- moved trunk/ to trunk/supertuxkart

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1118 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
grumbel 2007-05-27 16:01:53 +00:00
commit 7a6d165641
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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
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SuperTuxKart 0.3 (May 2007)
~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Highscore lists
* Shortcut detection
* Improved AI
* Fullscreen support
* New track: the island
* New penalty: bomb
* MacOSX support
* OpenAL and ogg-vorbis support
* Two new Grand Prixs
* Improved user interface:
- New racing interface
- Better track map
- Player kart dots in the track map are bigger than AI dots
- Track selection screen has topview pictures
- Added "Setup new race" option when a track is finished
- Added "Restart race" option when a track is finished
- The keyboard can skip vertical spaces between buttons
- Better control configuration
- Better in-game help
- Added .desktop file for menus and icon
* Bugfixes:
- Fixed bug in ssg_help::MinMax, which could cause a significant performance loss.
- Fixed bug that allowed the joystick to erase the main menu
- Fixed bug that allowed the joystick to "play the game while paused"
- Fixed screen_manager assert failure bug
- Fixed sound_manager assert failure bug
- Fixed keyboard keys unable to work on the first key press bug
- And others
SuperTuxKart 0.2 (22. Sep 2006)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Significant performance improvement by using display lists
* Improved AI
* Support for different grand prixs
* Too many bug fixes to list them all, but the important ones:
* Work around for 'karts fall through track' compiler bug
* Fixed rescue mode
* Two new collectables: parachute and anvil
* Track screen shots in the track select screen
* Keyboard handling allows gradual turning
* Improved physics (still work in progress)
* All hard-coded properties like maximum velocity have
been replaced by dynamically computed data dependent
on kart parameters, allowing for karts having different
characteristics.
* Added help and about screens, added credits to track designer
* Items were added to all tracks
SuperTuxKart 0.1 (04. May 2006) (not officially released)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Significant speedup by using a new HOT and collision algorithm
--> all tracks are now playable
* Removed all SDL dependencies, only plib is needed
* Single and multi-window menu can be used
* Code structure changes
* Some bug fixes and small improvements
* Added profile option to support automatic profiling
SuperTuxKart 0.0.0 (22. Dec 2004)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* new tracks
* new characters and karts
* new user-interface
* some additional effects (skid-marks, smoke)
TuxKart v0.4.0 (March 19th 2004)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Changes for compatibility with PLIB 1.8.0 and later.
* Removed some features that were only there to support
truly ancient graphics cards like 3Dfx Voodoo-1/2.
TuxKart v0.3.0 (??)
~~~~~~~~~~~~~~~~~~~
* Converted to use the new PLIB/PW library and thus
avoid the need to link to GLUT.
TuxKart v0.2.0 (Sept 3rd 2002)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Changes for compatibility with PLIB 1.6.0 and later.
TuxKart v0.0.5 (??)
~~~~~~~~~~~~~~~~~~~
* Changes for compatibility with PLIB 1.4.0 and later.
TuxKart v0.0.4 (??)
~~~~~~~~~~~~~~~~~~~
* Changes to suit rassin-frassin-Windoze-junk.
* Steady-cam camera - courtesy of cowtan@ysbl.york.ac.uk
* Changes for compatibility with PLIB 1.3.1 and later.
* Added new music courtesy of Matt Thomas.
TuxKart v0.0.3 (July 4th 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Fixed bug in Keyboard driver when no
joystick driver is installed.
* More CygWin fixes.
* Started new feature to allow you to be
rescued from lava, etc.
TuxKart v0.0.2 (July 2nd 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Added ability to add new tracks without
recompiling.
* Can now drive using keyboard only - no joystick
required.
* Should compile and run under Windoze using CygWin.
TuxKart v0.0.1 (July 1st 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Fixed a couple of files missing in initial
Distro.
TuxKart v0.0.0 (June 29th 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* First CVS release.
TuxKart (unnumbered) (April 13th 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* First hack.
