remove redundant code and a fair amount of references to quake

master
an 2019-12-02 10:19:02 -05:00
parent 8df34b4c3f
commit 39ceff0005
29 changed files with 56 additions and 107 deletions

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@ -145,7 +145,7 @@ bool BGM_Init(void)
switch(wanted_handlers[i].player)
{
case BGM_MIDIDRV:
/* not supported in quake */
/* not supported */
break;
case BGM_STREAMER:
wanted_handlers[i].is_available =
@ -205,7 +205,7 @@ static void BGM_Play_noext(const char *filename, uint32_t allowed_types)
switch(handler->player)
{
case BGM_MIDIDRV:
/* not supported in quake */
/* not supported */
break;
case BGM_STREAMER:
bgmstream = S_CodecOpenStreamType(tmp, handler->type);
@ -263,7 +263,7 @@ void BGM_Play(const char *filename)
switch(handler->player)
{
case BGM_MIDIDRV:
/* not supported in quake */
/* not supported */
break;
case BGM_STREAMER:
bgmstream = S_CodecOpenStreamType(tmp, handler->type);

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@ -216,8 +216,8 @@ Cmd_StuffCmds_f -- johnfitz -- rewritten to read the "cmdline" cvar, for use wit
Adds command line parameters as script statements
Commands lead with a +, and continue until a - or another +
quake +prog jctest.qp +cmd amlev1
quake -nosound +cmd amlev1
<program name> +prog jctest.qp +cmd amlev1
<program name> -nosound +cmd amlev1
===============
*/
void Cmd_StuffCmds_f(void)

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@ -47,26 +47,26 @@ bool standard_quake = true, rogue, hipnotic;
/*
All of Quake's data access is through a hierchal file system, but the contents
of the file system can be transparently merged from several sources.
All of our data access is through a hierchal file system, but the contents of
the file system can be transparently merged from several sources.
The "base directory" is the path to the directory holding the quake.exe and all
game directories. The sys_* files pass this to host_init in quakeparms_t->basedir.
This can be overridden with the "-basedir" command line parm to allow code
debugging in a different directory. The base directory is only used during
filesystem initialization.
The "base directory" is the path to the directory holding the executable and
all game directories. The sys_* files pass this to host_init in
quakeparms_t->basedir. This can be overridden with the "-basedir" command line
parm to allow code debugging in a different directory. The base directory is
only used during filesystem initialization.
The "game directory" is the first tree on the search path and directory that all
generated files (savegames, screenshots, demos, config files) will be saved to.
This can be overridden with the "-game" command line parameter. The game
directory can never be changed while quake is executing. This is a precacution
against having a malicious server instruct clients to write files over areas they
shouldn't.
The "game directory" is the first tree on the search path and directory that
all generated files (savegames, screenshots, demos, config files) will be saved
to. This can be overridden with the "-game" command line parameter. The game
directory can never be changed while the game is executing. This is a
precacution against having a malicious server instruct clients to write files
over areas they shouldn't.
The "cache directory" is only used during development to save network bandwidth,
especially over ISDN / T1 lines. If there is a cache directory specified, when
a file is found by the normal search path, it will be mirrored into the cache
directory, then opened there.
The "cache directory" is only used during development to save network
bandwidth, especially over ISDN / T1 lines. If there is a cache directory
specified, when a file is found by the normal search path, it will be mirrored
into the cache directory, then opened there.
*/
@ -1369,7 +1369,7 @@ char *va(const char *format, ...)
/*
=============================================================================
QUAKE FILESYSTEM
FILESYSTEM
=============================================================================
*/
@ -1598,7 +1598,7 @@ static int32_t COM_FindFile(const char *filename, int32_t *handle, FILE **file,
===========
COM_FileExists
Returns whether the file is found in the quake filesystem.
Returns whether the file is found in the filesystem.
===========
*/
bool COM_FileExists(const char *filename, uint32_t *path_id)
@ -1657,7 +1657,7 @@ void COM_CloseFile(int32_t h)
============
COM_LoadFile
Filename are reletive to the quake directory.
Filename are reletive to the executable directory.
Allways appends a 0 byte.
============
*/
@ -2206,7 +2206,7 @@ size_t FS_fread(void *ptr, size_t size, size_t nmemb, fshandle_t *fh)
int32_t FS_fseek(fshandle_t *fh, long offset, int32_t whence)
{
/* I don't care about 64 bit off_t or fseeko() here.
* the quake/hexen2 file system is 32 bits, anyway. */
* the file system is 32 bits, anyway. */
int32_t ret;
if(!fh)

