Quack 3: Arena

This commit is contained in:
Literally A Penguin
2024-09-25 15:40:36 -05:00
committed by GitHub
parent 0bf99969fd
commit 40035fa235
74 changed files with 36999 additions and 0 deletions

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solaris/Makefile.OLD Normal file
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#
# Quake2 Makefile for Solaris
#
# Jan '98 by Zoid <zoid@idsoftware.com>
#
ifneq (,$(findstring i86pc,$(shell uname -m)))
ARCH=i386
else
ARCH=sparc
endif
MOUNT_DIR=/chest/Quake2/code
BUILD_DEBUG_DIR=debug$(ARCH)
BUILD_RELEASE_DIR=release$(ARCH)
CLIENT_DIR=$(MOUNT_DIR)/client
SERVER_DIR=$(MOUNT_DIR)/server
COMMON_DIR=$(MOUNT_DIR)/qcommon
SOLARIS_DIR=$(MOUNT_DIR)/solaris
GAME_DIR=$(MOUNT_DIR)/game
XATRIX_DIR=$(MOUNT_DIR)/xatrix
CTF_DIR=$(MOUNT_DIR)/game
NULL_DIR=$(MOUNT_DIR)/null
ARCH=i386
CC=gcc
BASE_CFLAGS=-Dstricmp=strcasecmp
RELEASE_CFLAGS=$(BASE_CFLAGS) -O6 -fomit-frame-pointer -fno-strength-reduce -funroll-loops -fexpensive-optimizations
DEBUG_CFLAGS=$(BASE_CFLAGS) -g
LDFLAGS=-ldl -lm -lnsl -lsocket
SHLIBEXT=so
SHLIBCFLAGS=-fPIC
SHLIBLDFLAGS=-G
DO_CC=$(CC) $(CFLAGS) -o $@ -c $<
DO_SHLIB_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $<
#############################################################################
# SETUP AND BUILD
#############################################################################
TARGETS=$(BUILDDIR)/quake2 $(BUILDDIR)/game$(ARCH).$(SHLIBEXT)
build_debug:
@-mkdir $(BUILD_DEBUG_DIR) \
$(BUILD_DEBUG_DIR)/client \
$(BUILD_DEBUG_DIR)/game
$(MAKE) targets BUILDDIR=$(BUILD_DEBUG_DIR) CFLAGS="$(DEBUG_CFLAGS)"
build_release:
@-mkdir $(BUILD_RELEASE_DIR) \
$(BUILD_RELEASE_DIR)/client \
$(BUILD_RELEASE_DIR)/game
$(MAKE) targets BUILDDIR=$(BUILD_RELEASE_DIR) CFLAGS="$(RELEASE_CFLAGS)"
all: build_debug build_release
targets: $(TARGETS)
#############################################################################
# CLIENT/SERVER
#############################################################################
QUAKE2_OBJS = \
$(BUILDDIR)/client/cl_cin.o \
$(BUILDDIR)/client/cl_ents.o \
$(BUILDDIR)/client/cl_fx.o \
$(BUILDDIR)/client/cl_input.o \
$(BUILDDIR)/client/cl_inv.o \
$(BUILDDIR)/client/cl_main.o \
$(BUILDDIR)/client/cl_parse.o \
$(BUILDDIR)/client/cl_pred.o \
$(BUILDDIR)/client/cl_tent.o \
$(BUILDDIR)/client/cl_scrn.o \
$(BUILDDIR)/client/cl_view.o \
$(BUILDDIR)/client/console.o \
$(BUILDDIR)/client/keys.o \
$(BUILDDIR)/client/menu.o \
$(BUILDDIR)/client/qmenu.o \
$(BUILDDIR)/client/m_flash.o \
\
$(BUILDDIR)/client/cmd.o \
$(BUILDDIR)/client/cmodel.o \
$(BUILDDIR)/client/common.o \
$(BUILDDIR)/client/cvar.o \
$(BUILDDIR)/client/files.o \
$(BUILDDIR)/client/md4.o \
$(BUILDDIR)/client/net_chan.o \
\
$(BUILDDIR)/client/sv_ccmds.o \
$(BUILDDIR)/client/sv_ents.o \
$(BUILDDIR)/client/sv_game.o \
$(BUILDDIR)/client/sv_init.o \
$(BUILDDIR)/client/sv_main.o \
$(BUILDDIR)/client/sv_send.o \
$(BUILDDIR)/client/sv_user.o \
$(BUILDDIR)/client/sv_world.o \
\
$(BUILDDIR)/client/snd_dma.o \
$(BUILDDIR)/client/snd_mem.o \
$(BUILDDIR)/client/snd_mix.o \
\
$(BUILDDIR)/client/cd_null.o \
$(BUILDDIR)/client/q_shsolaris.o \
$(BUILDDIR)/client/vid_null.o \
$(BUILDDIR)/client/ref_null.o \
$(BUILDDIR)/client/in_null.o \
$(BUILDDIR)/client/snddma_null.o \
$(BUILDDIR)/client/sys_solaris.o \
$(BUILDDIR)/client/glob.o \
$(BUILDDIR)/client/net_udp.o \
\
$(BUILDDIR)/client/q_shared.o \
$(BUILDDIR)/client/pmove.o
$(BUILDDIR)/quake2 : $(QUAKE2_OBJS)
$(CC) $(CFLAGS) -o $@ $(QUAKE2_OBJS) $(LDFLAGS)
$(BUILDDIR)/client/cl_cin.o : $(CLIENT_DIR)/cl_cin.c
$(DO_CC)
$(BUILDDIR)/client/cl_ents.o : $(CLIENT_DIR)/cl_ents.c
$(DO_CC)
$(BUILDDIR)/client/cl_fx.o : $(CLIENT_DIR)/cl_fx.c
$(DO_CC)
$(BUILDDIR)/client/cl_input.o : $(CLIENT_DIR)/cl_input.c
$(DO_CC)
$(BUILDDIR)/client/cl_inv.o : $(CLIENT_DIR)/cl_inv.c
$(DO_CC)
$(BUILDDIR)/client/cl_main.o : $(CLIENT_DIR)/cl_main.c
$(DO_CC)
$(BUILDDIR)/client/cl_parse.o : $(CLIENT_DIR)/cl_parse.c
$(DO_CC)
$(BUILDDIR)/client/cl_pred.o : $(CLIENT_DIR)/cl_pred.c
$(DO_CC)
$(BUILDDIR)/client/cl_tent.o : $(CLIENT_DIR)/cl_tent.c
$(DO_CC)
$(BUILDDIR)/client/cl_scrn.o : $(CLIENT_DIR)/cl_scrn.c
$(DO_CC)
$(BUILDDIR)/client/cl_view.o : $(CLIENT_DIR)/cl_view.c
$(DO_CC)
$(BUILDDIR)/client/console.o : $(CLIENT_DIR)/console.c
$(DO_CC)
$(BUILDDIR)/client/keys.o : $(CLIENT_DIR)/keys.c
$(DO_CC)
$(BUILDDIR)/client/menu.o : $(CLIENT_DIR)/menu.c
$(DO_CC)
$(BUILDDIR)/client/qmenu.o : $(CLIENT_DIR)/qmenu.c
$(DO_CC)
$(BUILDDIR)/client/m_flash.o : $(GAME_DIR)/m_flash.c
$(DO_CC)
$(BUILDDIR)/client/cmd.o : $(COMMON_DIR)/cmd.c
$(DO_CC)
$(BUILDDIR)/client/cmodel.o : $(COMMON_DIR)/cmodel.c
$(DO_CC)
$(BUILDDIR)/client/common.o : $(COMMON_DIR)/common.c
$(DO_CC)
$(BUILDDIR)/client/cvar.o : $(COMMON_DIR)/cvar.c
$(DO_CC)
$(BUILDDIR)/client/files.o : $(COMMON_DIR)/files.c
$(DO_CC)
$(BUILDDIR)/client/md4.o : $(COMMON_DIR)/md4.c
$(DO_CC)
$(BUILDDIR)/client/net_chan.o : $(COMMON_DIR)/net_chan.c
$(DO_CC)
$(BUILDDIR)/client/q_shared.o : $(GAME_DIR)/q_shared.c
$(DO_CC)
$(BUILDDIR)/client/pmove.o : $(COMMON_DIR)/pmove.c
$(DO_CC)
$(BUILDDIR)/client/sv_ccmds.o : $(SERVER_DIR)/sv_ccmds.c
$(DO_CC)
$(BUILDDIR)/client/sv_ents.o : $(SERVER_DIR)/sv_ents.c
$(DO_CC)
$(BUILDDIR)/client/sv_game.o : $(SERVER_DIR)/sv_game.c
$(DO_CC)
$(BUILDDIR)/client/sv_init.o : $(SERVER_DIR)/sv_init.c
$(DO_CC)
$(BUILDDIR)/client/sv_main.o : $(SERVER_DIR)/sv_main.c
$(DO_CC)
$(BUILDDIR)/client/sv_send.o : $(SERVER_DIR)/sv_send.c
$(DO_CC)
$(BUILDDIR)/client/sv_user.o : $(SERVER_DIR)/sv_user.c
$(DO_CC)
$(BUILDDIR)/client/sv_world.o : $(SERVER_DIR)/sv_world.c
$(DO_CC)
$(BUILDDIR)/client/cd_null.o : $(NULL_DIR)/cd_null.c
$(DO_CC)
$(BUILDDIR)/client/q_shsolaris.o : $(SOLARIS_DIR)/q_shsolaris.c
$(DO_CC)
$(BUILDDIR)/client/vid_null.o : $(NULL_DIR)/vid_null.c
$(DO_CC)
$(BUILDDIR)/client/ref_null.o : $(NULL_DIR)/ref_null.c
$(DO_CC)
$(BUILDDIR)/client/snddma_null.o : $(NULL_DIR)/snddma_null.c
$(DO_CC)
$(BUILDDIR)/client/snd_dma.o : $(CLIENT_DIR)/snd_dma.c
$(DO_CC)
$(BUILDDIR)/client/snd_mem.o : $(CLIENT_DIR)/snd_mem.c
$(DO_CC)
$(BUILDDIR)/client/snd_mix.o : $(CLIENT_DIR)/snd_mix.c
$(DO_CC)
$(BUILDDIR)/client/in_null.o : $(NULL_DIR)/in_null.c
$(DO_CC)
$(BUILDDIR)/client/sys_solaris.o : $(SOLARIS_DIR)/sys_solaris.c
$(DO_CC)
$(BUILDDIR)/client/glob.o : $(SOLARIS_DIR)/glob.c
$(DO_CC)
$(BUILDDIR)/client/net_udp.o : $(SOLARIS_DIR)/net_udp.c
$(DO_CC)
#############################################################################
# GAME
#############################################################################
GAME_OBJS = \
$(BUILDDIR)/game/g_ai.o \
$(BUILDDIR)/game/p_client.o \
$(BUILDDIR)/game/g_cmds.o \
$(BUILDDIR)/game/g_svcmds.o \
$(BUILDDIR)/game/g_combat.o \
$(BUILDDIR)/game/g_func.o \
$(BUILDDIR)/game/g_items.o \
$(BUILDDIR)/game/g_main.o \
$(BUILDDIR)/game/g_misc.o \
