matter of
    watching the sign. This avoids even more trig calls (flag models in
    qw).
  o This paves the way for merging brush entity surface rendering with the
    world model surface rendering (the actual goal of this patch).
  o This also paves the way for using quaternions to represent entity
    orientation, as that would be a protocol change.
2011-12-15 17:09:01 +09:00
Bill Currie 4b515a961b Back out the fitzquake lerp changes.
That's not the direction I wish to take the renderer.
2011-12-13 17:01:15 +09:00
Bill Currie b38cb1e221 Create some nicer docs for AngleVectors. 2011-12-13 14:15:03 +09:00
Bill Currie c3d41326b3 Do key dest changing properly.
key_demo wasn't so well thought out. This seems to be much better (and nq
is known to be working nicely).
2011-12-10 16:14:25 +09:00
Bill Currie 81a16c925b Add IMT_DEMO for demo playback bindings.
This will allow special key bindings for use during demo playback without
interfering with normal keys.
2011-12-10 14:21:12 +09:00
Bill Currie 14d8e8669f Rework the legacy bind/unbind commands.
in_bind_imt is now gone. I guess mercury was right in that it was a poor
design. However, it was (and still is necessary) to support "bind" and
"unbind". Now, instead, they work only with the IMT_MOD table. IMT_MOD sits
below IMT_0 in the imt hierarchy. If the key is not bound in IMT_0+, then
IMT_MOD will be checked. This way, "bind" and "unbind" can never mess with
a user's more sophisticated binding setup.
2011-12-10 13:56:02 +09:00
Bill Currie d9d56760e1 Add cvars to control the keys for menus and console.
The backquote is not always usable for toggling the console, and the new
bind system doesn't automatically bind a key to both game and console imts
(by design). Thus create a cvar that allows the "always works" console
toggle to be specified in eg $fs_globalcfg. While I'm at it, do one for the
menus, too.
2011-12-10 13:24:32 +09:00
Bill Currie f9877ce0e0 Add a function to free a hull's portal information. 2011-12-08 14:58:08 +09:00
Bill Currie 27642a080a Avoid infinite recursion. 2011-12-01 12:57:06 +09:00
Bill Currie f9d56f2941 Add MOD_HullContents().
If trace is null or point type, or the hull doesn't have portals, or the
first node is a leaf, MOD_HullContents operates in point mode (exactly the
same way as SV_HullPointContents()). However, in box mode, all leafs
touched by the trace are checked for their contents. The contents field of
trace (a bit field) will indicate the contents type of all touched leafs.
The returned contents value indicates the most important contents:

    solid > lava > slime > water > empty

The one's complement value of the contents type is the bit number of the
contents bit field. I'm not sure how useful this will be as getting the
amount of overlap is currently not supported.
2011-12-01 12:26:33 +09:00
Bill Currie 5ee552ea5b Don't normalize the portal edge vectors.
This simplifies the collision handling code.
2011-11-28 20:56:20 +09:00
Bill Currie 3a386293fc Add Vector3Scale macro.
Vector3Scale individually scales the components of one vector by the
components of another vector.
2011-11-28 20:56:19 +09:00
Bill Currie 4044f9d8e2 Shrink the default winding size.
The minimum number of points on a valid winding is 3, and the most common
will be 4 (especially useful for static structures).
2011-11-28 20:56:19 +09:00
Bill Currie 297275e3de Create edge information for the portals. 2011-11-28 20:54:35 +09:00
Bill Currie 662c04dfdc Add a function to obtain the unit vectors of a winding's edges. 2011-11-28 20:54:35 +09:00
Bill Currie d61cb25a44 Add code to rebuild the bsp brushes.
Names and locations of declarations are still up in the air, but things
seem to be working assuming my test code is correct.
2011-11-28 20:54:35 +09:00
Bill Currie 853bf13d9e Move the winding code into libQFmodels. 2011-11-28 20:54:35 +09:00
Bill Currie 91e65b6c80 Rename mplane_t to plane_t and clean up the mess.