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@ -279,9 +279,7 @@ int32_t FS_fgetc(fshandle_t *fh);
char *FS_fgets(char *s, int32_t size, fshandle_t *fh);
long FS_filelength(fshandle_t *fh);
extern bool standard_quake, rogue, hipnotic;
/* if true, run in fitzquake mode disabling custom quakespasm hacks */
extern bool standard_quake, rogue, hipnotic;
struct cvar_s;

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@ -146,7 +146,7 @@ static void Con_Clear_f(void)
/*
================
Con_Dump_f -- johnfitz -- adapted from quake2 source
Con_Dump_f -- johnfitz -- adapted from Q2 source
================
*/
static void Con_Dump_f(void)

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@ -378,8 +378,6 @@ void Fog_NewMap(void)
/*
=============
Fog_Init
called when quake initializes
=============
*/
void Fog_Init(void)

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@ -1049,7 +1049,7 @@ void CalcSurfaceExtents(msurface_t *s)
s->texturemins[i] = bmins[i] * 16;
s->extents[i] = (bmaxs[i] - bmins[i]) * 16;
if(!(tex->flags & TEX_SPECIAL) && s->extents[i] > 2000) //johnfitz -- was 512 in glquake, 256 in winquake
if(!(tex->flags & TEX_SPECIAL) && s->extents[i] > 2000) //johnfitz -- was 512 in glq, 256 in winq
Sys_Error("Bad surface extents");
}
}

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@ -488,8 +488,6 @@ void R_SetupGL(void)
GL_SetFrustum(r_fovx, r_fovy); //johnfitz -- use r_fov* vars
// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

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@ -812,7 +812,7 @@ void SCR_ScreenShot_f(void)
// find a file name to save it to
for(i = 0; i < 10000; i++)
{
q_snprintf(imagename, sizeof(imagename), "quake%04" PRIi32 ".%s", i, ext);
q_snprintf(imagename, sizeof(imagename), ENGINE_NAME "%04" PRIi32 ".%s", i, ext);
q_snprintf(checkname, sizeof(checkname), "%s/%s", com_gamedir, imagename);
if(Sys_FileTime(checkname) == -1)
break; // file doesn't exist

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@ -264,13 +264,10 @@ void Sky_NewMap(void)
if(!strcmp("skyfog", key))
skyfog = atof(value);
#if 1 //also accept non-standard keys
else if(!strcmp("skyname", key)) //half-life
else if(!strcmp("skyname", key))
Sky_LoadSkyBox(value);
else if(!strcmp("qlsky", key)) //quake lives
else if(!strcmp("qlsky", key))
Sky_LoadSkyBox(value);
#endif
}
}
@ -703,12 +700,11 @@ void Sky_DrawSkyBox(void)
GL_Bind(skybox_textures[skytexorder[i]]);
#if 1 //FIXME: this is to avoid tjunctions until i can do it the right way
//FIXME: this is to avoid tjunctions until i can do it the right way
skymins[0][i] = -1;
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
#endif
glBegin(GL_QUADS);
Sky_EmitSkyBoxVertex(skymins[0][i], skymins[1][i], i);
Sky_EmitSkyBoxVertex(skymins[0][i], skymaxs[1][i], i);

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@ -20,7 +20,7 @@ along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//gl_texmgr.c -- fitzquake's texture manager. manages opengl texture images
//gl_texmgr.c -- texture manager. manages opengl texture images
#include "q_defs.h"
@ -574,14 +574,7 @@ void TexMgr_RecalcWarpImageSize(void)
while(gl_warpimagesize > vid.height)
gl_warpimagesize >>= 1;
// ericw -- removed early exit if (gl_warpimagesize == oldsize).
// after vid_restart TexMgr_ReloadImage reloads textures
// to tx->source_width/source_height, which might not match oldsize.
// fixes: https://sourceforge.net/p/quakespasm/bugs/13/
//
// resize the textures in opengl
//
mark = Hunk_LowMark();
dummy = (byte *) Hunk_Alloc(gl_warpimagesize * gl_warpimagesize * 4);
@ -1147,10 +1140,8 @@ static void TexMgr_LoadImage8(gltexture_t *glt, byte *data)
uint32_t *usepal;
int32_t i;
// HACK HACK HACK -- taken from tomazquake
if(strstr(glt->name, "shot1sid") &&
glt->width == 32 && glt->height == 32 &&
CRC_Block(data, 1024) == 65393)
// HACK
if(strstr(glt->name, "shot1sid") && glt->width == 32 && glt->height == 32 && CRC_Block(data, 1024) == 65393)
{
// This texture in b_shell1.bsp has some of the first 32 pixels painted white.
// They are invisible in software, but look really ugly in GL. So we just copy
@ -1460,14 +1451,6 @@ void TexMgr_ReloadImages(void)
{
gltexture_t *glt;
// ericw -- tricky bug: if the hunk is almost full, an allocation in TexMgr_ReloadImage
// triggers cache items to be freed, which calls back into TexMgr to free the
// texture. If this frees 'glt' in the loop below, the active_gltextures
// list gets corrupted.
// A test case is jam3_tronyn.bsp with -heapsize 65536, and do several mode
// switches/fullscreen toggles
// 2015-09-04 -- Cache_Flush workaround was causing issues (http://sourceforge.net/p/quakespasm/bugs/10/)
// switching to a boolean flag.
in_reload_images = true;
for(glt = active_gltextures; glt; glt = glt->next)

