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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/world.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// world.h
21
22typedef struct
23{
24 vec3_t normal;
25 float dist;
26} plane_t;
27
28typedef struct
29{
30 qboolean allsolid; // if true, plane is not valid
31 qboolean startsolid; // if true, the initial point was in a solid area
32 qboolean inopen, inwater;
33 float fraction; // time completed, 1.0 = didn't hit anything
34 vec3_t endpos; // final position
35 plane_t plane; // surface normal at impact
36 edict_t *ent; // entity the surface is on
37} trace_t;
38
39
40#define MOVE_NORMAL 0
41#define MOVE_NOMONSTERS 1
42#define MOVE_MISSILE 2
43
44
45void SV_ClearWorld (void);
46// called after the world model has been loaded, before linking any entities
47
48void SV_UnlinkEdict (edict_t *ent);
49// call before removing an entity, and before trying to move one,
50// so it doesn't clip against itself
51// flags ent->v.modified
52
53void SV_LinkEdict (edict_t *ent, qboolean touch_triggers);
54// Needs to be called any time an entity changes origin, mins, maxs, or solid
55// flags ent->v.modified
56// sets ent->v.absmin and ent->v.absmax
57// if touchtriggers, calls prog functions for the intersected triggers
58
59int SV_PointContents (vec3_t p);
60int SV_TruePointContents (vec3_t p);
61// returns the CONTENTS_* value from the world at the given point.
62// does not check any entities at all
63// the non-true version remaps the water current contents to content_water
64
65edict_t *SV_TestEntityPosition (edict_t *ent);
66
67trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict);
68// mins and maxs are reletive
69
70// if the entire move stays in a solid volume, trace.allsolid will be set
71
72// if the starting point is in a solid, it will be allowed to move out
73// to an open area
74
75// nomonsters is used for line of sight or edge testing, where mosnters
76// shouldn't be considered solid objects
77
78// passedict is explicitly excluded from clipping checks (normally NULL)