Commit graph

415 commits

Author SHA1 Message Date
Yamagi
ae9a248e9e Add a cvar g_footsteps to control the generation of footstep sound.
1: The Vanilla Quake II behaviour, footsteps are generated when the
   player is faster than 255.
0: Footstep sounds are never generated.
2: Footstep sounds are always generated.

Defaults to `1`, cheat protected to `1`.

Closes #666.
2021-03-02 15:08:23 +01:00
Yamagi
69f029e236 Fix mapbug in lab.bsp: monstercount is off by two on medium skill.
In lab.bsp near the commanders head two parasites spawn in an hidden
place in the ceiling. On hard difficulty the box cracks open, exposing
the parasites. On medium skill it doesn't. Work around that by lowering
the monster count by 2.

Closes #668.
2021-03-02 14:51:22 +01:00
Yamagi
4c16fbe6dc Fix mapbug in cool1.bsp: monstercount is off by one on medium skill.
When coming down the river near the end on hard difficulty a gladiator
breaks out of a big metal crate to the left. On medium difficulty the
gladiator is spawned but never triggered. Work around this by lowering
the monstercount by one when skill is set to 1. This doesn't happen on
easy difficulty.

Closes #667.
2021-03-02 14:44:35 +01:00
Daniel Gibson
9bc2fe29fe Clean up savegame's ReadGame() a bit
less duplicate code, more readable usage of strcmp()
2021-01-12 07:12:19 +01:00
Daniel Gibson
ee7923a9dd Fix architecture detection on Windows in Makefile, bump SAVEGAMEVER
$PROCESSOR_ARCHITECTURE seems to contain the architecture of the host,
but we need the architecture the current MinGW shell is targeting.
$MINGW_CHOST seems to be just that, and on my system it's either
i686-w64-mingw32 (mingw32.exe) or x86_64-w64-mingw32 (mingw64.exe)
(No idea what it looks like for Windows on ARM...)

As fixing this would otherwise break existing savegames, I bumped the
SAVEGAMEVER to "YQ2-4" and added a quirk for older savegameversions:
On Windows i386 savegames that contain "AMD64" instead of "i386" as
architecture are also accepted.
(For YQ2-1 this didn't seem necessary, apparently "i386" was hardcoded)
2021-01-12 05:04:11 +01:00
Denis Pauk
be2e91e142 Sync LoadSP2, turret_driver_die, SP_info_player_intermission declarations
src/client/refresh/gl1/gl1_model.c:39:6: warning: type of ‘LoadSP2’ does not match original declaration [-Wlto-type-mismatch]
src/game/g_turret.c:29:6: warning: type of ‘infantry_die’ does not match original declaration [-Wlto-type-mismatch]
src/game/g_spawn.c:43:6: warning: type of ‘SP_info_player_intermission’ does not match original declaration [-Wlto-type-mismatch]
2020-12-16 22:44:38 +02:00
Michael Barth
7e025a5eac Fix P_ProjectSource forward declaration 2020-12-08 06:39:39 -05:00
Daniel Gibson
fd0c058b2e Implemented coop_elevator_delay cvar (for func_plat)
In coop it's often hard to get on the same elevator together, because
they're immediately triggered once the first player steps on it.
This cvar sets a delay (1 second by default) for the elevator to wait
before moving, so other players have some time to get on it.
If you like elevators/platforms that suck, just set it to `0` :-P

Currently only used in func_plat, if it turns out that other entities
are used for automatically triggered platforms, we'll have to adapt
those as well (I guess wait_and_change() is generally useful for that).

We're not bumping the savegame version because they should only break in
an uncommon corner case: *Coop* savegames created with clients including
this change will not work on older clients - SP savegames are not
affected and old savegames on new clients also still work.
2020-08-10 14:27:35 +02:00
Yamagi
1a6dea5a0b Add coop_pickup_weapons, allow a weapon to be taken several times.
In coop a weapon can be picked up only once. That's annoying, because in
coop ammunition is sparse and not getting the ammunition that comes with
a weapons make things worse. When `coop_pickup_weapons` is set to `1` a
weapon may be picked up if:

1) The player doesn't have the weapon in their inventory.
2) No other player has already picked it up.
2020-08-10 13:52:33 +02:00
Yamagi
ea0c0c04a2 Fix crash with some projectiles generating sound targets.
Some projectiles like grenades or rockets are classified as enemies.
Their explosion spawn a sound entity, monsters should move to that. But
the projectile is destroyed when exploding, it's entity struct is set to
NULL. Therefor the self->enemy pointer is also NULL. The self->enemy
check was removed in bc5f5698. Work around this by pretending that the
enemy is already there.

This was reported by @Soldy, closes yquake2/xatrix#56.
2020-06-04 08:12:36 +02:00
Yamagi
7f339952cb
Merge pull request #575 from kondrak/master
Fixed the Jorg skin bug present since the original Quake 2 release.
2020-05-11 12:59:06 +02:00
Krzysztof Kondrak
6d9930fd75 Fixed the Jorg skin bug present since the original Quake 2 release. 2020-05-10 15:00:34 +02:00
BjossiAlfreds
8de243a42f Fix for gunner AI freeze bug 2020-05-08 22:10:34 +00:00
Mitchell Richters
85fb607010 Implement accurate-aiming CVAR in baseq2 game code. 2020-04-21 06:17:40 +10:00
BjossiAlfreds
ef5c0adf0c Fix for some items playing wrong sound when instantly used 2020-04-11 01:50:57 +00:00
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
6b7af81cd2 Change show_hostile from int to float and remove unnecessary casts.
In the vanilla code show_hostile was a qboolean what's clearly wrong.
For wome reasons I don't remember I changed it to an integer and added
the casts. This is problematic because show_hostile is derived from
level.time which is a float. The loss in precision broke some corner
cases like monsters becoming activated when they shouldn't.

Found, analyzed and reported by @BjossiAlfreds #525. Closes #525.
2020-03-10 10:24:44 +01:00
Yamagi
340b32827f Limit the fix against black debris (1f1a45a) to gibs, debris, monsters.
Pushing all entities slightly away from non-horizontal may let items to
slide to unreachable locations, or let monsters getting stuck.