$(BUILDDIR)/game/g_monster.o \
$(BUILDDIR)/game/g_phys.o \
$(BUILDDIR)/game/g_save.o \
$(BUILDDIR)/game/g_spawn.o \
$(BUILDDIR)/game/g_target.o \
$(BUILDDIR)/game/g_trigger.o \
$(BUILDDIR)/game/g_turret.o \
$(BUILDDIR)/game/g_utils.o \
$(BUILDDIR)/game/g_weapon.o \
$(BUILDDIR)/game/m_actor.o \
$(BUILDDIR)/game/m_berserk.o \
$(BUILDDIR)/game/m_boss2.o \
$(BUILDDIR)/game/m_boss3.o \
$(BUILDDIR)/game/m_boss31.o \
$(BUILDDIR)/game/m_boss32.o \
$(BUILDDIR)/game/m_brain.o \
$(BUILDDIR)/game/m_chick.o \
$(BUILDDIR)/game/m_flipper.o \
$(BUILDDIR)/game/m_float.o \
$(BUILDDIR)/game/m_flyer.o \
$(BUILDDIR)/game/m_gladiator.o \
$(BUILDDIR)/game/m_gunner.o \
$(BUILDDIR)/game/m_hover.o \
$(BUILDDIR)/game/m_infantry.o \
$(BUILDDIR)/game/m_insane.o \
$(BUILDDIR)/game/m_medic.o \
$(BUILDDIR)/game/m_move.o \
$(BUILDDIR)/game/m_mutant.o \
$(BUILDDIR)/game/m_parasite.o \
$(BUILDDIR)/game/m_soldier.o \
$(BUILDDIR)/game/m_supertank.o \
$(BUILDDIR)/game/m_tank.o \
$(BUILDDIR)/game/p_hud.o \
$(BUILDDIR)/game/p_trail.o \
$(BUILDDIR)/game/p_view.o \
$(BUILDDIR)/game/p_weapon.o \
$(BUILDDIR)/game/q_shared.o \
$(BUILDDIR)/game/m_flash.o \
$(BUILDDIR)/game/g_so.o
$(BUILDDIR)/game$(ARCH).$(SHLIBEXT) : $(GAME_OBJS)
$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(GAME_OBJS)
$(BUILDDIR)/game/g_ai.o : $(GAME_DIR)/g_ai.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_client.o : $(GAME_DIR)/p_client.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_cmds.o : $(GAME_DIR)/g_cmds.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_svcmds.o : $(GAME_DIR)/g_svcmds.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_combat.o : $(GAME_DIR)/g_combat.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_func.o : $(GAME_DIR)/g_func.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_items.o : $(GAME_DIR)/g_items.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_main.o : $(GAME_DIR)/g_main.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_misc.o : $(GAME_DIR)/g_misc.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_monster.o : $(GAME_DIR)/g_monster.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_phys.o : $(GAME_DIR)/g_phys.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_save.o : $(GAME_DIR)/g_save.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_spawn.o : $(GAME_DIR)/g_spawn.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_target.o : $(GAME_DIR)/g_target.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_trigger.o : $(GAME_DIR)/g_trigger.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_turret.o : $(GAME_DIR)/g_turret.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_utils.o : $(GAME_DIR)/g_utils.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_weapon.o : $(GAME_DIR)/g_weapon.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_actor.o : $(GAME_DIR)/m_actor.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_berserk.o : $(GAME_DIR)/m_berserk.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_boss2.o : $(GAME_DIR)/m_boss2.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_boss3.o : $(GAME_DIR)/m_boss3.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_boss31.o : $(GAME_DIR)/m_boss31.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_boss32.o : $(GAME_DIR)/m_boss32.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_brain.o : $(GAME_DIR)/m_brain.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_chick.o : $(GAME_DIR)/m_chick.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_flipper.o : $(GAME_DIR)/m_flipper.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_float.o : $(GAME_DIR)/m_float.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_flyer.o : $(GAME_DIR)/m_flyer.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_gladiator.o : $(GAME_DIR)/m_gladiator.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_gunner.o : $(GAME_DIR)/m_gunner.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_hover.o : $(GAME_DIR)/m_hover.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_infantry.o : $(GAME_DIR)/m_infantry.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_insane.o : $(GAME_DIR)/m_insane.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_medic.o : $(GAME_DIR)/m_medic.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_move.o : $(GAME_DIR)/m_move.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_mutant.o : $(GAME_DIR)/m_mutant.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_parasite.o : $(GAME_DIR)/m_parasite.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_soldier.o : $(GAME_DIR)/m_soldier.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_supertank.o : $(GAME_DIR)/m_supertank.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_tank.o : $(GAME_DIR)/m_tank.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_hud.o : $(GAME_DIR)/p_hud.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_trail.o : $(GAME_DIR)/p_trail.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_view.o : $(GAME_DIR)/p_view.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_weapon.o : $(GAME_DIR)/p_weapon.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/q_shared.o : $(GAME_DIR)/q_shared.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_flash.o : $(GAME_DIR)/m_flash.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_so.o : $(SOLARIS_DIR)/g_so.c
$(DO_SHLIB_CC)
#############################################################################
# MISC
#############################################################################
clean: clean-debug clean-release
clean-debug:
$(MAKE) clean2 BUILDDIR=$(BUILD_DEBUG_DIR) CFLAGS="$(DEBUG_CFLAGS)"
clean-release:
$(MAKE) clean2 BUILDDIR=$(BUILD_RELEASE_DIR) CFLAGS="$(DEBUG_CFLAGS)"
clean2:
-rm -f $(QUAKE2_OBJS) \
$(GAME_OBJS) \
$(REF_SOFT_OBJS) \
$(REF_SOFT_SVGA_OBJS) \
$(REF_SOFT_X11_OBJS) \
$(REF_GL_OBJS)

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solaris/Makefile.Solaris Normal file
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#
# Quake2 Makefile for Solaris
#
# Nov '97 by Zoid <zoid@idsoftware.com>
#
# ELF only
#
ifneq (,$(findstring i86pc,$(shell uname -m)))
ARCH=i386
else
ARCH=sparc
endif
MOUNT_DIR=/chest/Quake2/code
BUILD_DEBUG_DIR=debug$(ARCH)
BUILD_RELEASE_DIR=release$(ARCH)
CLIENT_DIR=$(MOUNT_DIR)/client
SERVER_DIR=$(MOUNT_DIR)/server
COMMON_DIR=$(MOUNT_DIR)/qcommon
SOLARIS_DIR=$(MOUNT_DIR)/solaris
GAME_DIR=$(MOUNT_DIR)/game
CTF_DIR=$(MOUNT_DIR)/ctf
XATRIX_DIR=$(MOUNT_DIR)/xatrix
NULL_DIR=$(MOUNT_DIR)/null
CC=gcc
BASE_CFLAGS=-Dstricmp=strcasecmp -DC_ONLY -DDEDICATED_ONLY
RELEASE_CFLAGS=$(BASE_CFLAGS) -ffast-math -funroll-loops \
-fomit-frame-pointer -fexpensive-optimizations
DEBUG_CFLAGS=$(BASE_CFLAGS) -g
LDFLAGS=-ldl -lm -lsocket -lnsl
SHLIBEXT=so
SHLIBCFLAGS=-fPIC
SHLIBLDFLAGS=-shared
DO_CC=$(CC) $(CFLAGS) -o $@ -c $<
