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|
# Copyright 1999-2006 Gentoo Foundation
# Distributed under the terms of the GNU General Public License v2
# $Header: /var/cvsroot/gentoo-x86/eclass/games-mods.eclass,v 1.19 2009/09/30 19:47:00 nyhm Exp $
# Variables to specify in an ebuild which uses this eclass:
# GAME - (doom3, quake4 or ut2004, etc), unless ${PN} starts with e.g. "doom3-"
# MOD_BINS - Name of the binary to run
# MOD_DESC - Description for the mod
# MOD_DIR - Subdirectory name for the mod, if applicable
# MOD_ICON - Custom icon for the mod, instead of the default
# MOD_NAME - Creates a command-line wrapper and desktop icon for the mod
# MOD_TBZ2 - File to extract within the Makeself archive
inherit eutils games
EXPORT_FUNCTIONS pkg_setup src_unpack src_install pkg_postinst
[[ -z ${GAME} ]] && GAME=${PN%%-*}
# Set our default title, icon, and cli options
case "${GAME}" in
"doom3")
GAME_TITLE="Doom III"
DEFAULT_MOD_ICON="doom3.png"
SELECT_MOD="+set fs_game "
GAME_EXE="doom3"
DED_EXE="doom3-ded"
DED_OPTIONS="+set dedicated 1 +exec server.cfg"
;;
"enemy-territory")
GAME_TITLE="Enemy Territory"
DEFAULT_MOD_ICON="ET.xpm"
SELECT_MOD="+set fs_game "
GAME_EXE="et"
DED_EXE="et-ded"
DED_OPTIONS="+set dedicated 1 +exec server.cfg"
;;
"quake3")
GAME_TITLE="Quake III"
DEFAULT_MOD_ICON="quake3.xpm"
SELECT_MOD="+set fs_game "
GAME_EXE="quake3"
DED_EXE="quake3-ded"
DED_OPTIONS="+set dedicated 1 +exec server.cfg"
;;
"quake4")
GAME_TITLE="Quake IV"
DEFAULT_MOD_ICON="quake4.bmp"
SELECT_MOD="+set fs_game "
GAME_EXE="quake4"
DED_EXE="quake4-ded"
DED_OPTIONS="+set dedicated 1 +exec server.cfg"
;;
"ut2003")
GAME_TITLE="UT2003"
DEFAULT_MOD_ICON="ut2003.xpm"
SELECT_MOD="-mod="
GAME_EXE="ut2003"
DED_EXE="ucc"
DED_OPTIONS=""
;;
"ut2004")
GAME_TITLE="UT2004"
DEFAULT_MOD_ICON="ut2004.xpm"
SELECT_MOD="-mod="
GAME_EXE="ut2004"
DED_EXE="ucc"
DED_OPTIONS=""
;;
*)
eerror "This game is either not supported or you must set the GAME"
eerror "variable to the proper game."
die "unsupported game"
;;
esac
DESCRIPTION="${GAME_TITLE} ${MOD_NAME} - ${MOD_DESC}"
SLOT="0"
LICENSE="freedist"
KEYWORDS="-* amd64 x86"
IUSE="dedicated opengl"
RESTRICT="mirror strip"
DEPEND="app-arch/unzip"
#RDEPEND="${CATEGORY}/${GAME}"
S=${WORKDIR}
dir=${GAMES_DATADIR}/${GAME}
default_client() {
if use opengl || ! use dedicated ; then
# Use opengl by default
return 0
fi
return 1
}
games-mods_pkg_setup() {
[[ -z "${MOD_NAME}" ]] && die "what is the name of this mod?"
games_pkg_setup
if has_version ${CATEGORY}/${GAME} ; then
if use dedicated && ! built_with_use ${CATEGORY}/${GAME} dedicated ; then
die "You must merge ${CATEGORY}/${GAME} with USE=dedicated!"
fi
if has_version ${CATEGORY}/${GAME}-bin ; then
if use dedicated && \
! built_with_use ${CATEGORY}/${GAME}-bin dedicated ; then
die "You must merge ${CATEGORY}/${GAME}-bin with USE=dedicated!"
fi
fi
elif has_version ${CATEGORY}/${GAME}-bin ; then
if use dedicated && ! built_with_use ${CATEGORY}/${GAME}-bin dedicated ; then
die "You must merge ${CATEGORY}/${GAME}-bin with USE=dedicated!"
