Automake stuff. Don't blame me for this. ;)

You will need to run automake --add-missing to create the necessary
symlinks for install-sh, etc.
This commit is contained in:
Jeff Teunissen 2000-05-17 09:25:03 +00:00
parent 04a4e65a9a
commit 7e5af715bb
15 changed files with 1816 additions and 0 deletions

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The QuakeForge Project <quake-devel@lists.sourceforge.net>

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Basic Installation
==================
These are generic installation instructions.
The `configure' shell script attempts to guess correct values for
various system-dependent variables used during compilation. It uses
those values to create a `Makefile' in each directory of the package.
It may also create one or more `.h' files containing system-dependent
definitions. Finally, it creates a shell script `config.status' that
you can run in the future to recreate the current configuration, a file
`config.cache' that saves the results of its tests to speed up
reconfiguring, and a file `config.log' containing compiler output
(useful mainly for debugging `configure').
If you need to do unusual things to compile the package, please try
to figure out how `configure' could check whether to do them, and mail
diffs or instructions to the address given in the `README' so they can
be considered for the next release. If at some point `config.cache'
contains results you don't want to keep, you may remove or edit it.
The file `configure.in' is used to create `configure' by a program
called `autoconf'. You only need `configure.in' if you want to change
it or regenerate `configure' using a newer version of `autoconf'.
The simplest way to compile this package is:
1. `cd' to the directory containing the package's source code and type
`./configure' to configure the package for your system. If you're
using `csh' on an old version of System V, you might need to type
`sh ./configure' instead to prevent `csh' from trying to execute
`configure' itself.
Running `configure' takes awhile. While running, it prints some
messages telling which features it is checking for.
2. Type `make' to compile the package.
3. Optionally, type `make check' to run any self-tests that come with
the package.
4. Type `make install' to install the programs and any data files and
documentation.
5. You can remove the program binaries and object files from the
source code directory by typing `make clean'. To also remove the
files that `configure' created (so you can compile the package for
a different kind of computer), type `make distclean'. There is
also a `make maintainer-clean' target, but that is intended mainly
for the package's developers. If you use it, you may have to get
all sorts of other programs in order to regenerate files that came
with the distribution.
Compilers and Options
=====================
Some systems require unusual options for compilation or linking that
the `configure' script does not know about. You can give `configure'
initial values for variables by setting them in the environment. Using
a Bourne-compatible shell, you can do that on the command line like
this:
CC=c89 CFLAGS=-O2 LIBS=-lposix ./configure
Or on systems that have the `env' program, you can do it like this:
env CPPFLAGS=-I/usr/local/include LDFLAGS=-s ./configure
Compiling For Multiple Architectures
====================================
You can compile the package for more than one kind of computer at the
same time, by placing the object files for each architecture in their
own directory. To do this, you must use a version of `make' that
supports the `VPATH' variable, such as GNU `make'. `cd' to the
directory where you want the object files and executables to go and run
the `configure' script. `configure' automatically checks for the
source code in the directory that `configure' is in and in `..'.
If you have to use a `make' that does not supports the `VPATH'
variable, you have to compile the package for one architecture at a time
in the source code directory. After you have installed the package for
one architecture, use `make distclean' before reconfiguring for another
architecture.
Installation Names
==================
By default, `make install' will install the package's files in
`/usr/local/bin', `/usr/local/man', etc. You can specify an
installation prefix other than `/usr/local' by giving `configure' the
option `--prefix=PATH'.
You can specify separate installation prefixes for
architecture-specific files and architecture-independent files. If you
give `configure' the option `--exec-prefix=PATH', the package will use
PATH as the prefix for installing programs and libraries.
Documentation and other data files will still use the regular prefix.
In addition, if you use an unusual directory layout you can give
options like `--bindir=PATH' to specify different values for particular
kinds of files. Run `configure --help' for a list of the directories
you can set and what kinds of files go in them.
If the package supports it, you can cause programs to be installed
with an extra prefix or suffix on their names by giving `configure' the
option `--program-prefix=PREFIX' or `--program-suffix=SUFFIX'.
Optional Features
=================
Some packages pay attention to `--enable-FEATURE' options to
`configure', where FEATURE indicates an optional part of the package.
They may also pay attention to `--with-PACKAGE' options, where PACKAGE
is something like `gnu-as' or `x' (for the X Window System). The
`README' should mention any `--enable-' and `--with-' options that the
package recognizes.
For packages that use the X Window System, `configure' can usually
find the X include and library files automatically, but if it doesn't,
you can use the `configure' options `--x-includes=DIR' and
`--x-libraries=DIR' to specify their locations.
Specifying the System Type
==========================
There may be some features `configure' can not figure out
automatically, but needs to determine by the type of host the package
will run on. Usually `configure' can figure that out, but if it prints
a message saying it can not guess the host type, give it the
`--host=TYPE' option. TYPE can either be a short name for the system
type, such as `sun4', or a canonical name with three fields:
CPU-COMPANY-SYSTEM
See the file `config.sub' for the possible values of each field. If
`config.sub' isn't included in this package, then this package doesn't
need to know the host type.
If you are building compiler tools for cross-compiling, you can also
use the `--target=TYPE' option to select the type of system they will
produce code for and the `--build=TYPE' option to select the type of
system on which you are compiling the package.
Sharing Defaults
================
If you want to set default values for `configure' scripts to share,
you can create a site shell script called `config.site' that gives
default values for variables like `CC', `cache_file', and `prefix'.
`configure' looks for `PREFIX/share/config.site' if it exists, then
`PREFIX/etc/config.site' if it exists. Or, you can set the
`CONFIG_SITE' environment variable to the location of the site script.
A warning: not all `configure' scripts look for a site script.
Operation Controls
==================
`configure' recognizes the following options to control how it
operates.
`--cache-file=FILE'
Use and save the results of the tests in FILE instead of
`./config.cache'. Set FILE to `/dev/null' to disable caching, for
debugging `configure'.
`--help'
Print a summary of the options to `configure', and exit.
`--quiet'
`--silent'
`-q'
Do not print messages saying which checks are being made. To
suppress all normal output, redirect it to `/dev/null' (any error
messages will still be shown).
`--srcdir=DIR'
Look for the package's source code in directory DIR. Usually
`configure' can determine that directory automatically.
`--version'
Print the version of Autoconf used to generate the `configure'
script, and exit.
`configure' also accepts some other, not widely useful, options.