DO_SHLIB_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $<
#############################################################################
# SETUP AND BUILD
#############################################################################
TARGETS=$(BUILDDIR)/q2ded \
$(BUILDDIR)/game$(ARCH).$(SHLIBEXT) \
$(BUILDDIR)/ctf/game$(ARCH).$(SHLIBEXT) \
$(BUILDDIR)/xatrix/game$(ARCH).$(SHLIBEXT)
build_debug:
@-mkdir $(BUILD_DEBUG_DIR) \
$(BUILD_DEBUG_DIR)/client \
$(BUILD_DEBUG_DIR)/game \
$(BUILD_DEBUG_DIR)/ctf \
$(BUILD_DEBUG_DIR)/xatrix
$(MAKE) targets BUILDDIR=$(BUILD_DEBUG_DIR) CFLAGS="$(DEBUG_CFLAGS)"
build_release:
@-mkdir $(BUILD_RELEASE_DIR) \
$(BUILD_RELEASE_DIR)/client \
$(BUILD_RELEASE_DIR)/game \
$(BUILD_RELEASE_DIR)/ctf \
$(BUILD_RELEASE_DIR)/xatrix
$(MAKE) targets BUILDDIR=$(BUILD_RELEASE_DIR) CFLAGS="$(RELEASE_CFLAGS)"
all: build_debug build_release
targets: $(TARGETS)
#############################################################################
# CLIENT/SERVER
#############################################################################
QUAKE2_OBJS = \
\
$(BUILDDIR)/client/cmd.o \
$(BUILDDIR)/client/cmodel.o \
$(BUILDDIR)/client/common.o \
$(BUILDDIR)/client/crc.o \
$(BUILDDIR)/client/cvar.o \
$(BUILDDIR)/client/files.o \
$(BUILDDIR)/client/md4.o \
$(BUILDDIR)/client/net_chan.o \
\
$(BUILDDIR)/client/sv_ccmds.o \
$(BUILDDIR)/client/sv_ents.o \
$(BUILDDIR)/client/sv_game.o \
$(BUILDDIR)/client/sv_init.o \
$(BUILDDIR)/client/sv_main.o \
$(BUILDDIR)/client/sv_send.o \
$(BUILDDIR)/client/sv_user.o \
$(BUILDDIR)/client/sv_world.o \
\
$(BUILDDIR)/client/q_shsolaris.o \
$(BUILDDIR)/client/sys_solaris.o \
$(BUILDDIR)/client/glob.o \
$(BUILDDIR)/client/net_udp.o \
\
$(BUILDDIR)/client/q_shared.o \
$(BUILDDIR)/client/pmove.o \
\
$(BUILDDIR)/client/cl_null.o \
$(BUILDDIR)/client/cd_null.o
$(BUILDDIR)/q2ded : $(QUAKE2_OBJS)
$(CC) $(CFLAGS) -o $@ $(QUAKE2_OBJS) $(LDFLAGS)
$(BUILDDIR)/client/cmd.o : $(COMMON_DIR)/cmd.c
$(DO_CC)
$(BUILDDIR)/client/cmodel.o : $(COMMON_DIR)/cmodel.c
$(DO_CC)
$(BUILDDIR)/client/common.o : $(COMMON_DIR)/common.c
$(DO_CC)
$(BUILDDIR)/client/crc.o : $(COMMON_DIR)/crc.c
$(DO_CC)
$(BUILDDIR)/client/cvar.o : $(COMMON_DIR)/cvar.c
$(DO_CC)
$(BUILDDIR)/client/files.o : $(COMMON_DIR)/files.c
$(DO_CC)
$(BUILDDIR)/client/md4.o : $(COMMON_DIR)/md4.c
$(DO_CC)
$(BUILDDIR)/client/net_chan.o : $(COMMON_DIR)/net_chan.c
$(DO_CC)
$(BUILDDIR)/client/q_shared.o : $(GAME_DIR)/q_shared.c
$(DO_CC)
$(BUILDDIR)/client/pmove.o : $(COMMON_DIR)/pmove.c
$(DO_CC)
$(BUILDDIR)/client/sv_ccmds.o : $(SERVER_DIR)/sv_ccmds.c
$(DO_CC)
$(BUILDDIR)/client/sv_ents.o : $(SERVER_DIR)/sv_ents.c
$(DO_CC)
$(BUILDDIR)/client/sv_game.o : $(SERVER_DIR)/sv_game.c
$(DO_CC)
$(BUILDDIR)/client/sv_init.o : $(SERVER_DIR)/sv_init.c
$(DO_CC)
$(BUILDDIR)/client/sv_main.o : $(SERVER_DIR)/sv_main.c
$(DO_CC)
$(BUILDDIR)/client/sv_send.o : $(SERVER_DIR)/sv_send.c
$(DO_CC)
$(BUILDDIR)/client/sv_user.o : $(SERVER_DIR)/sv_user.c
$(DO_CC)
$(BUILDDIR)/client/sv_world.o : $(SERVER_DIR)/sv_world.c
$(DO_CC)
$(BUILDDIR)/client/q_shsolaris.o : $(SOLARIS_DIR)/q_shsolaris.c
$(DO_CC)
$(BUILDDIR)/client/sys_solaris.o : $(SOLARIS_DIR)/sys_solaris.c
$(DO_CC)
$(BUILDDIR)/client/glob.o : $(SOLARIS_DIR)/glob.c
$(DO_CC)
$(BUILDDIR)/client/net_udp.o : $(SOLARIS_DIR)/net_udp.c
$(DO_CC)
$(BUILDDIR)/client/cd_null.o : $(NULL_DIR)/cd_null.c
$(DO_CC)
$(BUILDDIR)/client/cl_null.o : $(NULL_DIR)/cl_null.c
$(DO_CC)
#############################################################################
# GAME
#############################################################################
GAME_OBJS = \
$(BUILDDIR)/game/g_ai.o \
$(BUILDDIR)/game/p_client.o \
$(BUILDDIR)/game/g_cmds.o \
$(BUILDDIR)/game/g_svcmds.o \
$(BUILDDIR)/game/g_combat.o \
$(BUILDDIR)/game/g_func.o \
$(BUILDDIR)/game/g_items.o \
$(BUILDDIR)/game/g_main.o \
$(BUILDDIR)/game/g_misc.o \
$(BUILDDIR)/game/g_monster.o \
$(BUILDDIR)/game/g_phys.o \
$(BUILDDIR)/game/g_save.o \
$(BUILDDIR)/game/g_spawn.o \
$(BUILDDIR)/game/g_target.o \
$(BUILDDIR)/game/g_trigger.o \
$(BUILDDIR)/game/g_turret.o \
$(BUILDDIR)/game/g_utils.o \
$(BUILDDIR)/game/g_weapon.o \
$(BUILDDIR)/game/m_actor.o \
$(BUILDDIR)/game/m_berserk.o \
$(BUILDDIR)/game/m_boss2.o \
$(BUILDDIR)/game/m_boss3.o \
$(BUILDDIR)/game/m_boss31.o \
$(BUILDDIR)/game/m_boss32.o \
$(BUILDDIR)/game/m_brain.o \
$(BUILDDIR)/game/m_chick.o \
$(BUILDDIR)/game/m_flipper.o \
$(BUILDDIR)/game/m_float.o \
$(BUILDDIR)/game/m_flyer.o \
$(BUILDDIR)/game/m_gladiator.o \
$(BUILDDIR)/game/m_gunner.o \
$(BUILDDIR)/game/m_hover.o \
$(BUILDDIR)/game/m_infantry.o \
$(BUILDDIR)/game/m_insane.o \
$(BUILDDIR)/game/m_medic.o \
$(BUILDDIR)/game/m_move.o \
$(BUILDDIR)/game/m_mutant.o \
$(BUILDDIR)/game/m_parasite.o \
$(BUILDDIR)/game/m_soldier.o \
$(BUILDDIR)/game/m_supertank.o \
$(BUILDDIR)/game/m_tank.o \
$(BUILDDIR)/game/p_hud.o \
$(BUILDDIR)/game/p_trail.o \
$(BUILDDIR)/game/p_view.o \
$(BUILDDIR)/game/p_weapon.o \
$(BUILDDIR)/game/q_shared.o \
$(BUILDDIR)/game/m_flash.o
$(BUILDDIR)/game$(ARCH).$(SHLIBEXT) : $(GAME_OBJS)
$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(GAME_OBJS)
$(BUILDDIR)/game/g_ai.o : $(GAME_DIR)/g_ai.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_client.o : $(GAME_DIR)/p_client.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_cmds.o : $(GAME_DIR)/g_cmds.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_svcmds.o : $(GAME_DIR)/g_svcmds.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_combat.o : $(GAME_DIR)/g_combat.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_func.o : $(GAME_DIR)/g_func.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_items.o : $(GAME_DIR)/g_items.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_main.o : $(GAME_DIR)/g_main.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_misc.o : $(GAME_DIR)/g_misc.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_monster.o : $(GAME_DIR)/g_monster.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_phys.o : $(GAME_DIR)/g_phys.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_save.o : $(GAME_DIR)/g_save.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_spawn.o : $(GAME_DIR)/g_spawn.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_target.o : $(GAME_DIR)/g_target.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_trigger.o : $(GAME_DIR)/g_trigger.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_turret.o : $(GAME_DIR)/g_turret.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_utils.o : $(GAME_DIR)/g_utils.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/g_weapon.o : $(GAME_DIR)/g_weapon.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_actor.o : $(GAME_DIR)/m_actor.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_berserk.o : $(GAME_DIR)/m_berserk.