# EOF #

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SUPERTUXKART INSTALLATION INSTRUCTIONS
======================================
General
-------
First, make sure that you have the following packages installed:
* OpenGL (or Mesa 3.0 or later)
* PLIB version 1.8.4 or later
* SDL 1.2 or later
* OpenAL (optional)
* freealut (optional)
* MikMod (optional)
Unpack the files from the tarball like this:
tar xzf supertuxkart-*.tar.gz
cd supertuxkart-*
where '*' is the version of SuperTuxkart you downloaded - eg 0.2.0. Then:
./configure
make
To test the compilation, supertuxkart can be run from the build
directory by ./src/supertuxkart (./src/supertuxkart.exe on windows).
To install the file, as root execute:
make install
The default install location is /usr/local, i.e. the data files will
be written to /usr/local/share/games/supertuxkart, the executable
will be copied to /usr/local/bin. To change the default installation
location, use the "--prefix" option of configure, e.g. --prefix=/usr
See the --help output of configure for further options.
SVN STK on Ubuntu Edgy
----------------------
Here are the compilation instructions for the current svn(05 oct. 2006) of
Super Tux Kart on Ubuntu Edgy, contributed by Damien:
install following packages:
# apt-get install libopenal-dev libalut-dev libmikmod2-dev plib1.8.4-dev
libglu1-mesa-dev subversion autoconf automake1.9 g++ gcc
do a:
$ svn checkout svn://svn.berlios.de/supertuxkart/trunk
then:
$ cd trunk
$ ./autogen.sh && ./configure && make
and if all went well:
$ src/supertuxkart
tested with g++ 3.3 and 4.1 , both succeeded.
If you want to install the game system-wide, do 'make install'.
But it didn't work!
-------------------
Right now there is no proper windows compilation. You can still compile
for windows using cygwin, see README.cygwin for details.
If you checked out your copy directly from SVN, you have to run
'sh autogen.sh' to generate the configure script.
You should check the SuperTuxKart wiki at:
http://supertuxkart.berlios.de/wiki
Also, the most common (by FAR) reason for problems is that your OpenGL/Mesa
is incorrectly installed - so before you complain to any of the PLIB or
Supertuxkart mailing lists, first try running one of the example programs
that comes with your OpenGL implementation - or one of the Mesa or GLUT
sample programs.
If you those examples run OK - then go to the PLIB home page and download
the PLIB examples.
If THOSE run correctly - but Supertuxkart doesn't then please get in touch
with the SupertuxKart mailing list and we'll do our best to get you up and
racing.

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ACLOCAL_AMFLAGS = -I m4
SUBDIRS = src wavs images models data mods fonts
EXTRA_DIST = README ChangeLog COPYING missing

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See the ChangeLog file.

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SuperTuxKart
==============
SuperTuxKart is based on TuxKart (http://tuxkart.sourceforge.net) by Steve
Baker. You can find more details at:
http://supertuxkart.berlios.de
A big "thank you" to Steve Baker for designing and implementing the
original TuxKart, and to the GotM team for their invaluable work.
See the AUTHORS file for individual credits.
To contact the active maintainers, please send an email to:
supertuxkart-devel@list.berlios.de
Hope you enjoy the game.
- The SuperTuxKart development team.
HARDWARE REQUIREMENTS
=====================
* You need a 3D graphics card that supports OpenGL or Mesa.
* You should have a CPU that's running at 450MHz or better.
* You'll need at least 32Mb RAM.
* A sound card would be nice - but it's not essential.
* Ideally, you want a joystick with at least 6 buttons.
PLAYING THE GAME
================
SuperTuxKart is a kart racing game. Basically you run around the track,
and give your best shot at reaching the goal before your opponents. The ?
boxes can help you, and certain items can build up your power, so you can
grab more than one collectable!
Controls can be configured from the game, here are the defaults mappings:
Player 1:
Steer : Left / Right arrow
Accelerate : Up arrow
Brake : Down arrow
Use item : Right control
Wheelie : Right shift
Rescue : Backspace
Player 2:
Steer : A / D key
Accelerate : W key
Brake : S key
Use item : Left control
Wheelie : Left shift
Rescue : Left alt
Player 3:
Steer : F / H key
Accelerate : T key
Brake : G key
Use item : N key
Wheelie : C key
Rescue : B key
Player 4:
Steer : J / L key
Accelerate : I key
Brake : K key
Use item : M key
Wheelie : . key
Rescue : / key
The Escape key pauses the game and shows the race menu.
