Commit graph

1059 commits

Author SHA1 Message Date
Denis Pauk
841076f2a9 Fix game shutting down on error 2020-04-06 23:11:07 +03:00
Denis Pauk
9e5ba15eac MacOS softrender fixes #541.
On MacOS texture is cleaned up after render and code have to copy a whole
screen to texture, other platforms save previous texture content and can
be copied only changed parts.
2020-04-02 23:26:55 +03:00
Simon McVittie
6f6e27644e Add a separate noreturn macro for function pointers
C11 _Noreturn is only accepted on function declarations, not on function
pointers, so we can't use it on callbacks like game_import_t.error and
refimport_t.Sys_Error. Use a separate macro for those.

The problematic situation doesn't currently happen because the Makefile
hard-codes -std=gnu99, which disables C11 features; but removing
-std=gnu99 (resulting in the compiler's default, currently gnu11) causes
compilation failures with at least gcc 9.x.

Signed-off-by: Simon McVittie <smcv@debian.org>
2020-03-21 18:32:15 +00:00
Yamagi
fd1874ff0f Mark all remaining m_* cvar as CVAR_ARCHIVE.
This is another fix for 60a4bd3. Closes #529.
2020-03-16 15:49:04 +01:00
Yamagi
373ecdf429
Merge pull request #521 from 0lvin/for_review
Small cleanup
2020-02-27 18:50:36 +01:00
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
0a08d8bfb1 Add back CVAR_ARCHIVE, lost in 60a4bd3.
I hate this code. 60a4bd3 removed unnecessary Cvar_Get() calls,
unfortunately they were the ones defining CVAR_ARCHIVE. The
remaining ones did not...
2020-02-23 18:46:35 +01:00
Denis Pauk
b3c23dee5b make cppcheck happy and use same version messages as other renders 2020-02-23 08:19:02 +02:00
Denis Pauk
aaade648b9 Replace *_ResampleTexture to ResizeSTB 2020-02-23 08:15:06 +02:00
Daniel Gibson
ff9f9accd3 client/refresh/files/stb.c: don't include header from gl1/
instead use ref_shared.h, like the other source files in that directory
2020-02-22 20:27:32 +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
Yamagi
50d442c1e8 Add sw_gunzposition to alter the guns Z offset.
An option like this was often requested since I fixed the gun field of
view in e466554. Since the software renderer is missing the ability to
alter the persepective matrix (e.g. something like glFrustrum()) this
fix fakes the offset by manipulating the guns transformation marix.
That's not perfect, the gun distorts if `sw_gunzposition` is set to
anything but `0`. Values up to `8` are more or less okay. Defaults
to `8` which matches the GL renderer default.
2020-02-22 15:43:46 +01:00
Yamagi
e0067e90a8 Missing PVS Studio fixes for soft renderer.
Mod of the problems were already done by @0lvin in 129da805.
2020-02-10 18:21:29 +01:00
Daniel Gibson
b3f61f20d4 PVS Studio fixes for GL3 renderer 2020-02-10 17:55:41 +01:00
Daniel Gibson
00127cc912 PVS Studio fixes for GL1 renderer 2020-02-10 17:55:41 +01:00
Daniel Gibson
9f22f3d298 PVS Studio: Misc. fixes and FIXMEs 2020-02-10 17:55:41 +01:00
Daniel Gibson
ae3723c900 YQ2_ATTR_NORETURN for functions that don't return (Sys_Error() etc)
must be used in front of functions, not behind (the GCC __attribute__
allows both, but MSVC and C11 don't!)
2020-02-10 17:55:41 +01:00
Alexander Tsoy
60a4bd3306
Fix build with -fno-common
GCC 10 defaults to -fno-common.

Closes #516
2020-02-10 17:05:48 +03:00
Denis Pauk
6e80924050 Fix segfault on device without available sound cards
In such case sound system left uninitialized and without cvars.
----
Thread 1 "quake2" received signal SIGSEGV, Segmentation fault.
0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at src/client/sound/ogg.c:351
351 if((trackNo == 0) || ogg_shuffle->value)
(gdb) bt
#0  0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at
src/client/sound/ogg.c:351
#1  0x000055555557bded in CL_PrepRefresh () at src/client/cl_view.c:367
#2  0x000055555556e1a0 in CL_Precache_f () at src/client/cl_main.c:472
#3  0x00005555555a40dc in Cbuf_Execute () at src/common/cmdparser.c:229
#4  0x000055555556f0f9 in CL_Frame (packetdelta=<optimized out>,
renderdelta=<optimized out>, timedelta=<optimized out>,
packetframe=packetframe@entry=true,
    renderframe=renderframe@entry=false) at src/client/cl_main.c:803
#5  0x00005555555aa0c5 in Qcommon_Frame (usec=5) at src/common/frame.c:626
#6  0x00005555555aa48e in Qcommon_Mainloop () at src/common/frame.c:163
#7  0x00005555555aaae6 in Qcommon_Init (argc=1, argv=0x7fffffffdfa8)
at src/common/frame.c:377
#8  0x000055555555e564 in main (argc=1, argv=0x7fffffffdfa8) at
src/backends/unix/main.c:123
----
2020-01-30 22:45:01 +02:00
Denis Pauk
dec8125e07 update stb_* codes
wget https://raw.githubusercontent.com/nothings/stb/master/stb_image_resize.h -O src/client/refresh/files/stb_image_resize.h
wget https://raw.githubusercontent.com/nothings/stb/master/stb_image.h -O src/client/refresh/files/stb_image.h
wget https://raw.githubusercontent.com/nothings/stb/master/stb_image_write.h -O src/client/vid/header/stb_image_write.h
wget https://raw.githubusercontent.com/nothings/stb/master/stb_vorbis.c -O src/client/sound/header/stb_vorbis.h
2020-01-30 22:29:05 +02:00
Denis Pauk
fae078745f Use simular logic in ref_sw:setMode as in ref_gl 2020-01-30 22:28:36 +02:00
Denis Pauk
b1d3ddebbc use vsnprint in Com_Printf functions 2020-01-30 22:28:13 +02:00
Yamagi
8383aea813 Fix small typo in GOG.com track mappings.
This closes #504.
2020-01-21 17:08:12 +01:00
Yamagi
29d607c550 Add work around for lost OpenAL output devices.
The Intel display driver for Windows 10 destroys the DisplayPort audio
device when the resolution changes. It's recreated at an unspecified
later time. This is a work around to recover from that:

* Check every frame if OpenAL is still connected.
* If not, wait for 2.5 seconds, after that inject a 'snd_restart'
  into the command buffer.

Samples send to the OpenAL backend while disconnected are skipped.
This fixes #483.
2020-01-15 14:16:44 +01:00
Yamagi
578256e53b Removed dead code missed in 43fa3a1. 2020-01-08 18:27:58 +01:00
Yamagi
43fa3a1be7 Fix cea7095, so that particles aren't renderes as some kind of dust.
This also simplifies the code a little bit by removing unnecessary (and
broken) pointer magic.
2020-01-02 15:17:31 +01:00
Mason UnixBeard
1c28f34cee Moved the point parameter enabling/disabling logic 2020-01-02 15:17:31 +01:00
Mason UnixBeard
6a9f0c46d7 Add case for when gl point parameters are not supported 2020-01-02 15:17:31 +01:00
DenisBelmondo
af45aa56f1 Added gl1 square particles CVar 2020-01-02 15:17:31 +01:00
Daniel Gibson
9f5ee77c77 Use gl_texturemode for videos, fixes #491
.. and whatever else uses Draw_StretchRaw()
2019-12-21 05:11:15 +01:00
Daniel Gibson
1077b7525f Use gl_texturemode for UI and skies as well, fixes #489 and #491
and make sure that after vid_restart (or starting the game) it's used
correctly in GL3.

While at it, made sure that it's *not* applied to textures from
gl_nolerp_list, because they're supposed to always use GL_NEAREST
independent of this setting (used so console font and crosshairs don't
look blurry)
2019-12-08 22:09:28 +01:00
Daniel Gibson
6ecc083c83 Fix window position after switching from fullscreen
On Windows last_position_x/y (from SDL_GetWindowPosition()) was 0, 0 when
coming from fullscreen, and creating a window at position (0, 0) cuts off
the window decorations (SDL-Bug?) so the window can't even be moved
around anymore.
So now we only use the last_position_* if last_position_y was > 24, so we
have enough of the title bar to move the window around with the mouse.

This is part of #484
2019-11-16 18:38:21 +01:00
Yamagi
a4f56a9650 Improve readability of last commit, avoid opaque bit tinkering. 2019-11-13 20:53:49 +01:00
Yamagi
fed2e142f5 SDL_WINDOW_FULLSCREEN_DESKTOP implies SDL_WINDOW_FULLSCREEN.
The docs "forget" to mention that. So it's not enough to check for
SDL_WINDOW_FULLSCREEN alone, we would trigger the code intented for the
real fullscreen if we're switching to / running in fullscreen desktop
mode. Add and addition check that SDL_WINDOW_FULLSCREEN_DESKTOP isn't
set.

This may fix issue #484.
2019-11-13 20:29:13 +01:00
Daniel Gibson
f3899b1348 Merge branch 'pvs-studio-fixes-1' 2019-11-10 17:39:45 +01:00
Denis Pauk
9f5387ab29 Add force redraw on change gamma 2019-11-05 22:37:07 +02:00
Yamagi
9cc466b2c2 Fix stupid oversight: Query the correct variable for the quicksave name. 2019-10-25 18:09:08 +02:00
BjossiAlfreds
c7b412e768 Added some text to cycleweap doc and added name to credits 2019-10-12 23:51:56 +00:00
Yamagi Burmeister
bf1d8a6cb6 Hack the quicksave slot into the menu.
With this quicksaves can be loaded from the menu. They cannot be saved.
That's an artificial limitation to match the behavior of autosaves. I
think both should behave the same because their comment string are
formatted the same...

