Commit graph

1251 commits

Author SHA1 Message Date
Bill Currie
7240d2dc80 [model] Move plane info into mnode_t, and visframe out
The main goal was to get visframe out of mnode_t to make it thread-safe
(each thread can have its own visframe array), but moving the plane info
into mnode_t made for better data access patters when traversing the bsp
tree as the plane is right there with the child indices. Nicely, the
size of mnode_t is the same as before (64 bytes due to alignment), with
4 bytes wasted.

Performance-wise, there seems to be very little difference. Maybe
slightly slower.

The unfortunate thing about the change is the plane distance is negated,
possibly leading to some confusion, particularly since the box and
sphere culling functions were affected. However, this is so point-plane
distance calculations can be done with a single 4d dot product.
2022-05-22 12:41:23 +09:00
Bill Currie
925300716b [mode] Go back to using dclipnode_t everywhere
It was added only because FitzQuake used it in its pre-bsp2 large-map
support. That support has been hidden in bspfile.c for some time now.
This doesn't gain much other than having one less type to worry about.

Well tested on Conflagrant Rodent (the map that caused the need for
mclipnode_t in the first place).
2022-05-19 15:16:53 +09:00
Bill Currie
bc82241e1c [client] Pre-cache temp entity data after clearing memory
This is a particularly ancient bug, sort of introduced by rhamph when he
optimized temp entity model handling and later exacerbated by me.
However, I suspect the actual problem is limited to nq as qw's gamedir
handling would have caused the models to be reloaded, but nq doesn't
ever change game directories once running.
2022-05-19 13:26:45 +09:00
Bill Currie
cfe7064708 [nq] Update weapon model for SU_WEAPON2
This fixes the missing view weapon in vulkan and crashes in other
renderers when playing Conflagrant Rodent.
2022-05-19 13:26:19 +09:00
Bill Currie
7abdfc421e [nq] Enable blue and red lights for quad and invulnerability
I got tired of being disappointed that nq didn't have colored lights for
the power-ups (especially when I'd waste time thinking it was a bug).
The problem is that the server (progs code) specifies only DIMLIGHT (qw
adds in the colors). Another problem is that the server tells us only
our own stats, so the colors are disabled for multiplayer otherwise it
might be confusing.
2022-05-18 11:06:39 +09:00
Bill Currie
0b9d36b08d [nq] Fix some level change segfaults
I really need to play more while working on the code.

Anyway, ca_active works nicely for the status bar in general, and
CL_ClearMemory needs to be called before Host_ClearMemory when doing
single-player.
2022-05-17 10:28:57 +09:00
Bill Currie
1f811e6310 [nq] Fix a particularly nasty memory leak
Nasty because it was caused by spaghetti (normally, I like the stuff).
Drinking-age spaghetti at that. Nicely, this removes the need for one
function in sv_ded.c (which is what I think I was trying to achieve).
2022-05-12 22:49:48 +09:00
Bill Currie
a17deb3ef2 [nq] Don't double-allocate timedemo data buffer
Looks like a copy/paste error (wild guess: got my fingers tangled in
vim).
2022-05-12 22:48:31 +09:00
Bill Currie
aabf3e14f8 [model] Support freeing of skin data
I doubt it's enough, but it does seem to cover what's needed for glsl
(maybe not the actual textures, unsure there, but I think they're
recycled).
2022-05-12 22:46:31 +09:00
Bill Currie
4e526702dd [nq] Plug some memory leaks and fix a shutdown error
The error was introduced by the input memory leak fixes, but the
solution is to ensure CL_Shutdown is called before IN_Shutdown.