KNOWN BUGS
==========
* Sometimes you can be pushed through a solid object if you are hit by
another player when in contact with the surface.
* The --track command-line option doesn't seems to work.
SUPPORT
=======
The main webpage is at:
http://supertuxkart.berlios.de
If you have any problems, please contact the SuperTuxKart mailing list at:
supertuxkart-devel@list.berlios.de
The archives of this mailing list can be found at:
http://lists.berlios.de/pipermail/supertuxkart-devel/
Or post a message (no registration required) in the bug forum:
http://developer.berlios.de/forum/forum.php?forum_id=23737
LICENSE
=======
This software is released under the GNU General Public License (GPL) which
can be found in the file 'LICENSE' in the same directory as this file.

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Preliminary support for the bullet physics engine has been
added. To enable it (assume that 'STK' is the supertuxkart root
directory):
1) Decompress version r528 of bullet in STK/trunk/bullet
(the API of bullet is changing, and STK hasn't been updated
to use a recent bullet version yet. So new bullet versions
will most likely not compile and/or not work).
2) Compile bullet (follow the instructions in STK/trunk/bullet/INSTALL)
3) Run configure with:
./configure --enable-bullet
4) make
For now mainly the race track works as expected, all tracks
can be played (though the performance in some tracks is somewhat
bad at the moment). Most important bugs:
- collectable don't work
(well, you can fire a rocket, but hitting a kart won't do
much, zipper, don't do anything, ...)
- no proper friction handling, so no skidding
(though skidding potentially works - if the friction is
set correctly).
- physics parameters are not tuned
- rescuing an upside-down kart will return the kart to the middle
of the track (waypoints) - the kart should be returned to where
it ended, just with a proper orientation.
- if a kart is upside down, it will actually hang under the
track.
- tuxtrack is using real rigid bodies for the roadcone and roadblock,
so they are pushed around when hit by a kart. Currently, the
start orientation is not used, so the heading of the objects
is currently wrong.
Furthermore, the cones currently don't stop rolling around.

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Some short instruction on how to compile supertuxkart with cygwin:
1) You have to use supertuxkart revision 593 or later (which you are
probably doing since you are reading this readme :) ).
2) Install freeglut
This is part of the cygwin packages, so just select this in
the cygwin setup program.
3) Compile and install plib
This should work straight out of the box.
4) Unpack supteruxkart and run ./configure and make.
That should be all.
Comments:
1) A -DNOMINMAX is added for cygwin compilations, since otherwise
min and max are #defined, causing problems with all std::min and
std::max constructs.
2) The order in which plib/pu.h and plib/pw.h are included appears
to be important - pw should be included first.
If you have any problems, please post on the mailing list - I am
not a regular windows user, so am probably not able to help you.
hiker

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There might be posible linking issues when Mac OS version is less than 10.4 and you have QuickTime 7 or higher.
Please see https://lists.berlios.de/pipermail/supertuxkart-devel/2006-September/000188.html for the thread in the mailing list about this issue.

80
README.windows Normal file
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There are two ways to compile an executable for windows: using
cygwin, and using visual c++ (tested with the free Express version).
If you have any problems, please post on the mailing list - I am
not a regular windows user, so am probably not able to help you.
hiker
Cygwin
======
1) Install freeglut
This is part of the cygwin packages, so just select this in
the cygwin setup program.
2) Compile and install plib
This should work straight out of the box.
3) Unpack supteruxkart and run ./configure and make.
That should be all.
Comments:
1) A -DNOMINMAX is added for cygwin compilations, since otherwise
min and max are #defined, causing problems with all std::min and
std::max constructs. This is done automatically by the configure
script.
2) The order in which plib/pu.h and plib/pw.h are included appears
to be important - pw should be included first.
Visual C++ Express
==================
Since version r793 SuperTuxKart compiles with Visual C++ Express,
version 8.0. To compile it, the following steps are necessary:
1) Modify plib:
In src/ssg/ssgLoadAC.cxx replace:
loader_fd = fopen ( filename, "ra" ) ;
with
loader_fd = fopen ( filename, "r" ) ;
This patch will be submitted to PLIB, but we don't know if and
when it will be applied.
