Commit graph

36 commits

Author SHA1 Message Date
Yamagi
6d93077f43 Include limits.h in cl_cin.c; it's apparently needed.
I wonder ehy neither me nor @DanielGubson run into this; on Arch Linux
on some kind of Ubuntu, on FreeBSD or Windows... Closes #522.
2020-02-26 17:47:51 +01:00
Yamagi
bb0fc01e38 Another try to fix the problem of spurious aborts of cinematics.
Until this commit a cinematic was aborted as soon as any key were
marked down when finishing the user command and sending it to the
server. The whole logic to detect if a key is down is broken, for
example `vid_restart` may leave keys marked down that are in fact
up. And there's the possibility to inject fake key events from
nearly everywhere. I'm not really sure but I suspect that even the
server may be able to inject key events.

Therefore untangle the cinematic abort code from the user command
processing, it should depend only on real key strokes:

1. Introduce a new global variable `abort_cinamatic` and set it to
   `cls.realtime` as soon as a key down event is detected. The only
   exceptions are Escape and Shift, because opening the menu and
   toggeling the console should never abort a cinematic.
2. When starting a cinematic `abort_cinamatic` is set to INT_MAX,
   because it needs to be higher than the current `cls.realtime`.
3. When a cinematic is running, `cls.key_dest` is set to `key_game`
   (`key_menu` and `key_console` are ignored, keys send to the menu
   or the console should never abort a cinematic; `key_message`
   can / should never happen while a cinematic is running) and
   `abort_cinamatic` is less than `cls.realtime` the cinematic is
   aborted.

`abort_cinamatic` less than `cls.realtime` is necessary because the
client needs one frame to pop up the menu or toggle the console and set
the `cls.key_dest` accordingly. `abort_cinamatic == cls.realtime - 1`
is not possible because not every frame finishes a user command.

This closes #502.
2020-02-22 18:48:47 +01:00
Daniel Gibson
378f01f7b5 SV_FatPVS(): use int32_t instead of long, as the code assumes it's 32bit 2019-09-25 21:39:02 -01:00
Daniel Gibson
f9c77b98af YQ2_ALIGNAS_*() in common.h 2019-08-24 20:38:42 -01:00
Daniel Gibson
95983f08cf Fixes for PVS Studio warnings: Sound stuff 2019-07-21 05:29:05 +02:00
Yamagi Burmeister
0264c6d946 Remove DOGG compile time option.
Having OGG optional only complicates things and is unnecessary now that
the dependencies to libvorbis and libogg are gone.
2018-08-14 10:40:50 +02:00
Yamagi Burmeister
61400d1ae8 Move input.c and input.h into the client and rename to sdl.c.
The input system backend was once used in the client and the renderers,
but for some years now it has been an integral part of the client only.
Move it there.
2018-08-07 09:43:34 +02:00
Yamagi Burmeister
15898a2330 Remove CDA support from code. 2018-07-31 14:24:28 +02:00
Yamagi Burmeister
7ae9b38da1 Fix video background color if the gl1 or gl3 renderer is used.
Both use truecolor and not paletted colors.
2018-01-03 21:11:08 +01:00
Denis Pauk
4f9833153f Fix background under cinematic and gamma values 2017-12-11 23:33:19 +02:00
Denis Pauk
a08374c8cd Add more strict checks for read/write spaces in pcx decode logic 2017-10-21 01:01:41 +03:00
Yamagi Burmeister
c0b768278f Fix build with SDL 1.2 2017-04-22 10:24:12 +02:00
Daniel Gibson
54ae3be0c6 Com_VPrintf(level, fmt, argptr) (Com_D?Printf() wraps that)
somehow all the printf()-like things in Q2 wrap each other and each
one prints into a buffer and then calls the next one with ("%s", buf).
That's not very clever and kinda annoying.
As in the end everyone calls Com_Printf() I created Com_VPrintf()
that can be called instead with the va_list.

I also added printf-format annotation to Com_Printf() and Com_DPrintf()
and fixed places where Com_Printf() was called with the wrong type.
2017-02-19 06:03:07 +01:00
Yamagi Burmeister
f6f8394b74 Ensure that all keys are marked up when playing cinematics
Otherwise at least one key may be still marked as down causing an
immediate abort of playback. While here be a little bit paranoid
and clean up key states when focus is gained. In theory that's a
no-op.
2016-11-08 17:37:24 +01:00
Yamagi Burmeister
7456daf65f Do not display baseq2 savegames in mods / addons
The savegame list is generated by calling FS_FOpenFile() for each
possible savegame name. When a file handle is returned the savegame
exists, otherwise the savegame slot is empty. But FS_FOpenFile()
searches in every directory known to the VFS. If a savegame file
isn't found in $moddir but in baseq2, the file in baseq2 is opened
and a baseq2 savegame is displayed in the mods / addons savegame menu.