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SUBDIRS = source

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NEWS for the QuakeForge project
-------------------------------
QuakeForge 0.2
08 Mar 2000 - Massive news updates
The engine is actually working and working well for perhaps the
first time since we branched off stable. A long overdue news
update is in order. These things have been added to GL targets:
Skyboxes
Put a a Quake2 skybox in mydir/gfx/env and -game mydir,
set r_skyname to the base name of the sky (for the one
released on the MegaTF website, use r_skyname night for
example), load a map with a sky in it, and set r_sky 1.
You must reload a map for a new r_skyname to take effect.
The software renderer WILL support this hopefully soon.
Volumetric fog
For testing only. As implemented now it uses the stencil
buffer (very slow for most of us) and borrows the water
brush since we don't have a fog brush yet. raptor suggests
r_volfog 0.0009 and r_wateralpha 0.3 to test. You'll need
watervis'd maps.
Water Ripples
We reported earlier that setting r_waterripple to 1 made a
wave effect. Actually, if you want a wave effect you can
see, you'd better set it at least to 5. Looks good with
the volfog settings mentioned above. raptor plans to put
r_waterripple into the software renderer.
Rodents with wheels
If you've got one, you'll be pleased to hear that -x11 and
-glx now support them the same way -svga does. You need to
have ZAxisMapping set in your XF86Config properly.
26 Jan 2000 - Waterwarp bug fixed
The waterwarp bug has been fixed, set r_waterwarp 1 to use it.
QuakeForge 0.1.0
22 Jan 2000 - cl_sbar and cl_hudswap in uquake
The cvars cl_sbar and cl_hudswap noe work in uquake just like they
do in qw-client. In uquake, cl_sbar defaults to 1 to satisfy the
least-surprise principle. Set it to 0 if you want a qw-client like
HUD.
22 Jan 2000 - changes to command line option -game [REMOVED!]
You may now specify multiple game directories with -game. If for
example you wanted to use the original registered game with MegaTF
on a new style binary you would use -game id1,megatf. It does work
with traditional style binaries and you may specify as many dirs as
you like seperated by commas.
One caveat: Most mods were designed to be the only one in use, it
may be a Bad Thing to mix certain mods with other mods.
NOTE: This feature has been removed because it can seriously cause
confusion to a game mod. The proper way to override part of
a game is to use different fs_basepath and fs_sharepath.
19 Jan 2000 - changes to cvar r_fog
Fog color is once again white. The r_fog cvar is now a control for
the fog density rather than a simple toggle control. Eric Windisch
recommends setting r_fog to .0005 if you're going to use it.
19 Jan 2000 - removed cvar r_mirroralpha
This was a cheap hack which affected one texture on one map of the
entire game. It also wasn't working right, so it's been removed.
19 Jan 2000 - time cheats revisited
The final word in detecting time/speed cheating is here at long
last! Still catches an occasional person who is "not cheating", but
as it turns out when it does catch such a person they technically
are cheating.
This seems to be caused by dodgy cmos clocks used in many machines
on the market. If the server occasionally claims you seem to be
cheating, try installing some sort of ntp program to synchronize
your clock periodically against a time server. If this does not
seem to fix the problem, we'd like to know about it.
18 Jan 2000 - cvar show_fps
show_fps 1 now works in uquake as well as qw-client. No more need
to use timedemo to check performance! Much more accurate in showing
where performance is good and where it isn't.
16 Jan 2000 - new ./configure option: --enable-newstyle
Use this option when you run ./configure if you wish to use a few
QuakeForge defaults which are a bit different than Id Software used,
but do not change the gameplay.
Currenly all this does is use "base" instead of "id1" for the
default place to look for your game data.
11 Jan 2000 - New cvar: r_waterripple
When set to 1 this will create a small wave effect under the GL
renderer.
09 Jan 2000 - Preliminary IPv6 support
Support exists in QuakeForge for the use of IPv6. It's not ready
for prime time yet. Still, it deserves mention.
09 Jan 2000 - gl_ztrick default changed
Since this seems not to work more places than it does at this point,
the default for the cvar gl_ztrick has been changed from 1 to 0 in
the glx target. This value is saved to your config so if it works
for you just set it to 1.
08 Jan 2000 - Mouse wheel support
Preliminary support for the wheels found on some mice has been added
to the Linux SVGALib target. To use it bind MHWHEELDOWN and
MHWHEELUP to whatever you want to use the wheel for.
07 Jan 2000 - Options menu changes
A few things were added to the options menu in some targets such as
an option for fullscreen and whether or not to use the mouse.
06 Jan 2000 - Output cleanups
The use of CR and LF in names is a "feature" Id Software clearly
didn't intend. General mailing list consensus is that unlike other
unintended features (rocket jumps for example), this "feature" has
no real legitimate use. qw-server now replaces CR's and LF's with
underscores.
You will no longer see [e1] or similar crap sent to stdout. These
characters are now translated to the nearest ASCII characters,
resulting in much nicer-looking output.
06 Jan 2000 - PackFile/Findfile messages to stdout removed
The PackFile and FindFile messages previously sent to stdout no
longer are. If you wish to see them again for some reason, set the
developer cvar to 1.
05 Jan 2000 - Preliminary time cheat detection code
Preliminary code to detect clients attempting various time related
cheats has been added. Some issues persist.
05 Jan 2000 - GL fullbright texture support [REMOVED]
The GL renderer now supports fullbright textures, though this causes
a noticable impact on performance. Use the new cmdline option
-noglow to disable it if this bugs you.
NOTE: This was removed for now because it didn't work quite right
and -noglow did not in fact actually disable it properly.
02 Jan 2000 - registered game check removed
The check for a copy of the registered pak files has largely been
removed since it no longer makes a whole lot of sense with all the
talk of free complete TC's (total conversions).
A very simple check for pop.txt (found only in the registered pak
files) remains to set the cvar registered to 1 if necessary,
allowing the start map to know whether or not to allow you through
the gates leading to episodes 2-4.
02 Jan 2000 - crosshairs
qw-client's crosshair 2 is now supported in uquake.
A new (for now) GL-renderer-only experimental crosshair 3 has been
added. It's obeys the crosshaircolor cvar. No timeframe on porting
it to the software renderers yet, but it will happen eventually.
02 Jan 2000 - Removed cvar
gl_reporttjunctions did nothing at all, removed.
01 Jan 2000 - Changed cvar
In uquake, the chasecam cvar is now cl_chasecam just like it is in
qw-client.
01 Jan 2000 - Preliminary volumetric fog
QuakeForge now has preliminary support for volumetric fog. The cvar
r_fog can be set to 1 to try it out.
30 Dec 1999 - CVS tree changes
We now use autoheader and autoconf. If you checkout/update your
tree from CVS you're going to need to run ./bootstrap now to
perform all the necessary black voodoo needed to allow you to run
./configure as normal. This should not be necessary for releases,
only for the CVS tree and CVS snapshots.
29 Dec 1999 - Known bug in sound init fixed
A bug which caused QF to segfault if sound could not be initialized
has been fixed. If sound can not be initialized, you will now
simply not hear any.
29 Dec 1999 - Autoconf support
QuakeForge now uses autoconf! Run ./configure --help and have a
look at the options available in case something isn't detected or
you wish to enable or disable certain compile-time options.
25 Dec 1999 - Keyboard bindings now support keypad keys
The numeric keypad keys found on many keyboards may now be bound to
functions. The names for these keys are (in PC style layout):
KP_NUMLCK KP_DIVIDE KP_MULTIPLY KP_MINUS
KP_HOME KP_UPARROW KP_PGUP
KP_LEFTARROW KP_5 KP_RIGHTARROW KP_PLUS
KP_END KP_DOWNARROW KP_PGDN
KP_INS KP_DEL KP_ENTER

