Commit graph

107 commits

Author SHA1 Message Date
Bill Currie
31c1420682 [client] Further decouple screen and console
The wording might seem a little odd, but cl_screen is really the full 2D
client HUD while the console is completely independent of the client and
shouldn't know that the client even exists. Ideally, the resize events
would be handled by the canvas system, to which end this is a small
step.
2023-01-16 13:29:20 +09:00
Bill Currie
24a85dbadc [ui] Add a component set for passage hierarchy refs
While "set" is a tad strong (there's just the one component for now), I
had missed the changes when adding ECS systems. Fixes the segfault at
the end of demo1 (ie, when any center text is printed).
2022-12-16 18:12:38 +09:00
Bill Currie
61f61baf48 [client] Remove hud_href component
I had missed this when adapting the ecs system for modular systems.
2022-12-15 12:50:27 +09:00
Bill Currie
41d25df0d2 [ui] Attach text views to passage entities
Instead of creating new entities for the text views. This approximately
halves the number of entities required to display flowed text, but also
tests the ability to have an entity in multiple hierarchies (the goal of
the ECS component and system changes).
2022-12-14 22:38:37 +09:00
Bill Currie
b230fe18ce [ecs] Split component registration from pool creation
While this does require an extra call after registering components, it
allows for multiple component sets (ie, sub-systems) to be registered
before the component pools are created. The base id for the registered
component set is returned so it can be passed to the subsystem as
needed.
2022-12-13 22:58:44 +09:00
Bill Currie
bb677a1a7c [ecs] Move href_comp into hierarchy_t
This means that the component id used for hierarchy references must be
passed to Hierarchy_New and Hierarchy_Copy, but does all an entity to
have more than one hierarchy, which is useful for canvases (hierarchies
of views) in the 3d world (the canvas root would have a 3d hierarchy
reference and a 2d (view) hierarchy reference).
2022-12-12 00:20:20 +09:00
Bill Currie
7a64bb1149 [client] Use realtime for net icon check
viewstate's time is from cl.time which is not what's used to set
last_servermessage (that uses realtime). After careful investigation, I
found that cl.time is not at all suitable and that the original id code
used realtime (I think it was just me being lazy when I merged the
code). Fixes the stuck net icon.
2022-12-01 17:52:40 +09:00
Bill Currie
07fd93a56f [client] Use a separate explosion type for nq
quake changes rocket and grenade models to explosion models, but
quakeworld does not. This resulted in nq drawing two explosion sprites
instead of one. Separating the types allows nq to skip adding a sprite
for the explosion.
2022-12-01 15:59:14 +09:00
Bill Currie
9ba2d26542 [client] Move sbar.h into client
Where it belongs :P
2022-12-01 15:00:09 +09:00
Bill Currie
9f6c367fce [console] Resurrect console scaling
Currently only for gl/glsl/vulkan. However, rather than futzing with
con_width and con_height (and trying to guess good values), con_scale
(currently an integer) gives consistent pixel scaling regardless of
window size.
2022-11-14 09:49:13 +09:00
Bill Currie
0e64f959e2 [scene] Move visibility management into scene code
Well, sort of: it's still really in the renderer, but now calling
R_AddEfrags automatically updates the visibility structure as necessary,
and deleting an entity cleans up the efrags automatically. I wanted this
over twenty years ago.
2022-11-13 15:08:18 +09:00
Bill Currie
767b39b7bd [client] Implement the scoreboards and spectator
This gets the status bar/hud back into function state.
2022-11-13 04:15:26 +09:00
Bill Currie
1a9ec15a41 [client] Include hud overlay in hud_debug 2022-11-12 01:50:31 +09:00
Bill Currie
0d9b475759 [client] Implement finale overlay and death-solo
Deathmatch overlay isn't working properly for end of level or death in
qw.
2022-11-12 01:47:17 +09:00
Bill Currie
5333c78f7a [client] Implement rogue's team (ctf) face
I don't like that teamplay is just a local cvar that doesn't get set by
the server.
