# 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 1.18 2009/08/02 07:29:50 mr_bones_ 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} Ddir=${D}/${dir} 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 ${files} do # Why donĀ“t we use symlinks? Because these use ./$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} ${DED_OPTIONS} \${@} EOF } games-mods_make_init.d() { cat < "${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 }