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QuakeForge - Release Notes
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge Project
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
Free Software Foundation; either version 2 of the License, or (at your
option) any later version.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place, Suite 330
Boston, MA 02111-1307 USA
See file COPYING for license details.
Quake(R) and QuakeWorld(R) are registered trademarks of Id Software,
Inc. The NIN logo is a registered trademark licensed to Nothing
Interactive, Inc. All other trademarks are the property of their
respective owners
Table of Contents
~~~~~~~~~~~~~~~~~
1 Special Thanks
2 System Requirements
3 Compiling and Running QuakeForge
4 Platform-Specific Issues
5 Errata and Known Bugs
6 Troubleshooting
7 Technical Support
8 Joystick Notes
9 Tested Systems
1 Special Thanks
~~~~~~~~~~~~~~~~~~~~~~
The QuakeForge Project would like to thank Id Software, Inc. for writing
and releasing Quake under the GNU GPL. We'd like to thank John Carmack
and Dave Kirsch in particular for the support they have provided to us
and to the Free Software community as a whole.
We would also like to thank the following organizations for their
contributions to QuakeForge:
VA Linux Systems, Inc.
3Dfx Interactive, Inc.
And last but certainly not least, we would like to thank every single
person who has contributed even one line of code, documentation, or
other support to the QuakeForge project.
Without all of you, we would not be where we are right now.
Id Software, Inc. thanks MPath Interactive and Gandalf Technology for
their help and support.
If you'd like to contribute in any way to the QuakeForge project, please
contact our mailing list at quake-devel@lists.sourceforge.net.
2 System Requirements
~~~~~~~~~~~~~~~~~~~~~~~~~~~
* A Raster capable display. ;-)
* 16 megabytes of memory beyond operating system footprint.
* A Floating-point processor. While not strictly required, QuakeForge
uses a lot of floating-point math, so a FPU is highly recommended.
* 10MB of free hard disk space to build all targets. In addition to the
base system, you will require game data files. For the default game
("Quake"), you will need either the shareware or registered version of
Quake.
3 Compiling and Running QuakeForge
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please read the INSTALL file for more information on compiling.
Autoconf 2.13 or later and automake 1.3 or later are required to use
the bootstrap script, which creates the "configure" script.
After you have compiled successfully, you must download the shareware
version of Quake 1 to play. Insert the proper binaries in the same
directory as the unpacked shareware files, and run.
We are currently working on a free replacement for the Quake game data
files.
4 Platform-Specific Issues
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This section discusses issues that affect only certain operating
platforms.
4.1 DOS
If you experience page faults while running Quarterdeck's QDPMI DPMI
server, this is caused by a bug in QDPMI. Workarounds: Remove QDPMI
from CONFIG.SYS, issue the command QDPMI OFF before running QuakeForge,
or get the update patch for QDPMI from Quarterdeck. You may be running
QDPMI without knowing it if you have QEMM installed, because it can be
installed as part of the QEMM installation.
4.2 Linux
SVGALib-using targets (-svga and -3dfx) can't be started from within X.
We are aware of the problem, and if you can figure out the reason, we'd
appreciate a patch, PLEASE! As a workaround, you can use "open" to start
those targets from within X. (e.g. "open -s -- qw-client-svga")
Some 3Dfx Voodoo-based 3D accelerators may have issues with the way
QuakeForge uses the "3dfxgl" minidriver to interface to the Glide
library.
Video boards based on the Riva
128/128ZX/TNT/TNT2/TNT2 Ultra/Vanta/GeForce 256 chipsets from nVidia
Corp. using the latest (as of 13 Jan 2000) nVidia OpenGL drivers may
have problems with transparency. Under some conditions, these drivers
may lock the X Window System server, possibly rendering the system
unusable. The currently-recommended drivers for video cards with Riva
128/128ZX/TNT/TNT2/TNT2 Ultra chipsets are those from the Utah GLX
project, located at http://utah-glx.sourceforge.net/ -- for the Vanta
and GeForce 256 chipsets, there is no suggested hardware-accelerated
OpenGL alternative at this time. We believe the bug to be in nVidia's
drivers, because our code seems to work under other OpenGL
implementations.
4.4 Windows 95/98/Millennium
Currently, we are unable to determine the status of the Windows-based
targets of QuakeForge. Because of our move to GNU Autoconf and the
dearth of "proper" GNU tools available on the Windows platform, our
build system may not work properly on Windows. We are working on
solutions for this problem.
4.5 Windows NT/2000
For the most part, issues for Windows 9x-based operating environments
will be similar. However, because of numerous differences in the way
Windows NT and Windows 9x operate, these systems may have specific
issues.
5 Errata and Known Bugs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Problem: After running the X11 target my keyboard repeat turns off! How
do I turn it back on?
Solution: xset r on
Problem: The screen flickers once about every other frame when using GL
Solution: Not all GL implementations support a performance hack which is
used by the GL renderer allowing it to avoid clearing the
Z-buffer. The console command "gl_ztrick 0" fixes this
problem.
Problem: Zombies can sometimes get "stuck" in the ground. They can be
heard but not killed making it impossible to get 100% on the
current level.
Solution: None found yet.
Problem: It is possible for players to sometimes get stuck in a room or
wall, much like the zombies mentioned above.
Solution: The "kill" console command will un-stick you, but it has the
unfortunate side effect of killing you in the process (hence
the command's name.) It is a good idea to save your games
often.
Problem: Sometimes during a game the player's view will not center
properly. The end result is that the player view is looking
up toward the ceiling while walking.
Solution: Use of freelook (mouse or keyboard) may solve this problem, as
will exiting the level or the "kill" console command.
6 Troubleshooting
~~~~~~~~~~~~~~~~~~~~~~~
If QuakeForge fails to start up, or has problems not addressed elsewhere
in the documentation, try the -safe command line switch, which disables
a number of parts of QuakeForge that can be problems if there are
hardware or configuration problems. The -safe command line switch is
equivalent to -stdvid, -nosound, -nonet, and -nocdaudio together. Those
four switches do the following:
-stdvid disables VESA video modes
-nosound disables sound card support
-nonet disables network card support
-nocdaudio disables CD audio support
If -safe makes the problem go away, try using each of the switches
individually to isolate the area in which you're experiencing the
problem, then either correct the configuration or hardware problem or
play QuakeForge with that functionality disabled.
7 Technical Support
~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not contact Id Software, Inc. regarding technical support
issues related to QuakeForge. QuakeForge is heavily modified from the
original Quake source release and Id Software does not support these
modifications.
Visit the QuakeForge project's webpage for more information on technical
support, bugs reports, and help at: http://www.quakeforge.net/
Thank you.
8 Joystick notes
~~~~~~~~~~~~~~~~~~~~~~
Your joystick must be plugged in when QuakeForge is launched.
If you have a joystick plugged in, but do not wish QuakeForge to try to
use it, just add the -nojoy option to the QuakeForge command line.
You may disable joystick reads from the QuakeForge console with the
"joystick 0" command.
There are default configuration bindings for joystick buttons.
If your joystick or interface card reports three or four buttons and you
only have two, use the QuakeForge console command "joybuttons 2".
The "mlook" and "sidestep" commands work with a joystick exactly as they
do for a mouse, as does the "invert mouse up/down" menu option.
9 Tested Systems
~~~~~~~~~~~~~~~~~~~~~~
Processors tested:
AMD Athlon
AMD K6-2
Apple/IBM/Motorola PowerPC
Compaq/Digital Alpha 21x64
IBM Power3
Intel Pentium
Intel Pentium II
Intel Pentium III
MIPS R10000
Sun UltraSPARC
SGI Indigo 2
Operating systems tested:
Linux 2.x
FreeBSD
Solaris
SGI Irix
IBM AIX 4.x
Compaq/Digital Tru64 Unix
Windows 98
Windows NT
Video cards tested (On Intel-based systems):
3Dfx Voodoo Graphics (Linux)
3Dfx Voodoo 2 (Linux)
3Dfx Voodoo 3 3000 (Linux)
Creative Labs Graphics Blaster RivaTNT (Linux)
Diamond Stealth 2000 PRO (Linux)
Matrox G200 (Linux)
Matrox G400 (Linux)
STB Velocity 4400 RivaTNT (Linux)
Please send user testimonials via e-mail to the QuakeForge users mailing list,
located at:
"Quake-User" <quake-user@lists.sourceforge.net>
Visit http://www.quakeforge.net/ to find out more about subscribing to our
mailing lists and for more information.

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## Process this file with automake to produce Makefile.in
bin_PROGRAMS= qf_server qf_client_ggi qf_client_sdl qf_client_svga \
qf_client_x11 qf_client_3dfx qf_client_glx
common_SOURCES= net_chan.c net_com.c net_udp.c pmove.c pmovetst.c zone.c \
mdfour.c mathlib.c math.S cvar.c crc.c common.c model.c cmd.c
server_SOURCES= pr_cmds.c pr_edict.c pr_exec.c sv_init.c sv_main.c sv_misc.c \
sv_model.c sv_nchan.c sv_ents.c sv_send.c sv_move.c sv_phys.c \
sv_user.c sv_ccmds.c world.c worlda.S sys_unix.c sv_cvar.c
client_SOURCES= cl_cmd.c cl_cvar.c cl_demo.c cl_ents.c cl_input.c cl_main.c \
cl_math.S cl_misc.c cl_parse.c cl_pred.c cl_tent.c cl_cam.c \
snd_linux.c sys_linux.c cd_linux.c r_view.c wad.c snd_dma.c \
snd_mem.c snd_mix.c snd_mixa.S skin.c sbar.c nonintel.c \
menu.c keys.c console.c sys_x86.S
soft_SOURCES= cl_model.c cl_trans.c d_edge.c d_fill.c d_init.c d_modech.c \
d_part.c d_polyse.c d_scan.c d_sky.c d_sprite.c d_surf.c \
d_vars.c d_zpoint.c draw.c r_aclip.c r_alias.c r_bsp.c \
r_draw.c r_edge.c r_efrag.c r_light.c r_main.c r_misc.c \
r_part.c r_sky.c r_sprite.c r_surf.c r_vars.c sw_view.c \
screen.c d_copy.S d_draw.S d_draw16.S d_parta.S d_polysa.S \
d_scana.S d_spr8.S d_varsa.S r_aclipa.S r_aliasa.S r_drawa.S \
r_edgea.S r_varsa.S surf16.S surf8.S
ogl_SOURCES= gl_draw.c gl_mesh.c gl_model.c gl_ngraph.c gl_part.c \
gl_refrag.c gl_rlight.c gl_rmain.c gl_rmisc.c gl_rsurf.c \
gl_screen.c gl_trans.c gl_view.c gl_warp.c
ggi_SOURCES= vid_ggi.c
sdl_SOURCES= vid_sdl.c
svga_SOURCES= vid_svgalib.c
x11_SOURCES= vid_x11.c
glx_SOURCES= vid_glx.c
tdfx_SOURCES= vid_3dfx.c
#qf_client_ggi_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(ggi_SOURCES)
#qf_client_sdl_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(sdl_SOURCES)
qf_client_svga_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(svga_SOURCES)
qf_client_x11_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(x11_SOURCES)
qf_client_3dfx_SOURCES= $(common_SOURCES) $(client_SOURCES) $(ogl_SOURCES) $(tdfx_SOURCES)
qf_client_glx_SOURCES= $(common_SOURCES) $(client_SOURCES) $(ogl_SOURCES) $(glx_SOURCES)
qf_server_SOURCES= $(common_SOURCES) $(server_SOURCES)

