Commit graph

1692 commits

Author SHA1 Message Date
Bill Currie
3d56084f59 Fix a memory leak.
Entity/Edict leafs weren't being freed when the entity was freed.
2012-07-01 09:05:16 +09:00
Bill Currie
249eb8e5d2 Bah, more segfaults :P 2012-06-29 20:26:27 +09:00
Bill Currie
cf48d5ab04 Make "playdemo" without args replay the last demo. 2012-06-29 18:44:42 +09:00
Bill Currie
7eaa6b72d6 Spawn a green dlight for chatting players.
It's not very big, and shows as green only in gl, but at least there's some
indication until I sort out icons etc.
2012-06-29 18:00:21 +09:00
Bill Currie
891500ac58 Fix yet another segfault.
Yet more bugs related to the change to using info key direct access :P
2012-06-29 18:00:21 +09:00
Bill Currie
39241867bb Pass the chat info key onto clients.
The server's info key filtering is "explicit permit".
2012-06-29 18:00:21 +09:00
Bill Currie
baa0948bcb Set the chat info key to the appropriate value on key_dest change. 2012-06-29 18:00:21 +09:00
Bill Currie
52146947c1 First part of chat info support.
The idea is to allow other clients know when the player is chatting,
fiddling with the console, etc.
2012-06-29 18:00:21 +09:00
Bill Currie
a3fe8d56b8 Don't broadcast name changes for spectators.
At the request of freewill. There might be a better mechanism, though...
2012-06-29 15:13:03 +09:00
Bill Currie
bf00009cc8 A touch of whitespace cleanup. 2012-06-28 16:12:06 +09:00
Bill Currie
276b6f9662 Add support for sv_antilag (from fteqw).
I'm not 100% certain it actually works, but it doesn't seem to have broken
anything :)
2012-06-28 16:03:56 +09:00
Bill Currie
40da338674 Change SV_ClipToLinks's clip.type to be flags.
More feature swiping from fte: the flags are needed for antilag, but I
thought I'd grab the related features (mainly linking) while I was at it.
2012-06-28 15:09:49 +09:00
Bill Currie
64bfde7320 Allow extension builins to override standard builtins. 2012-06-28 15:07:03 +09:00
Bill Currie
3626f34c9a Add entnum to edict_t for faster edict->num.
Swiped from fte :)
2012-06-28 14:43:29 +09:00
Bill Currie
f128aca207 Nuke a FIXME.
That was a rather evil hack, but what's worse is when I finally fixed the
problem, I didn't fix the fixme :P
2012-06-28 07:22:28 +09:00
Bill Currie
bcc1de3b84 Fix the missing health pickup sound on aerowalk.
Caused by an out-by-one error thanks to the insane way the sound list is
built. Came about when doing the model/sound list sanitation during the
GLSL project, but this one was sneakier as it resulted only in a missing
sound rather than a segfault.
2012-06-26 11:06:59 +09:00
Bill Currie
9b3f3905b5 Make CL_ParseStartSoundPacket easier to read.
Really just add a "bits" var from which to extract the info rather than
overloading "channel".
2012-06-26 10:51:11 +09:00
Bill Currie
409604ebfd Fix some build errors that snuck in. 2012-06-23 19:39:24 +09:00
Bill Currie
c7a6293780 Make the logic around the call to CL_ModelEffects more sensible. 2012-06-20 20:41:26 +09:00
Bill Currie
608c30942c Factor out model based particle effects.
Moving them into a separate function both cleans up entity linking and
makes things easier for csqc when it comes.
2012-06-20 08:02:29 +09:00
Bill Currie
ca1a5dfe8f Fix the missing console prompt on demo stop.
CL_StopPlayback was incorrectly calling Key_SetKeyDest with key_game. As
CL_SetState calls Key_SetKeyDest with the appropriate parameter,
CL_StopPlayback calling Key_SetKeyDest is actually redundate, so just
change key_game_target back to IMT_0.
2012-06-16 16:05:24 +09:00
Bill Currie
b0b07d09b9 Support demos recorded by qizmo.
I guess it's just part of how qizmo works, but a few extra packets get into
the demo before the packet with the serverdata svc :/ More checking needs
to be done (only the initial connect packet is checked), but this works for
now.
2012-06-16 13:15:48 +09:00
Bill Currie
2897dc5a16 Frame-rate independent cshift fades.