Some of the memory leaks were quite legitimate this time.
2022-05-12 20:58:39 +09:00
Bill Currie
978d0306c0 [hash] Rename the publicly visible hashlink_t to hashctx_t
I think my biggest problem with the hashlink freelist parameter was how
much implementation it exposed in just the name.
2022-05-12 18:02:01 +09:00
Bill Currie
4515b0d7f0 [nq] Use SCR_NewScene in CL_SetState
This was missed when changing CL_ClearState. Fixes segfault on respawn.
2022-05-11 14:47:01 +09:00
Bill Currie
e9ad7b748b [renderer] Use scene_t to set the model data
This replaces *_NewMap with *_NewScene and adds SCR_NewScene to handle
loading a new map (for quake) in the renderer, and will eventually be
how any new scene is loaded.
2022-05-05 14:46:02 +09:00
Bill Currie
bbb66e13f8 [nq] Fix incorrect handling of argv in PF_WriteBytes
This fixes an illegible server message error on going through a teleport
in the start map (how I noticed the problem). Funnily enough, I had
spotted the mistake when editing the qw version, but forgot to correct
the nq version.
2022-05-04 23:16:12 +09:00
Bill Currie
675c82b47b [nq,qw] Do a little more diff reduction on sbar.c
It's rather difficult due to hipnotic and roque in nq, but still,
progress is progress.
2022-05-04 21:03:34 +09:00
Bill Currie
fe891dd70b Merge branch 'master' into wip-rua_scene 2022-05-01 14:46:47 +09:00
Bill Currie
6d62e91ce7 [gamecode] Clean up progs data access
pr_type_t now contains only the one "value" field, and all the access
macros now use their PACKED variant for base access, making access to
larger types more consistent with the smaller types.
2022-04-29 16:59:15 +09:00
Bill Currie
fddff1c24d Merge branch 'master' into wip-rua_scene 2022-04-25 08:13:35 +09:00
Bill Currie
bff0847761 [cvar] Clean up most misinterpreted cvar types
The misinterpretations were due to either the cvar not being accessed
directly by the engine, but via only the callback, or the cvars were
accesssed only by progs (in which case, they should be float). The
remainder are a potential enum (hud gravity) and a "too hard basket"
(rcon password: need to figure out how I want to handle secret strings).
2022-04-24 20:04:06 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00
Bill Currie
55f7886607 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-24 17:23:46 +09:00
Bill Currie
ef574e67d0 [net] Remove client references from net_main
This is progress towards #23. There are still some references to
host_time and host_client (via nq's server.h), and a lot of references
to sv and svs, but this is definitely a step in the right direction.
2022-04-24 17:21:58 +09:00
Bill Currie
e97b96b536 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-13 14:17:58 +09:00
Bill Currie
bffd0605b7 [nq] Show sub-millisecond times for serverprofile
Integer milliseconds are a little too coarse when the range is 1-3ms.
2022-04-08 18:29:04 +09:00
Bill Currie
8d725a1d0a [nq] Clean up Host_Frame_ a little
This simplifies the logic around dedicated servers and clients
connecting to remote servers.
2022-04-08 18:27:53 +09:00
Bill Currie
f6541dbe3f [net] Remove client references from net_main
This is progress towards #23. There are still some references to
host_time and host_client (via nq's server.h), and a lot of references
to sv and svs, but this is definitely a step in the right direction.
2022-04-06 19:32:55 +09:00
Bill Currie
0880fab909 [nq,qw] Get demo capture working again
It turns it it had been broken for some time: it was attempting to write
the files to the wrong place.
2022-04-01 01:01:53 +09:00
Bill Currie
acffacc59b [renderer] Make screen capture support asynchronous operation
This fixes (*ahem*) the vulkan renderer segfaulting when attempting to
take a screenshot. However, the image is upside down. Also, remote
snapshots and demo capture are broken for the moment.
2022-04-01 01:01:53 +09:00
Bill Currie
a29836cc2c [quakefs] Return QFile pointer from QFS_NextFile(name)
QFS_NextFilename was renamed to QFS_NextFile to reflect the fact it now
returns a QFile pointer for the newly created file (as well as the
name). This necessitated updating WritePNG to take a file pointer
instead of a file name, with the advantage that WritePNGqfs is no longer
necessary and callers have much more control over the creation of the
file.