27
RPM/build_rpm.in Normal file
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@ -0,0 +1,27 @@
#!/bin/sh -x
version=@VERSION@
temp_dir=/var/tmp
srcdir=@srcdir@
if [ "$srcdir" = "." ]; then
srcdir=..
fi
rm -rf BUILD SPECS RPMS SOURCES SRPMS
mkdir -p BUILD SPECS RPMS/{noarch,i386,i686} SOURCES SRPMS
rm -rf ${temp_dir}/quakeforge-${version}
cp -a $srcdir ${temp_dir}/quakeforge-${version}
dest_dir=$PWD
cd ${temp_dir}/quakeforge-${version}
# this is needed to ensure there is a makefile
./bootstrap
./configure
make distclean
cd ${temp_dir}
tar zcf ${dest_dir}/SOURCES/quakeforge-${version}.tar.gz quakeforge-${version}
cd ${dest_dir}
rm -rf ${temp_dir}/quakeforge-${version}
cat > rpmmacros <<EOF
%_topdir $PWD
EOF
rpm -ba quakeforge.spec --rcfile rpmrc

49
RPM/quakeforge.spec.in Normal file
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@ -0,0 +1,49 @@
%define name quakeforge
%define version @VERSION@
%define release 1
%define builddir $RPM_BUILD_DIR/%{name}-%{version}
Name: %{name}
Version: %{version}
Release: %{release}
Vendor: The QuakeForge Project
Packager: The QuakeForge Project quake-devel@lists.sourceforge.net
#URL:
Source: %{name}-%{version}.tar.gz
#Patch:
Group: Application/Generic
Copyright: GPL
#Icon:
#Requires:
BuildRoot: /var/tmp/%{name}-%{version}
Summary: 3D game engine based on id Software's Quake engine
%description
3D game engine based on id Software's Quake engine
@configure_input@
Please edit quakeforge.spec.in to add several more lines of description
here if appropriate, and to delete these instructions.
%prep
%setup -n %{name}-%{version}
#%patch -p1
%build
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{_prefix}
make
%install
if [ -d $RPM_BUILD_ROOT ]; then rm -rf $RPM_BUILD_ROOT; fi
mkdir -p $RPM_BUILD_ROOT
make install DESTDIR=$RPM_BUILD_ROOT
# Build the file-list automagically :)
cd $RPM_BUILD_ROOT
find . -type d | sed '1,2d;s,^\.,\%attr(-\,root\,root) \%dir ,' > $RPM_BUILD_DIR/file.list.%{name}
find . -type f | sed 's,^\.,\%attr(-\,root\,root) ,' >> $RPM_BUILD_DIR/file.list.%{name}
find . -type l | sed 's,^\.,\%attr(-\,root\,root) ,' >> $RPM_BUILD_DIR/file.list.%{name}
%clean
rm -rf $RPM_BUILD_ROOT
rm ../file.list.%{name}
%files -f ../file.list.%{name}
%doc README

80
acconfig.h Normal file
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@ -0,0 +1,80 @@
/* "Proper" package name */
#undef PROGRAM
/* Define this to the QuakeWorld standard version you support */
#undef QW_VERSION
/* Define this to the QSG standard version you support */
#undef QSG_VERSION
/* Define if you want to use QF-style defaults instead of Id-style */
#undef NEWSTYLE
/* Define this to the location of the global config file */
#undef FS_GLOBALCFG
/* Define this to the shared game directory root */
#undef FS_SHAREPATH
/* Define this to the unshared game directory root */
#undef FS_USERPATH
/* Define this to the base game for the engine to load */
#undef BASEGAME
/* Define this if you have OpenGL */
#undef HAVE_OPENGL
/* Define if you have the XFree86 DGA extension */
#undef HAVE_DGA
/* Define if you have the XFree86 VIDMODE extension */
#undef HAVE_VIDMODE
/* If your version of OpenGL uses APIENTRY, define GLAPIENTRY to be APIENTRY*/
#undef GLAPIENTRY
/* Define this if you are using Mesa */
#undef HAVE_XMESA
/* Define this if you want IPv6 support */
#undef HAVE_IPV6
/* Define this if you have GL_COLOR_INDEX8_EXT in GL/gl.h */
#undef HAVE_GL_COLOR_INDEX8_EXT
/* Define this if C symbols are prefixed with an underscore */
#undef HAVE_SYM_PREFIX_UNDERSCORE
/* Define this if you want to use Intel assembly optimizations */
#undef USE_INTEL_ASM
/* Define this if you have a Linux-style CD-ROM API */
#undef USE_LINUX_CD
/* Define this if you have a BSD-style CD-ROM API */
#undef USE_BSD_CD
/* Define this to use experimental code */
#undef _EXPERIMENTAL_
/* Define this if your system has socklen_t */
#undef HAVE_SOCKLEN_T
/* Define this if your system has size_t */
#undef HAVE_SIZE_T
/* Define this if you have ss_len member in struct sockaddr_storage (BSD) */
#undef HAVE_SS_LEN
/* Define this if you have sin6_len member in struct sockaddr_in6 (BSD) */
#undef HAVE_SIN6_LEN
/* Define this if you have sa_len member in struct sockaddr (BSD) */
#undef HAVE_SA_LEN
/* Define this to something sane if you don't have stricmp */
#undef stricmp
/* Define if you have the dlopen function. */
#undef HAVE_DLOPEN

127
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@ -0,0 +1,127 @@
dnl aclocal.m4 generated automatically by aclocal 1.4
dnl Copyright (C) 1994, 1995-8, 1999 Free Software Foundation, Inc.
dnl This file is free software; the Free Software Foundation
dnl gives unlimited permission to copy and/or distribute it,
dnl with or without modifications, as long as this notice is preserved.
dnl This program is distributed in the hope that it will be useful,
dnl but WITHOUT ANY WARRANTY, to the extent permitted by law; without
dnl even the implied warranty of MERCHANTABILITY or FITNESS FOR A
dnl PARTICULAR PURPOSE.
# Like AC_CONFIG_HEADER, but automatically create stamp file.
AC_DEFUN(AM_CONFIG_HEADER,
[AC_PREREQ([2.12])
AC_CONFIG_HEADER([$1])
dnl When config.status generates a header, we must update the stamp-h file.
dnl This file resides in the same directory as the config header
dnl that is generated. We must strip everything past the first ":",
dnl and everything past the last "/".
AC_OUTPUT_COMMANDS(changequote(<<,>>)dnl
ifelse(patsubst(<<$1>>, <<[^ ]>>, <<>>), <<>>,
<<test -z "<<$>>CONFIG_HEADERS" || echo timestamp > patsubst(<<$1>>, <<^\([^:]*/\)?.*>>, <<\1>>)stamp-h<<>>dnl>>,
<<am_indx=1
for am_file in <<$1>>; do
case " <<$>>CONFIG_HEADERS " in
*" <<$>>am_file "*<<)>>
echo timestamp > `echo <<$>>am_file | sed -e 's%:.*%%' -e 's%[^/]*$%%'`stamp-h$am_indx
;;
esac
am_indx=`expr "<<$>>am_indx" + 1`
done<<>>dnl>>)
changequote([,]))])
# Do all the work for Automake. This macro actually does too much --
# some checks are only needed if your package does certain things.
# But this isn't really a big deal.
# serial 1
dnl Usage:
dnl AM_INIT_AUTOMAKE(package,version, [no-define])
AC_DEFUN(AM_INIT_AUTOMAKE,
[AC_REQUIRE([AC_PROG_INSTALL])
PACKAGE=[$1]
AC_SUBST(PACKAGE)
VERSION=[$2]
AC_SUBST(VERSION)
dnl test to see if srcdir already configured
if test "`cd $srcdir && pwd`" != "`pwd`" && test -f $srcdir/config.status; then
AC_MSG_ERROR([source directory already configured; run "make distclean" there first])
fi
ifelse([$3],,
AC_DEFINE_UNQUOTED(PACKAGE, "$PACKAGE", [Name of package])
AC_DEFINE_UNQUOTED(VERSION, "$VERSION", [Version number of package]))
AC_REQUIRE([AM_SANITY_CHECK])
AC_REQUIRE([AC_ARG_PROGRAM])
dnl FIXME This is truly gross.
missing_dir=`cd $ac_aux_dir && pwd`
AM_MISSING_PROG(ACLOCAL, aclocal, $missing_dir)
AM_MISSING_PROG(AUTOCONF, autoconf, $missing_dir)
AM_MISSING_PROG(AUTOMAKE, automake, $missing_dir)
AM_MISSING_PROG(AUTOHEADER, autoheader, $missing_dir)
AM_MISSING_PROG(MAKEINFO, makeinfo, $missing_dir)
AC_REQUIRE([AC_PROG_MAKE_SET])])
#
# Check to make sure that the build environment is sane.
#
AC_DEFUN(AM_SANITY_CHECK,
[AC_MSG_CHECKING([whether build environment is sane])
# Just in case
sleep 1
echo timestamp > conftestfile
# Do `set' in a subshell so we don't clobber the current shell's
# arguments. Must try -L first in case configure is actually a
# symlink; some systems play weird games with the mod time of symlinks
# (eg FreeBSD returns the mod time of the symlink's containing
# directory).
if (
set X `ls -Lt $srcdir/configure conftestfile 2> /dev/null`
if test "[$]*" = "X"; then
# -L didn't work.
set X `ls -t $srcdir/configure conftestfile`
fi
if test "[$]*" != "X $srcdir/configure conftestfile" \
&& test "[$]*" != "X conftestfile $srcdir/configure"; then
# If neither matched, then we have a broken ls. This can happen
# if, for instance, CONFIG_SHELL is bash and it inherits a
# broken ls alias from the environment. This has actually
# happened. Such a system could not be considered "sane".
AC_MSG_ERROR([ls -t appears to fail. Make sure there is not a broken
alias in your environment])
fi
test "[$]2" = conftestfile
)
then
# Ok.
:
else
AC_MSG_ERROR([newly created file is older than distributed files!
Check your system clock])
fi
rm -f conftest*
AC_MSG_RESULT(yes)])
dnl AM_MISSING_PROG(NAME, PROGRAM, DIRECTORY)
dnl The program must properly implement --version.
AC_DEFUN(AM_MISSING_PROG,
[AC_MSG_CHECKING(for working $2)
# Run test in a subshell; some versions of sh will print an error if
# an executable is not found, even if stderr is redirected.
# Redirect stdin to placate older versions of autoconf. Sigh.
if ($2 --version) < /dev/null > /dev/null 2>&1; then
$1=$2
AC_MSG_RESULT(found)
else
$1="$3/missing $2"
AC_MSG_RESULT(missing)
fi
AC_SUBST($1)])