The fix is compromise between a clean solution and invasiveness:

- Refactor FS_FOpenFile() to include FS_FOpenFileRead(). FS_FOpenFile()
  was used only to open read only files, limit its's possibilities to
  do exactly that.
- Introduce a new flag "gamedir_only" to FS_FOpenFile(). When true
  only the gamedir directories are searched and not other directories
  like baseq2.
- Change all callers to FS_FOpenFile()s new signature.
- Use the new gamedir_only flag to limit the searchpath for savegames
  to the gamedir.
2015-10-25 16:44:22 +01:00
Alejandro Ricoveri
3e45c5e363 Refresh API refactoring
Analog functions of the former refexport_t are now public for the client
to access.
2013-06-15 10:27:30 +02:00
svdijk
4bef586e67 remove unnecessary fileHandle_t typecasts 2013-05-13 18:49:16 +02:00
svdijk
7c1d2b4219 fix incorrect typecasts in FS_* calls 2013-05-11 15:22:27 +02:00
svdijk
082c2d454f cinematics: minor rewriting of cin_force43 behaviour 2013-04-24 20:33:12 +02:00
svdijk
3c6a57129e cinematics: force 4:3 aspect ratio (new cvar cin_force43) 2013-04-22 20:44:47 +02:00
Yamagi Burmeister
b52336850f Reformat the client 2012-07-22 15:34:45 +02:00
Yamagi Burmeister
fc679896f5 Explicit cast 2012-06-02 09:07:20 +02:00
Christoph Mallon
ab034114b4 Whitespace fixes. 2012-04-30 08:25:59 +02:00
Yamagi Burmeister
03015a686b Hide music playback from CD behind CDA 2012-04-25 08:53:25 +00:00
Yamagi Burmeister
9d60a5de6a Hide OGG/Vorbis support under OGG 2012-04-25 08:24:38 +00:00
Yamagi Burmeister
bff20f6b7c Nächter Soundpatch von Ozkan:
- Adds a "float volume" argument to snd_dma.c:S_RawSamples()
	so that ogg can use it too
  - That S_RawSamples now has a volume argument, the
    cinematics now honor the volume adjustment instead of 
    playing at full volume all the time even if volume is
	zeroed                                                                               
  - Moves endianism handling from S_RawSamples to codec
    level                                                         
  - Fixes an issue of S_RawSamples with 8 bit stereo samples
	(not seen/tested with q2 but with my uhexen2)
  - Other minor adjustments
2010-12-20 09:56:37 +00:00
Yamagi Burmeister
aa9877826c Unnütze Variable entfernt 2010-11-16 11:43:06 +00:00
Yamagi Burmeister
e98ad4b925 Entferne ein unnötiges Anpassen von s_khz 2010-11-01 15:54:56 +00:00
Yamagi Burmeister
4c6be8421a Zwei Kommentare wieder rein 2010-06-18 18:07:56 +00:00
Yamagi Burmeister
600c232d1c Entity-Parsing nach cl_parse.c verschoben 2010-06-18 15:12:58 +00:00
Yamagi Burmeister
d6eabc3ccf Das Konzept der Schleife macht den Code lesbarer. Dies ist keine
funktionale Änderung
2010-06-17 05:52:57 +00:00
Yamagi Burmeister
a43af52578 Kommentare und Formatierung von cl_cin aufgeräumt 2010-06-17 05:43:01 +00:00
Yamagi Burmeister
b6f5dadf4c Merge in den Trunk:
- OGG/Vorbis Support
 - pk3 Support (ungetestet)
2009-10-03 16:06:45 +00:00
Yamagi Burmeister
05e630158a Dateien des Clients neu angeordnet 2009-03-03 13:43:32 +00:00
Yamagi Burmeister
5ee8f8909c Überflüssige Zeile entfernt 2009-02-28 16:22:35 +00:00
Yamagi Burmeister
80c4bf995b Der Versuch den Icculus Quake II Client einmal aufzuraeumen.
Bei dieser initialen Version handelt es sich um den blanken
Client ohne Renderer und Server und Spiele. Ueberfluessige
Sourcedateien wurden geloescht, einige Dateien so verschoben,
dass sich eine sinnvolle Verzeichnisstruktur ergibt. Zudem wurde
eine neue Makefile erstellt.
2009-02-28 14:41:18 +00:00