This makes QFS_NextFile much more secure against file system race
conditions and attacks (at least in theory). If nothing else, it will
make it more robust in a multi-threaded environment.
2022-03-31 17:27:04 +09:00
Bill Currie
aed5cdee8e [sbar] Disable some unused functions
I don't know why draw_altstring is there at all, but draw_nstring being
in nq is likely due to minimising the diffs between nq and qw.
2022-03-31 03:02:55 +09:00
Bill Currie
0bb562f93f Fix a bunch of float vs int bugs
Just those made me glad I tried compiling with clang: running into those
bugs would have lead to some serious headaches, I imagine.
2022-03-31 00:28:26 +09:00
Bill Currie
db01650dac Update vec3_t/vec4f_t hacks to work with clang
Still work with gcc, of course, and I still need to fix them properly,
but now they're actually slightly easier to find as they all have vec_t
and FIXME on the same line.
2022-03-31 00:08:26 +09:00
Bill Currie
da42aaf423 [sound] Use vec4f_t for api functions
Fixes a few vec3_t/vec4f_t FIXMEs.
2022-03-30 23:42:38 +09:00
Bill Currie
3c86764eb2 [scene] Move entity_t etc into scene headers
I meant to do this a while ago but forgot about it. Things are a bit of
a mess in that the renderer knows too much about entities, but
eventually the renderer will know about only things to render (meshes,
particles, etc).
2022-03-29 14:43:38 +09:00
Bill Currie
75d7f4cecb [renderer] Clean up particles a little
The quake-specific enums are now in the client header, and the particle
system now has a gravity field rather than getting it from
vid_render_data (which I hope to eventually get rid of entirely).
2022-03-29 14:43:38 +09:00
Bill Currie
0f30f0a133 [mathlib] Remove suspicious IS_NAN
The implementation looks wrong (more like infinity). Where it was used
is currently disabled, but the usages were replaced with C99's isnan.
2022-03-19 12:50:08 +09:00
Bill Currie
c3f38e1c79 [renderer] Remove player_entity field
This was a hold-over from the gl mirror code.
2022-03-19 09:46:53 +09:00
Bill Currie
ee51d06aa3 [renderer] Clean up a lot of recalc_refdef use
I think the widespread use of recalc_refdef (and force_fullscreen) was
the result of a rushed merge of the renderer and video code (I do seem
to remember sprinkling them around). This cleans the two out of the
client code.
2022-03-19 00:56:30 +09:00
Bill Currie
91d7a80dff [renderer] Get timegraph and zgraph working
Only for sw and gl right now, but this sorts out the issues that
prevented the graphs working at all.
2022-03-15 15:42:43 +09:00
Bill Currie
3414eb12a3 [renderer] Move r_ambient and r_drawflat to client code
It makes more sense for these cvars to be under client control via
r_refdef. Completely disabled in qw, and currently ignored in nq.
2022-03-09 22:51:21 +09:00
Bill Currie
48c225da89 [renderer] Merge the fog support code
GL still has its own functions for enabling and disabling fog while
rendering, but GLSL doesn't need such (thanks to the shaders), nor will
vulkan (and the software renderers don't support fog).
2022-03-08 02:28:19 +09:00
Bill Currie
2eae2e5d74 [renderer] Move some functions from plugins to main lib
One step in cleaning up vid_render_funcs.
2022-03-07 13:40:04 +09:00
Bill Currie
45c3c6d7be [screen] Clean up some dead declarations 2022-03-05 14:35:56 +09:00
Bill Currie
d69355f521 [renderer] Support multiple entity queues
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00
Bill Currie
1859ff233d [client] Fix the chase cameras
They no longer spin like crazy. I don't know how, but I must have broken
something over the years as I'm sure Seth had the code working (and I
seem to remember seeing it working). In the process, clean up a lot of
the angle mess.
2022-03-01 14:44:53 +09:00
Bill Currie
43a329dcb5 [client] Get the basic chase camera working
The more advanced modes are rather broken (continuous spinning), but
they may have been for a while. The bulk of the various changes were due
to renaming viewstate's origin and angles to make their meaning more
explicit.
2022-03-01 11:43:23 +09:00
Bill Currie
fb83d87a0e Fix some distcheck issues
Just keeping up with myself.
2022-03-01 10:12:50 +09:00
Bill Currie
57dd4494cc [renderer] Pass in a camera transform
More r_data cleanup. Things could be better still, but this is a start.
2022-02-28 16:59:38 +09:00
Bill Currie
2477a44d15 [client] Move cshift info from viddef to viewstate
It makes much more sense for cshift state to be in viewstate because it
is very much an effect rather than anything specific to a renderer.
2022-02-28 16:55:12 +09:00
Bill Currie
7d059a0b56 [client] Merge nq and qw cl_view
They've been near-identical for years, now they're only one. It proved
necessary to start merging the HUD code which for now is just a few cvar
declarations (not even init), but that should be a separate set of
commits.
2022-02-28 12:12:51 +09:00
Bill Currie
aac9069d9f [nq,qw] Clean up cl_view's use of the client struct
This is a huge step towards merging cl_view.
2022-02-25 16:54:45 +09:00
Bill Currie
f04459f03f [nq,qw] Clean up some bogus diffs in cl_view
The diffs were caused by white space and a redundant line.
2022-02-25 11:39:11 +09:00
Bill Currie
deff95f490 [client] Merge chase camera and much of input
Handling of view angles is a little hacky at the moment, but this gets
the chase camera code and most of the common input code into one place,
which will make cleaning up the camera code much easier.
2022-02-22 15:51:28 +09:00
Bill Currie
db8cf68ef3 [gamecode] Pass registered data pointer to builtins
This is the bulk of the work for recording the resource pointer with
with builtin data. I don't know how much of a difference it makes for
most things, but it's probably pretty big for qwaq-curses due to the
very high number of calls to the curses builtins.