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_boss2.o : $(GAME_DIR)/m_boss2.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_boss3.o : $(GAME_DIR)/m_boss3.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_boss31.o : $(GAME_DIR)/m_boss31.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_boss32.o : $(GAME_DIR)/m_boss32.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_brain.o : $(GAME_DIR)/m_brain.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_chick.o : $(GAME_DIR)/m_chick.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_flipper.o : $(GAME_DIR)/m_flipper.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_float.o : $(GAME_DIR)/m_float.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_flyer.o : $(GAME_DIR)/m_flyer.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_gladiator.o : $(GAME_DIR)/m_gladiator.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_gunner.o : $(GAME_DIR)/m_gunner.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_hover.o : $(GAME_DIR)/m_hover.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_infantry.o : $(GAME_DIR)/m_infantry.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_insane.o : $(GAME_DIR)/m_insane.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_medic.o : $(GAME_DIR)/m_medic.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_move.o : $(GAME_DIR)/m_move.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_mutant.o : $(GAME_DIR)/m_mutant.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_parasite.o : $(GAME_DIR)/m_parasite.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_soldier.o : $(GAME_DIR)/m_soldier.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_supertank.o : $(GAME_DIR)/m_supertank.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_tank.o : $(GAME_DIR)/m_tank.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_hud.o : $(GAME_DIR)/p_hud.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_trail.o : $(GAME_DIR)/p_trail.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_view.o : $(GAME_DIR)/p_view.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/p_weapon.o : $(GAME_DIR)/p_weapon.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/q_shared.o : $(GAME_DIR)/q_shared.c
$(DO_SHLIB_CC)
$(BUILDDIR)/game/m_flash.o : $(GAME_DIR)/m_flash.c
$(DO_SHLIB_CC)
#############################################################################
# CTF
#############################################################################
CTF_OBJS = \
$(BUILDDIR)/ctf/g_ai.o \
$(BUILDDIR)/ctf/g_chase.o \
$(BUILDDIR)/ctf/g_cmds.o \
$(BUILDDIR)/ctf/g_combat.o \
$(BUILDDIR)/ctf/g_ctf.o \
$(BUILDDIR)/ctf/g_func.o \
$(BUILDDIR)/ctf/g_items.o \
$(BUILDDIR)/ctf/g_main.o \
$(BUILDDIR)/ctf/g_misc.o \
$(BUILDDIR)/ctf/g_monster.o \
$(BUILDDIR)/ctf/g_phys.o \
$(BUILDDIR)/ctf/g_save.o \
$(BUILDDIR)/ctf/g_spawn.o \
$(BUILDDIR)/ctf/g_svcmds.o \
$(BUILDDIR)/ctf/g_target.o \
$(BUILDDIR)/ctf/g_trigger.o \
$(BUILDDIR)/ctf/g_utils.o \
$(BUILDDIR)/ctf/g_weapon.o \
$(BUILDDIR)/ctf/m_move.o \
$(BUILDDIR)/ctf/p_client.o \
$(BUILDDIR)/ctf/p_hud.o \
$(BUILDDIR)/ctf/p_menu.o \
$(BUILDDIR)/ctf/p_trail.o \
$(BUILDDIR)/ctf/p_view.o \
$(BUILDDIR)/ctf/p_weapon.o \
$(BUILDDIR)/ctf/q_shared.o
$(BUILDDIR)/ctf/game$(ARCH).$(SHLIBEXT) : $(CTF_OBJS)
$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(CTF_OBJS)
$(BUILDDIR)/ctf/g_ai.o : $(CTF_DIR)/g_ai.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_chase.o : $(CTF_DIR)/g_chase.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_cmds.o : $(CTF_DIR)/g_cmds.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_combat.o : $(CTF_DIR)/g_combat.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_ctf.o : $(CTF_DIR)/g_ctf.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_func.o : $(CTF_DIR)/g_func.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_items.o : $(CTF_DIR)/g_items.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_main.o : $(CTF_DIR)/g_main.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_misc.o : $(CTF_DIR)/g_misc.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_monster.o : $(CTF_DIR)/g_monster.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_phys.o : $(CTF_DIR)/g_phys.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_save.o : $(CTF_DIR)/g_save.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_spawn.o : $(CTF_DIR)/g_spawn.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_svcmds.o : $(CTF_DIR)/g_svcmds.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_target.o : $(CTF_DIR)/g_target.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_trigger.o : $(CTF_DIR)/g_trigger.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_utils.o : $(CTF_DIR)/g_utils.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/g_weapon.o : $(CTF_DIR)/g_weapon.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/m_move.o : $(CTF_DIR)/m_move.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/p_client.o : $(CTF_DIR)/p_client.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/p_hud.o : $(CTF_DIR)/p_hud.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/p_menu.o : $(CTF_DIR)/p_menu.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/p_trail.o : $(CTF_DIR)/p_trail.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/p_view.o : $(CTF_DIR)/p_view.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/p_weapon.o : $(CTF_DIR)/p_weapon.c
$(DO_SHLIB_CC)
$(BUILDDIR)/ctf/q_shared.o : $(CTF_DIR)/q_shared.c
$(DO_SHLIB_CC)
#############################################################################
# XATRIX
#############################################################################
XATRIX_OBJS = \
$(BUILDDIR)/xatrix/g_ai.o \
$(BUILDDIR)/xatrix/g_cmds.o \
$(BUILDDIR)/xatrix/g_combat.o \
$(BUILDDIR)/xatrix/g_func.o \
$(BUILDDIR)/xatrix/g_items.o \
$(BUILDDIR)/xatrix/g_main.o \
$(BUILDDIR)/xatrix/g_misc.o \
$(BUILDDIR)/xatrix/g_monster.o \
$(BUILDDIR)/xatrix/g_phys.o \
$(BUILDDIR)/xatrix/g_save.o \
$(BUILDDIR)/xatrix/g_spawn.o \
$(BUILDDIR)/xatrix/g_svcmds.o \
$(BUILDDIR)/xatrix/g_target.o \
$(BUILDDIR)/xatrix/g_trigger.o \
$(BUILDDIR)/xatrix/g_turret.o \
$(BUILDDIR)/xatrix/g_utils.o \
$(BUILDDIR)/xatrix/g_weapon.o \
$(BUILDDIR)/xatrix/m_actor.o \
$(BUILDDIR)/xatrix/m_berserk.o \
$(BUILDDIR)/xatrix/m_boss2.o \
$(BUILDDIR)/xatrix/m_boss3.o \
$(BUILDDIR)/xatrix/m_boss31.o \
$(BUILDDIR)/xatrix/m_boss32.o \
$(BUILDDIR)/xatrix/m_boss5.o \
$(BUILDDIR)/xatrix/m_brain.o \
$(BUILDDIR)/xatrix/m_chick.o \
$(BUILDDIR)/xatrix/m_fixbot.o \
$(BUILDDIR)/xatrix/m_flash.o \
$(BUILDDIR)/xatrix/m_flipper.o \
$(BUILDDIR)/xatrix/m_float.o \
$(BUILDDIR)/xatrix/m_flyer.o \
$(BUILDDIR)/xatrix/m_gekk.o \
$(BUILDDIR)/xatrix/m_gladb.o \
$(BUILDDIR)/xatrix/m_gladiator.o \
$(BUILDDIR)/xatrix/m_gunner.o \
$(BUILDDIR)/xatrix/m_hover.o \
$(BUILDDIR)/xatrix/m_infantry.o \
$(BUILDDIR)/xatrix/m_insane.o \