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@ -22,7 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef spingle__gl_texmgr_h
#define spingle__gl_texmgr_h
//gl_texmgr.h -- fitzquake's texture manager. manages opengl texture images
//gl_texmgr.h -- texture manager. manages opengl texture images
#define TEXPREF_NONE 0x0000
#define TEXPREF_MIPMAP 0x0001 // generate mipmaps

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@ -1170,8 +1170,8 @@ does all the stuff from GL_Init that needs to be done every time a new GL render
static void GL_SetupState(void)
{
glClearColor(0.15, 0.15, 0.15, 0); //johnfitz -- originally 1,0,0,0
glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
glFrontFace(GL_CW); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
glCullFace(GL_BACK); //johnfitz -- glq used CCW with backwards culling -- let's do it right
glFrontFace(GL_CW); //johnfitz -- glq used CCW with backwards culling -- let's do it right
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.666);
@ -1553,8 +1553,6 @@ void VID_Init(void)
GL_SetupState();
Cmd_AddCommand("gl_info", GL_Info_f); //johnfitz
//johnfitz -- removed code creating "glquake" subdirectory
vid_menucmdfn = VID_Menu_f; //johnfitz
vid_menudrawfn = VID_MenuDraw;
vid_menukeyfn = VID_MenuKey;

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@ -871,7 +871,6 @@ void Host_Init(void)
host_hunklevel = Hunk_LowMark();
host_initialized = true;
Con_Printf("\n========= Quake Initialized =========\n\n");
if(cls.state != ca_dedicated)
{

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@ -51,7 +51,7 @@ static inline int32_t IS_NAN(float x)
}
#endif
#define Q_rint(x) ((x) > 0 ? (int32_t)((x) + 0.5) : (int32_t)((x) - 0.5)) //johnfitz -- from joequake
#define Q_rint(x) ((x) > 0 ? (int32_t)((x) + 0.5) : (int32_t)((x) - 0.5))
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define DoublePrecisionDotProduct(x,y) ((double)x[0]*y[0]+(double)x[1]*y[1]+(double)x[2]*y[2])

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@ -280,7 +280,7 @@ static void PrintSlistTrailer(void)
if(hostCacheCount)
Con_Printf("== end list ==\n\n");
else
Con_Printf("No Quake servers found.\n\n");
Con_Printf("No servers found.\n\n");
}
@ -291,7 +291,7 @@ void NET_Slist_f(void)
if(! slistSilent)
{
Con_Printf("Looking for Quake servers...\n");
Con_Printf("Looking for servers...\n");
PrintSlistHeader();
}

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@ -22,7 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef spingle__pr_comp_h
#define spingle__pr_comp_h
// this file is shared by quake and qcc
// this file is shared by the game and qcc
typedef int32_t func_t;
typedef int32_t string_t;

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@ -23,8 +23,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef spingle__protocol_h
#define spingle__protocol_h
#define PROTOCOL_NETQUAKE 15 //johnfitz -- standard quake protocol
#define PROTOCOL_FITZQUAKE 666 //johnfitz -- added new protocol for fitzquake 0.85
#define PROTOCOL_NETQUAKE 15 //johnfitz -- standard protocol
#define PROTOCOL_FITZQUAKE 666 //johnfitz -- added new protocol for fitz 0.85
#define PROTOCOL_RMQ 999
// PROTOCOL_RMQ protocol flags

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@ -557,7 +557,7 @@ void R_DrawBrushModel(entity_t *e)
}
glPushMatrix();
e->angles[0] = -e->angles[0]; // stupid quake bug
e->angles[0] = -e->angles[0]; // stupid bug
if(gl_zfix.value)
{
e->origin[0] -= DIST_EPSILON;
@ -571,7 +571,7 @@ void R_DrawBrushModel(entity_t *e)
e->origin[1] += DIST_EPSILON;
e->origin[2] += DIST_EPSILON;
}
e->angles[0] = -e->angles[0]; // stupid quake bug
e->angles[0] = -e->angles[0]; // stupid bug
R_ClearTextureChains(clmodel, chain_model);
for(i = 0 ; i < clmodel->nummodelsurfaces ; i++, psurf++)
@ -628,9 +628,9 @@ void R_DrawBrushModel_ShowTris(entity_t *e)
psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
glPushMatrix();
e->angles[0] = -e->angles[0]; // stupid quake bug
e->angles[0] = -e->angles[0]; // stupid bug
R_RotateForEntity(e->origin, e->angles);
e->angles[0] = -e->angles[0]; // stupid quake bug
e->angles[0] = -e->angles[0]; // stupid bug
//
// draw it