I got rather tired of there being multiple definitions of mostly compatible
plane types (and I need a common type anyway). dplane_t still exists for
now because I want to be careful when messing with the actual bsp format.
2011-11-28 20:54:34 +09:00
Bill Currie 03abb3b27d Add support for ellipsoids.
Not that boxes work yet, but the fix is the same.
2011-11-28 20:54:33 +09:00
Bill Currie 268e732b90 Add a Quat_t union.
It isn't used yet, but it might make messing with quaternions a little
easier.
2011-11-28 09:36:09 +09:00
Bill Currie 683adf1850 Print the name and texture number for model skins.
Use SYS_GLT (1024) for gl texture debugging.
2011-09-26 13:03:53 +09:00
Bill Currie d9ab3a1f54 Move the config file/command line parsing into qargs.c
I don't like the COM prefix, but it will do for now.
2011-09-11 14:57:05 +09:00
Bill Currie 8bab548d16 Make the hud type configurable via dirconf.
Currently only "id", "hipnotic" and "rogue" are supported (anything else is
treated as "id"). Has no effect in quakeworld (good thing too: changing
gamedirs is a little broken).
2011-09-11 08:13:26 +09:00
Bill Currie 5914bb6208 QFS doc update and cleanup. 2011-09-09 17:40:15 +09:00
Bill Currie 881d4babce Fix some undefined symbols in snd_alsa.c.
Serves me right for testing with only my debug build :P
2011-09-08 18:10:09 +09:00
Bill Currie 1e827485ef Do some work on the user documentation.
Also document part of the cvar api.
2011-09-07 21:08:37 +09:00
Bill Currie a8ea3aaad9 Allow dma sound targets to specify an xfer function. 2011-09-07 17:00:18 +09:00
Bill Currie e6e1b10c58 Add support for rotating entities to QW.
Same as the rotating entities in NQ. Unfortunately, I have some problems
with certain entities doing really weird things during collisions. I'll
sort that out later.
2011-09-07 09:41:06 +09:00
Bill Currie 94362cc010 Add macros to ease printing of vectors and quaternions.
I got sick of having to pass all those parameters to printf. Let the
compiler do it for me.
2011-09-07 09:41:06 +09:00
Bill Currie f0a145a537 Compress entity_state_t a little.
Use byte and short instead of int.
2011-09-07 09:41:05 +09:00
Bill Currie db8eee502f Eliminate the is_server global.
More ugliness gone :)
2011-09-04 09:58:13 +09:00
Bill Currie 6b5b2a1622 Specified the endianess of the reads. 2011-09-04 09:58:13 +09:00
Bill Currie deddb5cb6a Partially document the message api. 2011-09-04 09:58:12 +09:00
Bill Currie 12e238f806 Add a function to convert quake angles to a quaternion.
The test works by comparing the result of AngleVectors with forward,
right, and up vectors rotated by the quaternion resulting from AngleQuat.
2011-09-04 09:58:12 +09:00
Bill Currie eb205d73fd Add a function to convert a quaternion to a rotation matrix. 2011-09-04 09:58:12 +09:00
Bill Currie a59fee5346 Add the QuatSet macro.
Same as the VectorSet macro.
2011-09-04 09:58:11 +09:00
Bill Currie 5c9ab2832f Fix win32 cross-building.
No idea if the code actually works :(
2011-09-04 09:48:16 +09:00
Bill Currie e50f0e18ba Make netmain use netadr_t, same as netchan.
Having sockaddr and friends in a header file was bad news for portability
(especially windows).
2011-09-04 09:45:19 +09:00
Bill Currie 265ff06e8d Work around OpenBSD's overzealousness.
Requiring exactly the right size (ie, no bigger) for the address buffer
 is going a little too far.
2011-08-26 11:14:51 +03:00
Bill Currie f75b0a611b Some compile fixes for OpenBSD 2011-08-25 22:35:20 +09:00
Bill Currie 0d5bebabe2 Replace qsockaddr with AF_address_t.