$(BUILDDIR)/xatrix/m_medic.o \
$(BUILDDIR)/xatrix/m_move.o \
$(BUILDDIR)/xatrix/m_mutant.o \
$(BUILDDIR)/xatrix/m_parasite.o \
$(BUILDDIR)/xatrix/m_soldier.o \
$(BUILDDIR)/xatrix/m_supertank.o \
$(BUILDDIR)/xatrix/m_tank.o \
$(BUILDDIR)/xatrix/p_client.o \
$(BUILDDIR)/xatrix/p_hud.o \
$(BUILDDIR)/xatrix/p_trail.o \
$(BUILDDIR)/xatrix/p_view.o \
$(BUILDDIR)/xatrix/p_weapon.o \
$(BUILDDIR)/xatrix/q_shared.o
$(BUILDDIR)/xatrix/game$(ARCH).$(SHLIBEXT) : $(XATRIX_OBJS)
$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(XATRIX_OBJS)
$(BUILDDIR)/xatrix/g_ai.o : $(XATRIX_DIR)/g_ai.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_cmds.o : $(XATRIX_DIR)/g_cmds.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_combat.o : $(XATRIX_DIR)/g_combat.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_func.o : $(XATRIX_DIR)/g_func.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_items.o : $(XATRIX_DIR)/g_items.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_main.o : $(XATRIX_DIR)/g_main.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_misc.o : $(XATRIX_DIR)/g_misc.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_monster.o : $(XATRIX_DIR)/g_monster.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_phys.o : $(XATRIX_DIR)/g_phys.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_save.o : $(XATRIX_DIR)/g_save.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_spawn.o : $(XATRIX_DIR)/g_spawn.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_svcmds.o : $(XATRIX_DIR)/g_svcmds.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_target.o : $(XATRIX_DIR)/g_target.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_trigger.o : $(XATRIX_DIR)/g_trigger.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_turret.o : $(XATRIX_DIR)/g_turret.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_utils.o : $(XATRIX_DIR)/g_utils.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/g_weapon.o : $(XATRIX_DIR)/g_weapon.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_actor.o : $(XATRIX_DIR)/m_actor.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_berserk.o : $(XATRIX_DIR)/m_berserk.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_boss2.o : $(XATRIX_DIR)/m_boss2.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_boss3.o : $(XATRIX_DIR)/m_boss3.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_boss31.o : $(XATRIX_DIR)/m_boss31.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_boss32.o : $(XATRIX_DIR)/m_boss32.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_boss5.o : $(XATRIX_DIR)/m_boss5.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_brain.o : $(XATRIX_DIR)/m_brain.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_chick.o : $(XATRIX_DIR)/m_chick.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_fixbot.o : $(XATRIX_DIR)/m_fixbot.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_flash.o : $(XATRIX_DIR)/m_flash.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_flipper.o : $(XATRIX_DIR)/m_flipper.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_float.o : $(XATRIX_DIR)/m_float.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_flyer.o : $(XATRIX_DIR)/m_flyer.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_gekk.o : $(XATRIX_DIR)/m_gekk.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_gladb.o : $(XATRIX_DIR)/m_gladb.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_gladiator.o : $(XATRIX_DIR)/m_gladiator.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_gunner.o : $(XATRIX_DIR)/m_gunner.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_hover.o : $(XATRIX_DIR)/m_hover.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_infantry.o : $(XATRIX_DIR)/m_infantry.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_insane.o : $(XATRIX_DIR)/m_insane.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_medic.o : $(XATRIX_DIR)/m_medic.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_move.o : $(XATRIX_DIR)/m_move.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_mutant.o : $(XATRIX_DIR)/m_mutant.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_parasite.o : $(XATRIX_DIR)/m_parasite.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_soldier.o : $(XATRIX_DIR)/m_soldier.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_supertank.o : $(XATRIX_DIR)/m_supertank.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/m_tank.o : $(XATRIX_DIR)/m_tank.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/p_client.o : $(XATRIX_DIR)/p_client.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/p_hud.o : $(XATRIX_DIR)/p_hud.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/p_trail.o : $(XATRIX_DIR)/p_trail.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/p_view.o : $(XATRIX_DIR)/p_view.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/p_weapon.o : $(XATRIX_DIR)/p_weapon.c
$(DO_SHLIB_CC)
$(BUILDDIR)/xatrix/q_shared.o : $(XATRIX_DIR)/q_shared.c
$(DO_SHLIB_CC)
#############################################################################
# MISC
#############################################################################
clean: clean-debug clean-release
clean-debug:
$(MAKE) clean2 BUILDDIR=$(BUILD_DEBUG_DIR) CFLAGS="$(DEBUG_CFLAGS)"
clean-release:
$(MAKE) clean2 BUILDDIR=$(BUILD_RELEASE_DIR) CFLAGS="$(DEBUG_CFLAGS)"
clean2:
-rm -f $(QUAKE2_OBJS) $(GAME_OBJS) $(CTF_OBJS) $(XATRIX_OBJS)

3
solaris/g_so.c Normal file
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@ -0,0 +1,3 @@
int main(int argc, char *argv)
{
}

164
solaris/glob.c Normal file
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@ -0,0 +1,164 @@
#include <stdio.h>
#include "../linux/glob.h"
/* Like glob_match, but match PATTERN against any final segment of TEXT. */
static int glob_match_after_star(char *pattern, char *text)
{
register char *p = pattern, *t = text;
register char c, c1;
while ((c = *p++) == '?' || c == '*')
if (c == '?' && *t++ == '\0')
return 0;
if (c == '\0')
return 1;
if (c == '\\')
c1 = *p;
else
c1 = c;
while (1) {
if ((c == '[' || *t == c1) && glob_match(p - 1, t))
return 1;
if (*t++ == '\0')
return 0;
}
}
/* Return nonzero if PATTERN has any special globbing chars in it. */
static int glob_pattern_p(char *pattern)
{
register char *p = pattern;
register char c;
int open = 0;
while ((c = *p++) != '\0')
switch (c) {
case '?':
case '*':
return 1;
case '[': /* Only accept an open brace if there is a close */
open++; /* brace to match it. Bracket expressions must be */
continue; /* complete, according to Posix.2 */
case ']':
if (open)
return 1;
continue;
case '\\':
if (*p++ == '\0')
return 0;
}
return 0;
}
/* Match the pattern PATTERN against the string TEXT;
return 1 if it matches, 0 otherwise.
A match means the entire string TEXT is used up in matching.