This is part of yquake2/xatrix#50
2020-02-19 18:49:54 +01:00
Daniel Gibson
95a3e46bdd PVS Studio fixes for game/ 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
Denis Pauk
b1d3ddebbc use vsnprint in Com_Printf functions 2020-01-30 22:28:13 +02:00
NeonKnightOA
6047c64e36 Easier handling of skill levels by using defines instead of numbers 2020-01-22 12:57:37 -03:00
BjossiAlfreds
18d38c46e0 Monster frame handling improvements 2020-01-11 22:38:14 +00:00
BjossiAlfreds
115c5cf619 Fix for insane marines not firing deathtarget right away 2020-01-02 23:27:45 +00:00
BjossiAlfreds
8be755caa2 Quad sound for quadded hand grenades 2019-10-01 21:07:46 +00:00
BjossiAlfreds
3074c2ddf8 Added cycleweap command for generalized xatrix-like weapon switching 2019-09-29 11:57:09 +00:00
BjossiAlfreds
8b62c972ac Added missing '== RANGE_MELEE' 2019-09-28 03:13:51 +00:00
Yamagi
a0d2604030
Merge pull request #468 from BjossiAlfreds/dodge
Fix monsters being disoriented after ducking
2019-09-27 11:08:50 +02:00
BjossiAlfreds
cfedd92b4f Fix monsters being disoriented after ducking 2019-09-27 00:16:21 +00:00
BjossiAlfreds
981801f6b3 Merge branch 'master' into makron 2019-09-26 13:56:27 +00:00
BjossiAlfreds
6e86473cd5 Fixed medics unable to heal makrons 2019-09-26 11:48:38 +00:00
BjossiAlfreds
0bea4d9f44 Fix monsters not changing state after enemy goes away 2019-09-25 20:01:56 +00:00
Yamagi Burmeister
0286cdcd0b Fix floater melee / zap damage getting applied if enemy is out of range.
Found by @BjossiAlfreds, closes #454.
2019-09-23 17:32:43 +02:00
BjossiAlfreds
03c96b3fa3 Triggered spawned monsters use path_corner correctly 2019-09-21 08:15:42 +00:00
BjossiAlfreds
80c9976899 Fix for insane marines not always playing pain sounds 2019-09-15 13:16:21 +00:00
BjossiAlfreds
223ab4d7b2 Full bugfix for monsters not fighting parasites 2019-09-14 01:33:47 +00:00
Yamagi Burmeister
90c2ac8946 Make sure that the entity to be printed is valid.
Especially after savegame load not all slots in the edicts array may be
used. Check if the current entity has a classname string. This is
another part of #430.
2019-09-07 14:27:21 +02:00
Yamagi Burmeister
c41f61f8fb Fix long standing bug of dead parasites falling through the world model.
It's unclear were this comes from, maybe it's a bug in the collision
detection. Because the collision detection is ununderstandable for
people without 'special brain type game programming' like me and even
bugfixes to it have a very high chance to break things, work around
it. Save current position, perform move, check if we're in the world
model. If we are revert to old position.

Debugged and work arounf suggested by @BjossiAlfreds. Fixes #443.
2019-09-06 07:46:59 +02:00
Yamagi Burmeister
281aaeebbd Fix current health being reset to 100 if >100 at level change.
This is another code inconsistency, we must not clamp the current health
to the client max health (which apparently is always 100) but to the
current max health of the player entity.

Analyzed and fix suggest by @BjossiAlfreds, fixes #441.
2019-09-06 07:04:53 +02:00
Yamagi Burmeister
34c27cd2c7 Fix monsters not fighting back when attacked by a a parasite.
This is another corner case. Parasites have a bbox height of 24,
walkmonster_start_go() hardcodes a viewheight of 25. Therefor most
traces in other functions like visible() overshoot the parasite.
Fix this by not overriding the monster viewheight.

Analyzed and fix suggested by @BjossiAlfreds. Closes issue #440.
2019-09-06 06:52:55 +02:00
Yamagi Burmeister
cd93737eb7 Add 'listentities' command.
This rather sophisticated command prints all entities of one or more
given classes and their coordinates. Possible classes are:

* ammo
* items
* keys
* monsters
* weapons

Classes can be combined into one command, e.g. `listentities ammo keys'
would print all ammunition and all keys. The special class `all` prints
all entities, regardless of their class.

The command is protected by `cheats 1`.

This is part of issue #430.
2019-09-05 17:48:07 +02:00
Yamagi Burmeister
41134fa204 Add a new command 'teleport'.
A command that teleports the player to abitrary locations was often
requested and may be helpfull for debugging, so finally add it. It works
like a normal teleporter: It moves the player to the requested location,
clears all movements, tells the server and clients that the entity just
teleported and telefrags everything that's in the target location.

The implementation does not verify if the requested location is save,
the player may teleport into the world model or even the void. But the
requested Z coordinate is elevated by 10 units to prevent the player
getting stuck in the floor.

The command is protected by sv_cheats.

This is part of issue #430.
2019-09-05 08:18:20 +02:00
Yamagi Burmeister
5136ceb123 Try to fix monsters getting stuck by waiting forever for their enemy.
44472722e added some sanity checks to the AI code. The checks in
ai_run() are likely wrong because the enemy entity might be already
NULL if we arrive their. By aborting early the code is unable to
determine a new enemy or return the monster to idle state, so the
monster will wait forever for an enemy that'll never come.

This happens only in monster vs. monster fights. Never in monster vs.
player, that game ends if the player dies.

In theory this change should be harmless, because if the enemy entity is
gone it won't generate sound targets now be visible. If the game crashes
by self->enemy being NULL we've got a problem elsewere.

This was reported by @BjossiAlfreds in #483. He also suggested the fix.
2019-08-31 10:56:50 +02:00
Yamagi Burmeister
5c17eb0132 Fix monsters being unable to see the player if he generates noise.
When searching for the player FinTarget() always goes after sound
targets and aborts as soon as it finds one. So if the player is
constantly generating sounds - for example firing the machine gun -
there's a high chance that monsters will only hear but never see
him. Work around this by adding a small timeout to player noises, make
sure that at least 3 frames passed since the last noise. This gives
monsters 2 frames to see the player.

This bug was present in the original code, this is a small gameplay
change.