It seems qsockaddr's assumptions aren't necessarily portable, as OpenBSD
seems to be doing weird things with qsa_family. Even if that's not the
case, this is cleaner.
2011-08-24 09:14:02 +09:00
Jeff Teunissen a56f6b2e37 Docs: switch to SVG for the .fig files, add borders around imgs
Self-explanatory, really.
2011-08-23 01:39:40 -04:00
Bill Currie ce07000054 Make the address comparison a little more informative.
Still hunting the openbsd connection issues. It seems the address
comparision isn't working.
2011-08-22 10:30:35 +09:00
Bill Currie 6268bd2965 Tweak the property list docs a little. 2011-08-20 19:23:31 +09:00
Bill Currie a759a5a376 Make the property-list documentation useful for users. 2011-08-20 16:29:59 +09:00
Bill Currie 5feb0454ca Add and use SYS_SND for both sound and cd debug prints. 2011-08-11 17:20:33 +09:00
Bill Currie ff857a9c71 Permit control of single character tokens. 2011-08-11 14:22:27 +09:00
Bill Currie eba66b1dde Doc tweaks and some whitespace. 2011-08-02 17:32:36 +09:00
Bill Currie e5876752f3 Document the datagram net driver interface. 2011-08-02 15:22:33 +09:00
Bill Currie 77dcd07b37 Remove a dead function. 2011-07-29 14:30:54 +09:00
Bill Currie bc62988524 Document the NQ udp driver code. 2011-07-29 13:52:42 +09:00
Bill Currie b529bae048 Some more netmain documentation.
I think I now understand enough to be able to start merging the low-level
networking code.
2011-07-29 12:41:46 +09:00
Bill Currie 07d5b114bc Clean out some dead code and variables.
We haven't had serial or ipx support for a long time.
2011-07-29 10:11:14 +09:00
Bill Currie 1e3f321070 Do some doc work on progs. 2011-07-29 09:04:09 +09:00
Bill Currie 7d07b31408 Document the connection protocol defines.
Well, really re-use the existing documentation, but make doxygen do
something with it. I'm not fully satisfied with the result, but it will do
for now, and getting more information on what the messages really mean will
help.
2011-07-26 20:58:19 +09:00
Bill Currie 1d57477101 Document the "public" functions of NQ's networking code. 2011-07-26 14:15:41 +09:00
Bill Currie ca817fafc2 Fix a typo. 2011-07-26 11:34:17 +09:00
Bill Currie 64881d2eca Finish the docs for netchan.
Also clean out some unnecessary declarations.
2011-07-26 11:30:02 +09:00
Jeff Teunissen 6fad9bc777 Misc. doc sanitation
Slightly document some of the vector types, and fix some typos.
2011-07-25 17:22:44 -04:00
Jeff Teunissen 49b5940cd5 VM doc cleanups
Clarify that the "return value" macros all access the same location in
memory, and are just casting it (after a fashion) to the desired type.
2011-07-25 17:22:44 -04:00
Bill Currie 688e5c7e24 Use ncqport_e on the right field.
Well, now, that was incredibly silly, wasn't it? :P
2011-07-23 21:39:13 +09:00
Bill Currie 3678b610eb Make a start on documenting netchan. 2011-07-23 17:53:06 +09:00
Bill Currie 2035e65bad Make the qport flags a little more doc friendly. 2011-07-23 17:51:07 +09:00
Bill Currie adce93a2de Change a note to a warning. 2011-07-23 16:02:10 +09:00
Bill Currie 24a50982ac Document the public interface to QW's net_udp 2011-07-23 15:58:46 +09:00
Bill Currie e15771f4a4 Nuke a dead function. 2011-07-23 15:58:45 +09:00
Bill Currie b0c93aa24f Remove an annoying comment. 2011-07-23 15:58:45 +09:00
Bill Currie efa0105748 Rename some headers to fix doxygen warnings. 2011-07-23 15:58:45 +09:00
Bill Currie 8ac5079ada Get inputlines mostly working.