516
configure.in Normal file
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@ -0,0 +1,516 @@
dnl Process this file with autoconf to produce a configure script.
AC_PREREQ(2.13)
AC_INIT(source/sv_main.c)
AC_REVISION($Revision$) dnl
AM_CONFIG_HEADER(include/config.h)
AC_CANONICAL_SYSTEM
dnl This is the only place where the package version appears
AM_INIT_AUTOMAKE(quakeforge, 0.1.99pre0)
QW_VERSION=2.40
QSG_VERSION=1.0
AC_DEFINE_UNQUOTED(PROGRAM, "QuakeForge")
AC_DEFINE_UNQUOTED(QW_VERSION, "$QW_VERSION")
AC_DEFINE_UNQUOTED(QSG_VERSION, "$QSG_VERSION")
AC_SUBST(QW_VERSION)
AC_SUBST(QSG_VERSION)
dnl Start TARGETS out at "qf-server"
TARGETS=qf-server
dnl Set to yes for releases
RELEASE=no
dnl Set this to no for Id defaults
NEWSTYLE=yes
ISODATE=`date +%Y-%m-%d`
AC_SUBST(ISODATE)
AC_LANG_C
dnl Checks for programs.
AC_PROG_AWK
AC_PROG_CC
AC_PROG_CPP
AC_PROG_INSTALL
AC_PROG_LN_S
dnl Checks for system services
AC_SYS_LONG_FILE_NAMES
AC_EXEEXT
AC_OBJEXT
dnl Checks for header files.
AC_HEADER_DIRENT
AC_HEADER_STDC
AC_HEADER_MAJOR
AC_HEADER_SYS_WAIT
AC_CHECK_HEADERS(
unistd.h fcntl.h dlfcn.h windows.h sys/ioctl.h sys/mman.h \
sys/io.h asm/io.h \
sys/stat.h sys/time.h sys/timeb.h \
sys/socket.h netinet/in.h netdb.h arpa/inet.h sys/filio.h \
sys/soundcard.h linux/soundcard.h machine/soundcard.h sys/audioio.h \
dsound.h mmsystem.h initguid.h mme/mmsystem.h mme/mme_public.h \
sys/asoundlib.h string.h strings.h memory.h malloc.h \
errno.h sys/dir.h
)
dnl Checks for typedefs, structures, and compiler characteristics.
AC_C_CONST
AC_C_INLINE
AC_TYPE_SIZE_T
AC_STRUCT_ST_BLKSIZE
AC_HEADER_TIME
AC_STRUCT_TM
AC_TRY_COMPILE(
[#include <sys/types.h>],
[ socklen_t x = 0;],
AC_DEFINE(HAVE_SOCKLEN_T) AC_MSG_RESULT(yes),
AC_MSG_RESULT(no)
dnl FreeBSD 4.0 has it in sys/socket.h
AC_MSG_CHECKING(for socklen_t in sys/socket.h)
AC_TRY_COMPILE(
[#include <sys/types.h>
#include <sys/socket.h>],
[ socklen_t x = 0;],
AC_DEFINE(HAVE_SOCKLEN_T) AC_MSG_RESULT(yes),
AC_MSG_RESULT(no)
)
)
AC_MSG_CHECKING(for size_t in sys/types.h)
AC_TRY_COMPILE(
[#include <sys/types.h>],
[ size_t x = 0;],
AC_DEFINE(HAVE_SIZE_T) AC_MSG_RESULT(yes),
AC_MSG_RESULT(no)
)
dnl maybe these two (at least the 2nd) should only be checked if ipv6 is enabled?
AC_MSG_CHECKING(for ss_len in struct sockaddr_storage)
AC_TRY_COMPILE(
[#include <sys/types.h>
#include <sys/socket.h>],
[ void f(void) { struct sockaddr_storage ss; ss.ss_len=0; }],
AC_DEFINE(HAVE_SS_LEN) AC_MSG_RESULT(yes),
AC_MSG_RESULT(no)
)
AC_MSG_CHECKING(for sin6_len in struct sockaddr_in6)
AC_TRY_COMPILE(
[#include <sys/types.h>
#include <netinet/in.h>],
[ void f(void) { struct sockaddr_in6 s6; s6.sin6_len=0; }],
AC_DEFINE(HAVE_SIN6_LEN) AC_MSG_RESULT(yes),
AC_MSG_RESULT(no)
)
AC_MSG_CHECKING(for sa_len in struct sockaddr)
AC_TRY_COMPILE(
[#include <sys/types.h>
#include <netinet/in.h>],
[ void f(void) { struct sockaddr sa; sa.sa_len=0; }],
AC_DEFINE(HAVE_SA_LEN) AC_MSG_RESULT(yes),
AC_MSG_RESULT(no)
)
dnl Checks for library functions.
AC_FUNC_ALLOCA
AC_FUNC_MEMCMP
AC_FUNC_MMAP
AC_TYPE_SIGNAL
AC_FUNC_VPRINTF
AC_CHECK_FUNCS(
gethostname gethostbyname connect gettimeofday getwd mkdir \
ftime _ftime fcntl stat putenv select socket strerror strstr \
snprintf _snprintf vsnprintf _vsnprintf strsep dlopen getaddrinfo \
getnameinfo
)
dnl Checks for stricmp/strcasecmp
AC_CHECK_FUNC(stricmp,,
AC_CHECK_FUNC(strcasecmp, AC_DEFINE(stricmp,strcasecmp)))
dnl Check for vsnprintf
if test "x$ac_cv_func_vsnprintf" = "xno" -a \
"x$ac_cv_func__vsnprintf" = "xno"; then
dnl libdb may have this
AC_CHECK_LIB(db,vsnprintf)
fi
dnl Checks for working -lm
AC_CHECK_LIB(m, pow,, AC_MSG_ERROR([math library (-lm) appears broken]))
dnl Checks for SVGALib support
AC_ARG_WITH(svga,
[ --with-svga[=DIR] use SVGALib found in DIR],
HAVE_SVGA=$withval, HAVE_SVGA=auto)
if test "x$HAVE_SVGA" != xno; then
if test "x$HAVE_SVGA" != xauto; then
SVGA_CFLAGS="$SVGA_CFLAGS= -I$withval/include"
SVGA_LIBS="$SVGA_LIBS -L$withval/lib"
dnl The default system location is /usr/include or /usr/local/include
dnl and we (obviously) do not need to set CFLAGS for that
fi
save_CPPFLAGS="$CPPFLAGS"
CPPFLAGS="$CPPFLAGS $SVGA_CFLAGS"
AC_CHECK_HEADER(vga.h, HAVE_SVGA=yes, HAVE_SVGA=no)
CPPFLAGS="$save_CPPFLAGS"
dnl Make sure -lvga works
if test "x$HAVE_SVGA" = xyes; then
AC_CHECK_LIB(vga, vga_getmousetype, SVGA_LIBS="$SVGA_LIBS -lvga"
HAVE_SVGA=yes, HAVE_SVGA=no, [$SVGA_LIBS]
)
fi
if test "x$HAVE_SVGA" != xyes; then
SVGA_CFLAGS="" SVGA_LIBS=""
fi
fi
AC_SUBST(SVGA_CFLAGS)
AC_SUBST(SVGA_LIBS)
dnl Checks for X11 and XShm
AC_PATH_XTRA
if test "x$no_x" = x; then
HAVE_X11=yes
AC_CHECK_LIB(Xext, XShmQueryExtension, [X11_SHM_LIB=-lXext],
[HAVE_X11="no"], [ $X_LIBS -lX11 $X_EXTRA_LIBS ]
)
dnl check for X11 video driver
AC_MSG_CHECKING(for X11 video driver)
case "${target}" in
*-solaris*)
X11_VID_SRC="vid_sunx.c" ;;
*)
if test "x$HAVE_X11"; then
X11_VID_SRC="vid_x11.c";
else
X11_VID_SRC=
fi
;;
esac
fi
if test "x$X11_VID_SRC" = x; then
AC_MSG_RESULT(no)
else
AC_MSG_RESULT(yes ($X11_VID_SRC))
fi
AC_SUBST(X_CFLAGS)
AC_SUBST(X_LIBS)
AC_SUBST(X11_SHM_LIB)
AC_SUBST(X11_VID_SRC)
dnl Checks for OpenGL support
dnl GL is a special case, we need seperate includes/libs entires
AC_ARG_WITH(opengl,
[ --with-opengl[=DIR] use OpenGL with libraries found in DIR],
HAVE_OPENGL=$withval, HAVE_OPENGL=auto
)
AC_ARG_WITH(opengl-includes,
[ --with-opengl-includes[=DIR]
use OpenGL with header files found in DIR],
OPENGL_INCLUDES=$withval, OPENGL_INCLUDES=auto
)
if test "x$OPENGL_INCLUDES" = xno; then
HAVE_OPENGL="no"
fi
if test "x$HAVE_OPENGL" = xno; then
OPENGL_INCLUDES=""
fi
if test "x$HAVE_OPENGL" != xno; then
if test "x$HAVE_OPENGL" != xauto; then
OPENGL_LIBS="$OPENGL_LIBS -L$HAVE_OPENGL"
fi
if test "x$OPENGL_INCLUDES" != xauto; then
OPENGL_INCLUDES="-I$OPENGL_INCLUDES"
else
OPENGL_INCLUDES="-I${x_includes:-.}"
fi
save_CPPFLAGS="$CPPFLAGS"
CPPFLAGS="$CPPFLAGS $OPENGL_INCLUDES"
AC_CHECK_HEADER(GL/gl.h, HAVE_OPENGL=yes, HAVE_OPENGL=no)
if test "x$HAVE_OPENGL" != xno; then
AC_MSG_CHECKING(for GL_COLOR_INDEX8_EXT in GL/gl.h)
AC_TRY_COMPILE([#include "GL/gl.h"],
[ int x = (int) GL_COLOR_INDEX8_EXT;],
AC_DEFINE(HAVE_GL_COLOR_INDEX8_EXT) AC_MSG_RESULT(yes),
AC_MSG_RESULT(no)
)
AC_MSG_CHECKING(for GLAPIENTRY in GL/gl.h)
AC_TRY_COMPILE(
[#include "GL/gl.h"],
[ int x = GLAPIENTRY printf("");],