The problem was analysed by @BjossiAlfreds in #436. He also suggested
the fix.
2019-08-31 10:40:13 +02:00
Yamagi Burmeister
35547d813a Fix berserker fidget animation aborting attack.
M_MoveFrame() calls first the AI functions that decide if a monster
should attack or not. After that the monsters think function is called
which walks through berserk_frames_stand[]. Even if the AI function found
an enemy and decided to attack, the monster is still standing for this
frame and berserker_fidget() is called. It may override the earlier
earlier decision, aborting the attack. Even worse this may let the
berserker stuck, because AI_STAND_GROUND may be cleared which prevents
further attacks.

This bug was present in the original code, so this is small gameplay
change. It's likely also present in both addons.

Reported and analyzed by @BjossiAlfreds in issue #433. He also suggested
the fix.
2019-08-31 10:23:18 +02:00
Yamagi Burmeister
1f1a45a562 Push entitie slightly away from non horizontal surfaces.
Otherwise the entities origin might be in the surface, which causes it
to be rendered in full black. This fix is a port from KMQuake2, reported
by @m-x-d. Closes #407.
2019-06-15 17:39:51 +02:00
Yamagi Burmeister
193a5b7a5c Don't allow 'give health 0' or even less.
Giving the player < -1 health and increasing it to something above 0
without closing the console breaks the player state.
2019-04-27 19:15:38 +02:00
Yamagi Burmeister
f7706b2c06 Fix indention after b44fd32. 2019-02-05 09:15:11 +01:00
Daniel Gibson
b44fd32572 Save gclient_t::resp.coop_respawn.*weapon to fix coop savegames
This fixed bug #357 - the problem was that
client->resp.coop_respawn.weapon and .lastweapon (pointers to gitem)
were not properly initialized when loading a savegame.
Now those fields are saved (=> we had to bump the savegame version)
and for old savegames client->resp.coop_rewspawn is initialized
from client->pers, as a hack for backwards-compatibility.
2019-02-03 19:01:03 +01:00
Denis Pauk
1b2708c06e cppcheck fixes.
In src/backends/unix/network.c:
* line 181: Assignment of function parameter has no effect outside the function. Did you forget dereferencing it?
* line 276: The scope of the variable 'tmp' can be reduced.
* line 665: The scope of the variable 'mcast_addr' can be reduced.
* line 665: The scope of the variable 'mcast_port' can be reduced.
* line 666: The scope of the variable 'error' can be reduced.
* line 775: The scope of the variable 'i' can be reduced.

In src/backends/windows/network.c:
* line 186: Assignment of function parameter has no effect outside the function. Did you forget dereferencing it?
* line 287: The scope of the variable 'tmp' can be reduced.
* line 707: The scope of the variable 'mcast_addr' can be reduced.
* line 707: The scope of the variable 'mcast_port' can be reduced.
* line 1049: The scope of the variable 'err' can be reduced.
* line 1163: The scope of the variable 'i' can be reduced.

In src/client/menu/menu.c

arrayIndexOutOfBounds:
* line 1921: Array 'creditsIndex[256]' accessed at index 256, which is out of bounds.

variableScope:
* line 332: The scope of the variable 'item' can be reduced.
* line 533: The scope of the variable 'x' can be reduced.
* line 533: The scope of the variable 'y' can be reduced.
* line 838: The scope of the variable 'b' can be reduced.
* line 864: The scope of the variable 'b' can be reduced.
* line 1910: The scope of the variable 'n' can be reduced.
* line 2199: The scope of the variable 'str' can be reduced.
* line 2812: The scope of the variable 'length' can be reduced.
* line 2813: The scope of the variable 'i' can be reduced.
* line 3838: The scope of the variable 'c' can be reduced.
* line 4112: The scope of the variable 'scratch' can be reduced.
* line 4181: The scope of the variable 'i' can be reduced.
* line 4345: The scope of the variable 's' can be reduced.

In src/game/player/hud.c

arrayIndexOutOfBounds:
* line 132: Array itemlist[43] accessed at index 255 which is out of bounds.
Itemlist assigned only once, and has only 43 items, better ignore unexisted items.

variableScope:
* line 82: The scope of the variable 'n' can be reduced.
* line 217: The scope of the variable 'x' can be reduced.
* line 217: The scope of the variable 'y' can be reduced.
* line 218: The scope of the variable 'cl' can be reduced.
* line 583: The scope of the variable 'cl' can be reduced.
2018-11-12 22:59:10 +02:00
Yamagi Burmeister
9e4bde0803 Reset debristhisframe at level end.
This shoouldn't be necessary but won't hurt either.
2018-10-07 12:19:33 +02:00
Yamagi Burmeister
bf6f2bd1e1 Give gibs and debris 250 health points.
This prevents gibs and debris being easily destroyed with the rocket
launcher but leaves enough room for the entities being destroyed by
elevators, doors and the like if necessary.
2018-10-07 11:47:06 +02:00
Yamagi Burmeister
ef55042cef Split the gibs per frame limit between gibs and debris.
The gibs and debris per frame must be limited to prevent server mem
map overflows. Until now debris and gibs were handled the same, the
debris spawned by rockets and grenates could prevent the actual gibs
of the killed monster from spawning.

Before this change 20 entities were spawned at max. Now up tp 40
enties can be spawned. This needs some testings.

Fixes issue 323.
2018-10-07 11:47:06 +02:00
Yamagi Burmeister
08037e7328 Don't accelerate upper entities, let them be pushed by the lower ent.
A long time ago in 2b4f223 I introduced a small logic change to the
handling of stacked entities. If two entities were standing on each
other the original code set the movement speed of the upper entity
to 0. It would be pushed or dragged by the lower entity. I changed
that in way that the upper entity got the same speed as the lower
entity. With that change it wasn't pushed or dragged but moving on
it's own. I hoped to fix some of the 'elevator hurts player or monster'
bugs.

That hope was wrong, at a later time we quirked all elevators that hurt
the player. Additionally the change lead to physics bugs if entities are
standing on high speed elevators (more than 200 units per seconds). So
revert it.

The actual fix was already committed as part of 69b6e5a. This is just a
little cleanup commit, mainly for documentation purposes.