fi
fi
}
games-mods_src_unpack() {
# The first thing we do here is determine exactly what we're dealing with
for src_uri in ${A}
do
URI_SUFFIX="${src_uri##*.}"
case ${URI_SUFFIX##*.} in
bin|run)
# We have a Makeself archive, use unpack_makeself
unpack_makeself "${src_uri}"
# Since this is a Makeself archive, it has a lot of useless
# files (for us), so we delete them.
rm -rf setup.data setup.sh uninstall
;;
bz2|gz|Z|z|ZIP|zip)
# We have a normal tarball/zip file, use unpack
unpack "${src_uri}"
;;
esac
done
# This code should only be executed for Makeself archives
for tarball in ${MOD_TBZ2}
do
mkdir -p "${S}"/unpack
for name in "${tarball}_${PV}-english" "${tarball}_${PV}" "${tarball}"
do
for ext in tar.bz2 tar.gz tbz2 tgz
do
if [[ -e "${name}.${ext}" ]] ; then
tar xf "${name}.${ext}" -C "${S}"/unpack \
|| die "uncompressing tarball"
# Remove the tarball after we unpack it
rm -f "${name}.${ext}"
fi
done
done
done
# Since we remove all of these anyway, let's move it to the eclass
rm -f 3355_patch 3339_patch
}
games-mods_src_install() {
local readme MOD_ICON_EXT new_bin_name bin_name mod files directories i j
INS_DIR=${dir}
# We check if we have a specific MOD_DIR listed
if [[ -n "${MOD_DIR}" ]] ; then
# Am installing into a new subdirectory of the game
if [[ -d "${S}"/unpack/"${MOD_DIR}" ]] ; then
INS_DIR=${dir}
elif [[ -d "${S}"/"${MOD_DIR}" ]] ; then
S=${WORKDIR}/${MOD_DIR}
INS_DIR=${dir}/${MOD_DIR}
fi
fi
cd "${S}"
# If we have a README, install it
for readme in README*
do
if [[ -s "${readme}" ]] ; then
dodoc "${readme}" || die "dodoc failed"
fi
done
if default_client ; then
if [[ -n "${MOD_ICON}" ]] ; then
# Install custom icon
MOD_ICON_EXT=${MOD_ICON##*.}
newicon "${MOD_ICON}" "${PN}.${MOD_ICON_EXT}"
case ${MOD_ICON_EXT} in
bmp|ico)
MOD_ICON=/usr/share/pixmaps/${PN}.${MOD_ICON_EXT}
;;
*)
MOD_ICON=${PN}.${MOD_ICON_EXT}
;;
esac
else
# Use the game's standard icon
MOD_ICON=${DEFAULT_MOD_ICON}
fi
# Set up command-line and desktop menu entries
if [[ -n "${MOD_BINS}" ]] ; then
for binary in ${MOD_BINS}
do
if [[ -n "${MOD_DIR}" ]] ; then
games_make_wrapper "${GAME_EXE}-${MOD_BINS}" \
"${GAME_EXE} ${SELECT_MOD}${MOD_DIR}" "${dir}" "${dir}"
make_desktop_entry "${GAME_EXE}-${MOD_BINS}" \
"${GAME_TITLE} - ${MOD_NAME}" "${MOD_ICON}"
elif [[ -e "${S}"/bin/"${binary}" ]] ; then
exeinto "${dir}"
newexe bin/${binary} ${GAME_EXE}-${binary} \
|| die "newexe failed"
new_bin_name=
bin_name=$(echo ${binary} | sed -e 's:[-_.]: :g')
# We want our wrapper to use the libraries/starting
# directory of our game. If the game is in
# GAMES_PREFIX_OPT, then we want to start there.
if [[ -d "${GAMES_PREFIX_OPT}"/${GAME} ]] ; then
GAME_DIR="${GAMES_PREFIX_OPT}/${GAME}"
else
GAME_DIR="${dir}"
fi
games_make_wrapper "${GAME_EXE}-${binary}" \
./"${GAME_EXE}-${binary}" "${GAME_DIR}" "${GAME_DIR}"
if [[ "${bin_name}" == "${binary}" ]] ; then
bin_name=${MOD_NAME}
else
for tmp1 in ${bin_name}
do
tmp2=$(echo ${tmp1} | cut -b1 | tr [[:lower:]] \
[[:upper:]])
tmp3=$(echo ${tmp1} | cut -b2-)
new_bin_name="${new_bin_name} ${tmp2}${tmp3}"
done
new_bin_name=$(echo ${new_bin_name} | cut -b1-)
bin_name="${MOD_NAME} (${new_bin_name})"
fi
make_desktop_entry "${GAME_EXE}-${binary}" \
"${GAME_TITLE} - ${bin_name}" "${MOD_ICON}"
# We remove the binary after we have installed it.
rm -f bin/${binary}
fi
done
# We don't want to leave the binary directory around
rm -rf bin
elif [[ -n "${MOD_DIR}" ]] ; then
games_make_wrapper "${GAME_EXE}-${MOD_DIR}" \
"${GAME_EXE} ${SELECT_MOD}${MOD_DIR}" "${dir}" "${dir}"
make_desktop_entry "${GAME_EXE}-${MOD_DIR}" \
"${GAME_TITLE} - ${MOD_NAME}" "${MOD_ICON}"