2022-11-11 19:41:47 +09:00
Bill Currie
7b167b2f35 [client] Implement rogue inventory bar switching
And fix rogue ammo icons.
2022-11-11 18:27:51 +09:00
Bill Currie
acedc906dd [client] Implement hipnotic and rogue items
This involved disabling sigils for hipnotic and rogue (not used),
adjusting the number of items views, and moving the two keys views for
hipnotic. Rogue is not yet using the correct status bar pics.
2022-11-11 15:18:31 +09:00
Bill Currie
a91ae7aeb9 [client] Implement hipnotic and rogue weapon views
The functionality of the hipnotic and rogue weapon power-ups is now done
by a various mappings instead of separate functions. In theory, this
should make things more flexible, but most importantly, there's a lot
less code duplication.
2022-11-11 13:00:40 +09:00
Bill Currie
017bba8869 [client] Fix some view placement and buffer sizes 2022-11-10 21:27:49 +09:00
Bill Currie
c6b79d49a4 [client] Fix incorrect function component setup
Need to pass the address of the pointer :/
2022-11-10 21:23:04 +09:00
Bill Currie
74e64d7228 [client] Implement sbar flashes for items
Sigils can't be flashed as they don't have any animations provided, and
they're not normally as critical. I don't know why items weren't
flashed, but since the pics are there, might as well use them (and the
flashing keys do look pretty good).
2022-11-10 15:35:14 +09:00
Bill Currie
39074ba3c1 [qw] Implement hud ping and pl indicators
As well as the periodic update of pings when the scoreboard or hud ping
are shown.
2022-11-10 15:34:31 +09:00
Bill Currie
e0fa853f47 [client] Implement the update functions
nq's frags don't update properly yet, and there's still a lot of
optimization to sort out, but it seems to be fairly usable again.
2022-11-10 01:35:33 +09:00
Bill Currie
1b90f2320e [client] Extend sbar's api
I think this makes the purpose of the functions more clear and makes the
protocol logic less dependent on the meaning of some of the updates.
Most of the update functions are not fully implemented yet.
2022-11-09 19:41:59 +09:00
Bill Currie
73e62de2fb [client] Clean up sbar's globals access
I had forgotten that the cl structs in nq and qw were different layouts,
which resulted in qw's sbar/hud being quite broken. Rather than messing
with the structs, I decided it would be far better in the long run to
clean up sbar's access to the cl struct and the few other nq/qw specific
globals it used. There are still plenty of bugs to fix, but now almost
everything is in the one place.
2022-11-09 19:38:54 +09:00
Bill Currie
34f0a59441 [client] Merge sbar
At long last, the status bar code is now shared between nq and qw. There
are many bugs to fix, but at least now they're all in the one place.
2022-11-08 17:42:27 +09:00
Bill Currie
42963f97c0 [client] Clean up some hud redundancies
hud_view is set up by sbar, and the other views are no longer used.
2022-11-05 16:47:52 +09:00
Bill Currie
3d30e78da9 [client] Add hud_debug cvar to draw view outlines
It's much easier to debug the hud when even otherwise invisible views
can be seen.
2022-11-05 16:38:07 +09:00
Bill Currie
5f98dac214 [client] Add a hud outline component for debug
Very handy for verifying views are placed correctly. Also fix some type
issues with the func and update components.
2022-11-05 10:55:45 +09:00
Bill Currie
5f01dc9fb5 [client] Make the hud update function type explicit 2022-11-04 11:10:56 +09:00
Bill Currie
bdbb8f1e0b [nq] Get intermission view working again
This is currently just the basic intermission view (not the finale view
or the deathmatch intermission view).
2022-11-03 17:49:05 +09:00
Bill Currie
82d407e3c2 [nq] Get hud time and fps displays working
This includes moving the related cvars from botn nq and qw into the
client hud code. In addition, the hud code supports update and
update-once function components. The update component is for updates
that occur every frame, but update-once components (not used yet) are
for one-shot updates (eg, when a value updates very infrequently).