It should be only behind-the-scenes updates that are still a problem.
2011-07-09 21:16:38 +09:00
Bill Currie c30e2956f2 Correct the pointer declarations in the docs. 2011-07-09 09:41:30 +09:00
Bill Currie 6114156b49 Add Cvar_RemoveAlias.
Now aliases can be deleted (needed for menus).
2011-07-05 21:59:47 +09:00
Bill Currie a7291943f7 Fix up Cvar_MakeAlias's error checking. 2011-07-05 21:51:38 +09:00
Bill Currie d2894a6f68 Rename Cvar_AliasGet to Cvar_MakeAliase. 2011-07-05 20:28:57 +09:00
Jeff Teunissen 85617586af PCX: display some information on bad PCX files
also, minor whitespace on <QF/image.h>
2011-06-14 13:31:30 -04:00
Bill Currie d638fdce83 Add a PlaneFlip macro. 2011-05-07 19:29:03 +09:00
Bill Currie 55cc0f9206 Bring back the unsigned type (PROGS version bump)
This is only low-level support (the unsigned keyword still does not work),
but sufficient to make switch statements using jump tables work.
2011-04-09 10:07:47 +09:00
Bill Currie 2bacfdabf2 Interpret func fields as selectors for entities with objects. 2011-03-30 20:19:31 +09:00
Bill Currie c8e1d7b45a Fix the API for inputline->enter().
Pass the inputline object rather than the input text, allowing access to
both user_data and the input text.
2011-03-27 08:03:39 +09:00
Bill Currie 84afc458fa Allow the menus to overide the Escape key. 2011-03-25 18:02:59 +09:00
Bill Currie bce3935ea6 Add a void address instruction. 2011-03-10 19:28:03 +09:00
Bill Currie 90de6b0499 Add a movepi instruction to support indirect moves of fixed size. 2011-03-09 10:29:24 +09:00
Bill Currie 18005cc80d Rename move to movei. 2011-03-09 10:28:40 +09:00
Bill Currie 4432bc0bef Make the offset in zone dumps more useful. 2011-03-08 22:44:56 +09:00
Bill Currie ca6dd204b3 Use the right type for VM pointers.
Probably more of these hiding in the code.
2011-02-18 09:03:04 +09:00
Bill Currie f54ce02725 Macros for quaterion access in progs memory. 2011-02-12 22:57:37 +09:00
Bill Currie cac2e04b18 Avoid namespace issues with dstatements. 2011-01-19 11:35:34 +09:00
Bill Currie 33db650161 Add QuatInverse to calculate 1/q.
There's still no direct quaternion division because I don't know if the
definition of q1/q2 is (1/q2)*q1 or q1*(1/q2) (it does make a difference).
2011-01-18 22:22:18 +09:00
Bill Currie 3c9991364b Add a "void return" instruction.
I got fed up with always having to explicty return something.
2011-01-13 00:29:56 +09:00
Bill Currie 13503198e5 Add quat_origin convenience constant.
Same as vec3_origin in that all elements are zero.
2011-01-11 08:41:40 +09:00
Bill Currie cb0bc7229a Resurect the debugging messages in rua_obj.c
Yet another debug flag: SYS_RUA_OBJ
2011-01-10 12:26:10 +09:00
Bill Currie 75ec6bf244 Clean out some unnecessary types from the progs engine and clean up the mess.
This is a nasty commit, sorry, but 99% of the commit is interdependent.
2011-01-10 12:25:31 +09:00
Bill Currie 2b539ee4ae Add include for stdlib.h
This is needed for size_t when hash.h is the first file included.
2011-01-10 12:25:30 +09:00
Jeff Teunissen d764ef80d0 write "color" PCX files (stupid bug) 2011-01-09 04:34:35 -05:00
Jeff Teunissen 68b5db87b2 Document PCX read/write functions & struct 2011-01-09 04:06:50 -05:00
Jeff Teunissen 4090674fa5 LoadPCX(): Turn convert argument into a qboolean. 2011-01-09 04:05:57 -05:00
Jeff Teunissen 9e0575313e Net debugging
Add a SYS_NET developer mask for debugging network, and use it.
