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# AGENTS.md
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Guidance for AI coding agents (and new contributors) working on Questshock.
|
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README.md is the user-facing build/usage guide and CONFIG.md documents the
|
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configuration file; this file covers how the code is organised and the rules to
|
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follow when changing it.
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|
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## 1. What this project is
|
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|
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Questshock plays the 1994 game System Shock on a standalone VR headset (Meta
|
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Quest 2 is the tested device). It wraps [Shockolate](https://github.com/Interrupt/systemshock),
|
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a cross-platform port of the original engine, in an Android app that:
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|
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- runs the unmodified 2D engine (software or OpenGL renderer) and shows its
|
||||
frame on a head-tracked virtual screen (an OpenXR quad layer);
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- shows a menu and an on-screen keyboard as separate OpenXR quads, operated by
|
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a laser pointer from either controller;
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- maps controller inputs to game actions through a configurable binding layer;
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- persists settings in `/sdcard/questshock/questshock.config.json`.
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A desktop (Linux/Windows) build of the same engine exists for development
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without a headset; it has none of the Android/OpenXR code.
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|
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## 2. Hard rules
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These come from the maintainer. Follow them without being asked again.
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||||
1. **Never commit.** Do not run `git commit` (or amend, rebase, push), even if
|
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asked to commit. Draft the commit message and show it; the maintainer runs
|
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the commit. Mention any new untracked file that has to be `git add`ed
|
||||
(typically a new patch under `android/engine-patches/`).
|
||||
2. **Do not build.** Do not run `make apk`, `./gradlew`, or `make android-studio`
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to check that a change compiles. The maintainer deploys from Android Studio.
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||||
`make apk` and `make android-studio` overwrite `android/engine.properties`
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||||
with container-only paths and break an open Android Studio project. What you
|
||||
can do is dry-run patches (section 6) and run static consistency checks
|
||||
(section 12). Say plainly in your report that the change was not built or
|
||||
tested.
|
||||
3. **`engine/` and `android/gl4es-src/` are never edited.** They are vendored
|
||||
snapshots. Every change to them is a numbered patch under
|
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`android/engine-patches/` or `android/gl4es-patches/`, applied to a scratch
|
||||
copy at build time. (`engine/` is GPLv3, see README section 6.)
|
||||
4. **Patch numbers stay contiguous** (`01`, `02`, ... with no gap). When you
|
||||
insert or delete a patch, renumber the rest and update every reference to
|
||||
the numbers (README patch reference, code comments).
|
||||
5. **Comments and documentation describe the current state and why it has to be
|
||||
that way.** No history or narrative: no "used to", "originally", "no
|
||||
longer", "now", "this was fixed", "confirmed on device", incident stories or
|
||||
dropped alternatives. History belongs in commit messages. A comment that
|
||||
would read oddly to someone who never saw an earlier version should be
|
||||
rewritten or cut. Default to one or two lines. (README section 5.5, the
|
||||
debugging notes, is the one deliberate exception.)
|
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6. **Standalone headset only, OpenXR first.** No feature may need a host PC
|
||||
(no PCVR, tethering or streaming). Prefer OpenXR APIs over vendor-specific
|
||||
ones (Meta's Oculus Mobile SDK and the like) so the port can run on other
|
||||
Android OpenXR headsets. Flag a request that would break either rule
|
||||
instead of quietly doing it.
|
||||
7. **Do not bump `build-image/VERSION`** just because `build-image/Dockerfile`
|
||||
changed. Bump it only once a build with the current number has succeeded
|
||||
end to end (for example a CI run). Ask if unsure.
|
||||
8. **Keep docs in sync with behaviour.** A user-visible change updates
|
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README.md and/or CONFIG.md in the same change; a new or renumbered engine
|
||||
patch updates the README patch reference (section 5.4).
|
||||
|
||||
## 3. Repository layout
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|
||||
| Path | What it is |
|
||||
|---|---|
|
||||
| `engine/` | Vendored Shockolate source. Read-only for us. |
|
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| `android/engine-patches/` | Numbered `patch -p1` files applied to a scratch copy of `engine/`. |
|
||||
| `android/gl4es-src/`, `android/gl4es-patches/` | Vendored GL4ES (desktop GL to GLES) and its patches. |
|
||||
| `android/app/src/main/cpp/` | First-party native code (section 4). |
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| `android/app/src/main/java/de/ladkau/questshock/` | First-party Java (section 4). `org/libsdl/app/` is vendored SDL2 glue (zlib). |
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| `android/app/build.gradle` | Gradle project; the `stageEngine` task stages the patched engine. |
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||||
| `android/force-rebuild.sh` | Stops Gradle daemons and wipes staged/build output for a fully fresh native build. |
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||||
| `build-image/` | Docker build environment (`Dockerfile`, `VERSION`, `prepare-android-project.sh`, `build-apk.sh`, engine build scripts). |
|
||||
| `res/` | Bundled resources: `questshock.config.default.json`, `controller_profiles/` (JSON + PNG per controller), `assets/` (where the user's own game data goes, git-ignored), `run.sh`/`run.bat`. |
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| `Makefile` | `engine`, `dist`, `package`, `apk`, `android-studio`, `clean`, ... (see README section 2). |
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||||
| `README.md`, `CONFIG.md`, `NOTICE.txt` | User docs, config reference, license notice. |
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||||
|
||||
`build/`, `dist/`, `dist-win/` and `res/assets/ss_ee/` are generated or
|
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proprietary and git-ignored. `registry.env` holds local registry settings; do
|
||||
not print it or commit it.
|
||||
|
||||
## 4. Android app architecture
|
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|
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### 4.1 Native modules (`android/app/src/main/cpp/`)
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| File | Role |
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||||
|---|---|
|
||||
| `xr_session.c/.h` | OpenXR instance and session lifecycle, frame loop, composition layers (game quad, menu, keyboard, laser beams). |
|
||||
| `xr_swapchain.c/.h` | Swapchain creation, acquire and release, per-image FBOs. |
|
||||
| `xr_overlay.c/.h` | Generic "off-screen Android `View` rendered into an OpenXR quad" module, hit-tested by a laser pointer. The menu and the keyboard are two instances. |
|
||||
| `xr_input.c/.h` | Controller input: OpenXR actions, raw-input layer, action bindings, capture-mode rebinding, key injection into the engine, free view, cyberspace scaling, snap-turn/smooth-move of the player's position, pointer rays. The largest file. |
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| `xr_mouse.c/.h` | Injects mouse motion and clicks into the engine. |
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| `qs_config.c/.h` | Configuration: JSON parse, apply, write; screen profiles; menu-driven requests; cheats; menu-triggered pause. |
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||||
| `questshock_native.c` | JNI exports and small native helpers (`nativeChdir`, `nativeSendPrintableChar`, ...). |
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||||
|
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### 4.2 Java classes
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| Class | Role |
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|---|---|
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||||
| `QuestShockActivity` | `SDLActivity` subclass. Creates `/sdcard/questshock/`, extracts bundled files, blocks engine start until the game data exists. |
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| `OverlayPanel` | Base for the off-screen panels: builds the view tree, renders it to a texture, turns ray hits into touch events. |
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| `MenuOverlay` | The menu: Main Menu, Video Options, Controller Options and Cheats tabs. Singleton. |
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| `KeyboardOverlay` | The on-screen keyboard. |
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| `Strings` | All menu and keyboard text in English, French and German. |
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### 4.3 How the pieces fit
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- The engine's present path is redirected (engine patch 11) so that
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`SDLDraw()` submits into the OpenXR game-quad swapchain. The per-frame
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entry point of `xr_input.c` is `xr_input_sync_and_draw()`, called from the
|
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frame path in `xr_session.c` on the engine's own thread.
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||||
- The engine's own log output goes to logcat (patch 08); Java and native
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first-party code log under the tag `QuestShock`.
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- Bindings, config and menu state are owned natively. Java only displays and
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||||
requests.
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### 4.4 Threads and cross-thread requests
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||||
- Engine state (player struct, game loop, cheats, config apply) must only be
|
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touched on the engine thread.