Closes #26
2022-02-14 12:28:38 +09:00
Bill Currie
622a2e84f4 [nq,qw] Update WriteBytes for the Ruamoko ISA
More va_list shenanigans.
2022-02-06 21:20:00 +09:00
Bill Currie
ff08ef3fa3 [nq,qw] Fix segfault when calling think
Think has no "other", and E_POINTER doesn't check for null (by design:
it's meant to be as fast as possible).
2022-02-06 21:20:00 +09:00
Bill Currie
7c6ef06dfb [gamecode] Make PF_VarString v6p-only
It's not enforced a this stage, and it would be easy enough to handle,
but it turns out all the standard quake and quakeworld progs never used
... for the print functions: the behavior of PF_VarString was
undocumented and so... tough :P.
2022-02-06 21:20:00 +09:00
Bill Currie
01345ba675 [gamecode] Wrap most uses of PR_RESET_PARAMS with push/pop frame
rua_obj was skipped because that looks to be a bit more work and should
be a separate commit.

This is to avoid the stack getting mangled when calling progs functions
with parameters.
2022-02-05 10:26:47 +09:00
Bill Currie
2a8fca80a0 [nq,qw] Give the menu and server progs stacks
They're going to need them :P
2022-02-04 21:53:37 +09:00
Bill Currie
9c51c3d2e1 [gamecode] Add a data pointer passed to builtin functions
This is part of the work for #26 (Record resource pointer with builtin
function data). Currently, the data pointer gets as far as the
per-instance VM function table (I don't feel like tackling the job of
converting all the builtin functions tonight). All the builtin modules
that register a resources data block pass that block on to
PR_RegisterBuiltins.
2022-01-24 00:20:05 +09:00
Bill Currie
a6b932025c [gamecode] Provide builtins with information about their parameters
This will make it possible for the engine to set up their parameter
pointers when running Ruamoko progs. At this stage, it doesn't matter
*too* much, except for varargs functions, because no builtin yet takes
anything larger than a float quaternion, but it will be critical when
double or long vec3 and vec4 values are passed.
2022-01-23 22:27:27 +09:00
Bill Currie
234f2212d6 [gamecode] Run an audit of progs parameter setup
nq was just a bit of whitespace, but qw had an actual bug where the
parameters were not being reset before writing to them. It really
doesn't help that I don't know where to get progs suitable for testing
(really don't what to have to write my own).
2022-01-22 16:00:04 +09:00
Bill Currie
068c04ece6 [gamecode] Add ev_ushort and partial support
Really, only just enough to get everything compiling (which does include
vkgen running correctly).
2022-01-18 22:08:37 +09:00
Bill Currie
cd30408675 [gamecode] Rename ev_quat to ev_quaternion
I much prefer the full name, though the short version is easier to type.
2022-01-18 17:05:12 +09:00
Bill Currie
e9e54d08c0 [gamecode] Rename func_t to pr_func_t
Even more consistency.
2022-01-18 15:36:58 +09:00
Bill Currie
afd1eb775b [gamecode] Rename ev_pointer to ev_ptr
Rather short (no worse than ev_int, though) but more consistency is
usually a good thing.
2022-01-18 14:36:06 +09:00
Bill Currie
cfe7c44df0 [gamecode] Rename ev_integer to ev_int
And other related fields so integer is now int (and uinteger is uint). I
really don't know why I went with integer in the first place, but this
will make using macros easier for dealing with types.
2022-01-18 13:27:19 +09:00