2010-12-30 05:01:58 -05:00
Bill Currie 6e18c3df85 Make qfs developer prints a little more controllable. 2010-12-28 09:08:51 +09:00
Bill Currie 90fcbefaff Don't use entity_t's next for linking static enitities. 2010-12-25 19:59:34 +09:00
Jeff Teunissen bbc8154ec7 joystick fixes
Make /dev/input/js0 the default joy_device, and temporarily bump max
buttons to 18 (until I kill the maximums entirely)
2010-12-24 05:03:32 -05:00
Bill Currie de04e1b602 Lots of win32 (mingw cross) build fixes.
HTTP (curl) support is missing, but everything else builds.
2010-12-23 11:40:16 +09:00
Bill Currie 0173ba07b4 Prefer int over long for (u)int32_t.
WHen int and long are the same size, it feels better to use int. More
importantly, it keeps things simple for linux builds vs mingw builds.
2010-12-23 09:47:05 +09:00
Bill Currie 4ab92c03e3 fix a bogus parameter name 2010-12-13 18:01:21 +09:00
Bill Currie ce96e6b055 The beginnings of fog support.
gl_fog.c is taken from fitzquake with only minor modifications to get it
into QF. Other than worldspawn/network parsing, it's not used yet.
2010-12-10 17:17:30 +09:00
Bill Currie 8e557e81b6 Break out the guts of Ed_LoadFromFile into ED_Parse.
ED_Parse does not support progs privided parsing (at this stage, anyway),
but this will allow clients to easily get at the entities in a map.
2010-12-10 17:17:29 +09:00
Bill Currie 3ae2ef8d11 Remove non-progs data from edict_t.
All data that is irrelevant to the progs engine itself has been removed
from edict_t and moved into the sv_progs code.
2010-12-09 17:24:37 +09:00
Bill Currie 9deb178e21 Some documentation fixups. 2010-12-09 13:35:11 +09:00
Bill Currie e46b52a81c Plug the edict_leaf memory leak. 2010-12-08 09:20:43 +09:00
Bill Currie 31cf4b0d78 Use a linked list for the leafs in which the entity is positioned.
This allows the pvs to be used on an antity no matter how many leafs the
entity is touching. Seems to work nicely, but it will leak memory every
time a map is loaded.
2010-12-08 08:44:52 +09:00
Bill Currie a0828ddd06 Clean up bsp limits.
Delete all bogus bsp limits, fixing the code that depended on them.
Document those limits that are dictated by the format.
2010-12-07 17:58:09 +09:00
Bill Currie 0bd960d6cc Move IDPAKHEADER to where it belongs.
It's not used anywhere, but it doesn't belong with the bsp types.
2010-12-07 13:54:54 +09:00
Bill Currie 3b0dbd29ca make distcheck fixes 2010-12-06 21:24:49 +09:00
Bill Currie c2af7896bd Revert "make droptofloor continue the trace if it starts solid"
This reverts commit 10232acdfe.

The problem was really in the trace code, but it got fixed by "accident"
when I had similar problems in hipnotic a couple of years later. Now to
figure out just what the trace could really should be doing.
2010-12-05 14:56:32 +09:00
Bill Currie a4b97e9e2e Dynamic entity allocation. Unlimited static entities.
Entities can now be allocated dynamically. They are freed whenever a new
map is loaded.

Use the dynamic entities for static entities.
2010-12-03 21:01:52 +09:00
Bill Currie a6941e27ef Eliminate MAX_VISEDICTS. Unlimited visible entities.
The renderer can now render as many entities as can be crammed into the
currently visible set of nodes.
2010-12-03 14:59:02 +09:00
Bill Currie f98b002f9e Make R_StoreEfrags const-correct.