# Since only quake3 has both a binary and a source-based install,
# we only look for quake3 here.
case "${GAME_EXE}" in
"quake3")
if has_version games-fps/quake3-bin ; then
games_make_wrapper "${GAME_EXE}-bin-${MOD_DIR}" \
"${GAME_EXE}-bin ${SELECT_MOD}${MOD_DIR}" \
"${dir}" "${dir}"
fi
make_desktop_entry "${GAME_EXE}-bin-${MOD_DIR}" \
"${GAME_TITLE} - ${MOD_NAME} (binary)" \
"${MOD_ICON}"
;;
esac
fi
fi
# Copy our unpacked files, if it exists
if [[ -d "${S}"/unpack ]] ; then
insinto "${INS_DIR}"
doins -r "${S}"/unpack/* || die "copying files"
rm -rf "${S}"/unpack
fi
# We expect anything not wanted to have been deleted by the ebuild
if [[ ! -z $(ls "${S}"/* 2> /dev/null) ]] ; then
insinto "${INS_DIR}"
doins -r * || die "doins -r failed"
fi
# We are installing everything for these mods into ${INS_DIR}, which should
# be ${GAMES_DATADIR}/${GAME}/${MOD_DIR} in most cases, and symlinking it
# into ${GAMES_PREFIX_OPT}/${GAME}/${MOD_DIR} for each game. This should
# allow us to support both binary and source-based games easily.
if [[ -d "${GAMES_PREFIX_OPT}"/"${GAME}" ]] && \
[[ "${GAMES_PREFIX_OPT}" != "${GAMES_DATADIR}" ]] ; then
dodir "${GAMES_PREFIX_OPT}"/"${GAME}"
mod=$(echo "${INS_DIR}" | sed -e "s:${GAMES_DATADIR}/${GAME}::" -e "s:^/::" )
if [[ -z "${mod}" ]] ; then
# Our mod doesn't have its own directory. We now traverse the
# directory structure and try to symlink everything to
# GAMES_PREFIX_OPT/GAME so it'll work.
directories=$(cd "${D}"/"${INS_DIR}";find . -maxdepth 1 -type d -printf '%P ')
for i in ${directories}
do
if [[ -h "${GAMES_PREFIX_OPT}"/"${GAME}"/${i} ]] ; then
# Skip this directory, and just run a symlink
dosym "${INS_DIR}"/${i} \
"${GAMES_PREFIX_OPT}"/"${GAME}"/${i} || die
elif [[ -d "${GAMES_PREFIX_OPT}"/"${GAME}"/${i} ]] ; then
dodir "${GAMES_PREFIX_OPT}"/"${GAME}"/${i}
cd "${D}"/"${INS_DIR}"/${i}
files="$(find . -type f -printf '%P ')"
for j in ${files}
do
if has_version ${CATEGORY}/${PN} ; then
dosym "${INS_DIR}"/${i}/${j} \
"${GAMES_PREFIX_OPT}"/"${GAME}"/${i}/${j} \
|| die
elif [[ ! -e "${GAMES_PREFIX_OPT}"/"${GAME}"/${i}/${j} ]] ; then
dosym "${INS_DIR}"/${i}/${j} \
"${GAMES_PREFIX_OPT}"/"${GAME}"/${i}/${j} \
|| die
fi
done
else
# Skip this directory, and just run a symlink
dosym "${INS_DIR}"/${i} \
"${GAMES_PREFIX_OPT}"/"${GAME}"/${i} || die
fi
done
files=$(cd "${D}"/"${INS_DIR}";find . -maxdepth 1 -type f -printf '%P ')