This closes #320.
2018-10-07 09:31:31 +02:00
Daniel Gibson
f2a73b3919 Switch to Enforcers bloody skin when he's killed, fixes #331
When killing the enforcer with one shot (instead of damaging him first
without killing, which will switch to the bloody skin), the skin wasn't
changed. Now it is.
2018-10-03 17:44:32 +02:00
Yamagi Burmeister
69b6e5ad48 Redo 95bbb99 in a more correct manner.
1) Do not increment the frame rate returned by SDL by 1. Incrementing
   is unnessecary, more or less up to date versions on Nvidias, AMDs
   and Intels GPU driver on relevant platform return an value that's
   either correct or rounded up to next integer. And SDL itself also
   rounds up to the next integer. At least in current versions. In fact,
   incrementing the value by one is harmfull, it messes our internal
   timing up and leads to subtile miss predictions. Working around that
   in frame.c would add another bunch of fragile magic... So just do
   it correctly. If someone still has broken GPU drivers or SDL versions
   that are rounding down the could set vid_displayrefreshrate.
2) The calculation of the 5% security margin to pfps in frame.c was
   wrong. It didn't take into account that rfps can be slightly wrong
   in the first place, e.g. 60 on an 59.95hz display. Correct it by
   comparing against rfps including the margin and not the plain value.
2018-09-30 19:47:48 +02:00
Simon McVittie
b9aac1ad9b Fix spelling of "information", and re-word a comment with multiple typos 2018-07-21 12:03:23 +01:00
Yamagi Burmeister
d96a46dc1f Fix stupid bug when scaling the chat input.
The vertical offset must be multiplied with the scale. And not the
scale added onto it... This fixes issue #306.
2018-06-25 09:41:57 +02:00
Yamagi Burmeister
37ea3e1d58 Introduce a wrapper Q_fopen() and replace fopen() with it.
On Unix platforms unicode is implemented through UTF-8 which is
transparent for applications. But on Windows a UTF-16 dialect is
used which needs alteration at application side. This wrapper is
another step to unicode support on Windows, now we can replace
fopen() by a function that converts our internal UTF-8 pathes to
Windows UTF-16 dialect.

This is a noop for Unix platforms. The Windows build is broken,
the compiler errors out in shared.h. This will be fixed in a
later commit.

Caveats:
* fopen() calls in 3rd party code (std_* and unzip) are not replaced.
  This may become a problem. We need to check that.
* In the Unix specific code fopen() isn't replaced since it's not
  necessayry.
2018-02-05 07:43:26 +01:00
Denis Pauk
c43e944a3d Rebase soft render from https://icculus.org/quake2/
* deleted asm code
* added support 2k+ resolutions
* SDL2 support
2017-12-11 23:33:19 +02:00
Yamagi Burmeister
f3df541b79 Fix a potential crash in ai_run_melee() and ai_run_missile().
This was found and fixed by Maraakate.
2017-09-07 18:13:01 +02:00
Yamagi
78ca79c602 Merge pull request #181 from DanielGibson/render_dll
Resurrect support for render / refresher loadable libraries and use them to implement  an experimental OpenGL 3.2 renderer. Please note that the new renderer interface is somewhat different from the original one, old render libraries will NOT work!
2017-04-18 17:12:40 +02:00
Daniel Gibson
7d53e6ebf2 Quirk map bug in waste3 (secret not counted)
there's a target_secret (with targetname "t117"), but no one triggers
it - that's why the help computer shows four secrets, but you can only
get three of them.
Now when you open the door in front of the hidden secret armor
(by shooting it), it'll trigger the target_secret and you can get all
four secrets.

fixes #182
2017-04-15 18:38:09 +02:00
Yamagi Burmeister
00758277f1 Add a missing sanity check. attacker->classname may be NULL.
This was reported by maraakate in issue #170.
2017-03-13 14:17:51 +01:00
Daniel Gibson
7f27c549a8 It works again, ref_gl doesn't use any client symbols anymore
So in theory this should even work on Windows now.
2017-02-19 06:03:07 +01:00
Yamagi Burmeister
44472722e0 Make sure that a monsters enemy is still alive when deciding to attack.
When the monster was already killed by another monster or a coop player
some references may be NULL and the game was crashed. This was observed
by maraakte, who reported it in issue #164. I've just merged his fix
from q2dos.
2016-12-28 18:29:08 +01:00
Yamagi Burmeister
c07fe5ac2d Reorder conditionals to please unoptimizing compilers
This was requested by Maraakate. This is likely a noop, since even
early compilers from th 1970th supported simple optimiziations like
this.
2016-12-20 15:14:59 +01:00
Yamagi Burmeister
693b7bfb84 Use strtod() instead of strof() to aid VS2005 2016-12-18 10:17:06 +01:00
Yamagi Burmeister
a774846659 Change edict_s->show_hostile from qboolean to int and add casts
This variable is used as an integer. Defining it as a qbooblean is
just wrong. Add some explicit float -> int casts while at it.
2016-12-18 09:11:58 +01:00
Yamagi Burmeister
c26f85fd02 Rename teleport_time to last_sound time
teleport_time has nothing to do with teleports, it's just the time
since the last player sound. Rename it accordingly. This was suggest
by maraakate in issue #162.
2016-12-18 09:07:51 +01:00
Yamagi Burmeister
935c37f819 Fix monsters ignoring the player under certain circumstances
In ai_checkattack() is a check against AI_SOUND_TARGET. If the player
made a noice and the the monster noticed this noise it's true. If
that noice was more than 5 seconds ago the monster forgets that event
and continues with it's search for the player. Otherwise it informs
the surrounding monsters that something interesting has happened and
then returns false. So the problem is: Even if the monster heard the
player and can see him, it aborts at this point.

Fix this by adding an additional visibility check. Do the sound
checking only if the player is not visible, otherwise just continue.