2) Compile plib (project files for visual c++ are included)
3) Open a new project for SuperTuxKart and import all source files.
4) In properties, compile flags: add /DNOMINMAX
(or add the symbol to the preprocessor defines)
5) Add /DVERSION=\"0.2\" (or whatever version number you downloaded)
The backslashes and quotes are necessary!
6) In linker settings, ignore libcmt.lib
7) Add the following libraries:
fnt.lib
net.lib
psl.lib
pui.lib
sg.lib
sl.lib
ssgAux.lib
ul.lib
js.lib
puAux.lib
pw.lib
ssg.lib
opengl32.lib
user32.lib
gdi32.lib
winmm.lib
advapi32.lib
8) Compile, run, and enjoy
Please post to the development list if you have any problems.

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SuperTuxKart is looking for additional man power to make this
one of the best free linux games out there :) We need (in
no particular order):
1) Musicians/sound engineers
- Create additional background soundtrack
- Create sound effects
2) Artists and track designer
- Create additional tracks
- Create additional art work for tracks,
background images
3) Developers
- See todo list below - it's rather long at the moment :)
4) Web master
- Extend the current web page, keep it up to date
5) Tester
- For just about everything
- Esp. different platforms
6) Package creators
- Create packages for
- most common linux Distributors
- Windows
- MaxOS (?? currently not sure if STK works on Macs)
7) Writers
- Write documentation, ranging from man page, to
a description for the web, to a design document, ...
If you want to help the SuperTuxKart - Project, please
contact us on the email list:
supertuxkart-devel@list.berlios.de
Thanks in advance!
The SuperTuxKart-Team
********************************
********************************
** **
** Incomplete(!!) TODO List **
** **
********************************
********************************
Known bugs
==========
This contains either hard, or not reproducible errors.
- Fix keyboard bug: the first time turning left/right while
pressing the up key is ignored. See bug 6168
Might be difficult to fix, since it occurs (it appears) in the interface
between X and plib.
Things that would be nice to fix, but are not urgent
=====================================================
- Write some documentation. Things to include:
- taking shortcuts might result in not finishing a lap
- lap display colour for all karts changes colour whenever
a lap is finished
- Display skid marks again (currently disabled due to problems of
skid marks being 'in the air').
- Added settings menu (e.g. for MPH vs KPH (vs. KM/H), ...)
- Enable real fullscreen support
- Top 10 lists for time trial, and grand prix.
- Display the time difference to either the
kart in front of the kart, or to the first kart.
- Add track sections which must be passed in order to finish
a lap. This would avoid karts taking shortcuts.
That's already in the code, but currently the user does
not get any feedback if a driveline is skipped --> after
crossing the finishing line, the race might not end for a
kart. Well, there is the 'wrong direction' message (?)
- Add a tutorial course
- Valgrind for memory bugs.
- Update the web page, make more screen shots, ...
- Tight/wide corner steering for AI. The AI is hitting the wall
in very tight corners (e.g. subseatrack) [coz]
long term
=========
- OpenAL support (optional) [patrick]
- Improved physics to support skidding
- Improved collision handling
- Add network multiplayer
- Make full use of OpenAL
- Performance tuning
- Support for multi-core CPUs
(while this is not strictly necessary, it might be a nice headline
for news entries. The physics/collision detection would be
easy to parallelise)
- More gadgets
- Positive: - squirt oil on track to make karts slip, ...
- Negative: - 'dirt on windscreen' - partial blackout of screen
- More flexibility for items. E.g.
- Tracks might hard code some items, change the distribution of some
others (e.g. only a rocket at a certain location, but random choice
which one the kart gets. Instead of just specifying
GREENHERRING, one could write: ZIPPER:ANVIL and one of the listed
things would be picked randomly)
- Grand prixs might want to overwrite this, e.g.:
"war" grand prix: only rockets for all gadgets
- Perhaps make good and bad things indistinguishable?