In the pattern string, `*' matches any sequence of characters,
`?' matches any character, [SET] matches any character in the specified set,
[!SET] matches any character not in the specified set.
A set is composed of characters or ranges; a range looks like
character hyphen character (as in 0-9 or A-Z).
[0-9a-zA-Z_] is the set of characters allowed in C identifiers.
Any other character in the pattern must be matched exactly.
To suppress the special syntactic significance of any of `[]*?!-\',
and match the character exactly, precede it with a `\'.
*/
int glob_match(char *pattern, char *text)
{
register char *p = pattern, *t = text;
register char c;
while ((c = *p++) != '\0')
switch (c) {
case '?':
if (*t == '\0')
return 0;
else
++t;
break;
case '\\':
if (*p++ != *t++)
return 0;
break;
case '*':
return glob_match_after_star(p, t);
case '[':
{
register char c1 = *t++;
int invert;
if (!c1)
return (0);
invert = ((*p == '!') || (*p == '^'));
if (invert)
p++;
c = *p++;
while (1) {
register char cstart = c, cend = c;
if (c == '\\') {
cstart = *p++;
cend = cstart;
}
if (c == '\0')
return 0;
c = *p++;
if (c == '-' && *p != ']') {
cend = *p++;
if (cend == '\\')
cend = *p++;
if (cend == '\0')
return 0;
c = *p++;
}
if (c1 >= cstart && c1 <= cend)
goto match;
if (c == ']')
break;
}
if (!invert)
return 0;
break;
match:
/* Skip the rest of the [...] construct that already matched. */
while (c != ']') {
if (c == '\0')
return 0;
c = *p++;
if (c == '\0')
return 0;
else if (c == '\\')
++p;
}
if (invert)
return 0;
break;
}
default:
if (c != *t++)
return 0;
}
return *t == '\0';
}

1
solaris/glob.h Normal file
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@ -0,0 +1 @@
int glob_match(char *pattern, char *text);

537
solaris/net_udp.c Normal file
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@ -0,0 +1,537 @@
// net_wins.c
#include "../qcommon/qcommon.h"
#include <unistd.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#include <sys/param.h>
#include <sys/ioctl.h>
#include <sys/uio.h>
#include <errno.h>
#include <sys/filio.h>
#ifdef NeXT
#include <libc.h>
#endif
netadr_t net_local_adr;
#define LOOPBACK 0x7f000001
#define MAX_LOOPBACK 4
typedef struct
{
byte data[MAX_MSGLEN];
int datalen;
} loopmsg_t;
typedef struct
{
loopmsg_t msgs[MAX_LOOPBACK];
int get, send;
} loopback_t;
loopback_t loopbacks[2];
int ip_sockets[2];
int ipx_sockets[2];
int NET_Socket (char *net_interface, int port);
char *NET_ErrorString (void);
//=============================================================================
void NetadrToSockadr (netadr_t *a, struct sockaddr_in *s)
{
memset (s, 0, sizeof(*s));
if (a->type == NA_BROADCAST)
{
s->sin_family = AF_INET;
s->sin_port = a->port;
*(int *)&s->sin_addr = -1;
}
else if (a->type == NA_IP)
{
s->sin_family = AF_INET;
*(int *)&s->sin_addr = *(int *)&a->ip;
s->sin_port = a->port;
}
}
void SockadrToNetadr (struct sockaddr_in *s, netadr_t *a)
{
*(int *)&a->ip = *(int *)&s->sin_addr;
a->port = s->sin_port;
a->type = NA_IP;
}
qboolean NET_CompareAdr (netadr_t a, netadr_t b)
{
if (a.ip[0] == b.ip[0] && a.ip[1] == b.ip[1] && a.ip[2] == b.ip[2] && a.ip[3] == b.ip[3] && a.port == b.port)
return true;
return false;
}
/*
===================
NET_CompareBaseAdr
Compares without the port
===================
*/
qboolean NET_CompareBaseAdr (netadr_t a, netadr_t b)
{
if (a.type != b.type)
return false;
if (a.type == NA_LOOPBACK)
return true;
if (a.type == NA_IP)
{
if (a.ip[0] == b.ip[0] && a.ip[1] == b.ip[1] && a.ip[2] == b.ip[2] && a.ip[3] == b.ip[3])
return true;
return false;
}
if (a.type == NA_IPX)
{
if ((memcmp(a.ipx, b.ipx, 10) == 0))
return true;
return false;
}
}
char *NET_AdrToString (netadr_t a)
{
static char s[64];
Com_sprintf (s, sizeof(s), "%i.%i.%i.%i:%i", a.ip[0], a.ip[1], a.ip[2], a.ip[3], ntohs(a.port));
return s;
}
char *NET_BaseAdrToString (netadr_t a)
{
static char s[64];
Com_sprintf (s, sizeof(s), "%i.%i.%i.%i", a.ip[0], a.ip[1], a.ip[2], a.ip[3]);
return s;
}
/*
=============
NET_StringToAdr
localhost
idnewt
idnewt:28000
192.246.40.70
192.246.40.70:28000
=============
*/
qboolean NET_StringToSockaddr (char *s, struct sockaddr *sadr)
{
struct hostent *h;
char *colon;
char copy[128];
memset (sadr, 0, sizeof(*sadr));
((struct sockaddr_in *)sadr)->sin_family = AF_INET;
((struct sockaddr_in *)sadr)->sin_port = 0;
strcpy (copy, s);
// strip off a trailing :port if present
for (colon = copy ; *colon ; colon++)
if (*colon == ':')
{
*colon = 0;
((struct sockaddr_in *)sadr)->sin_port = htons((short)atoi(colon+1));
}
if (copy[0] >= '0' && copy[0] <= '9')
{
*(int *)&((struct sockaddr_in *)sadr)->sin_addr = inet_addr(copy);
}
else
{
if (! (h = gethostbyname(copy)) )
return 0;
*(int *)&((struct sockaddr_in *)sadr)->sin_addr = *(int *)h->h_addr_list[0];
}
return true;
}
/*
=============
NET_StringToAdr
localhost
idnewt
idnewt:28000
192.246.40.70
192.246.40.70:28000
=============
*/
qboolean NET_StringToAdr (char *s, netadr_t *a)
{
struct sockaddr_in sadr;
if (!strcmp (s, "localhost"))
{
memset (a, 0, sizeof(*a));
a->type = NA_LOOPBACK;
return true;
}
if (!NET_StringToSockaddr (s, (struct sockaddr *)&sadr))
return false;
SockadrToNetadr (&sadr, a);
return true;
}
qboolean NET_IsLocalAddress (netadr_t adr)
{
return NET_CompareAdr (adr, net_local_adr);
}
/*
=============================================================================
LOOPBACK BUFFERS FOR LOCAL PLAYER
=============================================================================
*/
qboolean NET_GetLoopPacket (netsrc_t sock, netadr_t *net_from, sizebuf_t *net_message)
{
int i;
loopback_t *loop;
loop = &loopbacks[sock];
if (loop->send - loop->get > MAX_LOOPBACK)
loop->get = loop->send - MAX_LOOPBACK;
if (loop->get >= loop->send)
return false;
i = loop->get & (MAX_LOOPBACK-1);
loop->get++;
memcpy (net_message->data, loop->msgs[i].data, loop->msgs[i].datalen);
net_message->cursize = loop->msgs[i].datalen;
*net_from = net_local_adr;
return true;
}
void NET_SendLoopPacket (netsrc_t sock, int length, void *data, netadr_t to)
{
int i;
loopback_t *loop;
loop = &loopbacks[sock^1];
i = loop->send & (MAX_LOOPBACK-1);
loop->send++;
memcpy (loop->msgs[i].data, data, length);
loop->msgs[i].datalen = length;
}
//=============================================================================
qboolean NET_GetPacket (netsrc_t sock, netadr_t *net_from, sizebuf_t *net_message)
{
int ret;
struct sockaddr_in from;
int fromlen;
int net_socket;
int protocol;
int err;
if (NET_GetLoopPacket (sock, net_from, net_message))
return true;
for (protocol = 0 ; protocol < 2 ; protocol++)
{
if (protocol == 0)
net_socket = ip_sockets[sock];
else
net_socket = ipx_sockets[sock];
if (!net_socket)
continue;
fromlen = sizeof(from);
ret = recvfrom (net_socket, net_message->data, net_message->maxsize
, 0, (struct sockaddr *)&from, &fromlen);
if (ret == -1)
{
err = errno;
if (err == EWOULDBLOCK || err == ECONNREFUSED)
continue;
Com_Printf ("NET_GetPacket: %s", NET_ErrorString());
continue;
}
if (ret == net_message->maxsize)
{
Com_Printf ("Oversize packet from %s\n", NET_AdrToString (*net_from));
continue;
}
net_message->cursize = ret;
SockadrToNetadr (&from, net_from);
return true;
}
return false;
}
//=============================================================================
void NET_SendPacket (netsrc_t sock, int length, void *data, netadr_t to)
{
int ret;
struct sockaddr_in addr;
int net_socket;
if ( to.type == NA_LOOPBACK )
{
NET_SendLoopPacket (sock, length, data, to);
return;
}
if (to.type == NA_BROADCAST)
{
net_socket = ip_sockets[sock];
if (!net_socket)
return;
}
else if (to.type == NA_IP)
{
net_socket = ip_sockets[sock];
if (!net_socket)
return;
}
else if (to.type == NA_IPX)
{
net_socket = ipx_sockets[sock];
if (!net_socket)
return;
}
else if (to.type == NA_BROADCAST_IPX)
{
net_socket = ipx_sockets[sock];
if (!net_socket)
return;
}
else
Com_Error (ERR_FATAL, "NET_SendPacket: bad address type");
NetadrToSockadr (&to, &addr);