Bill Currie
2df64384c1 [gamecode] Clean up string_t and pointer_t
They are both gone, and pr_pointer_t is now pr_ptr_t (pointer may be a
little clearer than ptr, but ptr is consistent with things like intptr,
and keeps the type name short).
2022-01-18 12:11:14 +09:00
Bill Currie
0bd05c71ac [gamecode] Use unsigned for entity values
I don't know why they were ever signed (oversight at id and just
propagated?). Anyway, this resulted in "unsigned" spreading a bit, but
all to reasonable places.
2022-01-16 22:15:18 +09:00
Bill Currie
2b82533526 [gamecode] Add double time state instructions
This has been a long-held wishlist item, really, and I thought I might
as well take the opportunity to add the instructions. The double
versions of STATE require both the nextthink field and time global to be
double (but they're not resolved properly yet: marked with
"FIXME double time" comments).

Also, the frame number for double time state is integer rather than
float.
2022-01-16 21:27:49 +09:00
Bill Currie
c9b2a740a0 [gamecode] Add etypes for long and ulong
And partial implementations in qfcc (most places will generate an
internal error (not implemented) or segfault, but some low-hanging fruit
has already been implemented).
2022-01-05 22:32:07 +09:00
Bill Currie
9aa8f18d73 [math] Split out Quat/Vector compare implementations
This renames existing VectorCompCompare (and quaternion equivalent) to
VectorCompCompareAll and makes VectorCompCompare produce a vector of
results with optional negation (converting 0,1 to 0,-1 for compatibility
with simd semantics).
2022-01-02 01:09:51 +09:00
Bill Currie
be474d9937 [gamecode] Remove the wart from def and function names
I never liked the leading s_ (though I guess it means one is supposed to
interpret the int as a string pointer, but meh).
2021-12-31 15:02:31 +09:00
Bill Currie
2d109e615b [client] Clean up a stray reference to the renderer
Reaching into the renderer internals for r_worldmodel doesn't work when
the plugins are not static.
2021-12-24 06:45:13 +09:00
Bill Currie
8d2791752e [particles] Merge particle spawning into client
After yesterday's crazy marathon editing all the particles files, and
starting to do another big change to them today, I realized that I
really do need to merge them down. All the actual spawning is now in the
client library (though particle insertion will need to be moved). GLSL
particle rendering is semi-broken in that it now does only points (until
I come up with a way to select between points and quads (probably a
context object, which I need anyway for Vulkan)).
2021-12-24 06:45:13 +09:00
Bill Currie
5128029368 [nq,qw] Clear render state when leaving active state
This fixes a segfault caused by b0517e89293 that I had missed due to not
actually playing: ie, demo map changes were ok, but not in-game map
changes.
2021-12-24 06:45:13 +09:00
Bill Currie
2086125e0b [quakefs] Take in the pointer to the global hunk
This is needed for cleaning up excess memsets when loading files because
Hunk_RawAllocName has nonnull on its hunk pointer (as the rest of the
hunk functions really should, but not just yet).
2021-12-24 06:45:13 +09:00
Bill Currie
84a24dbb34 [renderer] Make R_RenderView private
This is actually a better solution to the renderer directly accessing
client code than provided by 7e078c7f9c.