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||||
- Menu code calls native functions through JNI. Anything that changes engine
|
||||
state must be enqueued, not executed inline: the JNI export calls a
|
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`qs_config_request_*()` function, which pushes an SDL custom event
|
||||
(`SDL_RegisterEvents`); `qs_config_handle_event()` handles it on the engine
|
||||
thread (it is called from `pump_events()`, engine patch 21). To add a new
|
||||
request, add an event type, the `qs_config_request_*()` enqueue function and
|
||||
a branch in `qs_config_handle_event()`.
|
||||
- Getters that Java calls (`qs_config_cheat_unlimited_mask()`, binding-name
|
||||
getters, ...) must be plain scalar or string reads that are safe from any
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thread.
|
||||
- Per-frame work that must run on the engine thread (such as
|
||||
`qs_config_frame_tick()`) is called from `xr_input.c`.
|
||||
- JNI symbol names must match the Java `native` declarations exactly
|
||||
(`Java_de_ladkau_questshock_<Class>_<method>`). A mismatch only fails at
|
||||
runtime, so check it (section 12).
|
||||
|
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### 4.5 Off-screen views (`OverlayPanel`, `MenuOverlay`, `KeyboardOverlay`)
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|
||||
The view tree is built and drawn from native code and is never attached to a
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window. Consequences that shape the UI code:
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|
||||
- Only `ACTION_DOWN`/`ACTION_UP` touches arrive (the laser trigger). There is no
|
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drag, fling or multi-touch. Scrolling is done by a self-drawn scroll bar
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(`ScrollBarView` in `MenuOverlay`), not by the framework.
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||||
- `View.post()` never runs, so anything that defers work through it does not
|
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work. `ProgressBar` and `SeekBar` are unusable for the same reason.
|
||||
- Hover and hit-testing use `OverlayPanel.absoluteBounds()`, which subtracts
|
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ancestor scroll offsets.
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||||
- Toggling a child's visibility needs an explicit re-measure and re-layout
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||||
(see `relayoutAndRedraw()`).
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- All user-visible text goes through `Strings.get(key, language)` with an
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English, French and German entry, and is re-applied in `applyTranslations()`
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when the language changes. "OpenGL" is a brand name and is not translated.
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## 5. Configuration system
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||||
|
||||
- `qs_config.c` holds one parsed struct per group (`video_options`, `general`,
|
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`player_position`, `player_controls`), a parse function, an apply function,
|
||||
and the writer `qs_config_write_file()`. Groups are tagged live-appliable or
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||||
restart-required (`QS_*_REQUIRES_RESTART`).
|
||||
- Load order at startup: `questshock.config.json`, else
|
||||
`questshock.config.default.json` (bundled, refreshed on every launch), else
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||||
the engine's own `prefs.txt` behaviour. Save is only ever an explicit menu
|
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action.
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||||
- Invalid values are logged and skipped individually; unknown keys are ignored.
|
||||
|
||||
**Adding an option:** parsed-struct field, parse, apply (with validation and a
|
||||
`WARN` on invalid input), write in `qs_config_write_file()`, restart flag,
|
||||
`CONFIG.md`, and (if it should have a shipped default) `res/questshock.config.default.json`.
|
||||
|
||||
The virtual screen has two profiles, "initial" (splash, cutscenes, main menu)
|
||||
and "game", switched by `qs_screen_profile_notify_loop_mode()` from engine
|
||||
patch 22. `s_screen_profile_is_game` in `qs_config.c` doubles as "a game is
|
||||
running" and gates the cheats and the menu pause.
|
||||
|
||||
## 6. Engine patches
|
||||
|
||||
Rules:
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||||
|
||||
- Guard every engine change with `#ifdef __ANDROID__` so the desktop build is
|
||||
unaffected, and keep hunks minimal.
|
||||
- Patches are applied in filename order with `patch -p1` from the engine root
|
||||
(paths look like `a/src/GameSrc/hkeyfunc.c`). Patch N is generated against
|
||||
the tree with patches `01..N-1` applied.
|
||||
- Some engine files use CRLF line endings (for example `mouselook.c`). Edits
|
||||
and generated patches must preserve them byte for byte; check with `file`
|
||||
or `cat -A`. An editor or script that rewrites line endings produces a
|
||||
whole-file diff.
|
||||
- Do not hand-edit hunk headers. Regenerate the patch from a scratch copy.
|
||||
|
||||
Creating or changing a patch:
|
||||
|
||||
1. Make a scratch copy of `engine/` (for example under the session scratch
|
||||
directory) and apply patches `01..N-1` to it (`patch -p1 -d <scratch> < ...`).
|
||||
2. Copy the target file(s) to a second location, edit them in the scratch copy.
|
||||
3. Produce the patch with `diff -u` using `a/` and `b/` path prefixes relative
|
||||
to the engine root, and save it as `android/engine-patches/NN-android-<topic>.patch`.
|
||||
4. Dry-run the whole series on a fresh copy of `engine/`
|
||||
(`patch -p1 --dry-run`, or apply for real on the copy) and confirm every
|
||||
patch applies cleanly, with the patched file byte-identical to what you
|
||||
edited.
|
||||
5. Keep numbering contiguous, and update the README patch reference (5.4) and
|
||||
any code comments that cite patch numbers.
|
||||
|
||||
Gradle's `stageEngine` task re-stages and re-patches on build, but it can wrongly
|
||||
report `UP-TO-DATE` when a **new** patch file appears. If a native change does
|
||||
not show up on the device, tell the maintainer to run `./gradlew --stop`, or
|
||||
`android/force-rebuild.sh`, or delete `build/android-engine`, before assuming
|
||||
the change is wrong.
|
||||
|
||||
Engine symbols used from first-party code (for example `game_paused`,
|
||||
`pause_game_func`, `toggle_giveall_func`, `qs_cheat_refill`,
|
||||
`qs_in_cyberspace`) are declared `extern` next to their use in `qs_config.c` or
|
||||
`xr_input.c`, with a comment naming the engine file and patch.
|
||||
|
||||
## 7. Controller mapping (`xr_input.c`)
|
||||
|
||||
Structure:
|
||||
|
||||
- Physical controls are OpenXR actions, suggested once against three
|
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interaction profiles: Meta Touch, HTC Vive wand and the core
|
||||
`khr/simple_controller`. A single wrong path makes the whole
|
||||
`xrSuggestInteractionProfileBindings` call fail, so each profile lists only
|
||||
components it really has. A failure calls
|
||||
`qs_config_report_fatal_input_error()` and aborts input init.
|
||||
- The **raw-input layer** (`QsRawInput`) digitizes every physical control
|
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(buttons, triggers, squeezes, thumbstick clicks, and eight thumbstick
|
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directions with hysteresis) each frame. `QS_RAW_NONE` means unbound.
|
||||
- **Actions** (`QsControlAction`) are bound to raw inputs through `s_binding[]`.
|
||||
The default bindings are `kDefaults[]`.
|
||||
- Contexts: `ALWAYS`, `NORMAL` (move, strafe, turn, jump, stand, crouch, prone)
|
||||
and `CYBER` (the eleven `cyber_*` actions). The active set is chosen with
|
||||
`qs_in_cyberspace()` (patch 24). Two actions conflict only if their contexts
|
||||
can be active together (`xr_input_contexts_overlap()`).
|
||||
- Capture mode (`xr_input_process_capture()`): the next fresh raw down-edge is
|
||||
assigned to the chosen action. Any other action in an overlapping context that
|
||||
held that input (or its symmetric alias) is set to `none`. The reset and the
|
||||
timeout (8 s) paths never leave a half-assigned state.
|
||||
- The menu button is not a raw input and can never be bound, so the menu can
|
||||
always be reached to press **Reset to Defaults**.
|
||||
- While the menu is open, `mouse_click` is always the trigger (the controller
|
||||
used to operate the menu); after it closes, the bound `mouse_click` drives
|
||||
both the keyboard and the game quad.
|
||||
- While the Controller Options tab is open, the menu's own thumbstick
|
||||
snap-turn and smooth-move are disabled
|
||||
(`g_controller_options_tab_open`, set through
|
||||
`nativeSetControllerOptionsTabOpen`).