This was reported by shoober420 and debbuged by maraakate. This fix
was DanielGibons idea. This commit fixes issue #162.
2016-12-18 09:04:46 +01:00
Yamagi Burmeister
9b8bb03df7 Make sure that strings are null terminated.
This is a noop, it just adds some safety. This was reported by maraakate
in yquake2 issue #160.
2016-12-17 11:47:43 +01:00
Yamagi Burmeister
025364677c Load sexed models only in multiplayer.
This was reported by maraakate in issue #160.
2016-12-17 11:28:57 +01:00
Yamagi Burmeister
d81768966b Use strtof() instead of strtod() to safe a case. 2016-12-17 11:27:30 +01:00
Yamagi Burmeister
bfae128a5c Use Q_strcasecmp instead of Q_stricmp().
This should be be noop but looks safer. Reported by maraakate in yquake2
issue #160.
2016-12-17 11:25:55 +01:00
Yamagi Burmeister
52fd07eb33 Add missing sanity checks to ED_ParseEdict() and ED_NewString()
This was reported by maraakate in issue #160.
2016-12-17 11:24:40 +01:00
Yamagi Burmeister
971bca9914 Send the player entity to the server when in intermission.
I don't think that this has any visible effect, but it's saver than
assume that in multiplayer all clients enter the intermission at the
same time. This was reported by maraakate in yquake2 issue #160.
2016-12-17 11:22:07 +01:00
Yamagi Burmeister
2b317075c7 Treat autoexec.cfg like every other config.
Until now autoexec.cfg was a special case. It was read several
times, whenever the 'game' cvar was altered or when the client was
restarted. But only if it was in the right directory in the right
position of the internal search path... Remove this altogether and
replace it by an ordinary 'exec autoexec.cfg' at startup.

This may break some mods that depend on an autoexec.cfg if the user has
his own version in ~/.yq2/. Such mods should use default.cfg instead.

This closes issue #163.
2016-12-13 17:03:11 +01:00
Yamagi Burmeister
c5a6dcf3e0 Revert 76e4017, it was a missmerge
In baseq2 there's no need to force a certain damage texture on gunners
since there's only one. Also gunners can't wear the powershield so
there's no need to turn it of.

This was noticed by Maraakate.
2016-12-02 15:51:14 +01:00
Yamagi Burmeister
5e5217e549 Fix a rare crash in flyer.c with self->enemy being NULL
This crash was found by DanielGibson, he even guessed the right fix
without having a usable coredump. ;) In boss1.bsp Macron is waiting for
the player, despawning as soon as the player moves to him. After that
the player needs to press 2 buttons, each button triggers 3 flyers. If
the player is fast enough, the first bunch of flyers may spawn before
macron is despawned. Now there's a small chance that a flyer decides to
attack macron... If Macron despwans at the the next frame, self->enemy
is set to NULL (Macron is gone) but nevertheless flyer_fire() is called.

The correct fix would be to call flyer_fire() before Macron despawns,
but that's hard to impossible. So take the easy route and check if
self->enemy is not NULL.
2016-11-04 19:22:33 +01:00
Yamagi Burmeister
548c217da8 Fix wrong monster count in city3.bsp
In city3.bsd ("Upper Palace") a hidden and unaccessible room next to the
security pass exists. In this room a grenate launcher and a pack of
grenates can be found. When the room is entered, two floaters are
triggered nearby. This can never happen, so the player is unable to
reach the goal of killing 75 monsters. Quirk around this by lowering
the total number of monsters by 2.

This bug has been known for a long time:
- http://quake2.weiel.net/2004/Aug/26/01150ca0bb36a5f46c9cb0b154aeb8d8.html
- https://groups.google.com/forum/#!topic/alt.games.quake2/W7jdIIHthrw
- http://www.quake3world.com/forum/viewtopic.php?f=3&t=4733
2016-11-04 19:12:39 +01:00
Yamagi Burmeister
882297c33e Fix monsters blocking when not on ground entity
This bug was "fixed" by id with removing two lines in the ground entity
check. When cleaning up the game I added them back... I don't know if
it's really correct to just remove them, but let's try it. This fixes
issue #157.
2016-10-31 11:51:07 +01:00
Yamagi Burmeister
aa897e3965 Make OSTYPE and ARCH user defineable.
The old implementation had two problems:

  * OSTYPE and ARCH are systemwide defines, overriding them may break
    the global libc headers. This is a theoretical problem, I've never
    seen it in praxis.

  * Not all system set ARCH correctly when building in a chroot env.
    For example on Linux ARCH is set to x86_64 when building in an
    i386 chroot. Now the user can do something like "make YQ2ARCH=i386"
    to get things right.
2016-10-24 18:02:17 +02:00
Daniel Gibson
5d440bbb00 Make debris SOLID_NOT, fixes #154
In lower mines you can drop a rock onto a tank by using a lever.
This was broken, the rock exploded instead of dropping, because debris
is spawned and that debris was solid.
Now the debris is not solid anymore (like it was up to
b4d16ab6b3
"Some additions to last commit:") and it works again
2016-10-24 17:27:57 +02:00
Daniel Gibson
10a8dfa388 Fix typo in ai_checkattack() leading to monsters running in place
this fixes #151
2016-10-23 17:55:04 +02:00
Simon McVittie
38ff49e480 savegame: ensure that BUILD_DATE is defined
The game code does not include common.h, so it needs to redo this
part for builds without SOURCE_DATE_EPOCH, where BUILD_DATE will
not have been passed in from the outside.

Signed-off-by: Simon McVittie <smcv@debian.org>
2016-07-05 18:29:54 +01:00
Yamagi
0da70104e2 Merge pull request #142 from smcv/source-date-epoch
Override __DATE__ from SOURCE_DATE_EPOCH if set
2016-07-05 18:50:31 +02:00
Simon McVittie
c00707d449 Override __DATE__ from SOURCE_DATE_EPOCH if set
For deterministic/reproducible builds (where the same source and
toolchain can be verified to produce the same binary, allowing
maliciously substituted binaries to be detected) it is desirable to
take the software's idea of the build date from the build system;
otherwise, the real-time clock at the time of building affects the
result, making it non-reproducible.

SOURCE_DATE_EPOCH is a distribution-neutral specification for how
to do that. It is meant to be set by meta-build systems such as
dpkg or RPM, using a date/time that is already part of the source code,
for example the date of the latest git commit, the date in
the package's debian/changelog, or the date in the RPM spec file.

