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.
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.
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).
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.
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.
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.
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.
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.
I added Sys_RegisterShutdown years ago and never really did anything
with it: now any system that needs to be shutdown can ensure it gets
shutdown on program exit, and in the correct order (ie, reverse to init
order).
It was a hack to help with cleaning up the renderer, but is now in the way
of merging the clients.
This happens to fix the position/angle lerping, though angles behave a
little oddly.
NQ's client-side onground now works similarly to QW's: -1 = not on ground,
0+ = on ground (plane num?) but only 0 is used in NQ as the necessary
information is not sent over the network.
The protocol is not affected: the incoming colors byte is split into the
two fields when read from the packet. This simplifies a lot of code
elsewhere.