Essentially, V_RenderView should not have been calling R_RenderView, and
CL_UpdateScreen should have been calling V_RenderView directly. The
issue was that the renderers expected the world entity model to be valid
at all times. Now, R_RenderView checks the world entity model's validity
and immediately bails if it is not, and R_ClearState (which is called
whenever the client disconnects and thus no longer has a world to
render) clears the world entity model. Thus R_RenderView can (and is)
now called unconditionally from within the renderer, simplifying
renderer-specific variants.
2021-12-24 06:45:12 +09:00
Bill Currie
4dc2e6cac2 [nq,qw] Reset view animation pose when model changes
I think this bug has been haunting us since we introduced lerping. I do
remember chasing bad pose indices 20 years ago and never finding the
cause. I guess we never thought to check the view model.
2021-12-17 08:21:32 +09:00
Bill Currie
ba49c64fc3 [qw,nq] Clean out sbar key_dest handling
I really don't remember why it mattered if key_dest was game. If it was
draw layer issues, then this wasn't the correct fix anyway.
2021-11-29 00:03:53 +09:00
Bill Currie
b0447c1cf1 [console] Get message modes and menus working again
I'm not at all happy with con_message and con_menu, but fixing them
properly will take a rework of the menus (planned, though). Also, the
Menu_ console command implementations are a bit iffy and could also do
with a rewrite (probably part of the rest of the menu rework) or just
nuking (they were part of Johnny on Flame's work, so I suspect had
something to do with joystick bindings).
2021-11-28 23:21:55 +09:00
Bill Currie
652546a4fb [input] Clean out a lot of obsolete stuff from keys
The new binding system makes much of keys.[ch] obsolete leaving only the
key name translations.
2021-11-27 12:31:24 +09:00
Bill Currie
413cea6b4a [qw,nq] Connect up key_demo
And clean up some remaining keydest refs (still a few more to go).

Need to sort out default bindings for key_demo, though.
2021-11-26 20:27:42 +09:00
Bill Currie
3f299155a3 [client] Reimplement legacy bind and unbind commands
This allows id1/qw config files, and to a certain extent scripts, to
work with the new binding system. It does highlight just how limited the
original system was (many keys could not bound).

Mouse axis input does not work yet as that needs a little more work to
support +strafe and +mlook.
2021-11-25 13:36:02 +09:00
Bill Currie
06c21d3c34 [qw,nq] Correct the axis modes
It turns out accumulate is not really suitable now that relative axis
accumulation is done in the binding processing, and was never suitable
for absolute inputs (in this context, of course: there are contexts
where accumulate is suitable for absolute inputs).
2021-11-23 22:04:56 +09:00
Bill Currie
1ef99a9130 [input] Separate absolute and relative axis inputs
Combining absolute and relative inputs at the binding does not work well
because absolute inputs generally update only when the physical input
updates, so clearing the axis input each frame results in a brief pulse
from the physical input, but relative inputs must be cleared each frame
(where frame here is each time the axis is read) but must accumulate the
relative updates between frames.

Other than the axis mode being incorrect, this seems to work quite
nicely.
2021-11-23 22:04:17 +09:00
Bill Currie
3ac6d2aa22 [x11] Use barriers to trap the pointer in the window
This should be a much friendlier way of "grabbing" input, though I
suspect that using raw keyboard events will result in a keyboard grab,
which is part of the reason for wanting a friendly grab.

