quakeforge/nq/source/cl_ents.c
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

332 lines
8.7 KiB
C

/*
cl_ents.c
entity parsing and management
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/cbuf.h"
#include "QF/cmd.h"
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/input.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "QF/plist.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/plugin/vid_render.h"
#include "QF/scene/entity.h"
#include "QF/scene/scene.h"
#include "compat.h"
#include "client/effects.h"
#include "client/temp_entities.h"
#include "client/world.h"
#include "client/chase.h"
#include "nq/include/client.h"
#include "nq/include/host.h"
#include "nq/include/host.h"
#include "nq/include/server.h"
entity_t *cl_entities[MAX_EDICTS];
double cl_msgtime[MAX_EDICTS];
static byte forcelink_bytes[SET_SIZE(MAX_EDICTS)];
#define alloc_forcelink(s) (set_bits_t *)forcelink_bytes
set_t cl_forcelink = SET_STATIC_INIT (MAX_EDICTS, alloc_forcelink);
#undef alloc_forcelink
void
CL_ClearEnts (void)
{
size_t i;
for (i = 0; i < MAX_EDICTS; i++) {
if (cl_entities[i]) {
Scene_DestroyEntity (cl_world.scene, cl_entities[i]);
cl_entities[i] = 0;
}
}
// clear other arrays
i = nq_entstates.num_frames * nq_entstates.num_entities;
memset (nq_entstates.frame[0], 0, i * sizeof (entity_state_t));
memset (cl_msgtime, 0, sizeof (cl_msgtime));
set_empty (&cl_forcelink);
}
entity_t *
CL_GetEntity (int num)
{
if (!cl_entities[num]) {
cl_entities[num] = Scene_CreateEntity (cl_world.scene);
CL_Init_Entity (cl_entities[num]);
}
return cl_entities[num];
}
/*
CL_LerpPoint
Determines the fraction between the last two messages at which the
objects should be put.
*/
static float
CL_LerpPoint (void)
{
float f, frac;
f = cl.mtime[0] - cl.mtime[1];
if (!f || cl_nolerp || cls.timedemo || sv.active) {
cl.time = cl.mtime[0];
return 1;
}
if (f > 0.1) { // dropped packet, or start of demo
cl.mtime[1] = cl.mtime[0] - 0.1;
f = 0.1;
}
frac = (cl.time - cl.mtime[1]) / f;
if (frac < 0) {
if (frac < -0.01)
cl.time = cl.mtime[1];
frac = 0;
} else if (frac > 1) {
if (frac > 1.01)
cl.time = cl.mtime[0];
frac = 1;
}
return frac;
}
static void
set_entity_model (int ent_ind, int modelindex)
{
entity_t *ent = cl_entities[ent_ind];
renderer_t *renderer = &ent->renderer;
animation_t *animation = &ent->animation;
renderer->model = cl_world.models.a[modelindex];
// automatic animation (torches, etc) can be either all together
// or randomized
if (renderer->model) {
if (renderer->model->synctype == ST_RAND) {
animation->syncbase = (float) (rand () & 0x7fff) / 0x7fff;
} else {
animation->syncbase = 0.0;
}
} else {
// hack to make null model players work
SET_ADD (&cl_forcelink, ent_ind);
}
animation->nolerp = 1; // don't try to lerp when the model has changed
if (ent_ind <= cl.maxclients) {
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, ent_ind);
}
}
void
CL_RelinkEntities (void)
{
entity_t *ent;
entity_state_t *new, *old;
renderer_t *renderer;
animation_t *animation;
float bobjrotate, frac, f;
int i, j;
int entvalid;
int model_flags;
// determine partial update time
frac = CL_LerpPoint ();
// interpolate player info
cl.viewstate.velocity = cl.frameVelocity[1]
+ frac * (cl.frameVelocity[0] - cl.frameVelocity[1]);
if (cls.demoplayback) {
// interpolate the angles
vec3_t d;
VectorSubtract (cl.frameViewAngles[0], cl.frameViewAngles[1], d);
for (j = 0; j < 3; j++) {
if (d[j] > 180) {
d[j] -= 360;
} else if (d[j] < -180) {
d[j] += 360;
}
}
VectorMultAdd (cl.frameViewAngles[1], frac, d,
cl.viewstate.player_angles);
}
bobjrotate = anglemod (100 * cl.time);
// start on the entity after the world
for (i = 1; i < cl.num_entities; i++) {
new = &nq_entstates.frame[0 + cl.frameIndex][i];
