games-fps/aaquake2: Remove last-rited pkg

Closes: https://bugs.gentoo.org/654348
This commit is contained in:
Michał Górny
2018-07-28 13:50:17 +02:00
parent bd6a6b1961
commit 77dfd2da40
8 changed files with 0 additions and 338 deletions

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@@ -1,2 +0,0 @@
DIST q2source-3.21.zip 1477764 BLAKE2B afdeeff318e23397d24f9ecc68f4015b03d58d3f7794dd23febc4e285a916b2cf8c93b872a62a33dc1a4b7c2fff34ad92781e0320296cc13d4721b8cd5bf345a SHA512 eb3fcf3327272b7472a044336be4d73111f5b9f50b4916609996ecb690555654990c1f86e63cd6e7d4a30844e66d3eca2e428e29a598bce52e953c326caf9752
DIST quake2-ref_softaa-0.1.tar.gz 12931 BLAKE2B b20644662b903e7604f53283008b54c86e83e7b1dd6b66a505bbaa41fdfaa3c783cbb73d320418595498b54ddc2f72e94d53096bc82cb173be9fcdd192dee2b9 SHA512 d5f7e46485084217f5cb8fdcfa360106eafbfac9dad03e4853367e9cf6857a9789ec4d37d3bca656730282649b3e33b0ab04d4c0a73de36f794d98f3c048401c

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@@ -1,62 +0,0 @@
# Copyright 1999-2017 Gentoo Foundation
# Distributed under the terms of the GNU General Public License v2
EAPI=5
inherit eutils games
DESCRIPTION="text mode Quake II"
HOMEPAGE="https://www.jfedor.org/aaquake2/"
SRC_URI="mirror://idsoftware/source/q2source-3.21.zip
https://www.jfedor.org/aaquake2/quake2-ref_softaa-${PV}.tar.gz"
LICENSE="GPL-2"
SLOT="0"
KEYWORDS="~x86"
IUSE=""
RDEPEND="media-libs/aalib"
DEPEND="${RDEPEND}
app-arch/unzip"
S=${WORKDIR}/quake2-3.21/linux
src_prepare() {
cd .. && epatch \
"${FILESDIR}"/${PV}-gentoo.patch \
"${FILESDIR}"/${P}-gcc41.patch
cd "${S}" && epatch \
"${FILESDIR}"/${P}-glibc.patch \
"${FILESDIR}"/${P}-ldflags.patch
sed -i \
-e "s:GENTOO_DIR:$(games_get_libdir)/${PN}:" sys_linux.c || die
sed -i \
-e "s:/etc/quake2.conf:${GAMES_SYSCONFDIR}/${PN}.conf:" \
sys_linux.c vid_so.c || die
}
src_compile() {
mkdir -p releasei386-glibc/ref_soft
emake -j1 \
GENTOO_CFLAGS="${CFLAGS}" \
GENTOO_DATADIR="${GAMES_DATADIR}"/quake2/baseq2/ \
build_release
}
src_install() {
cd release* || die
exeinto "$(games_get_libdir)"/${PN}
doexe gamei386.so ref_softaa.so
dosym ref_softaa.so "$(games_get_libdir)"/${PN}/ref_softx.so
dosym ref_softaa.so "$(games_get_libdir)"/${PN}/ref_soft.so
exeinto "$(games_get_libdir)"/${PN}/ctf
doexe ctf/gamei386.so
newgamesbin quake2 aaquake2
insinto "${GAMES_SYSCONFDIR}"
echo "$(games_get_libdir)"/${PN} > ${PN}.conf
doins ${PN}.conf
prepgamesdirs
}