This is somewhat hacky. Until now the menu assumed that all savegames
are named from save0 to saveX, where save0 is the autosave slot. There
were 16 slots per page * 2 pages = 32 savegame slot, so the highest slot
was save31. I've reduced the slot per page to 14 to make room for one
quicksave slot and one empty line between it and the first regular slot.
That alone would reduce the number of slots to 28, making the four
highest slots unreachable. So I've increased the number of pages to 4,
there're now 14 slots per page * 4 pages = 56 slots.

The quicksave slot is shown on every page, because it was the easiest
way to integrate it into the existing code. Everything else would
require the paging logic to be rewritten in a way that different pages
can have a different number of slots and a different layout.

This is part of #473.
2019-10-12 16:56:14 +02:00
Denis Pauk
de2457bb2a Copy drawn lines if picture scalled 2019-10-02 22:07:57 +03:00
Yamagi Burmeister
70a94f759f Fix demo playback if cl_loadpaused is 1.
Demos are special. To the client they're more or less the same as normal
maps, the only difference is that the client never joines the server. So
we're never getting the first valid frame txpaht indicates the end of
the connection process. We're using that one to drop out of pause
mode... As a result the client stays in pause mode forever and "hangs".

Work around this by entering pause mode only if the local server is in
state ss_game. Demos are ss_demo. There're some more states for
cinematics, pictures, etc. Since the player can't save in those states
it should be save not check them.
2019-10-01 22:26:37 +02:00
Yamagi Burmeister
52b5698014 Make the new 'cycleweap' command autocompleteable. 2019-10-01 20:55:27 +02:00
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
77493e6e5b Don't call SDL_GetWindowDisplayIndex() with window == NULL
I got an SDL assertion because of this.
The problem was that PrintDisplayModes() was called at startup before a
window was created.
2019-09-22 19:09:10 +02:00
Yamagi
990e4f6989
Merge pull request #450 from bibendovsky/fix/448_pendingplays
Fix the pending sound list sorting
2019-09-15 09:41:01 +02:00
Boris I. Bendovsky
16ee0073d4
Fix the pending sound list sorting 2019-09-13 19:48:44 +03:00
Denis Pauk
129da805a1 Make static C code analysis tool little more happy(#426)
sw_image.c:
	203: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 203, 192.
	368: The null pointer is passed into 'free' function. Inspect the first argument.
	401: Expression '!pic' is always false.
	401: There are two 'if' statements with identical conditional expressions. The first 'if' statement contains function return. This means that the second 'if' statement is senseless. Check lines: 394, 401.
	565: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 565, 564.

sw_model.c:
	215: The 'model' pointer was used unsafely after it was verified against nullptr. Check lines: 210, 215.
	985: The 'header->lumps[12].filelen / sizeof (int)' expression was implicitly cast from 'size_t' type to 'float' type. Consider utilizing an explicit type cast to avoid the loss of a fractional part. An example: double A = (double)(X) / Y;.
	1277: Function 'RE_BeginRegistration' argument 1 names different: declaration 'map' definition 'model'.

sw_surf.c:
	239: There might be dereferencing of a potential null pointer 'sc_base'. Check lines: 239, 236.

sw_main.c:
	1345: The if condition is the same as the previous if condition
	1466: Function 'R_GammaCorrectAndSetPalette' argument 1 names different: declaration 'pal' definition 'palette'
	2063: The 'swap_buffers' pointer in the expression could be nullptr. In such case, resulting value of arithmetic operations on this pointer will be senseless and it should not be used. Check lines: 2063, 2061.

sw_aclip.c:
	180: Variable 'j' is reassigned a value before the old one has been used.

sw_alias.c:
	209: Function 'R_AliasTransformVector' argument 3 names different: declaration 'm' definition 'xf'.

sw_draw.c:
	78: Function 'RE_Draw_CharScaled' argument 3 names different: declaration 'c' definition 'num'.
	149: Function 'RE_Draw_GetPicSize' argument 3 names different: declaration 'name' definition 'pic'.
	173: The scope of the variable 'u' can be reduced.
	267: Function 'RE_Draw_PicScaled' argument 4 names different: declaration 'factor' definition 'scale'.

sw_scan.c
	593: Function 'D_DrawSpansPow2' argument 1 names different: declaration 'pspans' definition 'pspan'.
	745: Function 'D_DrawZSpans' argument 1 names different: declaration 'pspans' definition 'pspan'.
2019-09-12 22:36:13 +03:00
Yamagi
5d97bbff8a
Merge pull request #442 from 0lvin/for_review
Add zBuffer damage logic
2019-09-12 10:05:32 +02:00
Yamagi Burmeister
7d28dbbc54 Add telepport and listentities commands as forward to server cmds.
This makes them available for autocompletion. Closes issue #430.
2019-09-12 09:35:38 +02:00
Denis Pauk
0bace327f8 Add zbuffer damage checks
Save current player position and compare with a position in the previous
frame, if position is same refresh only changed rectangle in zbuffer.
zBuffer can be damaged by models, particles and static transparent spans.

zBuffer damage is not useful for the screen refresh minimize for now,
as result of explosion can change texture light value.
2019-09-10 08:20:48 +03:00