See https://reproducible-builds.org/specs/source-date-epoch/ for the
specification of SOURCE_DATE_EPOCH, or https://reproducible-builds.org/
for more information on reproducible builds in general.
2016-07-01 09:41:23 +01:00
Simon McVittie
92668ca6b1 Fix spelling errors detected by lintian
Based on a patch by Fabian Greffrath against an earlier version of
yquake2.
2016-07-01 09:38:54 +01:00
Yamagi Burmeister
5a384c79b1 Switch from an arch whitelist to an "all archs are supported" approach.
The old whitelist was a leftover from the early days of YQ2. It should
run on most / all architectures, as long SDL supports them. As suggested
by smcv in issue #138 generate the OSTYPE and ARCH defines by the build
system instead of hardcoding it.

Savegame compatibility is provided by bumping the savegame version. Old
savegames are compared against the old OSTYPE and ARCH defined, new ones
against the new defines. This compatibility code should be removed
somewhere in the distant future.
2016-06-11 09:23:10 +02:00
Yamagi Burmeister
b4d16ab6b3 Some additions to last commit:
- SOLID_BBOX seems to be more correct.
- Make debris SOLID_BBOX, too.
2016-04-29 17:40:33 +02:00
Daniel Gibson
07477e0f75 Make gibs solid so they move with conveyor belts etc, like in fact2
not sure if this has any drawbacks, seems to work good so far.

No idea why id apparently deactivated this at some point, maybe to
optimize performance?
2016-04-16 21:04:32 +02:00
Yamagi Burmeister
de5849caf5 Reset gibsthisframe and lastgibframe at map change
Without this change the conditionals at g_misc.c:199 and 381 wouldn't
trigger until level.framenum reach it's previous value, resulting in
much to few debris or gibs being thrown. This fixes #104.

Many thanks to maraakate for the analysis and the idea how to fix it.
2015-10-23 19:24:52 +02:00
Yamagi Burmeister
87ed67fd3d Revert "Cleanup vector math"
This reverts commit 123e409a2e.

This commit breaks several float calculations in subtiles ways. For
example grenates drift to the left. In fact, it's another example why
I'm so hesitant to merge anything that's not a fix for a clearly
reproducable bug. This fixes #99.
2015-10-19 18:20:47 +02:00
Yamagi Burmeister
123e409a2e Cleanup vector math
This work was submitted by Dmitry Antipov. We stick to macros instead of
inline functions since they're in line with the rest of the code base.
This patch removes several unused functions and tranfers most of the
rest into macros.
2015-10-01 15:47:37 +02:00
Yamagi Burmeister
8e61ccecca Remove unneed GetGameAPI() prototype.
Based upon a patch submitted by: Ozkan Sezer
2015-08-24 18:04:24 +02:00
Yamagi Burmeister
c17126278e SV_Physics_Pusher: fix the 'memory corrupted' check
Submitted by: Ozkan Sezer
2015-08-24 17:43:22 +02:00
Yamagi Burmeister
91245e3b70 Fix several printf format string errors in games' code
Submitted by: Ozkan Sezer
2015-08-24 17:42:01 +02:00
Yamagi Burmeister
126eb09a1e Fix missplaced brackets in boss32.c
Bad braces were added back in 2001 in icculus.org/quake2:
http://svn.icculus.org/quake2/trunk/src/game/m_boss32.c?r1=2&r2=26

Submitted by: Ozkan Sezer
2015-08-24 17:35:09 +02:00
Daniel Gibson
41ea8879e7 Fix bug with high velocities in vents in 32bit builds, fix #71
See https://github.com/yquake2/yquake2/issues/71
and https://github.com/yquake2/xatrix/issues/4

In ClientThink(), the float value ent->velocity[i]*8 is saved into
a short and if the value is too big for a short, in 32bit gcc builds
the short is set to SHRT_MIN, resulting in the player being pressed
down instead of up.
Now we put the result in a 32bit int first (which should be big enough)
and assign the int to the short. This still overflows, but with -fwrapv
at least in a defined way (most probably the same way the original
binaries did).

And while I was at it, when the game lib is loaded, it prints the date
it was built, this is especially interesting for our Win32 binaries.
2015-05-17 18:52:18 +02:00
Daniel Gibson
5e33152f6a One entity shooting another should work even if friendly fire is off
In rogue's RHANGAR1 the turret didn't blow up the ceiling when friendly fire
was off, because in ClientTeam() both entities were set to "" (no team),
but OnSameTeam() just did a strcmp() instead of checking this special
case (no team).
We check this now and thus it works. Hooray.
I also refactored ClientTeam() to take the buffer instead of using a
static one and to be static (it's only called by OnSameTeam() anyway).

The savegame table entry for this function was invalid, but it doesn't
need to be saved anyway, so I just deleted it from the table.
2014-11-30 17:58:18 +01:00
Yamagi Burmeister
f6a48b44bf Use the correct abs() flavor 2014-08-03 10:49:33 +02:00
Rohit Nirmal
77492cd2f1 Fix some typos. 2014-07-30 20:58:09 -05:00
Yamagi Burmeister
5a7950683d Rewrite COM_FileExtention()
COM_FileExtension() was parsing strings from beginning to end, bailing
out as soon as '.' was found and treating everything thereafter as the
file extension. That behavior caused problem with relatives pathes like
models/monsters/tank/../ctank/skin.pcx. The new implementation uses
strrchr() to determine the last '.'.

This fixes issue #48. The bug was introduced in e07294b which replaced
hand rolled code with COM_FileExtention().
2014-07-24 21:03:00 +02:00
svdijk
6ced6809c6 savegame: update gamefunc_{decs,list}.h, for completeness sake. 2014-05-06 22:03:08 +02:00
svdijk
5692388da1 cleanup Com_sprintf, minor tuning 2013-05-18 19:01:23 +02:00
svdijk
6472514c8f Lets not do the last two commits just before 5.11
Revert "change several strcat calls to Q_strlcat calls"
This reverts commit ab879f1bc7.