As per mh's post on inside3d.com. I don't see any difference, but it still
fades well, so... :)
http://forums.inside3d.com/viewtopic.php?f=12&t=4899
2012-06-15 22:02:18 +09:00
Bill Currie
fc67f8ce93 Fix up some comments.
Lowsy grammar and inaccurate info...
2012-06-15 22:02:18 +09:00
Bill Currie
01466e4e43 Factor out the next packet check code. 2012-06-15 22:02:18 +09:00
Bill Currie
e04777571d Factor out the demo packet reading. 2012-06-15 22:02:18 +09:00
Bill Currie
1a9fca531e Factor out the demotime get/rewind code.
One step towards a tidier CL_GetDemoMessage :)
2012-06-15 22:02:18 +09:00
Bill Currie
aa2a8e8909 Mostly "merge" cl_screen.c.
Down to protocol/networking differences.
2012-06-15 22:02:17 +09:00
Bill Currie
d37b85f73f Split out the rss code into its own file. 2012-06-15 22:02:17 +09:00
Bill Currie
8dc1961e8c Yet more diff noise reduction. 2012-06-15 22:02:17 +09:00
Bill Currie
c8e3cf05d0 Finish the "merge" of V_CalcBob.
qw now uses cl.onground instead of pmove's onground (d'oh). nq now has a
dummy spectator flag.
2012-06-15 22:02:17 +09:00
Bill Currie
c4d7b65a05 Much diff noise reduction in V_CalcRefdef.
NQ's client-side onground now works similarly to QW's: -1 = not on ground,
0+ = on ground (plane num?) but only 0 is used in NQ as the necessary
information is not sent over the network.
2012-06-15 22:02:17 +09:00
Bill Currie
7dd400d04a "Merge" V_CalcRoll. 2012-06-15 22:02:16 +09:00
Bill Currie
301a6431c6 Correct a comment, and more diff reduction.
It turns out NQ "never" sent coordinats at 1/16 resolution: even q1source
sends coords at 1/8 resolution. This gets rid of an annoying difference.
2012-06-15 22:02:16 +09:00
Bill Currie
5bae5b3740 Much diff noise reduction. 2012-06-15 22:02:16 +09:00
Bill Currie
81dc750857 Pretend to allow screen offsets.
Because qw's maxclients is always > 1, they'll never work, though :)
2012-06-15 22:02:16 +09:00
Bill Currie
e6ce44fde7 Change qw's punchangle to a vector.
Consistency with nq :) (however, only pitch works in qw).
2012-06-15 22:02:16 +09:00
Bill Currie
d561d5587d Move the simangles hack out of cl_view.
The places that will need to be fixed are now three, but cl_view.c now
doesn't mess with values it shouldn't alter.
2012-06-15 22:02:16 +09:00
Bill Currie
83d6dd7262 Fix idealpitch and viewheight in qw.
For certain values of "fix" ;). Both are brought back to life but
idealpitch is never set (always 0) and veiwheight is set in V_RenderView().
However, this brings the rest of the code in cl_view.c just that little bit
closer to merged :)
2012-06-15 22:02:15 +09:00
Bill Currie
afec630d1a Nuke some obsolete fields.
scoreboard_t and player_info_t haven't used the
_color/_topcolor/_bottomcolor fields for a while (since glsl).
2012-06-15 22:02:15 +09:00
Bill Currie
fd78d900e9 Complete all stuff commands when getting server info/data.
When the stufftext buffering was implemented, we forgot about
svc_serverdata...

While nq might normally not have the issue, I thought it best to implement
in nq, too.
2012-06-15 22:02:15 +09:00
Bill Currie
17b43ba736 Clean up svc_disconnect differences.
Now that nq has distinct ca_active and ca_connected, this will work :)
2012-06-15 22:02:14 +09:00
Bill Currie
e730608dd7 Implement r_flatlightstyles from fitzquake. 2012-06-15 22:02:14 +09:00
Bill Currie
7299ca7bec More cl_parse tidyup.
svcs are now in order: makes it even easier to see what's different between
nq and qw.
2012-06-15 22:02:14 +09:00
Bill Currie
1aa2c22169 Nuke MAX_SCOREBOARDNAME from qw.
It was different from nq's MAX_SCOREBOARDNAME, and not really necessary,
what with being able to uuse info_key_t caches.