|
||||
- Free view: holding a `free_*_thumbstick_view` binding turns that stick into
|
||||
the engine's mouse look (cursor forced hidden, stick direction bindings
|
||||
suspended). It uses `SDL_ShowCursor(SDL_DISABLE)` because the engine zeroes
|
||||
mouse-look velocity while the cursor is visible.
|
||||
- Cyberspace pitch and bank scale with stick deflection through the globals
|
||||
from patch 25 (`qs_cyber_pitch_scale`, `qs_cyber_bank_scale`).
|
||||
|
||||
### Adding or changing a bindable action (checklist)
|
||||
|
||||
All of these lists share one order and must stay identical:
|
||||
|
||||
1. `QsControlAction` enum in `xr_input.c` (and append before `QS_ACTION_COUNT`).
|
||||
2. `kActionNames[]` in `xr_input.c`.
|
||||
3. `s_binding[]` initial values and `kDefaults[]` in `xr_input.c`.
|
||||
4. If it injects a key: a `kKeyActions[]` entry (keycode, modifiers, whether it
|
||||
needs `SDL_TEXTINPUT`); add the key to the stuck-key watchdog list
|
||||
(`kWatchedKeys`) if it is held continuously.
|
||||
5. `ACTION_KEYS` in `MenuOverlay.java`, and `FIRST_ROW_ACTIONS` if it should be
|
||||
listed first.
|
||||
6. `Strings.java`: `action_<key>` in EN/FR/DE.
|
||||
7. `QS_MAX_PLAYER_CONTROL_ACTIONS` in `qs_config.c` if the count outgrows it.
|
||||
8. `CONFIG.md`: the action tables and the count in the Player Controls intro;
|
||||
README default-controls table if it has a default binding.
|
||||
9. Check that no two actions that can be active together share a default input.
|
||||
|
||||
### Injecting keys into the engine
|
||||
|
||||
- Plain printable keys (letters, digits, Space, punctuation) need an
|
||||
`SDL_TEXTINPUT` event plus `SDL_KEYDOWN`/`SDL_KEYUP`. Modifier, control-range,
|
||||
F and keypad keys use `SDL_KEYDOWN`/`SDL_KEYUP` with the right `mod`.
|
||||
- **Send the release on the real up edge, never in the same call as the
|
||||
press.** The engine polls movement keys once per frame before it drains
|
||||
events, so a press and release drained together are never seen and the key
|
||||
silently does nothing. Tie the release to the physical button's up edge (or
|
||||
the touch's `ACTION_UP`/`ACTION_CANCEL`).
|
||||
- Held keys are tracked in the engine's `sshockKeyStates[]`; `xr_input.c`
|
||||
keeps a watchdog that clears a watched key the engine still thinks is down
|
||||
after its binding is released.
|
||||
- Actions that share an engine key (for example the several ways to fire, or
|
||||
the movement keys) are handled with sibling logic in the dispatch loop
|
||||
(`wantDown[]`); do not press or release the shared key independently.
|
||||
|
||||
## 8. Cheats tab
|
||||
|
||||
- Buttons and switches live in `MenuOverlay.buildCheatsTab()`; ids are
|
||||
`QS_CHEAT_*` in `qs_config.c` and `CHEAT_*` in `MenuOverlay.java` (keep them
|
||||
identical).
|
||||
- The engine's own cheat handlers (`toggle_giveall_func`, `toggle_physics_func`,
|
||||
`toggle_up_level_func`, `toggle_down_level_func`) are called on the engine
|
||||
thread through `qs_apply_cheat()`, and only while a game is running.
|
||||
- The four unlimited switches are a bitmask in `qs_config.c`
|
||||
(`QS_CHEAT_MASK_*`: health 1, energy 2, ammo 4, items 8). Every frame
|
||||
`qs_config_frame_tick()` calls `qs_cheat_refill(mask)` (patch 26). The mask
|
||||
values must match the patch. The switches are not persisted.
|
||||
- The four `cheat_*` hotkeys are deliberately not bindable in
|
||||
`player_controls`. New cheats go on the Cheats tab.
|
||||
|
||||
## 9. Menu pause
|
||||
|
||||
Opening the menu pauses a running game (`qs_apply_menu_pause()` through the
|
||||
menu-visibility event); closing it resumes only if the menu did the pausing and
|
||||
the game is still paused. Do not toggle pause blindly, since the pause function
|
||||
toggles.
|
||||
|
||||
## 10. Bundled files on the device
|
||||
|
||||
`QuestShockActivity` extracts these into `/sdcard/questshock/`:
|
||||
|
||||
- shaders, the default soundfont and `GET_ASSETS_QUEST.txt` (once);
|
||||
- `questshock.config.default.json` and `controller_profiles/` (every launch,
|
||||
overwriting only the bundled filenames so user-added profiles survive).
|
||||
|
||||
`res/controller_profiles/` and the default config are staged into APK assets by
|
||||
`build-image/prepare-android-project.sh`; new staged directories must also be
|
||||
declared as `inputs.dir(...)` of `stageEngine` in `android/app/build.gradle`.
|
||||
|
||||
The proprietary game data (`res/data/`, `res/sound/`) is never bundled or
|
||||
committed. The app refuses to start the engine until it is present.
|
||||
|
||||
## 11. Code and documentation style
|
||||
|
||||
- Match the surrounding code: naming, comment density, idiom. C is plain C with
|
||||
`static` helpers and `//` comments; Java targets Android API 34 and uses only the SDK plus
|
||||
`androidx.core`.
|
||||
- Keep functions and file-level constants near their use. Put magic numbers in
|
||||
named constants (see `QS_FREE_VIEW_*`, `QS_CYBER_ROTATION_*`).
|
||||
- Keep the `xr_input.h` and `qs_config.h` declarations documented with a short
|
||||
comment saying which thread may call them.
|
||||
- Comments: what and why, current state only (rule 5 in section 2).
|
||||
- Docs: README.md is organised by numbered sections that other text cites
|
||||
("5.5.3"); do not renumber existing sections. Add new material as a new
|
||||
subsection instead.
|
||||
- English, French and German strings live in `Strings.java`; keep the three
|
||||
entries of each key on the same `put(...)`.
|
||||
|
||||
## 12. Verifying a change without building
|
||||
|
||||
Because you may not build (rule 2), check statically and say so in the report:
|
||||
|
||||
- **Patches:** apply the whole series to a fresh copy of `engine/` and confirm
|
||||
no rejects. Confirm the edited file matches the patched result byte for byte.
|
||||
- **JNI:** every `native` method in the Java classes has a
|
||||
`Java_de_ladkau_questshock_<Class>_<method>` export with a matching signature,
|
||||
and no export is left without a Java declaration.
|
||||
- **Ordered lists:** `QsControlAction`, `kActionNames[]`, `s_binding[]`,
|
||||
`kDefaults[]` and `ACTION_KEYS` have the same length and order.
|
||||
- **Strings:** every `Strings.get("...")` key exists in `Strings.java`.
|
||||
- **Balance:** braces and parentheses balance. `qs_config.c` reports a
|
||||
brace-count offset of +5 from character literals containing `'{'`; that is
|
||||
not a bug.
|
||||
- **Docs:** README and CONFIG.md agree with the code (action counts, default
|
||||
bindings, patch list).
|
||||
|
||||
Then report what was checked, what was not (build, on-device behaviour), and
|
||||
any device check the maintainer should do (for example a new patch that may
|
||||
need `android/force-rebuild.sh`).
|
||||
|
||||
## 13. Commit messages
|
||||
|
||||
Draft only (rule 1). Use a short imperative subject (about 70 characters), a
|
||||
blank line, then a body that explains what the change does and why: the
|
||||
user-visible behaviour, the mechanism, and any constraint worth remembering.
|
||||
Mention new files that need `git add`.
|
||||
@@ -174,6 +174,9 @@ project's own menu/keyboard chrome text (title bar, buttons, etc.).
|
||||
open. See README.md section 3 ("Game assets") for where `mfdfrn.res`/
|
||||
`mfdger.res` come from - the GOG Enhanced Edition installer alone doesn't
|
||||
include them.