R_StoreEfrags does not need to modify its parameter or anything to which
it directly refers, so make the pointer single-level and constant.
2010-12-03 13:30:49 +09:00
Bill Currie 085b0f4448 Remove R_SplitEntityOnNode2
When R_AddEfrags is used (as is the case in nq), this function is
redundant. Brush models in qw are currently broken (invisible), but that's
just a matter of getting qw to use R_AddEfrags instead of R_NewEntity.

This removal should speed up the software renderers a little bit.
2010-12-02 08:31:48 +09:00
Bill Currie 0e737cae15 Fix some "a" -> "an". 2010-11-29 12:54:26 +09:00
Bill Currie 8831a109a4 Create and use mclipnode_t.
I didn't realize this was a critical part of fitzquake's large map
support. This should fix the non-solid brush entities in Conflagrant
Rodent.
2010-11-29 09:36:21 +09:00
Bill Currie 85c693d2b8 whitespace 2010-11-29 09:34:11 +09:00
Bill Currie 763ae71335 Remove the hull_t defines.
Nothing uses them...
2010-11-29 09:05:20 +09:00
Bill Currie 995a8d3e4e Don't use assembly code for SV_HullPointContents.
This is the only assembly code dependent on the size of dclipnode_t.
Removing it paves the way for fixing clipnodes in large maps.
2010-11-29 08:51:29 +09:00
Jeff Teunissen b0217bf0cf Merge branch 'master' into forge 2010-11-28 03:05:30 -05:00
Bill Currie f31595781c Add and used SYS_VID for video/targets masked prints. 2010-11-27 08:48:00 +09:00
Bill Currie cacd2fb895 FiztQuake's lerping system.
Seems to be mostly working. I get some funny results for zombies, but that
might be moving and turning at the same time causing issues.
2010-11-26 16:20:05 +09:00
Bill Currie 31c13d92a2 Protocol 666/large map support from FitzQuake.
Alpha and lerping aren't implemented yet, but things seem to be working. I
can load and play oms2.bsp (Conflagrant Rodent).
2010-11-26 16:20:05 +09:00
Bill Currie 8c4fe2f844 Rename Sys_DPrintf to Sys_MaskPrintf.
We now have finer runtime control over what gets printed. Need to do a
SYS_DEV audit, creating new masks as apropriate.
2010-11-26 16:19:26 +09:00
Bill Currie abc17c1d91 New cvar commands from fitzquake. 2010-11-26 16:19:25 +09:00
Bill Currie defc2a264b Add QFile_GetHandle()
This allows other rua builtins to make use of ruamoko files.
2010-11-24 17:01:19 +09:00
Bill Currie 763cec3838 Some spelling/grammar corrections. 2010-11-24 17:01:18 +09:00
Bill Currie d0370f7cf5 zixthree's Microsoft Visual C++ 2005 Express Support
+ Support for VC++ 2005 Express.
- MFC dependency for quakeforge.rc.
+ VC++ 2005 compatible icon, choose Vista or XP icon depending on SDK target OS.
! Renamed E_POINTER macro to E_PTR (was in conflict with Windows macro).
! Fixed HAVE_SNPRINTF and HAVE__SNPRINTF macros.
! Fixed HAVE_VSNPRINTF and HAVE__VSNPRINTF config macros.
+ Added explicit dependency to gdi32.lib and user32.lib when using Express.
! Changed -0x80000000 to INT_MIN
! Added return value when running *_Error for Visual C++ compiler.
! Function method_free wasn't freeing _meth parameter.
+ Added a Visual Studio solution specific to Express to remedy unsupported features.
! Renamed solution files to reflect their associated Visual Studio flavor.
! Updated vc2005/readme.txt to reflect changes and notify incompatibility with Wave preprocessor.
2010-11-21 15:29:57 +09:00
Bill Currie d4ae231f34 sezero's NET_SendToAll fix
Here's a patch to NET_SendToAll() which was always
broken: it never skipped non-connected clients.
Depending on the compiler, it would wait the whole
5 seconds of its blocktime before it gave up.