2012-06-15 22:02:13 +09:00
Bill Currie
b4ad695e16 Make info_t opaque.
I didn't like the way client/server code was poking around at the
implementation. Instead, provide a couple of accessor functions for the
same information.
2012-06-14 22:46:23 +09:00
Bill Currie
e7c3ae911f Clean up some diff noise. 2012-06-14 22:45:24 +09:00
Bill Currie
96785ccec7 Clean up chase/spectator camera stuff.
o  Rename nq's cl_cam.c to cl_chase.c.
 o  Split out the chase cam stuff from qw's cl_cam.c to cl_chase.c
2012-06-14 22:45:05 +09:00
Bill Currie
2dfa871794 Try mvd before qwd when no extension is given. 2012-06-03 20:12:34 +09:00
Bill Currie
93e35d7ec0 Add demo format auto-detection.
nq now rejects anything that doesn't look like a .dem, and qw not only
rejects anything that looks like neither a .qwd nor a .mvd, but even
detects which one is being played by the contents rather than the file name
(foo.mvd.gz would be mis-detected as a qwd!!).
2012-06-03 20:04:02 +09:00
Bill Currie
dfc8f8bb20 Minor cleanup of CL_Record() and give nq default demo names. 2012-06-03 20:03:43 +09:00
Bill Currie
23a38738fc Massive whitespace cleanup.
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
01773c7cd3 Fix the infinite think loop when playing honey.
The change to nq SV_RunThink to match that in qw finally bit my bum. I
suspect it's really a bug in the honey progs (using ltime on a non-pusher),
but QF locking up is not very friendly. I want to keep the option of having
a think loop in the same frame for progs that expect it (using
self.nextthink = time), but also NQ's original method of running think
every frame.  Hopefully no progs expect "self.nextthink = time" to run
every frame rather than loop within the current frame.
2012-05-20 22:45:30 +09:00
Bill Currie
f9a384ffd4 Make simple gravity acceleration framerate independent.
Now it doesn't matter if you get 22 fps or 72, you jump the same height,
which actually happens to be slightly higher than the previous 72fps jump.
Effectively, you jump the height you would if you got infinite fps ;)
2012-04-28 14:54:58 +09:00
Bill Currie
a7870a98a1 Apply a couple of patches from calim of nouveau.
One's an actual bug, the other a bit of error checking (not sure how
necessary it is, but it's in code that we don't /want/ to run, so it can't
hurt :)
2012-04-25 08:48:46 +09:00
Bill Currie
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
97968422f8 Fix an uninitialized variable found by valgrind. 2012-04-11 14:58:56 +09:00
Bill Currie
a0e143e601 Check for fog functions before calling them.
Not all renderers support fog.
2012-04-11 14:58:55 +09:00
Bill Currie
4d9c3408a1 Start putting the pieces back together.
The renderer now gets initialized and things sort of work (qw-client will
idle, though nothing is displayed). However, as the viddef stuff is broken,
it segs on trying to run the overkill demo.
2012-04-11 14:58:55 +09:00
Bill Currie
352eb5ece4 Move console init to after vid/render init. 2012-04-11 14:58:55 +09:00
Bill Currie
437ff888c0 Fix some missing backslashes in qw's Makefile.am.
Wow, everything links with static plugins.
2012-04-11 14:58:55 +09:00
Bill Currie
7ed33f6345 Hide D_FlushCaches.
There'd been a way to do so all along :/ There might be some issues with
this, but those will be easy to fix :)
2012-04-11 14:58:55 +09:00
Bill Currie
ad61c7a30c Start working on creating the render plugins.
Things blow up quite nicely. :)
2012-04-11 14:58:53 +09:00
Bill Currie
8530959752 Link the model libs to the render plugins. 2012-04-11 14:58:53 +09:00
Bill Currie
8e91fb7bc1 Get the basics linking.
Still, nothing will work: no plugins are loaded and they're all broken
anyway.

glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
2012-04-11 14:58:53 +09:00
Bill Currie
a4c280f2b2 Take the first step towards render plugins.
No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Antti Harri
02a624c63a Fix curl; use LIBCURL_CFLAGS, not LIBCURL_CPPFLAGS. 2012-02-17 18:10:15 +02:00
Bill Currie
ce6ab908a5 Don't include the specific plugin headers in plugin.h.