HAVE_GLAPIENTRY=yes, HAVE_GLAPIENTRY=no
)
if test "x$HAVE_GLAPIENTRY" != xno; then
AC_MSG_RESULT(yes)
else
AC_MSG_RESULT(no)
AC_MSG_CHECKING(for APIENTRY in GL/gl.h)
AC_TRY_COMPILE(
[#include "GL/gl.h"],
[ int x = APIENTRY printf("");],
AC_DEFINE(GLAPIENTRY, APIENTRY) AC_MSG_RESULT(yes),
AC_DEFINE(GLAPIENTRY, ) AC_MSG_RESULT(no)
)
fi
fi
CPPFLAGS="$save_CPPFLAGS"
dnl Make sure -lGL or -lMesaGL works
if test "x$HAVE_OPENGL" = xyes; then
AC_CHECK_LIB(GL, glColor4f,
OPENGL_LIBS="$OPENGL_LIBS -lGL"
HAVE_OPENGL=yes
OPENGL_NAME=GL
if test "x$have_dynload" != "xyes"; then
AC_CHECK_LIB(GL, XMesaSetFXmode, qwfoo=qwfoo, HAVE_XMESA=no,
[ $OPENGL_LIBS $X_PRE_LIBS $X_LIBS -lX11 -lXext $X_EXTRA_LIBS]
)
fi
,HAVE_OPENGL=no,
[ $OPENGL_LIBS $X_PRE_LIBS $X_LIBS -lX11 -lXext $X_EXTRA_LIBS]
)
if test "x$HAVE_OPENGL" != xyes; then
AC_CHECK_LIB(MesaGL, glColor4f, OGL_LIBS="$OGL_LIBS -lMesaGL"
HAVE_OPENGL=yes
OPENGL_NAME=MesaGL
if test "x$have_dynload" != "xyes"; then
AC_CHECK_LIB(MesaGL, XMesaSetFXmode, qwfoo=qwfoo, HAVE_XMESA=no,
[ $OPENGL_LIBS $X_LIBS -lXext -lX11 $X_EXTRA_LIBS]
)
fi
,HAVE_OPENGL=no,
[ $OPENGL_LIBS $X_PRE_LIBS $X_LIBS -lX11 -lXext $X_EXTRA_LIBS]
)
fi
fi
if test "x$HAVE_OPENGL" != xyes; then
OGL_CFLAGS="" OGL_LIBS=""
else
if test "x$HAVE_XMESA" = xyes; then
AC_DEFINE(HAVE_XMESA)
fi
fi
fi
if test "x$HAVE_OPENGL" = xyes; then
AC_DEFINE(HAVE_OPENGL)
fi
AC_SUBST(OGL_CFLAGS)
AC_SUBST(OGL_INCLUDES)
AC_SUBST(OGL_LIBS)
dnl Set $prefix and $exec_prefix to $ac_default_prefix if they haven't been set
test "x$prefix" = xNONE && prefix=$ac_default_prefix
test "x$exec_prefix" = xNONE && exec_prefix='${prefix}'
AC_ARG_ENABLE(experimental,
[ --enable-experimental compile with experimental code. Use at your
own risk])
if test "x$enable_experimental" = xyes; then
AC_DEFINE(_EXPERIMENTAL_)
fi
AC_ARG_WITH(gamename,
[ --with-newstyle compile with defaults a bit different than those
used by Id Software (does not affect gameplay)],
NEWSTYLE=$enable_newstyle
)
if test "x$NEWSTYLE" = xyes; then
AC_DEFINE(NEWSTYLE)
AC_DEFINE(BASEGAME, "base")
else
AC_DEFINE(BASEGAME, "id1")
fi
AC_ARG_WITH(global-cfg,
[ --with-global-cfg=FILE If set will change the name and location of the
global config file used by QuakeForge. Defaults to
\${sysconfdir}/quakeforge.conf],
globalconf="$withval", globalconf="auto")
if test "x$globalconf" = "xauto" || test "x$globalconf" = "xyes" || \
test "x$globalconf" = "xno"; then dnl yes/no sanity checks
eval foo="$sysconfdir"
AC_DEFINE_UNQUOTED(FS_GLOBALCFG, "$foo/quakeforge.conf")
else
AC_DEFINE_UNQUOTED(FS_GLOBALCFG, $globalconf)
fi
AC_ARG_WITH(sharepath,
[ --with-sharepath=DIR Use DIR for shared game data, defaults to
\${datadir}/games/quakeforge],
SHAREPATH=$withval, SHAREPATH="auto")
if test "x$SHAREPATH" = "xauto" -o "x$SHAREPATH" = "xyes" -o "x$SHAREPATH" = "x"; then
eval foo="$datadir"
AC_DEFINE_UNQUOTED(FS_SHAREPATH, "$foo/games/quakeforge")
elif test "x$SHAREPATH" = xno; then
AC_DEFINE_UNQUOTED(FS_SHAREPATH, ".")
else
AC_DEFINE_UNQUOTED(FS_SHAREPATH, "$SHAREPATH")
fi
AC_ARG_WITH(userpath,
[ --with-userpath=DIR Use DIR for unshared game data, defaults to
\${HOME}/.quakeforge],
USERPATH=$withval, USERPATH="auto")
if test "x$USERPATH" = "xauto" -o "x$USERPATH" = "xyes" -o "x$USERPATH" = "x"; then
AC_DEFINE_UNQUOTED(FS_USERPATH, "~/.quakeforge")
elif test "x$USERPATH" = xno; then
AC_DEFINE_UNQUOTED(FS_USERPATH, ".")
else
AC_DEFINE_UNQUOTED(FS_USERPATH, "$USERPATH")
fi
dnl CFLAGS for release and devel versions
AC_ARG_ENABLE(release,
[ --enable-release compile release (with optimizations)],
RELEASE=$enable_release
)
if test "x$RELEASE" = xyes; then
CFLAGS="-O6 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations"
if test "x$GCC" = xyes; then
AC_MSG_CHECKING(for special release compiler settings)
case "${target}" in
i?86-*-*)
MORE_CFLAGS="-malign-loops=2 -malign-jumps=2 -malign-functions=2"
;;
*)
MORE_CFLAGS=""
;;
esac
if test "x$MORE_CFLAGS" = x; then
AC_MSG_RESULT(no)
else
AC_MSG_RESULT(yes)
CFLAGS="$CFLAGS $MORE_CFLAGS"
fi
else
CFLAGS=-O2
fi
fi
dnl QuakeForge code has lots of BCPL-style (//) comments, which cause
dnl problems with any compiler that is ANSI/ISO-C compliant.
dnl Make the compiler swallow its pride...
if test "x$GCC" != xyes; then
AC_MSG_CHECKING(for how to deal with C++ comments)
case "$target" in
*-aix*)
CFLAGS="$CFLAGS -qcpluscmt"
AC_MSG_RESULT([-qcpluscmt])
;;
*-irix6*)
CFLAGS="$CFLAGS -Xcpluscomm"
AC_MSG_RESULT([-Xcpluscomm])
;;
*-solaris*)
CFLAGS="$CFLAGS -xCC"
AC_MSG_RESULT([-xCC])
;;
*)
AC_MSG_RESULT(nothing needed or no switch known)
;;
esac
fi
dnl We want warnings, lots of warnings...
if test "x$GCC" = xyes; then
CFLAGS="$CFLAGS -Wall -Werror"
# CFLAGS="$CFLAGS -Wall -pedantic"
fi
dnl Check for ia32
AC_MSG_CHECKING(for an ia32 machine)
case "${target}" in
i?86-*-*)
AC_MSG_RESULT(yes)
AC_MSG_CHECKING(to see if we should disable asm optimizations)
AC_ARG_ENABLE(asmopt,
[ --disable-asmopt disable assembler optimization],
ASM_ARCH=none
AC_MSG_RESULT(yes),
AC_DEFINE(USE_INTEL_ASM)
AC_MSG_RESULT(no)
)
;;
*) AC_MSG_RESULT(no)
esac
dnl Checks for which system driver to use
AC_MSG_CHECKING(for system driver)
case "${target}" in
*-*-linux-gnu*)
CL_SYS_SRC="sys_linux.c"
SV_SYS_SRC="sys_unix.c"
;;
i?86-*-mingw32*)
CL_SYS_SRC="sys_win.c"
SV_SYS_SRC="sys_win.c"
;;
i?86-*-*djgpp* | i?86-*-*msdos*)
# XXX - dos - conproc.c(?) sys_dos.c
# XXX - need to add dos
CL_SYS_SRC=""
SV_SYS_SRC=""
;;
*)
CL_SYS_SRC="sys_linux.c"
SV_SYS_SRC="sys_unix.c"
DEFAULT_SYS=yes
;;
esac
if test "x$DEFAULT_SYS" = xyes; then
AC_MSG_RESULT([no, using default])
else
AC_MSG_RESULT(yes ($CL_SYS_SRC $SV_SYS_SRC))
fi
AC_MSG_CHECKING(targets to be built)
if test "x$HAVE_SVGA" = xyes; then
TARGETS="$TARGETS qf-client-svga"
fi
if test "x$HAVE_X11" = xyes; then
TARGETS="$TARGETS qf-client-x11"
fi
if test "x$HAVE_OPENGL" = xyes; then
TARGETS="$TARGETS qf-client-glx"
fi
AC_SUBST(libdir)
AC_SUBST(ASM_ARCH)
AC_SUBST(HAVE_OPENGL)
AC_SUBST(HAVE_SVGA)
AC_SUBST(HAVE_X11)
AC_SUBST(INTEL_ARCH)
AC_SUBST(LIBS)
AC_SUBST(CL_SYS_SRC)
AC_SUBST(SV_SYS_SRC)
AC_SUBST(QW_VERSION)
AC_SUBST(TARGETS)
AC_SUBST(ac_configure_args)
dnl Output files
AC_OUTPUT(
source/Makefile
Makefile
RPM/quakeforge.spec
RPM/build_rpm
quakeforge.lsm,
chmod +x RPM/build_rpm
)
AC_MSG_RESULT([
The following targets have been configured:
$TARGETS]
)

