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authorFranklin Wei <git@fwei.tk>2018-02-11 15:34:30 -0500
committerFranklin Wei <git@fwei.tk>2019-07-19 22:37:40 -0400
commit5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4 (patch)
tree84406e21639529a185556a33e5de7f43cffc277b /apps/plugins/sdl/progs/quake/cmd.h
parentb70fecf21ddc21877ec1ae7888d9c18a979e37ad (diff)
downloadrockbox-5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4.tar.gz
rockbox-5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4.zip
Quake!
This ports id Software's Quake to run on the SDL plugin runtime. The source code originated from id under the GPLv2 license. I used https://github.com/ahefner/sdlquake as the base of my port. Performance is, unsurprisingly, not on par with what you're probably used to on PC. I average about 10FPS on ipod6g, but it's still playable. Sound works well enough, but in-game music is not supported. I've written ARM assembly routines for the inner sound loop. Make sure you turn the "brightness" all the way down, or colors will look funky. To run, extract Quake's data files to /.rockbox/quake. Have fun! Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
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1/*
2Copyright (C) 1996-1997 Id Software, Inc.
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13See the GNU General Public License for more details.
14
15You should have received a copy of the GNU General Public License
16along with this program; if not, write to the Free Software
17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19*/
20
21// cmd.h -- Command buffer and command execution
22
23//===========================================================================
24
25/*
26
27Any number of commands can be added in a frame, from several different sources.
28Most commands come from either keybindings or console line input, but remote
29servers can also send across commands and entire text files can be execed.
30
31The + command line options are also added to the command buffer.
32
33The game starts with a Cbuf_AddText ("exec quake.rc\n"); Cbuf_Execute ();
34
35*/
36
37
38void Cbuf_Init (void);
39// allocates an initial text buffer that will grow as needed
40
41void Cbuf_AddText (char *text);
42// as new commands are generated from the console or keybindings,
43// the text is added to the end of the command buffer.
44
45void Cbuf_InsertText (char *text);
46// when a command wants to issue other commands immediately, the text is
47// inserted at the beginning of the buffer, before any remaining unexecuted
48// commands.
49
50void Cbuf_Execute (void);
51// Pulls off \n terminated lines of text from the command buffer and sends
52// them through Cmd_ExecuteString. Stops when the buffer is empty.
53// Normally called once per frame, but may be explicitly invoked.
54// Do not call inside a command function!
55
56//===========================================================================
57
58/*
59
60Command execution takes a null terminated string, breaks it into tokens,
61then searches for a command or variable that matches the first token.
62
63Commands can come from three sources, but the handler functions may choose
64to dissallow the action or forward it to a remote server if the source is
65not apropriate.
66
67*/
68
69typedef void (*xcommand_t) (void);
70
71typedef int cmd_source_t;
72
73enum
74{
75 src_client, // came in over a net connection as a clc_stringcmd
76 // host_client will be valid during this state.
77 src_command // from the command buffer
78};
79
80extern cmd_source_t cmd_source;
81
82void Cmd_Init (void);
83
84void Cmd_AddCommand (char *cmd_name, xcommand_t function);
85// called by the init functions of other parts of the program to
86// register commands and functions to call for them.
87// The cmd_name is referenced later, so it should not be in temp memory
88
89qboolean Cmd_Exists (char *cmd_name);
90// used by the cvar code to check for cvar / command name overlap
91
92char *Cmd_CompleteCommand (char *partial);
93// attempts to match a partial command for automatic command line completion
94// returns NULL if nothing fits
95
96int Cmd_Argc (void);
97char *Cmd_Argv (int arg);
98char *Cmd_Args (void);
99// The functions that execute commands get their parameters with these
100// functions. Cmd_Argv () will return an empty string, not a NULL
101// if arg > argc, so string operations are allways safe.
102
103int Cmd_CheckParm (char *parm);
104// Returns the position (1 to argc-1) in the command's argument list
105// where the given parameter apears, or 0 if not present
106
107void Cmd_TokenizeString (char *text);
108// Takes a null terminated string. Does not need to be /n terminated.
109// breaks the string up into arg tokens.
110
111void Cmd_ExecuteString (char *text, cmd_source_t src);
112// Parses a single line of text into arguments and tries to execute it.
113// The text can come from the command buffer, a remote client, or stdin.
114
115void Cmd_ForwardToServer (void);
116// adds the current command line as a clc_stringcmd to the client message.
117// things like godmode, noclip, etc, are commands directed to the server,
118// so when they are typed in at the console, they will need to be forwarded.
119
120void Cmd_Print (char *text);
121// used by command functions to send output to either the graphics console or
122// passed as a print message to the client
123