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@ -140,7 +140,6 @@ void R_MarkSurfaces(void)
// rebuild chains
#if 1
//iterate through surfaces one node at a time to rebuild chains
//need to do it this way if we want to work with tyrann's skip removal tool
//becuase his tool doesn't actually remove the surfaces from the bsp surfaces lump
@ -151,17 +150,6 @@ void R_MarkSurfaces(void)
{
R_ChainSurface(surf, chain_world);
}
#else
//the old way
surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
for(i = 0 ; i < cl.worldmodel->nummodelsurfaces ; i++, surf++)
{
if(surf->visframe == r_visframecount)
{
R_ChainSurface(surf, chain_world);
}
}
#endif
}
/*

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@ -1,5 +1,5 @@
/*
* Audio Codecs: Adapted from ioquake3 with changes.
* Audio Codecs: Adapted from ioq3 with changes.
* For now, only handles streaming music, not sound effects.
*
* Copyright (C) 1999-2005 Id Software, Inc.

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@ -1,5 +1,5 @@
/*
* Audio Codecs: Adapted from ioquake3 with changes.
* Audio Codecs: Adapted from ioq3 with changes.
* For now, only handles streaming music, not sound effects.
*
* Copyright (C) 1999-2005 Id Software, Inc.

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@ -1,5 +1,5 @@
/*
* Audio Codecs: Adapted from ioquake3 with changes.
* Audio Codecs: Adapted from ioq3 with changes.
* For now, only handles streaming music, not sound effects.
*
* Copyright (C) 1999-2005 Id Software, Inc.

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@ -682,7 +682,7 @@ static void S_UpdateAmbientSounds(void)
/*
===================
S_RawSamples (from QuakeII)
S_RawSamples (from q2)
Streaming music support. Byte swapping
of data must be handled by the codec.

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@ -1,6 +1,6 @@
/*
* snd_sdl.c - SDL audio driver for Hexen II: Hammer of Thyrion (uHexen2)
* based on implementations found in the quakeforge and ioquake3 projects.
* based on implementations found in the quakeforge and ioq3 projects.
*
* Copyright (C) 1999-2005 Id Software, Inc.
* Copyright (C) 2005-2012 O.Sezer <sezero@users.sourceforge.net>

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@ -245,7 +245,7 @@ static char const *Sys_GetUserDir(void)
#if PLATFORM_IS(OSX)
static char *OSX_StripAppBundle(char *dir)
{
/* based on the ioquake3 project at icculus.org. */
/* based on the ioq3 project at icculus.org. */
static char osx_path[MAX_OSPATH];
q_strlcpy(osx_path, dir, sizeof(osx_path));

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@ -146,12 +146,10 @@ cvar_t v_centerspeed = {"v_centerspeed", "500", CVAR_NONE};
void V_StartPitchDrift(void)
{
#if 1
if(cl.laststop == cl.time)
{
return; // something else is keeping it from drifting
}
#endif
if(cl.nodrift || !cl.pitchvel)
{
cl.pitchvel = v_centerspeed.value;

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@ -3,7 +3,7 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by winquake.rc
// Used by the .rc file
#define IDS_STRING1 1
#define IDI_ICON2 1
#define IDD_DIALOG1 108

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@ -653,17 +653,10 @@ bool SV_RecursiveHullCheck(hull_t *hull, int32_t num, float p1f, float p2f, vec3
t2 = DoublePrecisionDotProduct(plane->normal, p2) - plane->dist;
}
#if 1
if(t1 >= 0 && t2 >= 0)
return SV_RecursiveHullCheck(hull, node->children[0], p1f, p2f, p1, p2, trace);
if(t1 < 0 && t2 < 0)
return SV_RecursiveHullCheck(hull, node->children[1], p1f, p2f, p1, p2, trace);
#else
if((t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0))
return SV_RecursiveHullCheck(hull, node->children[0], p1f, p2f, p1, p2, trace);
if((t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0))
return SV_RecursiveHullCheck(hull, node->children[1], p1f, p2f, p1, p2, trace);
#endif
// put the crosspoint DIST_EPSILON pixels on the near side
if(t1 < 0)