5d05b9d3e9
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
394 lines
8.7 KiB
C
394 lines
8.7 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_tent.c -- client side temporary entities
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#include "quakedef.h"
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int num_temp_entities;
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entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
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beam_t cl_beams[MAX_BEAMS];
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sfx_t *cl_sfx_wizhit;
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sfx_t *cl_sfx_knighthit;
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sfx_t *cl_sfx_tink1;
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sfx_t *cl_sfx_ric1;
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sfx_t *cl_sfx_ric2;
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sfx_t *cl_sfx_ric3;
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sfx_t *cl_sfx_r_exp3;
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#ifdef QUAKE2
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sfx_t *cl_sfx_imp;
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sfx_t *cl_sfx_rail;
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#endif
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/*
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=================
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CL_ParseTEnt
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=================
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*/
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void CL_InitTEnts (void)
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{
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cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
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cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
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cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
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cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
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cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
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cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
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cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
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#ifdef QUAKE2
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cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav");
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cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav");
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#endif
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}
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/*
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=================
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CL_ParseBeam
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=================
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*/
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void CL_ParseBeam (model_t *m)
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{
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int ent;
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vec3_t start, end;
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beam_t *b;
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int i;
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ent = MSG_ReadShort ();
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start[0] = MSG_ReadCoord ();
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start[1] = MSG_ReadCoord ();
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start[2] = MSG_ReadCoord ();
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end[0] = MSG_ReadCoord ();
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end[1] = MSG_ReadCoord ();
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end[2] = MSG_ReadCoord ();
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// override any beam with the same entity
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for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
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if (b->entity == ent)
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{
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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}
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// find a free beam
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for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
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{
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if (!b->model || b->endtime < cl.time)
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{
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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}
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}
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Con_Printf ("beam list overflow!\n");
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}
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/*
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=================
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CL_ParseTEnt
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=================
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*/
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void CL_ParseTEnt (void)
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{
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int type;
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vec3_t pos;
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#ifdef QUAKE2
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vec3_t endpos;
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#endif
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dlight_t *dl;
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int rnd;
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int colorStart, colorLength;
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type = MSG_ReadByte ();
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switch (type)
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{
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case TE_WIZSPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 20, 30);
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S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
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break;
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case TE_KNIGHTSPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 226, 20);
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S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
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break;
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case TE_SPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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#ifdef GLTEST
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Test_Spawn (pos);
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#else
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R_RunParticleEffect (pos, vec3_origin, 0, 10);
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#endif
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if ( rand() % 5 )
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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else
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{
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rnd = rand() & 3;
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if (rnd == 1)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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else if (rnd == 2)
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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else
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
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}
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break;
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case TE_SUPERSPIKE: // super spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 0, 20);
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if ( rand() % 5 )
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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else
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{
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rnd = rand() & 3;
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if (rnd == 1)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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else if (rnd == 2)
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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else
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
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}
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break;
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case TE_GUNSHOT: // bullet hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 0, 20);
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break;
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case TE_EXPLOSION: // rocket explosion
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_ParticleExplosion (pos);
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dl = CL_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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break;
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case TE_TAREXPLOSION: // tarbaby explosion
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_BlobExplosion (pos);
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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break;
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case TE_LIGHTNING1: // lightning bolts
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CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
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break;
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case TE_LIGHTNING2: // lightning bolts
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CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
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break;
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case TE_LIGHTNING3: // lightning bolts
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CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
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break;
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// PGM 01/21/97
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case TE_BEAM: // grappling hook beam
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CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
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break;
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// PGM 01/21/97
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case TE_LAVASPLASH:
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_LavaSplash (pos);
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break;
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case TE_TELEPORT:
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_TeleportSplash (pos);
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break;
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case TE_EXPLOSION2: // color mapped explosion
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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colorStart = MSG_ReadByte ();
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colorLength = MSG_ReadByte ();
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R_ParticleExplosion2 (pos, colorStart, colorLength);
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dl = CL_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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break;
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#ifdef QUAKE2
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case TE_IMPLOSION:
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
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break;
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case TE_RAILTRAIL:
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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endpos[0] = MSG_ReadCoord ();
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endpos[1] = MSG_ReadCoord ();
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endpos[2] = MSG_ReadCoord ();
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S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
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S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
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R_RocketTrail (pos, endpos, 0+128);
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R_ParticleExplosion (endpos);
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dl = CL_AllocDlight (-1);
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VectorCopy (endpos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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break;
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#endif
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default:
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Sys_Error ("CL_ParseTEnt: bad type");
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}
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}
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/*
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=================
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CL_NewTempEntity
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=================
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*/
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entity_t *CL_NewTempEntity (void)
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{
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entity_t *ent;
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if (cl_numvisedicts == MAX_VISEDICTS)
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return NULL;
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if (num_temp_entities == MAX_TEMP_ENTITIES)
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return NULL;
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ent = &cl_temp_entities[num_temp_entities];
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memset (ent, 0, sizeof(*ent));
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num_temp_entities++;
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cl_visedicts[cl_numvisedicts] = ent;
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cl_numvisedicts++;
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ent->colormap = vid.colormap;
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return ent;
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}
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/*
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=================
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CL_UpdateTEnts
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=================
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*/
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void CL_UpdateTEnts (void)
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{
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int i;
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beam_t *b;
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vec3_t dist, org;
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float d;
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entity_t *ent;
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float yaw, pitch;
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float forward;
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num_temp_entities = 0;
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// update lightning
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for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
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{
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if (!b->model || b->endtime < cl.time)
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continue;
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// if coming from the player, update the start position
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if (b->entity == cl.viewentity)
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{
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VectorCopy (cl_entities[cl.viewentity].origin, b->start);
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}
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// calculate pitch and yaw
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VectorSubtract (b->end, b->start, dist);
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if (dist[1] == 0 && dist[0] == 0)
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{
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yaw = 0;
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if (dist[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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}
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else
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{
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yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
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pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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}
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// add new entities for the lightning
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VectorCopy (b->start, org);
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d = VectorNormalize(dist);
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while (d > 0)
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{
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ent = CL_NewTempEntity ();
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if (!ent)
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return;
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VectorCopy (org, ent->origin);
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ent->model = b->model;
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ent->angles[0] = pitch;
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ent->angles[1] = yaw;
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ent->angles[2] = rand()%360;
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for (i=0 ; i<3 ; i++)
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org[i] += dist[i]*30;
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d -= 30;
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}
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}
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}
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