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@@ -1,90 +0,0 @@
--- linux/Makefile.old
+++ linux/Makefile
@@ -54,7 +54,7 @@
RELEASE_CFLAGS=$(BASE_CFLAGS) -O6 -ffast-math -funroll-loops \
-fomit-frame-pointer -fexpensive-optimizations
else
-RELEASE_CFLAGS=$(BASE_CFLAGS) -g -mpentiumpro -O6 -ffast-math -funroll-loops \
+RELEASE_CFLAGS=$(BASE_CFLAGS) -g $(GENTOO_CFLAGS) -DGENTOO_DATADIR=\\\"$(GENTOO_DATADIR)\\\" -O6 -ffast-math -funroll-loops \
-fomit-frame-pointer -fexpensive-optimizations
endif
@@ -92,7 +92,7 @@
#############################################################################
ifeq ($(ARCH),axp)
-TARGETS=$(BUILDDIR)/q2ded \
+TARGETS=\
$(BUILDDIR)/game$(ARCH).$(SHLIBEXT) \
$(BUILDDIR)/ctf/game$(ARCH).$(SHLIBEXT) \
# $(BUILDDIR)/xatrix/game$(ARCH).$(SHLIBEXT) \
@@ -100,11 +100,7 @@
else
TARGETS=$(BUILDDIR)/quake2 \
$(BUILDDIR)/game$(ARCH).$(SHLIBEXT) \
- $(BUILDDIR)/ref_soft.$(SHLIBEXT) \
- $(BUILDDIR)/ref_softx.$(SHLIBEXT) \
$(BUILDDIR)/ref_softaa.$(SHLIBEXT) \
- $(BUILDDIR)/ref_gl.$(SHLIBEXT) \
- $(BUILDDIR)/ref_glx.$(SHLIBEXT) \
$(BUILDDIR)/ctf/game$(ARCH).$(SHLIBEXT) \
# $(BUILDDIR)/xatrix/game$(ARCH).$(SHLIBEXT) \
# $(BUILDDIR)/rogue/game$(ARCH).$(SHLIBEXT)
@@ -125,9 +121,6 @@
build_release:
@-mkdir $(BUILD_RELEASE_DIR) \
$(BUILD_RELEASE_DIR)/client \
- $(BUILD_RELEASE_DIR)/ded \
- $(BUILD_RELEASE_DIR)/ref_soft \
- $(BUILD_RELEASE_DIR)/ref_gl \
$(BUILD_RELEASE_DIR)/game \
$(BUILD_RELEASE_DIR)/ctf \
# $(BUILD_RELEASE_DIR)/xatrix \
--- linux/sys_linux.c.old
+++ linux/sys_linux.c
@@ -220,7 +220,7 @@
char curpath[MAX_OSPATH];
char *path;
#ifdef __i386__
- const char *gamename = "gamei386.so";
+ const char *gamename = "GENTOO_DIR/gamei386.so";
#elif defined __alpha__
const char *gamename = "gameaxp.so";
#else
@@ -250,6 +250,14 @@
{
Com_Printf ("LoadLibrary (%s)\n",name);
break;
+ } else {
+ sprintf (name, "%s", gamename);
+ game_library = dlopen (name, RTLD_LAZY );
+ if (game_library)
+ {
+ Com_Printf ("LoadLibrary (%s)\n",name);
+ break;
+ }
}
}
--- qcommon/files.c.old
+++ qcommon/files.c
@@ -865,7 +865,7 @@
//
// start up with baseq2 by default
//
- FS_AddGameDirectory (va("%s/"BASEDIRNAME, fs_basedir->string) );
+ FS_AddGameDirectory (va(BASEDIRNAME) );
// any set gamedirs will be freed up to here
fs_base_searchpaths = fs_searchpaths;
--- qcommon/qcommon.h.old
+++ qcommon/qcommon.h
@@ -25,7 +25,7 @@
#define VERSION 3.21
-#define BASEDIRNAME "baseq2"
+#define BASEDIRNAME GENTOO_DATADIR
#ifdef WIN32

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@@ -1,39 +0,0 @@
--- game/g_local.h.old
+++ game/g_local.h
@@ -458,11 +458,6 @@
extern int sm_meat_index;
extern int snd_fry;
-extern int jacket_armor_index;
-extern int combat_armor_index;
-extern int body_armor_index;
-
-
// means of death
#define MOD_UNKNOWN 0
#define MOD_BLASTER 1
--- ctf/g_local.h.old
+++ ctf/g_local.h
@@ -466,11 +466,6 @@
extern int sm_meat_index;
extern int snd_fry;
-extern int jacket_armor_index;
-extern int combat_armor_index;
-extern int body_armor_index;
-
-
// means of death
#define MOD_UNKNOWN 0
#define MOD_BLASTER 1
@@ -556,10 +556,6 @@
extern cvar_t *sv_maplist;
-//ZOID
-extern qboolean is_quad;
-//ZOID
-
#define world (&g_edicts[0])
// item spawnflags