This lets files that use plugins not depend on plugins they don't use.
2012-02-13 22:02:07 +09:00
Bill Currie
3cb4cb59b5 Link QFgamecode directly into QFruamoko.
First step in the library "merge down".

QFgamecode is now a convenience library. The only things that mention it
directly now are ruamoko and qfcc.
2012-02-13 15:05:31 +09:00
Bill Currie
9a91aff93c Move the ambient level check out of the sound renderer.
Instead, the client gets the current leaf and passes ambient_sound_level
from the leaf to S_Update.
2012-02-13 13:44:29 +09:00
Bill Currie
02d24189ef Use QF_NEED for plugins.
At the moment, the selection of the default sound driver etc is broken.
2012-02-12 11:37:25 +09:00
Bill Currie
e34f0178b6 Build GLSL clients for SDL.
Just about to do a release, and I realized windows users wouldn't have any
way of checking out the new renderer. I'll add wglsl when I get a chance to
do some testing.
2012-02-08 22:05:58 +09:00
Bill Currie
b59ffd4cf1 Fix win32 (mingw) builds. 2012-02-07 20:18:23 +09:00
Bill Currie
9fbff2f4d5 Do an audit of the Makefile.am files.
o All instances of LIBADD/LDADD have a corresponding DEPENDENCIES
    specificatiion.
  o libraries now use a lib_ldflags macro to keep things consistent
  o duplication of source/lib names has been minimized (particularly in
    the libraries; more work needs to be done for the executables)
  o automake spec blocks have been organized (again, more work needs to be
    done for the executables)
2012-02-07 16:04:19 +09:00
Bill Currie
b5019c8e33 Nuke the engine dicrectory from gamecode.
Not the contents, of course :) Anyway, finally, that totally useless
directory is gone.
2012-02-06 23:44:52 +09:00
Bill Currie
e6969ea7e3 Use pkg-config for libcurl, too. 2012-02-06 00:05:22 +09:00
Bill Currie
201532ea7e Fix missing library references when linking. 2012-02-05 14:25:22 +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
5efc78b920 Move the call to R_Particles_Init_Cvars into R_Init_Cvars. 2012-02-01 20:05:11 +09:00
Bill Currie
4b390909f2 Move r_gravity to it's rightful home.
r_part.c makes much more sense.
2012-02-01 20:03:16 +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
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
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
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
6437a77021 Fix glsl qw alias model crc checking.
GLSL alias models don't use the cache, so don't try to access the data via
the cache.
2012-01-23 16:47:43 +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
6fe557b407 Ensure the beam entitys' angles get set.
This fixes the incorrectly oriented beam entities.
2012-01-21 16:18:20 +09:00
Bill Currie
bfa28f1a84 Fix an out-by-one error.
The recent sanitization of nummodels lost the last model in qw due to the
insane way in which the model list is built. oops.
2012-01-12 11:28:25 +09:00
Bill Currie
ffa79eed01 Don't lie about the number of models.
The renderer being told there were 2048 models when there were only ~160
was a bit of an unpleasant surprise :P
2012-01-09 16:22:39 +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
297a4e2756 Put the D_FlushCaches mess back.
It turns out that when it is called is highly timing sensitive :(
However, the rest of R_ClearState remains.
2012-01-05 15:50:20 +09:00
Bill Currie
55a0ed49cd Build qw-client-glslx too.
I was asked about timedemo overkill (bigass1 currently gets 40kfps, haha),
so I had to add qw-client-glslx to the build.
2011-12-25 16:41:14 +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
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
2bec1ae1d9 Make qw's push/block handing the same as nq's.
NQ's handling seems to be more correct. The only likely problems are if
something is pushed into (eg) a button, and things will be a little slower.
2011-12-22 16:54:22 +09:00
Bill Currie
3eb788b3f6 Make qw's SV_Push remove ONGROUND for non-players.
This seems to have been an optimization for QW since standard qw removed
monsters. However, since there are QW mods that brought back monsters,
this should be an improvement.
2011-12-22 16:54:22 +09:00
Bill Currie
d1be716031 Tidy up the corpse related code in SV_Push. 2011-12-22 16:54:22 +09:00
Bill Currie
4ade879674 Make SV_PushEntity easier to read. 2011-12-22 16:54:22 +09:00