|
||||
- The intro cutscene is also played in the selected language when its
|
||||
voice-over file (`svfrintr.res`/`svgeintr.res` under `res/data/`) is
|
||||
present; otherwise the English intro plays.
|
||||
|
||||
## Player Position (`player_position`)
|
||||
|
||||
@@ -230,6 +233,9 @@ wait 8 seconds, to cancel without changing it.
|
||||
- **Restart required?**: No (live-appliable) - a rebind takes effect
|
||||
immediately, and persists across restarts once saved (**Save
|
||||
Configuration**, same as every other group here).
|
||||
- **Menu movement**: while the Controller Options tab is open, the menu's own
|
||||
thumbstick snap-turn and smooth-move (see `player_position`) are disabled, so
|
||||
pressing inputs to assign them doesn't move you away from the screen.
|
||||
- **Not included here**: opening/closing the VR menu itself is a fixed,
|
||||
non-remappable button (see "Menu button" below) - there's no
|
||||
`menu_toggle` field, and the Controller Options tab never lets you
|
||||
@@ -358,7 +364,9 @@ keyboard (there is no hold behavior).
|
||||
- `keypad 0`-`keypad 9`: a controller button per digit is not useful; use the
|
||||
on-screen keyboard.
|
||||
- `toggle_freelook` (F): the free-view actions cover mouse look.
|
||||
- The 4 `cheat_*` entries: debug cheats.
|
||||
- The 4 `cheat_*` entries: debug cheats. They are on the menu's Cheats tab
|
||||
instead, along with four switches for unlimited health, energy, ammo and
|
||||
items. Those are not saved to the config.
|
||||
- `mac_help` (disabled) and `audiolog_cancel` (its build flag is not
|
||||
defined): they are not real hotkeys in this build.
|
||||
- `toggle_opengl` (Ctrl+G): the Video Options tab's Renderer buttons already
|
||||
|
||||
@@ -6,6 +6,17 @@ An open source project to play the classic 1994 System Shock on a VR
|
||||
headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock),
|
||||
a cross-platform port of the original game.
|
||||
|
||||
The game is played on a virtual screen: the engine renders its usual flat 2D
|
||||
frame, and Questshock shows it as a large screen floating in front of you in
|
||||
VR. It is not a stereoscopic 3D conversion; you sit or stand in front of the
|
||||
screen the way you would in front of a monitor or a cinema screen. The
|
||||
screen's width and distance can be set separately for the menus/intro and for
|
||||
gameplay. Both controllers act as laser pointers for the game's mouse-driven
|
||||
interface and for a VR menu and on-screen keyboard, and every controller
|
||||
button, stick direction and game hotkey can be assigned to a game action.
|
||||
Questshock runs entirely on the headset (tested on a Meta Quest 2) as a
|
||||
sideloaded Android app, and needs your own copy of the game data.
|
||||
|
||||
## 1. Design principles
|
||||
|
||||
- **Standalone-headset-only.** The game must run entirely on the headset
|
||||
@@ -31,6 +42,10 @@ a cross-platform port of the original game.
|
||||
"3. Game assets" below); `res/assets/extract_assets.sh` extracts it into
|
||||
`ss_ee/`.
|
||||
- `res/run.sh` - the launcher script, copied into `dist/` on build.
|
||||
- `res/questshock.config.default.json` - the bundled default configuration
|
||||
(see [CONFIG.md](CONFIG.md)); `res/controller_profiles/` - the per-controller
|
||||
illustrations and labels shown in the Controller Options tab (see
|
||||
[CONFIG.md](CONFIG.md)). Both are copied into the APK.
|
||||
- `Makefile` - targets:
|
||||
- `all` (default) - alias for `dist`.
|
||||
- `build-image` - builds the Docker build-image (`./build-image.sh`).
|
||||
@@ -105,6 +120,10 @@ Enhanced Edition one and `extract_assets.sh` pulls them out of it too,
|
||||
entirely optionally - it still runs fine with just the Enhanced Edition
|
||||
installer.
|
||||
|
||||
The intro cutscene follows the selected language too, when the matching
|
||||
voice-over file (`svfrintr.res`/`svgeintr.res` under `res/data/`) is present;
|
||||
otherwise the English intro plays.
|
||||
|
||||
## 4. Desktop build
|
||||
|
||||
Builds and runs Questshock natively on the desktop (your dev machine, or
|
||||
@@ -218,18 +237,17 @@ driven by a laser-pointer-style aim ray from each hand
|
||||
interact with it, same as the game's own Bluetooth mouse/keyboard input
|
||||
otherwise works unchanged.
|
||||
|
||||
The menu launcher (`MenuOverlay.java` - just a "Keyboard" button so far)
|
||||
and the keyboard (`KeyboardOverlay.java`) are two fully independent quads,
|
||||
each its own `XrOverlay` instance (`android/app/src/main/cpp/xr_overlay.c`
|
||||
- a generic "off-screen Android View rendered into an OpenXR quad,
|
||||
hit-tested via a laser pointer" module shared by both, and by whatever
|
||||
similar panel comes next) with its own swapchain, visibility, and
|
||||
position, so they can be shown/hidden/moved independently - a design
|
||||
specifically meant to let the keyboard stay open while also picking
|
||||
something from the (still-to-be-built-out) menu. The controller's menu
|
||||
button only ever opens/closes the launcher; clicking its "Keyboard" button
|
||||
only opens the keyboard (never touching the launcher's own visibility) -
|
||||
the keyboard's own title bar holds the only way to close it again.
|
||||
The menu (`MenuOverlay.java`, described in "5.1.1. Menu, controls and
|
||||
cheats" below) and the keyboard (`KeyboardOverlay.java`) are two fully
|
||||
independent quads, each its own `XrOverlay` instance
|
||||
(`android/app/src/main/cpp/xr_overlay.c` - a generic "off-screen Android View
|
||||
rendered into an OpenXR quad, hit-tested via a laser pointer" module shared by
|
||||
both) with its own swapchain, visibility, and position, so they can be
|
||||
shown/hidden/moved independently - the keyboard can stay open while also
|
||||
picking something from the menu. The controller's menu button only ever
|
||||
opens/closes the menu; the menu's "Keyboard" button only opens the keyboard
|
||||
(never touching the menu's own visibility) - the keyboard's own title bar
|
||||
holds the only way to close it again.
|
||||
|
||||
The keyboard is a hand-built, full US-layout key grid (there's no system
|
||||
IME to borrow once immersive) that forwards each key press straight to the
|
||||
@@ -288,7 +306,50 @@ debugging enabled.)
|
||||
`/sdcard/questshock/` also holds an optional persistent settings file,
|
||||
`questshock.config.json`, loaded automatically at startup and saved/loaded
|
||||
from the in-headset menu - see [CONFIG.md](CONFIG.md) for the documented
|
||||
options.
|
||||
options. Every launch also refreshes `questshock.config.default.json` (the
|
||||
bundled defaults, used when there is no `questshock.config.json`) and
|
||||
`controller_profiles/` (controller illustrations for the Controller Options
|
||||
tab) there; your own saved config and any extra profiles you add are left
|
||||
alone.
|
||||
|
||||
#### 5.1.1. Menu, controls and cheats
|
||||
|
||||
The controller's menu button (left controller) opens and closes the menu. It
|
||||
can't be reassigned. Opening it pauses a running game; closing it resumes the
|
||||
game, unless it was already paused. Aim with either hand's ray and pull the
|
||||
trigger to press buttons. The menu has four tabs:
|
||||
|
||||
- **Main Menu** - Keyboard, Save/Load Configuration, Reset Position and the
|
||||
language.
|
||||
- **Video Options** - renderer, resolution, and the width and distance of the
|
||||
virtual screen for the initial screen (splash, intro, main menu) and the game
|
||||
screen.
|
||||
- **Controller Options** - shows the active controller with labelled inputs,
|
||||
and one button per action to assign it to a controller input (tap the
|
||||
button, then press the input). Assigning an input that another action
|
||||
already uses unbinds that other action. **Reset to Defaults** restores the
|
||||
default bindings.