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@@ -1,22 +0,0 @@
--- rw_aa.c.old
+++ rw_aa.c
@@ -61,7 +61,7 @@
#include <signal.h>
#include <sys/mman.h>
-#include <asm/io.h>
+#include <sys/io.h>
#include <aalib.h>
--- rw_in_aa.c.old
+++ rw_in_aa.c
@@ -46,7 +46,7 @@
#include <signal.h>
#include <sys/mman.h>
-#include <asm/io.h>
+#include <sys/io.h>
#include <aalib.h>

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@@ -1,97 +0,0 @@
--- Makefile.old
+++ Makefile
@@ -59,7 +59,7 @@
endif
DEBUG_CFLAGS=$(BASE_CFLAGS) -g
-LDFLAGS=-ldl -lm
+LDLIBS=-ldl -lm
SVGALDFLAGS=-lvga -lm
XLDFLAGS=-L/usr/X11R6/lib -lX11 -lXext -lXxf86dga
AALDFLAGS=-lm -laa
@@ -195,7 +195,7 @@
endif
$(BUILDDIR)/quake2 : $(QUAKE2_OBJS) $(QUAKE2_AS_OBJS)
- $(CC) $(CFLAGS) -o $@ $(QUAKE2_OBJS) $(QUAKE2_AS_OBJS) $(LDFLAGS)
+ $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $(QUAKE2_OBJS) $(QUAKE2_AS_OBJS) $(LDLIBS)
$(BUILDDIR)/client/cl_cin.o : $(CLIENT_DIR)/cl_cin.c
$(DO_CC)
@@ -374,7 +374,7 @@
$(BUILDDIR)/ded/cd_null.o
$(BUILDDIR)/q2ded : $(Q2DED_OBJS)
- $(CC) $(CFLAGS) -o $@ $(Q2DED_OBJS) $(LDFLAGS)
+ $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $(Q2DED_OBJS) $(LDLIBS)
$(BUILDDIR)/ded/cmd.o : $(COMMON_DIR)/cmd.c
$(DO_DED_CC)
@@ -503,7 +503,7 @@
$(BUILDDIR)/game/m_flash.o
$(BUILDDIR)/game$(ARCH).$(SHLIBEXT) : $(GAME_OBJS)
- $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(GAME_OBJS)
+ $(CC) $(CFLAGS) $(LDFLAGS) $(SHLIBLDFLAGS) -o $@ $(GAME_OBJS)
$(BUILDDIR)/game/g_ai.o : $(GAME_DIR)/g_ai.c
$(DO_SHLIB_CC)
@@ -682,7 +682,7 @@
$(BUILDDIR)/ctf/q_shared.o
$(BUILDDIR)/ctf/game$(ARCH).$(SHLIBEXT) : $(CTF_OBJS)
- $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(CTF_OBJS)
+ $(CC) $(CFLAGS) $(LDFLAGS) $(SHLIBLDFLAGS) -o $@ $(CTF_OBJS)
$(BUILDDIR)/ctf/g_ai.o : $(CTF_DIR)/g_ai.c
$(DO_SHLIB_CC)
@@ -821,7 +821,7 @@
$(BUILDDIR)/xatrix/q_shared.o
$(BUILDDIR)/xatrix/game$(ARCH).$(SHLIBEXT) : $(XATRIX_OBJS)
- $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(XATRIX_OBJS)
+ $(CC) $(CFLAGS) $(LDFLAGS) $(SHLIBLDFLAGS) -o $@ $(XATRIX_OBJS)
$(BUILDDIR)/xatrix/g_ai.o : $(XATRIX_DIR)/g_ai.c
$(DO_SHLIB_CC)
@@ -1048,7 +1048,7 @@
$(BUILDDIR)/rogue/q_shared.o
$(BUILDDIR)/rogue/game$(ARCH).$(SHLIBEXT) : $(ROGUE_OBJS)
- $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(ROGUE_OBJS)
+ $(CC) $(CFLAGS) $(LDFLAGS) $(SHLIBLDFLAGS) -o $@ $(ROGUE_OBJS)
$(BUILDDIR)/rogue/dm_ball.o : $(ROGUE_DIR)/dm_ball.c
$(DO_SHLIB_CC)
@@ -1291,15 +1291,15 @@
$(BUILDDIR)/ref_soft/rw_in_aa.o
$(BUILDDIR)/ref_soft.$(SHLIBEXT) : $(REF_SOFT_OBJS) $(REF_SOFT_SVGA_OBJS)
