mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 00:40:55 +00:00
6d5ffa9f8e
There's still some cleanup to do, but everything seems to be working nicely: `make -j` works, `make distcheck` passes. There is probably plenty of bitrot in the package directories (RPM, debian), though. The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway. Most of the old Makefile.am files are now Makemodule.am. This should allow for new Makefile.am files that allow local building (to be added on an as-needed bases). The current remaining Makefile.am files are for standalone sub-projects.a The installable bins are currently built in the top-level build directory. This may change if the clutter gets to be too much. While this does make a noticeable difference in build times, the main reason for the switch was to take care of the growing dependency issues: now it's possible to build tools for code generation (eg, using qfcc and ruamoko programs for code-gen).
99 lines
2.3 KiB
C
99 lines
2.3 KiB
C
/*
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game.c
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game specific support (notably hipnotic, rogue and abyss)
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include "QF/cvar.h"
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#include "QF/qargs.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "nq/include/game.h"
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#include "nq/include/server.h"
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qboolean standard_quake = false;
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cvar_t *registered;
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cvar_t *cmdline;
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int static_registered = 1;
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/*
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Game_CheckRegistered
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Looks for the pop.txt file and verifies it.
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Sets the "registered" cvar.
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Immediately exits out if an alternate game was attempted to be started
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without being registered.
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*/
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static void
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Game_CheckRegistered (void)
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{
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QFile *h;
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h = QFS_FOpenFile ("gfx/pop.lmp");
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static_registered = 0;
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if (h) {
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static_registered = 1;
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Qclose (h);
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}
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if (static_registered) {
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Cvar_Set (registered, "1");
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Sys_Printf ("Playing registered version.\n");
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}
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}
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void
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Game_Init (void)
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{
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int i;
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const char *game = "nq";
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// FIXME: make this dependant on QF metadata in the mission packs
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standard_quake = true;
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if ((i = COM_CheckParm ("-hipnotic"))) {
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standard_quake = false;
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game = "hipnotic";
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} else if ((i = COM_CheckParm ("-rogue"))) {
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standard_quake = false;
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game = "rogue";
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} else if ((i = COM_CheckParm ("-abyss"))) {
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game = "abyss";
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}
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QFS_Init (game);
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registered = Cvar_Get ("registered", "0", CVAR_NONE, NULL,
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"Is the game the registered version. 1 yes 0 no");
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cmdline = Cvar_Get ("cmdline", "0", CVAR_SERVERINFO, Cvar_Info, "None");
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Game_CheckRegistered ();
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}
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