ret = sendto (net_socket, data, length, 0, (struct sockaddr *)&addr, sizeof(addr) );
if (ret == -1)
{
Com_Printf ("NET_SendPacket ERROR: %i\n", NET_ErrorString());
}
}
//=============================================================================
/*
====================
NET_OpenIP
====================
*/
void NET_OpenIP (void)
{
cvar_t *port, *ip;
port = Cvar_Get ("port", va("%i", PORT_SERVER), CVAR_NOSET);
ip = Cvar_Get ("ip", "localhost", CVAR_NOSET);
if (!ip_sockets[NS_SERVER])
ip_sockets[NS_SERVER] = NET_Socket (ip->string, port->value);
if (!ip_sockets[NS_CLIENT])
ip_sockets[NS_CLIENT] = NET_Socket (ip->string, PORT_ANY);
}
/*
====================
NET_OpenIPX
====================
*/
void NET_OpenIPX (void)
{
}
/*
====================
NET_Config
A single player game will only use the loopback code
====================
*/
void NET_Config (qboolean multiplayer)
{
int i;
if (!multiplayer)
{ // shut down any existing sockets
for (i=0 ; i<2 ; i++)
{
if (ip_sockets[i])
{
close (ip_sockets[i]);
ip_sockets[i] = 0;
}
if (ipx_sockets[i])
{
close (ipx_sockets[i]);
ipx_sockets[i] = 0;
}
}
}
else
{ // open sockets
NET_OpenIP ();
NET_OpenIPX ();
}
}
//===================================================================
/*
====================
NET_Init
====================
*/
void NET_Init (void)
{
}
/*
====================
NET_Socket
====================
*/
int NET_Socket (char *net_interface, int port)
{
int newsocket;
struct sockaddr_in address;
qboolean _true = true;
int i = 1;
if ((newsocket = socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP)) == -1)
{
Com_Printf ("ERROR: UDP_OpenSocket: socket:", NET_ErrorString());
return 0;
}
// make it non-blocking
if (ioctl (newsocket, FIONBIO, &_true) == -1)
{
Com_Printf ("ERROR: UDP_OpenSocket: ioctl FIONBIO:%s\n", NET_ErrorString());
return 0;
}
// make it broadcast capable
if (setsockopt(newsocket, SOL_SOCKET, SO_BROADCAST, (char *)&i, sizeof(i)) == -1)
{
Com_Printf ("ERROR: UDP_OpenSocket: setsockopt SO_BROADCAST:%s\n", NET_ErrorString());
return 0;
}
if (!net_interface || !net_interface[0] || !stricmp(net_interface, "localhost"))
address.sin_addr.s_addr = INADDR_ANY;
else
NET_StringToSockaddr (net_interface, (struct sockaddr *)&address);
if (port == PORT_ANY)
address.sin_port = 0;
else
address.sin_port = htons((short)port);
address.sin_family = AF_INET;
if( bind (newsocket, (void *)&address, sizeof(address)) == -1)
{
Com_Printf ("ERROR: UDP_OpenSocket: bind: %s\n", NET_ErrorString());
close (newsocket);
return 0;
}
return newsocket;
}
/*
====================
NET_Shutdown
====================
*/
void NET_Shutdown (void)
{
NET_Config (false); // close sockets
}
/*
====================
NET_ErrorString
====================
*/
char *NET_ErrorString (void)
{
int code;
code = errno;
return strerror (code);
}
// sleeps msec or until net socket is ready
void NET_Sleep(int msec)
{
struct timeval timeout;
fd_set fdset;
extern cvar_t *dedicated;
extern qboolean stdin_active;
if (!ip_sockets[NS_SERVER] || (dedicated && !dedicated->value))
return; // we're not a server, just run full speed
FD_ZERO(&fdset);
if (stdin_active)
FD_SET(0, &fdset); // stdin is processed too
FD_SET(ip_sockets[NS_SERVER], &fdset); // network socket
timeout.tv_sec = msec/1000;
timeout.tv_usec = (msec%1000)*1000;
select(ip_sockets[NS_SERVER]+1, &fdset, NULL, NULL, &timeout);
}

196
solaris/q_shsolaris.c Normal file
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#include <sys/types.h>
#include <errno.h>
#include <stdio.h>
#include <dirent.h>
#include <sys/stat.h>
#include <unistd.h>
#include <sys/mman.h>
#include <sys/time.h>
#include "../linux/glob.h"
#include "../qcommon/qcommon.h"
//===============================================================================
byte *membase;
int maxhunksize;
int curhunksize;
void *Hunk_Begin (int maxsize)
{
// reserve a huge chunk of memory, but don't commit any yet
maxhunksize = maxsize;
curhunksize = 0;
membase = malloc(maxhunksize);
if (membase == NULL)
Sys_Error(ERR_FATAL, "unable to allocate %d bytes", maxsize);
return membase;
}
void *Hunk_Alloc (int size)
{
byte *buf;
// round to cacheline
size = (size+31)&~31;
if (curhunksize + size > maxhunksize)
Sys_Error(ERR_FATAL, "Hunk_Alloc overflow");
buf = membase + curhunksize;
curhunksize += size;
return buf;
}
int Hunk_End (void)
{
byte *n;
n = realloc(membase, curhunksize);
if (n != membase)
Sys_Error(ERR_FATAL, "Hunk_End: Could not remap virtual block (%d)", errno);
return curhunksize;
}
void Hunk_Free (void *base)
{
if (base)
free(base);
}
//===============================================================================
/*
================
Sys_Milliseconds
================
*/
int curtime;
int Sys_Milliseconds (void)
{
struct timeval tp;
struct timezone tzp;
static int secbase;
gettimeofday(&tp, &tzp);
if (!secbase)
{
secbase = tp.tv_sec;
return tp.tv_usec/1000;
}
curtime = (tp.tv_sec - secbase)*1000 + tp.tv_usec/1000;
return curtime;
}
void Sys_Mkdir (char *path)
{
mkdir (path, 0777);
}
char *strlwr (char *s)
{
while (*s) {
*s = tolower(*s);
s++;
}
}
//============================================
static char findbase[MAX_OSPATH];
static char findpath[MAX_OSPATH];
static char findpattern[MAX_OSPATH];
static DIR *fdir;
static qboolean CompareAttributes(char *path, char *name,
unsigned musthave, unsigned canthave )
{
struct stat st;
char fn[MAX_OSPATH];
// . and .. never match
if (strcmp(name, ".") == 0 || strcmp(name, "..") == 0)
return false;
sprintf(fn, "%s/%s", path, name);
if (stat(fn, &st) == -1)
return false; // shouldn't happen
if ( ( st.st_mode & S_IFDIR ) && ( canthave & SFF_SUBDIR ) )
return false;
if ( ( musthave & SFF_SUBDIR ) && !( st.st_mode & S_IFDIR ) )
return false;
return true;
}
char *Sys_FindFirst (char *path, unsigned musthave, unsigned canhave)
{
struct dirent *d;
char *p;
if (fdir)
Sys_Error ("Sys_BeginFind without close");
// COM_FilePath (path, findbase);
strcpy(findbase, path);
if ((p = strrchr(findbase, '/')) != NULL) {
*p = 0;
strcpy(findpattern, p + 1);
} else
strcpy(findpattern, "*");
if (strcmp(findpattern, "*.*") == 0)
strcpy(findpattern, "*");
if ((fdir = opendir(path)) == NULL)
return NULL;
while ((d = readdir(fdir)) != NULL) {
if (!*findpattern || glob_match(findpattern, d->d_name)) {
// if (*findpattern)
// printf("%s matched %s\n", findpattern, d->d_name);
if (CompareAttributes(findbase, d->d_name, musthave, canhave)) {
sprintf (findpath, "%s/%s", findbase, d->d_name);
return findpath;
}
}
}
return NULL;
}
char *Sys_FindNext (unsigned musthave, unsigned canhave)
{
struct dirent *d;
if (fdir == NULL)
return NULL;
while ((d = readdir(fdir)) != NULL) {
if (!*findpattern || glob_match(findpattern, d->d_name)) {
// if (*findpattern)
// printf("%s matched %s\n", findpattern, d->d_name);
if (CompareAttributes(findbase, d->d_name, musthave, canhave)) {
sprintf (findpath, "%s/%s", findbase, d->d_name);
return findpath;
}
}
}
return NULL;
}
void Sys_FindClose (void)
{
if (fdir != NULL)
closedir(fdir);
fdir = NULL;
}
//============================================

337
solaris/sys_solaris.c Normal file
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#include <unistd.h>
#include <signal.h>
#include <stdlib.h>
#include <limits.h>
#include <sys/time.h>
#include <sys/types.h>
#include <unistd.h>
#include <fcntl.h>
#include <stdarg.h>
#include <stdio.h>
#include <sys/ipc.h>
#include <sys/shm.h>
#include <sys/stat.h>
#include <string.h>
#include <ctype.h>
#include <sys/wait.h>
#include <sys/mman.h>
#include <errno.h>
#include <sys/file.h>
#include <dlfcn.h>
#include "../qcommon/qcommon.h"
cvar_t *nostdout;
unsigned sys_frame_time;
qboolean stdin_active = true;
// =======================================================================
// General routines
// =======================================================================
void Sys_ConsoleOutput (char *string)
{
if (nostdout && nostdout->value)
return;
fputs(string, stdout);
}
void Sys_Printf (char *fmt, ...)