|
||||
- **Cheats** - the engine's cheats as buttons (give all items and weapons,
|
||||
toggle physics, next and previous level) and four independent switches for
|
||||
unlimited health, energy, ammo and items. The switches last until the app
|
||||
restarts and are not saved. They only work while a game is running.
|
||||
|
||||
Default controls (all assignable, see [CONFIG.md](CONFIG.md)):
|
||||
|
||||
| Input | On foot | In cyberspace |
|
||||
|---|---|---|
|
||||
| Left stick | Move forward/back, strafe | Pitch up/down, bank left/right |
|
||||
| Right stick left/right | Turn | Roll |
|
||||
| Right stick up | Stand | Thrust |
|
||||
| Right stick down | Prone | - |
|
||||
| Left stick click | Jump | - |
|
||||
| Right stick click | Automap | - |
|
||||
| Right A / B | Click / double-click | Click / double-click |
|
||||
| Right trigger | Fire weapon | Fire weapon |
|
||||
| Left grip (hold) | Free view with the left stick | Free view with the left stick |
|
||||
|
||||
Every game hotkey (weapon select, MFD panels, save/load, ...) can also be
|
||||
assigned to a controller input; they are unbound by default.
|
||||
|
||||
### 5.2. Building natively in Android Studio
|
||||
|
||||
@@ -533,6 +594,23 @@ each one does:
|
||||
`qs_config_load_startup()` in `Shock.c`'s `main()`, right after
|
||||
`LoadPrefs()`, and one check in `sdl_events.c`'s `pump_events()` to drain
|
||||
the custom SDL events the menu's Save/Load Configuration buttons enqueue.
|
||||
- **`22-android-screen-profile.patch`** - `mainloop.c` reports every
|
||||
loop-mode change to `qs_screen_profile_notify_loop_mode()`, which picks
|
||||
between the initial-screen and game-screen virtual-screen presets (see
|
||||
[CONFIG.md](CONFIG.md)) and tells the menu whether a game is running.
|
||||
- **`23-android-intro-language.patch`** - `cutsloop.c` opens the intro
|
||||
cutscene file for the current language (`svgaintr.res`/`svfrintr.res`/
|
||||
`svgeintr.res`), falling back to English when it isn't installed.
|
||||
- **`24-android-cyberspace-query.patch`** - adds `qs_in_cyberspace()` to
|
||||
`mouselook.c`, which `xr_input.c` uses to switch between the on-foot and
|
||||
cyberspace controller actions.
|
||||
- **`25-android-cyberspace-analog-scale.patch`** - `movekeys.c` scales the
|
||||
cyberspace pitch and bank strength by `qs_cyber_pitch_scale`/
|
||||
`qs_cyber_bank_scale`, which `xr_input.c` sets from the thumbstick
|
||||
deflection each frame (1.0 for keys and buttons).
|
||||
- **`26-android-cheat-refill.patch`** - adds `qs_cheat_refill()` to
|
||||
`hkeyfunc.c`, which tops up health, energy, ammo and items (grenades and
|
||||
drugs the player already holds) for the Cheats tab's unlimited switches.
|
||||
|
||||
`android/gl4es-patches/`:
|
||||
|
||||
|
||||
@@ -1250,6 +1250,7 @@ static Uint32 s_begin_control_capture_event_type;
|
||||
static Uint32 s_cancel_control_capture_event_type;
|
||||
static Uint32 s_reset_player_controls_event_type;
|
||||
static Uint32 s_menu_visibility_event_type;
|
||||
static Uint32 s_cheat_event_type;
|
||||
|
||||
void qs_config_load_startup(void) {
|
||||
// Registers the custom SDL event types qs_config_request_save()/_load()/
|
||||
@@ -1260,7 +1261,7 @@ void qs_config_load_startup(void) {
|
||||
// exist yet, rather than lazily from those functions themselves (which
|
||||
// run on Android's UI thread and could otherwise race each other doing
|
||||
// this lazily).
|
||||
Uint32 base = SDL_RegisterEvents(14);
|
||||
Uint32 base = SDL_RegisterEvents(15);
|
||||
s_save_event_type = base;
|
||||
s_load_event_type = base + 1;
|
||||
s_set_renderer_event_type = base + 2;
|
||||
@@ -1275,6 +1276,7 @@ void qs_config_load_startup(void) {
|
||||
s_cancel_control_capture_event_type = base + 11;
|
||||
s_reset_player_controls_event_type = base + 12;
|
||||
s_menu_visibility_event_type = base + 13;
|
||||
s_cheat_event_type = base + 14;
|
||||
|
||||
QsParsedConfig parsed;
|
||||
bool haveConfig = qs_config_read_file(&parsed);
|
||||
@@ -1407,6 +1409,14 @@ void qs_config_request_cancel_control_capture(void) {
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
void qs_config_request_cheat(int cheat_id) {
|
||||
SDL_Event event;
|
||||
SDL_zero(event);
|
||||
event.type = s_cheat_event_type;
|
||||
event.user.code = cheat_id;
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
void qs_config_notify_menu_visibility(bool visible) {
|
||||
SDL_Event event;
|
||||
SDL_zero(event);
|
||||
@@ -1449,6 +1459,77 @@ static void qs_apply_menu_pause(bool menu_visible) {
|
||||
}
|
||||
}
|
||||
|
||||
// hkeyfunc.c - the engine's own cheat hotkey handlers, and the refill added by
|
||||
// android/engine-patches/26-android-cheat-refill.patch.
|
||||
extern uchar toggle_giveall_func(ushort keycode, uint32_t context, intptr_t data);
|
||||
extern uchar toggle_physics_func(ushort keycode, uint32_t context, intptr_t data);
|
||||
extern uchar toggle_up_level_func(ushort keycode, uint32_t context, intptr_t data);
|
||||
extern uchar toggle_down_level_func(ushort keycode, uint32_t context, intptr_t data);
|
||||
extern void qs_cheat_refill(int what);
|
||||
extern uchar physics_running;
|
||||
|
||||
#define QS_CHEAT_GIVE_ALL 0
|
||||
#define QS_CHEAT_PHYSICS 1
|
||||
#define QS_CHEAT_LEVEL_UP 2
|
||||
#define QS_CHEAT_LEVEL_DOWN 3
|
||||
#define QS_CHEAT_UNLIMITED_HEALTH 4
|
||||
#define QS_CHEAT_UNLIMITED_ENERGY 5
|
||||
#define QS_CHEAT_UNLIMITED_AMMO 6
|
||||
#define QS_CHEAT_UNLIMITED_ITEMS 7
|
||||
|
||||
// Bits of s_cheat_unlimited; the values match qs_cheat_refill() in patch 26.
|
||||
#define QS_CHEAT_MASK_HEALTH 1
|
||||
#define QS_CHEAT_MASK_ENERGY 2
|
||||
#define QS_CHEAT_MASK_AMMO 4
|
||||
#define QS_CHEAT_MASK_ITEMS 8
|
||||
|
||||
static int s_cheat_unlimited = 0;
|
||||
|
||||
int qs_config_cheat_unlimited_mask(void) { return s_cheat_unlimited; }
|
||||
bool qs_config_cheat_physics_running(void) { return physics_running != 0; }
|
||||
|
||||
void qs_config_frame_tick(void) {
|
||||
if (s_cheat_unlimited && s_screen_profile_is_game)
|
||||
qs_cheat_refill(s_cheat_unlimited);
|
||||
}
|
||||
|
||||
static void qs_apply_cheat(int cheat_id) {
|
||||
if (cheat_id >= QS_CHEAT_UNLIMITED_HEALTH && cheat_id <= QS_CHEAT_UNLIMITED_ITEMS) {
|
||||
static const struct {
|
||||
int mask;
|
||||
const char *on, *off;
|
||||
} kUnlimited[] = {
|
||||
{QS_CHEAT_MASK_HEALTH, "Unlimited health on", "Unlimited health off"},
|
||||
{QS_CHEAT_MASK_ENERGY, "Unlimited energy on", "Unlimited energy off"},
|
||||
{QS_CHEAT_MASK_AMMO, "Unlimited ammo on", "Unlimited ammo off"},
|
||||
{QS_CHEAT_MASK_ITEMS, "Unlimited items on", "Unlimited items off"},
|
||||
};
|
||||
const int i = cheat_id - QS_CHEAT_UNLIMITED_HEALTH;
|
||||
s_cheat_unlimited ^= kUnlimited[i].mask;
|
||||
message_info((s_cheat_unlimited & kUnlimited[i].mask) ? kUnlimited[i].on : kUnlimited[i].off);
|
||||
return;
|
||||
}
|
||||
// The engine's own handlers assume a running game (player state, levels).