old = &nq_entstates.frame[1 - cl.frameIndex][i];
ent = CL_GetEntity (i);
renderer = &ent->renderer;
animation = &ent->animation;
// if the object wasn't included in the last packet, remove it
entvalid = cl_msgtime[i] == cl.mtime[0];
if (entvalid && !new->modelindex) {
CL_TransformEntity (ent, new->scale / 16.0, new->angles,
new->origin);
entvalid = 0;
}
if (!entvalid) {
renderer->model = NULL;
animation->pose1 = animation->pose2 = -1;
if (ent->visibility.efrag) {
R_RemoveEfrags (ent); // just became empty
}
continue;
}
if (SET_TEST_MEMBER (&cl_forcelink, i)) {
*old = *new;
}
if (SET_TEST_MEMBER (&cl_forcelink, i)
|| new->modelindex != old->modelindex) {
old->modelindex = new->modelindex;
set_entity_model (i, new->modelindex);
}
animation->frame = new->frame;
if (SET_TEST_MEMBER (&cl_forcelink, i)
|| new->colormap != old->colormap) {
old->colormap = new->colormap;
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
new->colormap);
}
if (SET_TEST_MEMBER (&cl_forcelink, i)
|| new->skinnum != old->skinnum) {
old->skinnum = new->skinnum;
renderer->skinnum = new->skinnum;
if (i <= cl.maxclients) {
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
i);
mod_funcs->Skin_SetTranslation (i, cl.players[i - 1].topcolor,
cl.players[i - 1].bottomcolor);
}
}
VectorCopy (ent_colormod[new->colormod], renderer->colormod);
renderer->colormod[3] = ENTALPHA_DECODE (new->alpha);
model_flags = 0;
if (renderer->model) {
model_flags = renderer->model->flags;
}
if (SET_TEST_MEMBER (&cl_forcelink, i)) {
// The entity was not updated in the last message so move to the
// final spot
animation->pose1 = animation->pose2 = -1;
CL_TransformEntity (ent, new->scale / 16.0, new->angles,
new->origin);
if (i != cl.viewentity || chase_active) {
if (ent->visibility.efrag) {
R_RemoveEfrags (ent);
}
R_AddEfrags (&cl_world.worldmodel->brush, ent);
}
ent->old_origin = new->origin;
} else {
vec4f_t delta = new->origin - old->origin;
f = frac;
ent->old_origin = Transform_GetWorldPosition (ent->transform);
// If the delta is large, assume a teleport and don't lerp
if (fabs (delta[0]) > 100 || fabs (delta[1]) > 100
|| fabs (delta[2]) > 100) {
// assume a teleportation, not a motion
CL_TransformEntity (ent, new->scale / 16.0, new->angles,
new->origin);
animation->pose1 = animation->pose2 = -1;
} else {
// interpolate the origin and angles
vec3_t angles, d;
vec4f_t origin = old->origin + f * delta;
if (!(model_flags & EF_ROTATE)) {
VectorSubtract (new->angles, old->angles, d);
for (j = 0; j < 3; j++) {
if (d[j] > 180)
d[j] -= 360;
else if (d[j] < -180)
d[j] += 360;
}
VectorMultAdd (old->angles, f, d, angles);
}
CL_TransformEntity (ent, new->scale / 16.0, angles, origin);
}
if (i != cl.viewentity || chase_active) {
if (ent->visibility.efrag) {
vec4f_t org
= Transform_GetWorldPosition (ent->transform);
if (!VectorCompare (org, ent->old_origin)) {//FIXME
R_RemoveEfrags (ent);
R_AddEfrags (&cl_world.worldmodel->brush, ent);
}
} else {
R_AddEfrags (&cl_world.worldmodel->brush, ent);
}
}
}
// rotate binary objects locally
if (model_flags & EF_ROTATE) {
vec3_t angles;
VectorCopy (new->angles, angles);
angles[YAW] = bobjrotate;
CL_TransformEntity (ent, new->scale / 16.0, angles, new->origin);
}
CL_EntityEffects (i, ent, new, cl.time);
vec4f_t org = Transform_GetWorldPosition (ent->transform);
CL_NewDlight (i, org, new->effects, new->glow_size,
new->glow_color, cl.time);
if (VectorDistance_fast (old->origin, org) > (256 * 256)) {
old->origin = org;
}
if (model_flags & ~EF_ROTATE)
CL_ModelEffects (ent, i, new->glow_color, cl.time);
SET_REMOVE (&cl_forcelink, i);
}
cl.viewstate.player_entity = CL_GetEntity (cl.viewentity);
cl.viewstate.player_origin
= Transform_GetWorldPosition (cl.viewstate.player_entity->transform);
}