Revert "change (v)sprintf calls to (v)snprintf calls"
This reverts commit b46e210d76.
2013-05-18 18:59:39 +02:00
svdijk
ab879f1bc7 change several strcat calls to Q_strlcat calls 2013-05-17 22:25:18 +02:00
svdijk
b46e210d76 change (v)sprintf calls to (v)snprintf calls 2013-05-17 21:50:31 +02:00
svdijk
e07294b6b1 replace most strncpy calls (several of them wrong) by Q_strlcpy calls 2013-05-11 14:44:36 +02:00
svdijk
392c04bc1d some sanity check commenting 2013-05-11 12:57:50 +02:00
svdijk
d4c5960f8f help/score updates: fix typo 2013-05-04 14:47:02 +02:00
svdijk
20110faeed Some minor cleanup/tuning/commenting 2013-04-14 18:46:08 +02:00
svdijk
41d89c7171 Whitespace 2013-03-24 18:12:14 +01:00
svdijk
77c9cb7e05 Update savegame tables (forgot them in the previous commit) 2013-03-23 12:30:48 +01:00
svdijk
5ed89a0373 Move some functions to a better place 2013-03-23 11:40:54 +01:00
svdijk
6f6c9a1aae Fix help computer and inventory updates when already opened 2013-03-20 20:21:53 +01:00
svdijk
909e69462f Fix a typo in a function prototype in game.h 2013-03-19 21:42:48 +01:00
Joshua Scoggins
df4c4dd9dd Added ia64 to the ARCH define 2012-11-30 20:21:28 -08:00
svdijk
1c0934f462 Game cleanup. 2012-11-07 21:10:48 +01:00
Yamagi Burmeister
e9c5c3ca8e Add savegame defines for OS X 2012-09-14 11:32:42 +02:00
Sander van Dijk
1f2452e7a6 src/game/g_weapon.c: Some sanity check changes. 2012-08-28 17:05:31 +02:00
Yamagi Burmeister
7958767922 Blaster shots shall not explode at the skybox 2012-08-26 15:38:00 +02:00
Yamagi Burmeister
4a81e58128 Okay, do the last commit acutally right... damage can be NULL. 2012-08-26 14:57:28 +02:00
Yamagi Burmeister
8819ad1c9a Fix a too strict sanity check in void blaster_touch()
This sanity check caused a too early exit of the function if the player
stood directly in front of a wall and fires the blaster or hyper
blaster. Therefor the wall impact effect wasn't drawn. This commit
fixes issue #6. Many thanks to svdijk for narrowing this problem down to
somewhere between 3.00 and 4.00.
2012-08-26 10:24:55 +02:00
Jonathan Gray
1f9d6084b6 OpenBSD port 2012-08-18 09:53:03 +02:00
Yamagi Burmeister
ae99562741 Seed the game PRNG at startup 2012-06-26 14:31:01 +02:00
Yamagi Burmeister
341014eda0 Merge branch 'scanbuild' into windows 2012-06-14 12:18:15 +02:00
Yamagi Burmeister
73e6dc6307 Revert "Convert random() to randk() and crandom() to crandk()"
This reverts commit 12ce981d64.
2012-06-14 12:12:57 +02:00
Yamagi Burmeister
58c3b22c8a Add platform defines for Windows 2012-06-05 10:17:01 +02:00
Yamagi Burmeister
1deb069085 Remove dead assignments 2012-06-04 09:13:29 +02:00
Yamagi Burmeister
36a41f9746 Prevent a divion by zero 2012-06-04 09:13:29 +02:00
Yamagi Burmeister
b1dfcb7aff Convert random() to randk() and crandom() to crandk() 2012-06-04 09:13:29 +02:00
Yamagi Burmeister
35e5bbb48b Convert rand(), crand() and frand() to randk(), crandk() and frandk() 2012-06-04 09:13:29 +02:00
Yamagi Burmeister
edae2b0473 Change atof() to strtod() 2012-06-04 09:13:28 +02:00
Yamagi Burmeister
e9c90e16a9 Change atoi() to strtol() 2012-06-04 09:13:28 +02:00
Yamagi Burmeister
6befae2ffd Remove dead assignments 2012-06-02 13:21:22 +02:00
Yamagi Burmeister
4ece3714aa Prevent a divion by zero 2012-06-02 12:56:07 +02:00
Yamagi Burmeister
12ce981d64 Convert random() to randk() and crandom() to crandk() 2012-06-02 12:30:20 +02:00
Yamagi Burmeister
40ff7a6b09 Convert rand(), crand() and frand() to randk(), crandk() and frandk() 2012-06-02 11:55:12 +02:00
Yamagi Burmeister
881b935b65 Change atof() to strtod() 2012-06-02 10:33:28 +02:00
Yamagi Burmeister
67dbe816c9 Change atoi() to strtol() 2012-06-02 10:24:52 +02:00
Yamagi Burmeister
b6325d7858 Remove unused variables and dead code (patch submitted by Christoph
Mallon)
2012-04-30 10:02:58 +02:00
Christoph Mallon
ab034114b4 Whitespace fixes. 2012-04-30 08:25:59 +02:00
Yamagi Burmeister
b6bb97e223 - add support for big endian CPUs
- enable the build on SPARC64
- add runtime-requirements for SPARC64
- bump version number to 4.10
2012-04-16 06:54:48 +00:00
Yamagi Burmeister
7eee82d981 Add a quirk for the broken intermission in fact1 2011-11-11 11:47:17 +00:00
Yamagi Burmeister
184bbee145 Do not alter the existing info_player_start, create a new one instead 2011-10-24 10:08:02 +00:00
Yamagi Burmeister
a01bcd5972 Fix manual loading of some maps:
- create an unnamed info_player_start when necessary
- increase the fixup radius of the coop-connector to 550
- some formation improvemens
- add SP_CreateUnnamedSpawn to the savegames and break them again
2011-10-24 09:26:58 +00:00
Yamagi Burmeister
034e72dced Add a comment for the last revision 2011-10-23 21:02:55 +00:00
Yamagi Burmeister
ef85571d07 Fix coop startup points in case that the map was loaded via console 2011-10-23 20:34:17 +00:00
Yamagi Burmeister
1d6872caa7 Use the actual RIGHT fix -_- 2011-10-13 12:27:17 +00:00
Yamagi Burmeister