|
||||
if (!s_screen_profile_is_game) {
|
||||
message_info("Cheats need a running game");
|
||||
return;
|
||||
}
|
||||
switch (cheat_id) {
|
||||
case QS_CHEAT_GIVE_ALL:
|
||||
toggle_giveall_func(0, 0, 0);
|
||||
break;
|
||||
case QS_CHEAT_PHYSICS:
|
||||
toggle_physics_func(0, 0, 0);
|
||||
break;
|
||||
case QS_CHEAT_LEVEL_UP:
|
||||
toggle_up_level_func(0, 0, 0);
|
||||
break;
|
||||
case QS_CHEAT_LEVEL_DOWN:
|
||||
toggle_down_level_func(0, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool qs_config_handle_event(const SDL_Event *event) {
|
||||
if (event->type == s_save_event_type) {
|
||||
if (qs_config_write_file())
|
||||
@@ -1531,6 +1612,10 @@ bool qs_config_handle_event(const SDL_Event *event) {
|
||||
xr_input_capture_cancel();
|
||||
return true;
|
||||
}
|
||||
if (event->type == s_cheat_event_type) {
|
||||
qs_apply_cheat(event->user.code);
|
||||
return true;
|
||||
}
|
||||
if (event->type == s_menu_visibility_event_type) {
|
||||
qs_apply_menu_pause(event->user.code != 0);
|
||||
return true;
|
||||
|
||||
@@ -104,6 +104,20 @@ void qs_config_notify_control_capture_result(int action_index, const char *raw_n
|
||||
// engine's thread at pump_events() time.
|
||||
void qs_config_notify_menu_visibility(bool visible);
|
||||
|
||||
// Cheats tab (MenuOverlay.java). Same enqueue-only requests as above; the work
|
||||
// runs on the engine's thread. cheat_id: 0 give everything, 1 toggle physics,
|
||||
// 2 next level, 3 previous level, 4-7 toggle unlimited health, energy, ammo,
|
||||
// items (grenades and drugs). Cheats need a running game (the unlimited
|
||||
// switches can be set anywhere). The getters are plain scalar reads, safe from
|
||||
// the UI thread; the unlimited mask has bit 0 health, 1 energy, 2 ammo, 3 items.
|
||||
void qs_config_request_cheat(int cheat_id);
|
||||
int qs_config_cheat_unlimited_mask(void);
|
||||
bool qs_config_cheat_physics_running(void);
|
||||
|
||||
// Called once per frame from xr_input.c on the engine's thread; applies the
|
||||
// unlimited-resource cheats that are switched on.
|
||||
void qs_config_frame_tick(void);
|
||||
|
||||
// Called from xr_input.c's xr_input_suggest_bindings() when the OpenXR runtime
|
||||
// rejects a supported interaction profile's suggested bindings at startup.
|
||||
// That is an app bug, not a config problem, so it shows
|
||||
|
||||
@@ -270,3 +270,19 @@ Java_de_ladkau_questshock_MenuOverlay_nativeSetControllerOptionsTabOpen(JNIEnv *
|
||||
jboolean open) {
|
||||
xr_input_set_controller_options_tab_open(open == JNI_TRUE);
|
||||
}
|
||||
|
||||
// Cheats tab: same enqueue-only pattern as the other requests.
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestCheat(JNIEnv *env, jclass clazz, jint cheatId) {
|
||||
qs_config_request_cheat(cheatId);
|
||||
}
|
||||
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetCheatUnlimitedMask(JNIEnv *env, jclass clazz) {
|
||||
return qs_config_cheat_unlimited_mask();
|
||||
}
|
||||
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetCheatPhysicsRunning(JNIEnv *env, jclass clazz) {
|
||||
return qs_config_cheat_physics_running();
|
||||
}
|
||||
|
||||
@@ -2000,6 +2000,7 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
|
||||
(menuVisible || freeView[xr_input_raw_input_hand(raw)])) &&
|
||||
g_raw_down[raw];
|
||||
}
|
||||
qs_config_frame_tick();
|
||||
xr_input_update_cyber_scales(wantDown);
|
||||
xr_input_apply_free_view(freeView);
|
||||
for (size_t i = 0; i < QS_NUM_KEY_ACTIONS; i++) {
|
||||
|
||||
@@ -143,14 +143,27 @@ public class MenuOverlay extends OverlayPanel {
|
||||
private TextView statsView;
|
||||
|
||||
// Content area (tabs) - only one of mainMenuTab/videoOptionsTab/
|
||||
// controllerOptionsTab is VISIBLE at a time; currentTab tracks which.
|
||||
// controllerOptionsTab/cheatsTab is VISIBLE at a time; currentTab tracks which.
|
||||
private View mainMenuTab;
|
||||
private View videoOptionsTab;
|
||||
private View controllerOptionsTab;
|
||||
private View cheatsTab;
|
||||
private View currentTab;
|
||||
private Button mainMenuTabButton;
|
||||
private Button videoOptionsTabButton;
|
||||
private Button controllerOptionsTabButton;
|
||||
private Button cheatsTabButton;
|
||||
|
||||
// Cheats tab
|
||||
private TextView cheatsNoteView;
|
||||
private Button giveAllButton;
|
||||
private Button physicsButton;
|
||||
private Button levelUpButton;
|
||||
private Button levelDownButton;
|
||||
private Button unlimitedHealthButton;
|
||||
private Button unlimitedEnergyButton;
|
||||
private Button unlimitedAmmoButton;
|
||||
private Button unlimitedItemsButton;
|
||||
|
||||
// Main Menu tab's own two states (only one VISIBLE at a time, within
|
||||
// mainMenuTab) - mainMenuContent is the normal state (button row +
|
||||
@@ -251,14 +264,18 @@ public class MenuOverlay extends OverlayPanel {
|
||||
mainMenuTab = buildMainMenuTab();
|
||||
videoOptionsTab = buildVideoOptionsTab();
|
||||
controllerOptionsTab = buildControllerOptionsTab();
|
||||
cheatsTab = buildCheatsTab();
|
||||
content.addView(mainMenuTab, new FrameLayout.LayoutParams(
|
||||
FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT));
|
||||
content.addView(videoOptionsTab, new FrameLayout.LayoutParams(
|
||||
FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT));
|
||||
content.addView(controllerOptionsTab, new FrameLayout.LayoutParams(
|
||||
FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT));
|
||||
content.addView(cheatsTab, new FrameLayout.LayoutParams(
|
||||
FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT));
|
||||
videoOptionsTab.setVisibility(View.GONE);
|
||||
controllerOptionsTab.setVisibility(View.GONE);
|
||||
cheatsTab.setVisibility(View.GONE);
|
||||
currentTab = mainMenuTab;
|
||||
panel.addView(content, new LinearLayout.LayoutParams(
|
||||
LinearLayout.LayoutParams.MATCH_PARENT, 0, 1f));
|
||||
@@ -923,6 +940,86 @@ public class MenuOverlay extends OverlayPanel {
|
||||
return profile.image;
|
||||
}
|
||||
|
||||
// Cheats tab: the engine's own cheat functions as buttons, plus four switches
|
||||
// for unlimited health, energy, ammo and items. The physics and unlimited
|
||||
// buttons show their state through the selected highlight.