- $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -Xlinker -Map -Xlinker map.out -o $@ $(REF_SOFT_OBJS) \
+ $(CC) $(CFLAGS) $(LDFLAGS) $(SHLIBLDFLAGS) -Xlinker -Map -Xlinker map.out -o $@ $(REF_SOFT_OBJS) \
$(REF_SOFT_SVGA_OBJS) $(SVGALDFLAGS)
$(BUILDDIR)/ref_softx.$(SHLIBEXT) : $(REF_SOFT_OBJS) $(REF_SOFT_X11_OBJS)
- $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(REF_SOFT_OBJS) \
+ $(CC) $(CFLAGS) $(LDFLAGS) $(SHLIBLDFLAGS) -o $@ $(REF_SOFT_OBJS) \
$(REF_SOFT_X11_OBJS) $(XLDFLAGS)
$(BUILDDIR)/ref_softaa.$(SHLIBEXT) : $(REF_SOFT_OBJS) $(REF_SOFT_AA_OBJS)
- $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(REF_SOFT_OBJS) \
+ $(CC) $(CFLAGS) $(LDFLAGS) $(SHLIBLDFLAGS) -o $@ $(REF_SOFT_OBJS) \
$(REF_SOFT_AA_OBJS) $(AALDFLAGS)
$(BUILDDIR)/ref_soft/r_aclip.o : $(REF_SOFT_DIR)/r_aclip.c
@@ -1445,10 +1445,10 @@
$(BUILDDIR)/ref_gl/gl_glx.o
$(BUILDDIR)/ref_gl.$(SHLIBEXT) : $(REF_GL_OBJS) $(REF_GL_FXMESA_OBJS)
- $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(REF_GL_OBJS) $(REF_GL_FXMESA_OBJS) $(GLLDFLAGS)
+ $(CC) $(CFLAGS) $(LDFLAGS) $(SHLIBLDFLAGS) -o $@ $(REF_GL_OBJS) $(REF_GL_FXMESA_OBJS) $(GLLDFLAGS)
$(BUILDDIR)/ref_glx.$(SHLIBEXT) : $(REF_GL_OBJS) $(REF_GL_GLX_OBJS)
- $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(REF_GL_OBJS) $(REF_GL_GLX_OBJS) $(GLXLDFLAGS)
+ $(CC) $(CFLAGS) $(LDFLAGS) $(SHLIBLDFLAGS) -o $@ $(REF_GL_OBJS) $(REF_GL_GLX_OBJS) $(GLXLDFLAGS)
$(BUILDDIR)/ref_gl/gl_draw.o : $(REF_GL_DIR)/gl_draw.c
$(DO_GL_SHLIB_CC)

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@@ -1,21 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd">
<pkgmetadata>
<maintainer type="project">
<email>games@gentoo.org</email>
<name>Gentoo Games Project</name>
</maintainer>
<longdescription>
aaquake2 - Text Mode Quake II
What?
Just what you heard - text mode Quake II.
Why?
Why not? You can watch TV in text mode, you can play DVDs in text mode,
you can play Quake 1 in text mode. Quake II is the logical next step.
Or, as the author of ttyquake put it, "If you have to ask why, you're
not a member of the intended audience."
</longdescription>
</pkgmetadata>

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@@ -319,11 +319,6 @@ games-emulation/kigb
# ebuild is needed (#654336). Removal in a month.
games-emulation/raine
# Pacho Ramos <pacho@gentoo.org> (17 Jun 2018)
# Upstream dead for a long time, not compatible with amd64, people can use
# quake2-icculus with aalib under SDL (#654348). Removal in a month.
games-fps/aaquake2
# Mart Raudsepp <leio@gentoo.org> (16 Jun 2018)
# No upstream (website disappeared), no upstream plugin maintainer,
# and pretty much a fringe format anyway.