4db397a9c6 Add a missing negiator, resulting in skyboxes not hurting the player 2011-10-13 12:08:14 +00:00
Yamagi Burmeister
4ab909892f Fix a brainfart (do not show deathmatch items in coop) 2011-10-11 09:51:39 +00:00
Yamagi Burmeister
133ac1e5d6 Fix comment 2011-10-11 09:20:29 +00:00
Yamagi Burmeister
db9de69884 - Bump savegame version
- Bump client version
2011-10-09 16:56:33 +00:00
Yamagi Burmeister
24b5f7fe97 Remove ctf/ from Makefile and simplify it. 2011-10-09 16:55:23 +00:00
Yamagi Burmeister
69b465fb1e Move game one dir up 2011-10-09 16:12:53 +00:00
Yamagi Burmeister
fb56085d0d Move ctf/ into it's own subproject. 2011-10-09 16:11:15 +00:00
Yamagi Burmeister
038b7f0126 Remove target_actor and misc_actor. They were never fully implemented
and unused
2011-10-09 16:08:49 +00:00
Yamagi Burmeister
27b41e697a Move player.h to misc/ 2011-10-09 15:58:20 +00:00
Yamagi Burmeister
f4cc8ff99d Correct description 2011-10-09 15:52:10 +00:00
Yamagi Burmeister
36f279fe83 cleanup tank/ and add sanity checks 2011-10-09 15:51:52 +00:00
Yamagi Burmeister
321eef5ec0 cleanup supertank/ and add sanity checks 2011-10-09 15:51:43 +00:00
Yamagi Burmeister
4f1c803c9a cleanup soldier/ and add sanity checks 2011-10-09 15:51:19 +00:00
Yamagi Burmeister
98d026c97d cleanup parasite/ and add sanity checks 2011-10-09 15:51:02 +00:00
Yamagi Burmeister
7040761a4c cleanup mutant/ and add sanity checks 2011-10-09 15:50:37 +00:00
Yamagi Burmeister
0f907646db cleanup misc/ and add sanity checks 2011-10-09 15:50:23 +00:00
Yamagi Burmeister
75821cba17 cleanup medic/ and add sanity checks 2011-10-09 15:50:07 +00:00
Yamagi Burmeister
9f8610d806 cleanup insane/ and add sanity checks 2011-10-09 15:49:44 +00:00
Yamagi Burmeister
5369804a6f cleanup infantry/ and add sanity checks 2011-10-09 15:49:04 +00:00
Yamagi Burmeister
71dca0bc24 cleanup hover/ and add sanity checks 2011-10-09 15:48:48 +00:00
Yamagi Burmeister
e589731fa1 cleanup header/ and add sanity checks 2011-10-09 15:48:36 +00:00
Yamagi Burmeister
7442bb1b98 cleanup gunner/ and add sanity checks 2011-10-09 15:48:03 +00:00
Yamagi Burmeister
fbf51542fb cleanup gladiator/ and add sanity checks 2011-10-09 15:47:46 +00:00
Yamagi Burmeister
41e0b6dfdd cleanup flyer/ and add sanity checks 2011-10-09 15:47:30 +00:00
Yamagi Burmeister
ea92ba9fe6 cleanup float/ and add sanity checks 2011-10-09 15:46:59 +00:00
Yamagi Burmeister
1cc82146a2 cleanup flipper/ and add sanity checks 2011-10-09 15:46:18 +00:00
Yamagi Burmeister
caf17d1c3e Cleanup chick and add sanity checks 2011-10-07 16:05:30 +00:00
Yamagi Burmeister
c08a7e1bbe Rework brain and add sanity checks 2011-10-07 07:23:31 +00:00
Yamagi Burmeister
c64d346e7f Rework boss3 and add sanity checks 2011-10-07 06:47:52 +00:00
Yamagi Burmeister
3576645846 Rework boss2 and add sanity checks. 2011-10-07 06:20:34 +00:00
Yamagi Burmeister
cf2fb96cce Rework berserker and add sanity checks 2011-10-07 06:09:55 +00:00
Yamagi Burmeister
7274f27131 Let ctf use the files in common/ 2011-10-06 09:13:56 +00:00
Yamagi Burmeister
feaa8a6f21 Move q_shared.c, q_shared.h and m_flash.c into common/ 2011-10-06 08:52:26 +00:00
Yamagi Burmeister
77130008cc Revert CTF macro stuff 2011-10-06 08:04:42 +00:00
Yamagi Burmeister
91ffbf0ba5 Reorder game files 2011-10-06 07:54:45 +00:00
Yamagi Burmeister
bc8a06bdd4 Roll the ctf crap back. It won't work this way, since some low level
parts of the code (g_local.h) differ too much. We need a better 
solution...
2011-10-05 19:57:25 +00:00
Yamagi Burmeister
c958563b2b Merge the uncommented rest of the CTF code and fix the Makefile 2011-10-05 18:46:23 +00:00
Yamagi Burmeister
293e360333 COmmit what we have so far. CTF is still broken 2011-10-05 17:28:30 +00:00
Yamagi Burmeister
a729ad3701 - Add header guards
- Bring the CTF files over
2011-10-05 16:33:04 +00:00
Yamagi Burmeister
56b41dd705 Merge generic parts of ctf/ with baseq2/. This should have any impact on
the baseq2/ source path.
2011-10-05 15:30:11 +00:00
Yamagi Burmeister
b9d907f7ea Fix a bug introduced in r663 2011-10-04 16:46:51 +00:00
Yamagi Burmeister
9300c3c7e4 Use a better bounding box for rotating brush models. 2011-10-04 16:31:28 +00:00
Yamagi Burmeister
58f1ec91cd Fix the rare "SZ_GetSpace: overflow" bug, triggered by too much gibs or
debris
2011-10-04 16:02:31 +00:00
Yamagi Burmeister
9047d873ab Do not use the bodyqueue in single player 2011-10-04 15:49:22 +00:00
Yamagi Burmeister
b1b2815b66 Add file headers 2011-10-04 15:30:03 +00:00
Yamagi Burmeister
169145bf80 Reject savegames from another game.so 2011-10-04 15:16:43 +00:00
Yamagi Burmeister
bd5d37c06d Fix radius damage, broken in r660 2011-10-04 13:18:41 +00:00
Yamagi Burmeister
89f808185d Remove an unused variable 2011-10-04 13:12:50 +00:00
Yamagi Burmeister
8ba8373440 Commit the cool, amazing and outresolving savegame
system. Savegames don't break anymore when the
game.so is recompiled or changed. :)
2011-10-04 13:02:52 +00:00