There does seem to be a problem with the mouse sneaking out of the
top-right and bottom-left corners. I currently suspect a bug in the X
server, but further investigation is needed.
2021-11-22 14:59:27 +09:00
Bill Currie
e45d19835c [x11] Add initial support for XInput2
Right now, only raw pointer motion and button events are handled, and
the mouse escapes the window, and there are some issues with focus in
focus-follows-mouse environments. However, this should be a much nicer
setup than DGA.
2021-11-21 23:42:33 +09:00
Bill Currie
b892ce637a [input] Nuke IN_Move from orbit
gotta be sure :)

On a serious note, it was always a problem in that it had
client-specific code and concepts embedded in the libraries.
2021-11-19 08:58:02 +09:00
Bill Currie
15dbe443b0 [nq] Hook up the new input and config systems
This gets nq in line with qw (and highlights more places than need
merging, *sigh*)
2021-11-18 15:27:44 +09:00
Bill Currie
4898a44263 [console] Hook up new input system
This has smashed the keydest handling for many things, and bindings, but
seems to be a good start with the new input system: the console in
qw-client-x11 is usable (keyboard-only).

The button and axis values have been removed from the knum_t enum as
mouse events are separate from key events, and other button and axis
inputs will be handled separately.

keys.c has been disabled in the build as it is obsolute (thus much of
the breakage).
2021-11-08 11:20:04 +09:00
Bill Currie
fae9e043df [input] Move button name and description
This puts the name and description into the button itself, making it much
easier to look them up.
2021-11-01 13:54:16 +09:00
Bill Currie
665790f562 [video] Remove libQFjs
It is now redundant with the libQFinput, though nothing actually works yet.
2021-11-01 12:30:45 +09:00
Bill Currie
4406be8de3 [input] Move last button declarations
This puts all the client button declarations in the right place (for now:
eventually there will be just the one client input header).
2021-11-01 12:13:28 +09:00
Bill Currie
fed8f66824 [input] Rework logical buttons
kbutton_t is now in_button_t and has been moved to input.h. Also, a
button registration function has been added to take care of +button and
-button command creation and, eventually, direct binding of "physical"
buttons to logical buttons. "Physical" buttons are those coming in from
the OS (keyboard, mouse, joystick...), logical buttons are what the code
looks at for button state.

Additionally, the button edge detection code has been cleaned up such
that it no longer uses magic numbers, and the conversion to a float is
cleaner. Interestingly, I found that the handling is extremely
frame-rate dependent (eg, +forward will accelerate the player to full
speed much faster at 72fps than it does at 20fps). This may be a factor
in why gamers are frame rate obsessed: other games doing the same thing
would certainly feel different under varying frame rates.
2021-10-01 09:16:31 +09:00
Bill Currie
674ffa0941 [util] Make bsp_t counts size_t
and other bsp data counts unsigned, and clean up the resulting mess.
2021-08-01 21:54:05 +09:00
Bill Currie
ca63c0360a Do an audit of hunk mark usage
I realized that after making the hunk 64-bit clean, I had forgotten to
go through and convert all the saved marks to size_t.
2021-07-29 11:43:27 +09:00
Bill Currie
54604d9aa2 [util] Make hunk (optionally) thread-safe
For now, the functions check for a null hunk pointer and use the global
hunk (initialized via Memory_Init) if necessary. However, Hunk_Init is
available (and used by Memory_Init) to create a hunk from any arbitrary
memory block. So long as that block is 64-byte aligned, allocations
within the hunk will remain 64-byte aligned.
2021-07-29 11:43:27 +09:00
Bill Currie
50740c1014 [model] Remove the confusion about numleafs
The fact that numleafs did not include leaf 0 actually caused in many
places due to never being sure whether to add 1. Hopefully this fixes
some of the confusion. (and that comment in sv_init didn't last long :P)
2021-07-27 12:38:08 +09:00
Bill Currie
c02fcee58a [util] Make zone functions 64-bit clean
This allows nq and qw clients/servers to use over 2GB of memory if
necessary.
2021-07-26 15:43:57 +09:00