2022-11-03 14:46:44 +09:00
Bill Currie
4491ce213b [client] Merge cl_screen.c
The client state that was accessed by cl_screen is now put in viewstate
and maintained by the client before calling CL_UpdateScreen.
2022-11-02 15:11:09 +09:00
Bill Currie
708978eea9 [client] Clean up some entity component accesses 2022-11-02 09:53:52 +09:00
Bill Currie
9c6c59b370 [qw] Move view hight adjustment out of screen update
cl_screen.c is that little bit closer to being merged.
2022-11-02 09:52:35 +09:00
Bill Currie
817aeb334e [ui] Convert view_t to an ECS entity
Much of the nq/qw HUD system is quite broken, but the basic status bar
seems to be working nicely. As is the console (both client and server).
Possibly the biggest benefit is separating the rendering of HUD elements
from the updating of them, and much less traversing of invisible views
whose only purpose is to control the positioning of the visible views.

The view flow tests are currently disabled until I adapt the flow code
to ECS.

There seems to be a problem with view resizing in that some gravities
don't follow resizing correctly.
2022-11-01 00:40:52 +09:00
Bill Currie
db7f8a461e [ecs] Move ECS core into its own library
While the libraries are probably getting a little out of hand, the
separation into its own directory is probably a good thing as an ECS
should not be tied to scenes. This should make the ECS more generally
useful.
2022-10-26 17:24:03 +09:00
Bill Currie
8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00
Bill Currie
20ee47404f Merge branch 'master' into wip-twod 2022-09-22 10:06:00 +09:00
Bill Currie
2e14300a11 [client] Auto-detect light color range
Some mappers use 0-255 and others use 0-1. Detection method adapted from
ericw light (seems to be a good bet as it seems to be popular).
2022-09-22 09:35:44 +09:00
Bill Currie
fb4bb22048 [client] Add cl_(min|max)(pitch|roll) cvars
The pitch cvars are taken from quakespasm because I ran into a button I
couldn't shoot with the 80 degree limit, but I figured I'd add roll
limits while I was at it.
2022-09-22 09:31:04 +09:00
Bill Currie
48e5848a41 [console] Rework con_buffer ring buffers to have gaps
I really don't know why I tried to do ring-buffers without gaps, the
code complication is just not worth the tiny savings in memory. In fact,
just the switch from pointers to 32-bit offsets saves more memory than
not having gaps (on 64-bit systems, no change on 32-bit).
2022-09-18 11:35:09 +09:00
Bill Currie
f611b0d5a1 [client] Preserve intensity when parsing light color
Due to the mis-initialization of the union used to parse the color
vector, the intensity was incorrectly set to zero and thus the light
dropped, meaning that all lights in ad_tears were lost.
2022-08-19 20:19:43 +09:00
Bill Currie
732ea3a5fd Fix a bunch of issues for clang
One *actual* error (wrong enum type), and some memory alignment issues.
The rest just clang being lame.
2022-07-31 17:15:40 +09:00
Bill Currie
330569a3fb [sound] Add a function to set ambient sounds
This gets ambient sounds (in particular, water and sky) working again
for quakeworld after the recent sound changes, and again for nq after I
don't know how long.
2022-06-06 14:29:14 +09:00
Bill Currie
94db9c8ab1 [quakefs] Add a data parameter to gamedir callbacks
While this didn't fix the problem for which I needed the data pointer,
having data pointers in callbacks is far too useful to throw out the
change.
2022-06-04 16:06:04 +09:00
Bill Currie
3900e59f1a [client] Support the wait field on lights
This was the missing piece for a lot of my lighting woes: it scales the
distance when calculating falloff.
2022-05-23 20:22:05 +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
54b6573470 [client] Change location of sun vector negation
Moving the negation into the calculation of the sun angle prevents -0
getting into the vector (not that it makes much difference other than
minor confusion when reading the light data).
2022-05-19 13:26:45 +09:00
Bill Currie
ccb56c93e6 [client] Free default input config plist
Yet another memory leak.
2022-05-12 19:58:18 +09:00