|
||||
private static final int CHEAT_GIVE_ALL = 0;
|
||||
private static final int CHEAT_PHYSICS = 1;
|
||||
private static final int CHEAT_LEVEL_UP = 2;
|
||||
private static final int CHEAT_LEVEL_DOWN = 3;
|
||||
private static final int CHEAT_UNLIMITED_HEALTH = 4;
|
||||
private static final int CHEAT_UNLIMITED_ENERGY = 5;
|
||||
private static final int CHEAT_UNLIMITED_AMMO = 6;
|
||||
private static final int CHEAT_UNLIMITED_ITEMS = 7;
|
||||
|
||||
private View buildCheatsTab() {
|
||||
LinearLayout tab = new LinearLayout(activity);
|
||||
tab.setOrientation(LinearLayout.VERTICAL);
|
||||
tab.setGravity(Gravity.CENTER);
|
||||
tab.setPadding(24, 16, 24, 16);
|
||||
|
||||
cheatsNoteView = new TextView(activity);
|
||||
cheatsNoteView.setTextColor(0xFFFFD060);
|
||||
cheatsNoteView.setTextSize(TypedValue.COMPLEX_UNIT_SP, 15);
|
||||
cheatsNoteView.setGravity(Gravity.CENTER);
|
||||
cheatsNoteView.setPadding(0, 0, 0, 16);
|
||||
cheatsNoteView.setText(Strings.get("cheats_note", currentLanguage));
|
||||
tab.addView(cheatsNoteView);
|
||||
|
||||
LinearLayout firstRow = new LinearLayout(activity);
|
||||
firstRow.setOrientation(LinearLayout.HORIZONTAL);
|
||||
giveAllButton = addSelectableButton(firstRow, Strings.get("cheat_give_all", currentLanguage),
|
||||
v -> nativeRequestCheat(CHEAT_GIVE_ALL));
|
||||
physicsButton = addSelectableButton(firstRow, Strings.get("cheat_physics", currentLanguage),
|
||||
v -> {
|
||||
nativeRequestCheat(CHEAT_PHYSICS);
|
||||
refreshCheatsSelection();
|
||||
});
|
||||
tab.addView(firstRow);
|
||||
|
||||
LinearLayout secondRow = new LinearLayout(activity);
|
||||
secondRow.setOrientation(LinearLayout.HORIZONTAL);
|
||||
levelUpButton = addSelectableButton(secondRow, Strings.get("cheat_level_up", currentLanguage),
|
||||
v -> nativeRequestCheat(CHEAT_LEVEL_UP));
|
||||
levelDownButton = addSelectableButton(secondRow, Strings.get("cheat_level_down", currentLanguage),
|
||||
v -> nativeRequestCheat(CHEAT_LEVEL_DOWN));
|
||||
tab.addView(secondRow);
|
||||
|
||||
LinearLayout thirdRow = new LinearLayout(activity);
|
||||
thirdRow.setOrientation(LinearLayout.HORIZONTAL);
|
||||
unlimitedHealthButton = addSelectableButton(thirdRow,
|
||||
Strings.get("cheat_unlimited_health", currentLanguage), v -> toggleUnlimited(CHEAT_UNLIMITED_HEALTH));
|
||||
unlimitedEnergyButton = addSelectableButton(thirdRow,
|
||||
Strings.get("cheat_unlimited_energy", currentLanguage), v -> toggleUnlimited(CHEAT_UNLIMITED_ENERGY));
|
||||
tab.addView(thirdRow);
|
||||
|
||||
LinearLayout fourthRow = new LinearLayout(activity);
|
||||
fourthRow.setOrientation(LinearLayout.HORIZONTAL);
|
||||
unlimitedAmmoButton = addSelectableButton(fourthRow,
|
||||
Strings.get("cheat_unlimited_ammo", currentLanguage), v -> toggleUnlimited(CHEAT_UNLIMITED_AMMO));
|
||||
unlimitedItemsButton = addSelectableButton(fourthRow,
|
||||
Strings.get("cheat_unlimited_items", currentLanguage), v -> toggleUnlimited(CHEAT_UNLIMITED_ITEMS));
|
||||
tab.addView(fourthRow);
|
||||
|
||||
return tab;
|
||||
}
|
||||
|
||||
// The requests run on the engine's thread a frame later, so the physics
|
||||
// and unlimited highlights catch up on the next periodic refresh.
|
||||
private void refreshCheatsSelection() {
|
||||
physicsButton.setSelected(nativeGetCheatPhysicsRunning());
|
||||
int mask = nativeGetCheatUnlimitedMask();
|
||||
unlimitedHealthButton.setSelected((mask & 1) != 0);
|
||||
unlimitedEnergyButton.setSelected((mask & 2) != 0);
|
||||
unlimitedAmmoButton.setSelected((mask & 4) != 0);
|
||||
unlimitedItemsButton.setSelected((mask & 8) != 0);
|
||||
}
|
||||
|
||||
private void toggleUnlimited(int cheatId) {
|
||||
nativeRequestCheat(cheatId);
|
||||
refreshCheatsSelection();
|
||||
}
|
||||
|
||||
private View buildTabBar() {
|
||||
LinearLayout tabBar = new LinearLayout(activity);
|
||||
tabBar.setOrientation(LinearLayout.HORIZONTAL);
|
||||
@@ -969,7 +1066,21 @@ public class MenuOverlay extends OverlayPanel {
|
||||
controllerOptionsTabButton.setOnTouchListener(CLICK_ON_TOUCH_UP);
|
||||
registerHoverable(controllerOptionsTabButton);
|
||||
tabBar.addView(controllerOptionsTabButton,
|
||||
new LinearLayout.LayoutParams(0, ViewGroup.LayoutParams.MATCH_PARENT, 1f));
|
||||
new LinearLayout.LayoutParams(0, ViewGroup.LayoutParams.MATCH_PARENT, 1.3f));
|
||||
|
||||
View separator3 = new View(activity);
|
||||
separator3.setBackgroundColor(0xFFFFFFFF);
|
||||
tabBar.addView(separator3, new LinearLayout.LayoutParams(2, ViewGroup.LayoutParams.MATCH_PARENT));
|
||||
|
||||
cheatsTabButton = new Button(activity);
|
||||
cheatsTabButton.setText(Strings.get("cheats", currentLanguage));
|
||||
cheatsTabButton.setBackground(selectableButtonBackground());
|
||||
cheatsTabButton.setTextColor(buttonTextColors());
|
||||
cheatsTabButton.setOnClickListener(v -> switchTab(cheatsTab));
|
||||
cheatsTabButton.setOnTouchListener(CLICK_ON_TOUCH_UP);
|
||||
registerHoverable(cheatsTabButton);
|
||||
tabBar.addView(cheatsTabButton,
|
||||
new LinearLayout.LayoutParams(0, ViewGroup.LayoutParams.MATCH_PARENT, 0.7f));
|
||||
|
||||
return tabBar;
|
||||
}
|
||||
@@ -992,6 +1103,7 @@ public class MenuOverlay extends OverlayPanel {
|
||||
mainMenuTabButton.setSelected(tab == mainMenuTab);
|
||||
videoOptionsTabButton.setSelected(tab == videoOptionsTab);
|
||||
controllerOptionsTabButton.setSelected(tab == controllerOptionsTab);
|
||||
cheatsTabButton.setSelected(tab == cheatsTab);
|
||||
nativeSetControllerOptionsTabOpen(tab == controllerOptionsTab);
|
||||
resetHover();
|
||||
if (tab == videoOptionsTab) {
|
||||
@@ -1007,6 +1119,8 @@ public class MenuOverlay extends OverlayPanel {
|
||||
controllerScrollView.scrollTo(0, 0);
|
||||
controllerScrollBar.setFraction(0f);
|
||||
refreshControllerOptionsSelection();
|
||||
} else if (tab == cheatsTab) {
|
||||
refreshCheatsSelection();
|
||||
}
|
||||
relayoutAndRedraw();
|
||||
}
|
||||
@@ -1172,6 +1286,8 @@ public class MenuOverlay extends OverlayPanel {
|
||||
refreshLanguageSelection();
|
||||
} else if (currentTab == controllerOptionsTab) {
|
||||
refreshControllerOptionsSelection();
|
||||
} else if (currentTab == cheatsTab) {
|
||||
refreshCheatsSelection();
|
||||
}
|
||||
|
||||
// The stats text's width changes every tick (digit count, "ms"
|
||||
@@ -1227,6 +1343,16 @@ public class MenuOverlay extends OverlayPanel {
|
||||
gameScreenDistanceLabel.setText(Strings.get("distance", currentLanguage));
|
||||
|
||||
controllerOptionsTabButton.setText(Strings.get("controller_options", currentLanguage));
|
||||
cheatsTabButton.setText(Strings.get("cheats", currentLanguage));
|
||||
cheatsNoteView.setText(Strings.get("cheats_note", currentLanguage));
|
||||
giveAllButton.setText(Strings.get("cheat_give_all", currentLanguage));
|
||||
physicsButton.setText(Strings.get("cheat_physics", currentLanguage));
|
||||
levelUpButton.setText(Strings.get("cheat_level_up", currentLanguage));
|
||||
levelDownButton.setText(Strings.get("cheat_level_down", currentLanguage));
|
||||
unlimitedHealthButton.setText(Strings.get("cheat_unlimited_health", currentLanguage));
|
||||
unlimitedEnergyButton.setText(Strings.get("cheat_unlimited_energy", currentLanguage));
|
||||
unlimitedAmmoButton.setText(Strings.get("cheat_unlimited_ammo", currentLanguage));
|
||||
unlimitedItemsButton.setText(Strings.get("cheat_unlimited_items", currentLanguage));
|
||||
controllerGenericNoteView.setText(Strings.get("generic_profile_note", currentLanguage));
|
||||
controlResetButton.setText(Strings.get("reset_to_defaults", currentLanguage));
|
||||
for (int i = 0; i < ACTION_KEYS.length; i++) {
|
||||
@@ -1351,6 +1477,12 @@ public class MenuOverlay extends OverlayPanel {
|
||||
// or reassigned - see switchTab().