While there, changed its blocktime argument to
double (the comparison is against a double.)
2010-11-21 14:27:43 +09:00
Bill Currie ef7958d680 Lots of const correctness. 2010-10-13 20:52:08 +09:00
Bill Currie cd159e1cc1 Use LoadBSPMem to load brush models.
Now that Mod_LoadBrushModel uses bspfile.[ch], the engine uses the same
code as the tools to work with bsp files.
2010-10-13 20:52:05 +09:00
Bill Currie 56fb4d9a22 allow safe bsp freeing
any memory the bsp thinks it does not own will not be freed
2010-10-13 20:52:05 +09:00
Bill Currie cec8e09f07 white space cleanup 2010-10-13 20:52:05 +09:00
Bill Currie 1d86e71404 make WriteBSPFile take a const bsp_t *
This means that the supplied bsp can now be reused, as it should be.
2010-10-13 20:52:05 +09:00
Bill Currie f4042c5b91 Make the bsp disk data structures type size independent.
However, this assumes float is always 32 bits.

Also use size_t for the *size fields in bsp_t and clean up the mess.
2010-10-13 20:52:05 +09:00
Bill Currie 8808eba3ff add VectorSet macro
VectorSet(a,b,c,d) -> vec3_t d = (a, b, c)

This should be useful.
2010-10-13 20:52:05 +09:00
Bill Currie faf63e60c2 Make wad files type size-safe. 2010-10-09 16:10:49 +09:00
Bill Currie fe9fdd7b83 add VectorSet macro
VectorSet(a,b,c,d) -> vec3_t d = (a, b, c)

This should be useful.
2010-09-26 14:54:42 +09:00
Bill Currie 7dc1ccdbea Add a function for retreiving the parsed token.
Saves having to reach into the token's dstring (script->token->str was
getting annoying).
2010-09-26 13:50:17 +09:00
Bill Currie 19a558a2db Fix a doxygen warning 2010-08-31 22:07:49 +09:00
Bill Currie fcd9c3e115 Fix a stray doxygen control comment. 2010-08-31 21:15:40 +09:00
Bill Currie 42faad9015 Move expand_squiggle() from quakefs to sys, and rename to Sys_ExpandSquiggle.
Hopefully the final resting place of this function.
2010-08-25 14:00:04 +09:00
Bill Currie e9bd9a4baa Move QFS_CreatePath() to Sys_CreatePath(). 2010-08-25 13:52:24 +09:00
Bill Currie 4f620655be Document quakefs.h 2010-08-25 13:40:22 +09:00
Bill Currie ba8ca132a9 Change QFS_Gamedir()'s parameter from dir to gamedir. 2010-08-25 13:31:24 +09:00
Bill Currie 745bdfafdf Eliminate QFS_LoadHunkFile().
It is unused, and part of the group of functions I wish to remove from QF.
2010-08-25 13:31:23 +09:00
Bill Currie cbee789fe1 Change ProgPath to ModelPath and dir.progs to dir.models.
The default is still $path/progs, as that is what is expected by the
game-code.
2010-08-25 13:31:13 +09:00
Bill Currie cf40f5073d Nuke QFS_WriteBuffers.
This function is too dangerous for my liking, and it's now unnecessary
since qfs has been locked down.
2010-08-25 13:31:13 +09:00
Bill Currie 031055a91f Move the qfs_* cvars out of quakefs.h
The qfs cvars are all private.
2010-08-25 13:31:13 +09:00
Bill Currie 0cc4bc8c69 Move searchpath out of quakefs.h.
It's not needed, nor should it be used, anywhere else.
2010-08-25 13:31:13 +09:00
Bill Currie 478394ef81 Nuke MAX_GAMEDIR_CALLBACKS
The number of gamedir callbacks is now unlimited.
2010-08-25 13:31:08 +09:00
Bill Currie a51e888a1b Nuke MAX_OSPATH and clean up the mess. 2010-08-25 13:31:08 +09:00