for i in ${files}
do
# Why don´t we use symlinks? Because these use ./$bin when
# they run and that doesn't work if the binary is in
# GAMES_PREFIX_OPT but the mod is in GAMES_DATADIR.
# dosym "${INS_DIR}"/${i} \
# "${GAMES_PREFIX_OPT}"/"${GAME}"/${i} || die
cp -a "${D}"/"${INS_DIR}"/${i} \
${D}/"${GAMES_PREFIX_OPT}"/"${GAME}"/${i} || die
done
elif [[ ! -f "${GAMES_PREFIX_OPT}"/"${GAME}"/${mod} ]] ; then
elog "Creating symlink for ${mod}"
dosym "${INS_DIR}" "${GAMES_PREFIX_OPT}"/"${GAME}" || die
fi
fi
if use dedicated ; then
dodir "${GAMES_STATEDIR}"
if [[ -e ${FILESDIR}/server.cfg ]] ; then
insinto "${GAMES_SYSCONFDIR}"/${GAME}/${MOD_DIR}
doins "${FILESDIR}"/server.cfg || die "Copying server config"
case ${GAME} in
doom3)
dodir "${GAMES_PREFIX}"/.doom3/${MOD_DIR}
dosym "${GAMES_SYSCONFDIR}"/${GAME}/${MOD_DIR}/server.cfg \
"${GAMES_PREFIX}"/.doom3/${MOD_DIR}
;;
enemy-territory)
dodir "${GAMES_PREFIX}"/.etwolf/${MOD_DIR}
dosym "${GAMES_SYSCONFDIR}"/${GAME}/${MOD_DIR}/server.cfg \
"${GAMES_PREFIX}"/.etwolf/${MOD_DIR}
;;
quake3)
dodir "${GAMES_PREFIX}"/.q3a/${MOD_DIR}
dosym "${GAMES_SYSCONFDIR}"/${GAME}/${MOD_DIR}/server.cfg \
"${GAMES_PREFIX}"/.q3a/${MOD_DIR}
;;
quake4)
dodir "${GAMES_PREFIX}"/.quake4/${MOD_DIR}
dosym "${GAMES_SYSCONFDIR}"/${GAME}/${MOD_DIR}/server.cfg \
"${GAMES_PREFIX}"/.quake4/${MOD_DIR}
;;
esac
fi
games-mods_make_ded_exec
newgamesbin "${T}"/${GAME_EXE}-${MOD_DIR}-ded.bin \
${GAME_EXE}-${MOD_DIR}-ded || die "dedicated"
games-mods_make_init.d
newinitd "${T}"/${GAME_EXE}-${MOD_DIR}-ded.init.d \
${GAME_EXE}-${MOD_DIR}-ded || die "init.d"
games-mods_make_conf.d
newconfd "${T}"/${GAME_EXE}-${MOD_DIR}-ded.conf.d \
${GAME_EXE}-${MOD_DIR}-ded || die "conf.d"
fi
prepgamesdirs
}
games-mods_pkg_postinst() {
games_pkg_postinst
if default_client ; then
if [[ -n "${MOD_BINS}" ]] ; then
for binary in ${MOD_BINS}
do
elog "To play this mod run:"
elog " ${GAME_EXE}-${binary}"
echo
done
elif [[ -n "${MOD_DIR}" ]] ; then
elog "To play this mod run:"
elog " ${GAME_EXE}-${MOD_DIR}"
echo
fi
fi
if use dedicated ; then
elog "To launch a dedicated server run:"
elog " ${GAME_EXE}-${MOD_DIR}-ded"
echo
elog "To launch server at startup run:"
elog " rc-update add ${GAME_EXE}-${MOD_DIR}-ded default"
echo
fi
}
games-mods_make_ded_exec() {
cat <<-EOF > "${T}"/${GAME_EXE}-${MOD_DIR}-ded.bin
#!/bin/sh
${GAMES_BINDIR}/${DED_EXE} ${SELECT_MOD}${MOD_DIR} ${DED_OPTIONS} \${@}
EOF
}
games-mods_make_init.d() {
cat <<EOF > "${T}"/${GAME_EXE}-${MOD_DIR}-ded.init.d
#!/sbin/runscript
$(<${PORTDIR}/header.txt)
depend() {
need net
}
start() {
ebegin "Starting ${GAME_TITLE} - ${MOD_NAME} dedicated server"
start-stop-daemon --start --quiet --background --chuid \\
${GAMES_USER_DED}:games --env HOME="${GAMES_PREFIX}" --exec \\
${GAMES_BINDIR}/${GAME_EXE}-${MOD_DIR}-ded \\
\${${GAME_EXE}_${MOD_DIR}_OPTS}
eend \$?
}
stop() {
ebegin "Stopping ${GAME_TITLE} - ${MOD_NAME} dedicated server"
start-stop-daemon --stop --quiet --exec \\
${GAMES_BINDIR}/${GAME_EXE}-${MOD_DIR}-ded
eend \$?
}
EOF
}
games-mods_make_conf.d() {
if [[ -e ${FILESDIR}/${GAME_EXE}-${MOD_DIR}.conf.d ]] ; then
cp "${FILESDIR}"/${GAME_EXE}-${MOD_DIR}.conf.d \
"${T}"/${GAME_EXE}-${MOD_DIR}-ded.conf.d
return 0
fi
cat <<-EOF > "${T}"/${GAME_EXE}-${MOD_DIR}-ded.conf.d
$(<${PORTDIR}/header.txt)
# Any extra options you want to pass to the dedicated server
# ${GAME_EXE}_${MOD_DIR}_OPTS="+set com_hunkmegs 64 +set com_zonemegs 32"
EOF
}
|