|
||||
private static native void nativeSetControllerOptionsTabOpen(boolean open);
|
||||
|
||||
// Cheats tab - see qs_config.h. cheatId: 0 give all, 1 toggle physics, 2 next level,
|
||||
// 3 previous level, 4-7 toggle unlimited health/energy/ammo/items.
|
||||
private static native void nativeRequestCheat(int cheatId);
|
||||
private static native int nativeGetCheatUnlimitedMask();
|
||||
private static native boolean nativeGetCheatPhysicsRunning();
|
||||
|
||||
// Called from xr_overlay.c's xr_overlay_init_jni(), on the render
|
||||
// thread, right after it resolves this class via the activity's own
|
||||
// ClassLoader (plain FindClass() can't see app classes from a thread
|
||||
|
||||
@@ -119,6 +119,19 @@ final class Strings {
|
||||
put("action_mfd_right_4", "Right MFD: Target", "MFD droit : cible", "Rechtes MFD: Ziel");
|
||||
put("action_mfd_right_5", "Right MFD: Info", "MFD droit : info", "Rechtes MFD: Info");
|
||||
put("action_fire_weapon", "Fire Weapon", "Tirer", "Waffe abfeuern");
|
||||
// Cheats tab.
|
||||
put("cheats", "Cheats", "Triches", "Cheats");
|
||||
put("cheats_note", "Cheats need a running game.", "Les triches nécessitent une partie en cours.",
|
||||
"Cheats benötigen ein laufendes Spiel.");
|
||||
put("cheat_give_all", "Give All Items & Weapons", "Tout obtenir", "Alles erhalten");
|
||||
put("cheat_physics", "Physics", "Physique", "Physik");
|
||||
put("cheat_level_up", "Next Level", "Niveau suivant", "Nächstes Level");
|
||||
put("cheat_level_down", "Previous Level", "Niveau précédent", "Vorheriges Level");
|
||||
put("cheat_unlimited_health", "Unlimited Health", "Santé illimitée", "Unbegrenzt Leben");
|
||||
put("cheat_unlimited_energy", "Unlimited Energy", "Énergie illimitée", "Unbegrenzt Energie");
|
||||
put("cheat_unlimited_ammo", "Unlimited Ammo", "Munitions illimitées", "Unbegrenzt Munition");
|
||||
put("cheat_unlimited_items", "Unlimited Items", "Objets illimités", "Unbegrenzt Items");
|
||||
|
||||
put("action_free_left_thumbstick_view", "Free View (Left Stick)",
|
||||
"Vue libre (stick gauche)", "Freie Ansicht (linker Stick)");
|
||||
put("action_free_right_thumbstick_view", "Free View (Right Stick)",
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
--- a/src/GameSrc/hkeyfunc.c
|
||||
+++ b/src/GameSrc/hkeyfunc.c
|
||||
@@ -1465,3 +1465,71 @@
|
||||
#pragma enable_message(202)
|
||||
|
||||
#endif // NOT_YET
|
||||
+
|
||||
+#ifdef __ANDROID__
|
||||
+// Tops up parts of the player's state; android/app/src/main/cpp/qs_config.c
|
||||
+// calls it once per frame with the "unlimited" cheats that are switched on.
|
||||
+// `what` is a bitmask: 1 health, 2 energy, 4 ammo, 8 items (the same values as
|
||||
+// QS_CHEAT_MASK_* in qs_config.c). Only conventional guns use ammo: beam and
|
||||
+// melee weapons keep heat in the same field, so they are left alone (beams draw
|
||||
+// on energy). Spare ammo clips, grenades and drugs are only refilled for kinds
|
||||
+// the player already holds, so the cheat never creates items.
|
||||
+void qs_cheat_refill(int what) {
|
||||
+ const int kAmmoFloor = 99;
|
||||
+ const int kItemFloor = 99;
|
||||
+ uchar vitalsChanged = FALSE;
|
||||
+ uchar inventoryChanged = FALSE;
|
||||
+
|
||||
+ if (player_struct.dead)
|
||||
+ return;
|
||||
+ if ((what & 1) && player_struct.hit_points < PLAYER_MAX_HP) {
|
||||
+ player_struct.hit_points = PLAYER_MAX_HP;
|
||||
+ vitalsChanged = TRUE;
|
||||
+ }
|
||||
+ if ((what & 1) && player_struct.cspace_hp < PLAYER_MAX_HP) {
|
||||
+ player_struct.cspace_hp = PLAYER_MAX_HP;
|
||||
+ vitalsChanged = TRUE;
|
||||
+ }
|
||||
+ if ((what & 2) && player_struct.energy < 255) {
|
||||
+ player_struct.energy = 255;
|
||||
+ vitalsChanged = TRUE;
|
||||
+ }
|
||||
+ if (vitalsChanged)
|
||||
+ chg_set_flg(VITALS_UPDATE);
|
||||
+
|
||||
+ if (what & 4) {
|
||||
+ for (int i = 0; i < NUM_WEAPON_SLOTS; i++) {
|
||||
+ weapon_slot *slot = &player_struct.weapons[i];
|
||||
+ if (slot->type != EMPTY_WEAPON_SLOT && slot->type <= GUN_SUBCLASS_SPECIAL &&
|
||||
+ slot->ammo < kAmmoFloor) {
|
||||
+ slot->ammo = kAmmoFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ for (int i = 0; i < NUM_AMMO_TYPES; i++) {
|
||||
+ if (player_struct.cartridges[i] > 0 && player_struct.cartridges[i] < kItemFloor) {
|
||||
+ player_struct.cartridges[i] = kItemFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ }
|
||||
+ if (what & 8) {
|
||||
+ for (int i = 0; i < NUM_GRENADEZ; i++) {
|
||||
+ if (player_struct.grenades[i] > 0 && player_struct.grenades[i] < kItemFloor) {
|
||||
+ player_struct.grenades[i] = kItemFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ for (int i = 0; i < NUM_DRUGZ; i++) {
|
||||
+ if (player_struct.drugs[i] > 0 && player_struct.drugs[i] < kItemFloor) {
|
||||
+ player_struct.drugs[i] = kItemFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ }
|
||||
+ if (inventoryChanged) {
|
||||
+ chg_set_flg(INVENTORY_UPDATE);
|
||||
+ mfd_force_update();
|
||||
+ }
|
||||
+}
|
||||
+#endif
|
||||
Reference in New Issue
Block a user