quakeforge/qw/source/game.c
Bill Currie 6d5ffa9f8e [build] Move to non-recursive make
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The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.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).
2020-06-25 11:35:37 +09:00

123 lines
2.6 KiB
C

/*
game.c
game specific support (notably hipnotic, rogue and abyss)
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/info.h"
#include "QF/qargs.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "qw/include/game.h"
#include "qw/include/server.h"
cvar_t *registered;
int static_registered = 1; // only for startup check, then set
/*
Game_CheckRegistered
Looks for the pop.txt file and verifies it.
Sets the "registered" cvar.
Immediately exits out if an alternate game was attempted to be started
without being registered.
*/
static void
Game_CheckRegistered (void)
{
QFile *h;
h = QFS_FOpenFile ("gfx/pop.lmp");
static_registered = 0;
if (h) {
static_registered = 1;
Qclose (h);
}
if (static_registered) {
Cvar_Set (registered, "1");
Sys_Printf ("Playing registered version.\n");
}
}
/*
SV_Gamedir_f
Sets the gamedir and path to a different directory.
*/
static void
SV_Gamedir_f (void)
{
const char *dir;
if (Cmd_Argc () == 1) {
Sys_Printf ("Current gamedir: %s\n", qfs_gamedir->gamedir);
return;
}
if (Cmd_Argc () != 2) {
Sys_Printf ("Usage: gamedir <newdir>\n");
return;
}
dir = Cmd_Argv (1);
if (strstr (dir, "..") || strstr (dir, "/")
|| strstr (dir, "\\") || strstr (dir, ":")) {
Sys_Printf ("Gamedir must be a single filename, not a path\n");
return;
}
QFS_Gamedir (dir);
}
void
Game_Init (void)
{
registered = Cvar_Get ("registered", "0", CVAR_NONE, NULL,
"Is the game the registered version. 1 yes 0 no");
Game_CheckRegistered ();
Cmd_AddCommand ("gamedir", SV_Gamedir_f,
"Specifies the directory to be used while playing.");
}
void
Game_Init_Cvars (void)
{
}