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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/progdefs.q2
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
Diffstat (limited to 'apps/plugins/sdl/progs/quake/progdefs.q2')
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diff --git a/apps/plugins/sdl/progs/quake/progdefs.q2 b/apps/plugins/sdl/progs/quake/progdefs.q2
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@@ -0,0 +1,158 @@
1
2/* file generated by qcc, do not modify */
3
4typedef struct
5{ int pad[28];
6 int self;
7 int other;
8 int world;
9 float time;
10 float frametime;
11 float force_retouch;
12 string_t mapname;
13 string_t startspot;
14 float deathmatch;
15 float coop;
16 float teamplay;
17 float serverflags;
18 float total_secrets;
19 float total_monsters;
20 float found_secrets;
21 float killed_monsters;
22 float parm1;
23 float parm2;
24 float parm3;
25 float parm4;
26 float parm5;
27 float parm6;
28 float parm7;
29 float parm8;
30 float parm9;
31 float parm10;
32 float parm11;
33 float parm12;
34 float parm13;
35 float parm14;
36 float parm15;
37 float parm16;
38 vec3_t v_forward;
39 vec3_t v_up;
40 vec3_t v_right;
41 float trace_allsolid;
42 float trace_startsolid;
43 float trace_fraction;
44 vec3_t trace_endpos;
45 vec3_t trace_plane_normal;
46 float trace_plane_dist;
47 int trace_ent;
48 float trace_inopen;
49 float trace_inwater;
50 int msg_entity;
51 string_t null;
52 func_t main;
53 func_t StartFrame;
54 func_t PlayerPreThink;
55 func_t PlayerPostThink;
56 func_t ClientKill;
57 func_t ClientConnect;
58 func_t PutClientInServer;
59 func_t ClientDisconnect;
60 func_t SetNewParms;
61 func_t SetChangeParms;
62} globalvars_t;
63
64typedef struct
65{
66 float modelindex;
67 vec3_t absmin;
68 vec3_t absmax;
69 float ltime;
70 float movetype;
71 float solid;
72 vec3_t origin;
73 vec3_t oldorigin;
74 vec3_t velocity;
75 vec3_t angles;
76 vec3_t avelocity;
77 vec3_t basevelocity;
78 vec3_t punchangle;
79 string_t classname;
80 string_t model;
81 float frame;
82 float skin;
83 float effects;
84 float drawPercent;
85 float gravity;
86 float mass;
87 float light_level;
88 vec3_t mins;
89 vec3_t maxs;
90 vec3_t size;
91 func_t touch;
92 func_t use;
93 func_t think;
94 func_t blocked;
95 float nextthink;
96 int groundentity;
97 float health;
98 float frags;
99 float weapon;
100 string_t weaponmodel;
101 float weaponframe;
102 float currentammo;
103 float ammo_shells;
104 float ammo_nails;
105 float ammo_rockets;
106 float ammo_cells;
107 float items;
108 float items2;
109 float takedamage;
110 int chain;
111 float deadflag;
112 vec3_t view_ofs;
113 float button0;
114 float button1;
115 float button2;
116 float impulse;
117 float fixangle;
118 vec3_t v_angle;
119 float idealpitch;
120 float pitch_speed;
121 string_t netname;
122 int enemy;
123 float flags;
124 float colormap;
125 float team;
126 float max_health;
127 float teleport_time;
128 float armortype;
129 float armorvalue;
130 float waterlevel;
131 float watertype;
132 float ideal_yaw;
133 float yaw_speed;
134 int aiment;
135 int goalentity;
136 float spawnflags;
137 string_t target;
138 string_t targetname;
139 float dmg_take;
140 float dmg_save;
141 int dmg_inflictor;
142 int owner;
143 vec3_t movedir;
144 string_t message;
145 float sounds;
146 string_t noise;
147 string_t noise1;
148 string_t noise2;
149 string_t noise3;
150 float dmg;
151 float dmgtime;
152 float air_finished;
153 float pain_finished;
154 float radsuit_finished;
155 float speed;
156} entvars_t;
157
158#define PROGHEADER_CRC 31586