47
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@ -0,0 +1,47 @@
.\" hey, Emacs: -*- nroff -*-
.\" quakeforge is free software; you can redistribute it and/or modify
.\" it under the terms of the GNU General Public License as published by
.\" the Free Software Foundation; either version 2 of the License, or
.\" (at your option) any later version.
.\"
.\" This program is distributed in the hope that it will be useful,
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
.\" GNU General Public License for more details.
.\"
.\" You should have received a copy of the GNU General Public License
.\" along with this program; see the file COPYING. If not, write to
.\" the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
.\"
.TH QUAKEFORGE 1 "May 15, 2000"
.\" Please update the above date whenever this man page is modified.
.SH NAME
quakeforge \- 3D game engine based on id Software's Quake engine
.SH SYNOPSIS
.B quakeforge
.RI [ options ]
.SH DESCRIPTION
\fBquakeforge\fP washes your windows, mends your fences, mows your lawn...
.PP
It also...
.SH OPTIONS
\fBquakeforge\fP accepts the following options:
.TP
.BR -i , " --interactive"
Prompt for confirmation.
.TP
.BR -q , " --quiet" , " --silent"
Inhibit usual output.
.TP
.B --verbose
Print more information.
.TP
.B \-h, \-\-help
Show summary of options.
.TP
.B \-v, \-\-version
Show version of program.
.\" .SH "SEE ALSO"
.\" .BR foo "(1), " bar (1)
.SH AUTHOR
The QuakeForge Project <quake-devel@lists.sourceforge.net>.