{
va_list argptr;
char text[1024];
unsigned char *p;
va_start (argptr,fmt);
vsprintf (text,fmt,argptr);
va_end (argptr);
if (strlen(text) > sizeof(text))
Sys_Error("memory overwrite in Sys_Printf");
if (nostdout && nostdout->value)
return;
for (p = (unsigned char *)text; *p; p++) {
*p &= 0x7f;
if ((*p > 128 || *p < 32) && *p != 10 && *p != 13 && *p != 9)
printf("[%02x]", *p);
else
putc(*p, stdout);
}
}
void Sys_Quit (void)
{
CL_Shutdown ();
Qcommon_Shutdown ();
fcntl (0, F_SETFL, fcntl (0, F_GETFL, 0) & ~FNDELAY);
_exit(0);
}
void Sys_Init(void)
{
#if id386
// Sys_SetFPCW();
#endif
}
void Sys_Error (char *error, ...)
{
va_list argptr;
char string[1024];
// change stdin to non blocking
fcntl (0, F_SETFL, fcntl (0, F_GETFL, 0) & ~FNDELAY);
va_start (argptr,error);
vsprintf (string,error,argptr);
va_end (argptr);
fprintf(stderr, "Error: %s\n", string);
CL_Shutdown ();
Qcommon_Shutdown ();
_exit (1);
}
void Sys_Warn (char *warning, ...)
{
va_list argptr;
char string[1024];
va_start (argptr,warning);
vsprintf (string,warning,argptr);
va_end (argptr);
fprintf(stderr, "Warning: %s", string);
}
/*
============
Sys_FileTime
returns -1 if not present
============
*/
int Sys_FileTime (char *path)
{
struct stat buf;
if (stat (path,&buf) == -1)
return -1;
return buf.st_mtime;
}
void floating_point_exception_handler(int whatever)
{
// Sys_Warn("floating point exception\n");
signal(SIGFPE, floating_point_exception_handler);
}
char *Sys_ConsoleInput(void)
{
static char text[256];
int len;
fd_set fdset;
struct timeval timeout;
if (!dedicated || !dedicated->value)
return NULL;
if (!stdin_active)
return NULL;
FD_ZERO(&fdset);
FD_SET(0, &fdset); // stdin
timeout.tv_sec = 0;
timeout.tv_usec = 0;
if (select (1, &fdset, NULL, NULL, &timeout) == -1 || !FD_ISSET(0, &fdset))
return NULL;
len = read (0, text, sizeof(text));
if (len == 0) { // eof!
stdin_active = false;
return NULL;
}
if (len < 1)
return NULL;
text[len-1] = 0; // rip off the /n and terminate
return text;
}
/*****************************************************************************/
static void *game_library;
/*
=================
Sys_UnloadGame
=================
*/
void Sys_UnloadGame (void)
{
if (game_library)
dlclose (game_library);
game_library = NULL;
}
/*
=================
Sys_GetGameAPI
Loads the game dll
=================
*/
void *Sys_GetGameAPI (void *parms)
{
void *(*GetGameAPI) (void *);
char name[MAX_OSPATH];
char curpath[MAX_OSPATH];
char *path;
#ifdef __i386__
const char *gamename = "gamei386.so";
#elif defined __sun__
const char *gamename = "gamesparc.so";
#else
#error Unknown arch
#endif
if (game_library)
Com_Error (ERR_FATAL, "Sys_GetGameAPI without Sys_UnloadingGame");
getcwd(curpath, sizeof(curpath));
Com_Printf("------- Loading %s -------", gamename);
// now run through the search paths
path = NULL;
while (1)
{
path = FS_NextPath (path);
if (!path)
return NULL; // couldn't find one anywhere
sprintf (name, "%s/%s/%s", curpath, path, gamename);
game_library = dlopen (name, RTLD_NOW );
if (game_library)
{
Com_DPrintf ("LoadLibrary (%s)\n",name);
break;
} else
Com_Printf("error: %s\n", dlerror());
}
GetGameAPI = (void *)dlsym (game_library, "GetGameAPI");
if (!GetGameAPI)
{
Sys_UnloadGame ();
return NULL;
}
return GetGameAPI (parms);
}
/*****************************************************************************/
void Sys_AppActivate (void)
{
}
void Sys_SendKeyEvents (void)
{
// grab frame time
sys_frame_time = Sys_Milliseconds();
}
/*****************************************************************************/
char *Sys_GetClipboardData(void)
{
return NULL;
}
int main (int argc, char **argv)
{
int time, oldtime, newtime;
#if 0
int newargc;
char **newargv;
int i;
// force dedicated
newargc = argc;
newargv = malloc((argc + 3) * sizeof(char *));
newargv[0] = argv[0];
newargv[1] = "+set";
newargv[2] = "dedicated";
newargv[3] = "1";
for (i = 1; i < argc; i++)
newargv[i + 3] = argv[i];
newargc += 3;
Qcommon_Init(newargc, newargv);
#else
Qcommon_Init(argc, argv);
#endif
fcntl(0, F_SETFL, fcntl (0, F_GETFL, 0) | FNDELAY);
nostdout = Cvar_Get("nostdout", "0", 0);
if (!nostdout->value) {
fcntl(0, F_SETFL, fcntl (0, F_GETFL, 0) | FNDELAY);
// printf ("Linux Quake -- Version %0.3f\n", LINUX_VERSION);
}
oldtime = Sys_Milliseconds ();
while (1)
{
// find time spent rendering last frame
do {
newtime = Sys_Milliseconds ();
time = newtime - oldtime;
} while (time < 1);
Qcommon_Frame (time);
oldtime = newtime;
}
}
void Sys_CopyProtect(void)
{
return;
}
#if 0
/*
================
Sys_MakeCodeWriteable
================
*/
void Sys_MakeCodeWriteable (unsigned long startaddr, unsigned long length)
{
int r;
unsigned long addr;
int psize = getpagesize();
addr = (startaddr & ~(psize-1)) - psize;
// fprintf(stderr, "writable code %lx(%lx)-%lx, length=%lx\n", startaddr,
// addr, startaddr+length, length);
r = mprotect((char*)addr, length + startaddr - addr + psize, 7);
if (r < 0)
Sys_Error("Protection change failed\n");
}
#endif