16
quakeforge.lsm.in Normal file
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@ -0,0 +1,16 @@
Begin3
Title: quakeforge
Version: @VERSION@
Entered-date: @ISODATE@
Description: 3D game engine based on id Software's Quake engine
Keywords: 3D, game, engine, quake
Author: quake-devel@lists.sourceforge.net (The QuakeForge Project)
Maintained-by: quake-devel@lists.sourceforge.net (The QuakeForge Project)
Primary-site: http://www.quakeforge.net/
31k quakeforge-@VERSION@.tar.gz
550 quakeforge.lsm
Alternate-site: http://sourceforge.net/project/?group_id=882
Original-site: http://www.quakeforge.net/
Platforms: any
Copying-policy: GPL v2
End

41
source/Makefile.am Normal file
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@ -0,0 +1,41 @@
## Process this file with automake to produce Makefile.in
bin_PROGRAMS = @TARGETS@
EXTRA_PROGRAMS= qf-server qf-client-svga qf-client-x11 qf-client-glx
common_SOURCES= net_chan.c net_com.c net_udp.c pmove.c pmovetst.c zone.c \
mdfour.c mathlib.c math.S cvar.c crc.c common.c model.c cmd.c
server_SOURCES= pr_cmds.c pr_edict.c pr_exec.c sv_init.c sv_main.c sv_misc.c \
sv_model.c sv_nchan.c sv_ents.c sv_send.c sv_move.c sv_phys.c \
sv_user.c sv_ccmds.c world.c worlda.S sys_unix.c sv_cvar.c
client_SOURCES= cl_cmd.c cl_cvar.c cl_demo.c cl_ents.c cl_input.c cl_main.c \
cl_math.S cl_misc.c cl_parse.c cl_pred.c cl_tent.c cl_cam.c \
snd_linux.c sys_linux.c cd_linux.c r_view.c wad.c snd_dma.c \
snd_mem.c snd_mix.c snd_mixa.S skin.c sbar.c nonintel.c \
menu.c keys.c console.c sys_x86.S
soft_SOURCES= cl_model.c cl_trans.c d_edge.c d_fill.c d_init.c d_modech.c \
d_part.c d_polyse.c d_scan.c d_sky.c d_sprite.c d_surf.c \
d_vars.c d_zpoint.c draw.c r_aclip.c r_alias.c r_bsp.c \
r_draw.c r_edge.c r_efrag.c r_light.c r_main.c r_misc.c \
r_part.c r_sky.c r_sprite.c r_surf.c r_vars.c sw_view.c \
screen.c \
d_copy.S d_draw.S d_draw16.S d_parta.S d_polysa.S d_scana.S \
d_spr8.S d_varsa.S r_aclipa.S r_aliasa.S r_drawa.S r_edgea.S \
r_varsa.S surf16.S surf8.S
ogl_SOURCES= gl_draw.c gl_mesh.c gl_model.c gl_ngraph.c gl_part.c \
gl_refrag.c gl_rlight.c gl_rmain.c gl_rmisc.c gl_rsurf.c \
gl_screen.c gl_trans.c gl_view.c gl_warp.c
svga_SOURCES= vid_svgalib.c
glx_SOURCES= vid_glx.c
x11_SOURCES= vid_x11.c
qf_server_SOURCES= $(common_SOURCES) $(server_SOURCES)
qf_client_svga_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(svga_SOURCES)
qf_client_x11_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(x11_SOURCES)
qf_client_glx_SOURCES= $(common_SOURCES) $(client_SOURCES) $(ogl_SOURCES) $(glx_SOURCES)
qf_client_svga_LDADD= @SVGA_LIBS@
qf_client_x11_LDADD= @X_PRE_LIBS@ @X_LIBS@ @X_EXTRA_LIBS@ -lX11 @X11_SHM_LIB@
qf_client_glx_LDADD= @OPENGL_LIBS@

195
texinfo/quakeforge.texinfo Normal file
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@ -0,0 +1,195 @@
\input texinfo @c -*-texinfo-*-
@c %**start of header
@setfilename quakeforge.info
@settitle 3D game engine based on id Software's Quake engine
@finalout
@setchapternewpage odd
@c %**end of header
@set VERSION 0.1.0
@ifinfo
This file documents the @code{quakeforge} command which 3D game engine based on id Software's Quake engine
Copyright (C) 2000 The QuakeForge Project
Permission is granted to make and distribute verbatim copies of
this manual provided the copyright notice and this permission notice
are preserved on all copies.
@ignore
Permission is granted to process this file through TeX and print the
results, provided the printed document carries copying permission
notice identical to this one except for the removal of this paragraph
(this paragraph not being relevant to the printed manual).
@end ignore
Permission is granted to copy and distribute modified versions of this
manual under the conditions for verbatim copying, provided that the entire
resulting derived work is distributed under the terms of a permission
notice identical to this one.
Permission is granted to copy and distribute translations of this manual
into another language, under the above conditions for modified versions,
except that this permission notice may be stated in a translation approved
by the Foundation.
@end ifinfo
@titlepage
@title quakeforge
@subtitle 3D game engine based on id Software's Quake engine
@subtitle for quakeforge Version @value{VERSION}
@author by The QuakeForge Project
@page
@vskip 0pt plus 1filll
Copyright @copyright{} 2000 The QuakeForge Project
Permission is granted to make and distribute verbatim copies of
this manual provided the copyright notice and this permission notice
are preserved on all copies.
Permission is granted to copy and distribute modified versions of this
manual under the conditions for verbatim copying, provided that the entire
resulting derived work is distributed under the terms of a permission
notice identical to this one.
Permission is granted to copy and distribute translations of this manual
into another language, under the above conditions for modified versions,
except that this permission notice may be stated in a translation approved
by the Foundation.
@end titlepage
@c All the nodes can be updated using the EMACS command
@c texinfo-every-node-update, which is normally bound to C-c C-u C-e.
@node Top, Instructions, (dir), (dir)
@ifinfo
This file documents the @code{quakeforge} command to 3D game engine based on id Software's Quake engine.
@end ifinfo
@c All the menus can be updated with the EMACS command
@c texinfo-all-menus-update, which is normally bound to C-c C-u C-a.
@menu
* Instructions:: How to read this manual.
* Copying:: How you can copy and share @code{quakeforge}.
* Overview:: Preliminary information.
* Sample:: Sample output from @code{quakeforge}.
* Invoking quakeforge:: How to run @code{quakeforge}.
* Problems:: Reporting bugs.
* Concept Index:: Index of concepts.
@end menu
@node Instructions, Copying, Top, Top
@chapter How to Read This Manual
@cindex reading
@cindex manual, how to read
@cindex how to read
To read this manual, begin at the beginning, reading from left to right
and top to bottom, until you get to the end. Then stop. You may pause
for a beer anywhere in the middle as well, if you wish. (Please note,
however, that The King strongly advises against heavy use of
prescription pharmaceuticals, based on his extensive personal and
professional experience.)
@node Copying, Overview, Instructions, Top
@include gpl.texinfo
@node Overview, Sample, Copying, Top
@chapter Overview
@cindex greetings
@cindex overview
The GNU @code{quakeforge} program produces a familiar, friendly greeting.
It allows nonprogrammers to use a classic computer science tool which
would otherwise be unavailable to them. Because it is protected by the
GNU General Public License, users are free to share and change it.
GNU @code{quakeforge} was written by The QuakeForge Project.
@node Sample, Invoking quakeforge, Overview, Top
@chapter Sample Output
@cindex sample
Here are some realistic examples of running @code{quakeforge}.
This is the output of the command @samp{quakeforge}:
@example
hello, world!
@end example
This is the output of the command @samp{quakeforge --help}:
@example
3D game engine based on id Software's Quake engine
Usage: quakeforge [options]
-h, --help Print a summary of the options
-v, --version Print the version number
@end example
@node Invoking quakeforge, Problems, Sample, Top
@chapter Invoking @code{quakeforge}
@cindex invoking
@cindex version
@cindex options
@cindex usage
@cindex help
@cindex getting help
The format for running the @code{quakeforge} program is:
@example
quakeforge @var{option} @dots{}
@end example
@code{quakeforge} supports the following options:
@table @samp
@item --interactive
@itemx -i
Prompt for confirmation.
@item --quiet
@item --silent
@itemx -q
Inhibit usual output.
@item --verbose
Print more information.
@item --help
@itemx -h
Print an informative help message describing the options and then exit.
@item --version
@itemx -v
Print the version number of @code{quakeforge} on the standard error output
and then exit.
@end table
@node Problems, Concept Index, Invoking quakeforge, Top
@chapter Reporting Bugs
@cindex bugs
@cindex problems
If you find a bug in @code{quakeforge}, please send electronic mail to
@w{@samp{quake-devel@@lists.sourceforge.net}}. Include the version number, which you can find by
running @w{@samp{quakeforge --version}}. Also include in your message the
output that the program produced and the output you expected.@refill
If you have other questions, comments or suggestions about
@code{quakeforge}, contact the author via electronic mail to
@w{@samp{quake-devel@@lists.sourceforge.net}}. The author will try to help you out, although he
may not have time to fix your problems.
@node Concept Index, , Problems, Top
@unnumbered Concept Index
@cindex tail recursion
@printindex cp
@shortcontents
@contents
@bye