- sound/music manager needed
Make it easy to replace sounds (which are currently hardcoded), e.g
via a config file. Sound/music should be selectable for a track,
but a grand prix should be able to overwrite this to create a consistent
ambience, ...
- More tracks
- More grand prixs
- Support for translations(?)
- Support for easy-to-plugin different AIs, and allow different karts
to have different AIs
- Code cleanup
- Consistent style (which needs to be defined)
- Replace (as far as possible) all char* with std::string
- Rather complicated way of passing information to world, a
mixture of CupData, raceSetup, race_manager. This could
probably all be simplified by only using the race_manager,
removing the raceSetup class completely.

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AC_DEFUN([MY_EXPAND_DIR], [
$1=$2
$1=`(
test "x$prefix" = xNONE && prefix="$ac_default_prefix"
test "x$exec_prefix" = xNONE && exec_prefix="${prefix}"
eval echo \""[$]$1"\"
)`
])

47
autogen.sh Executable file
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#!/bin/sh
OSTYPE=`uname -s`
MACHINE=`uname -m`
AUTO_MAKE_VERSION=`automake --version | head -1 | awk '{print $4}' | sed -e 's/\.\([0-9]*\).*/\1/'`
if test $AUTO_MAKE_VERSION -lt 15; then
echo ""
echo "You need to upgrade to automake version 1.5 or greater."
echo "Most distributions have packages available to install or you can"
echo "find the source for the most recent version at"
echo "ftp://ftp.gnu.org/gnu/automake"
exit 1
fi
echo "Host info: $OSTYPE $MACHINE"
echo -n " automake: `automake --version | head -1 | awk '{print $4}'`"
echo " ($AUTO_MAKE_VERSION)"
echo ""
echo "Running aclocal"
aclocal
echo "Running automake --add-missing"
automake --add-missing
echo "Running autoconf"
autoconf
if [ ! -e configure ]; then
echo "ERROR: configure was not created!"
exit 1
fi
echo ""
echo "======================================"
if [ -f config.cache ]; then
echo "config.cache exists. Removing the config.cache file will force"
echo "the ./configure script to rerun all it's tests rather than using"
echo "the previously cached values."
echo ""
fi
echo "Now you are ready to run './configure'"
echo "======================================"
# EOF #

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dnl Process this file with autogen.sh to produce a configure script.
AC_INIT
AC_CONFIG_SRCDIR([src/main.cpp])
dnl Require at least automake 2.59
AC_PREREQ(2.59)
dnl ================================================
dnl Initialize the automake stuff
dnl set the $host variable based on local machine/os
dnl ================================================
AC_CANONICAL_TARGET
AM_INIT_AUTOMAKE(supertuxkart, 0.3SVN)
dnl ===================
dnl Check for compilers
dnl ===================
AC_PROG_CC
AC_PROG_CPP
AC_PROG_CXX
dnl ==================
dnl Set compiler flags
dnl ==================
CFLAGS="$CFLAGS -Wall -Wstrict-prototypes -Wmissing-prototypes"
CXXFLAGS="$CXXFLAGS -Wall"
dnl ===================
dnl Checks for programs.
dnl ===================
AC_PROG_MAKE_SET
AC_PROG_RANLIB
AC_PROG_INSTALL
dnl ===============================
dnl Check for MS Windows environment
dnl ================================
AC_CHECK_HEADER(windows.h)
dnl ================================================
dnl Add special compiler flags for certain platforms
dnl ================================================
case "${host}" in
*darwin*|*macosx*)
AC_CHECK_PROGS(have_pkg_config,[pkg-config],"no")
if test x$have_pkg_config != xno; then
LDFLAGS="$LDFLAGS `pkg-config --libs freealut`"
fi
esac
dnl ==================================
dnl check for OpenGL related libraries
dnl ==================================
dnl We check for openal headers here, too - since otherwise
dnl the test further down is even more complicated. This test
dnl depends on the platform, since Macs are using OpenAL/al.h
dnl instead of AL/al.h.
case "${host}" in
*darwin*|*macosx*)
opengl_LIBS="$LIBS -framework Carbon -framework OpenGL -framework IOKit -framework AGL"
;;
*-*-cygwin* | *-*-mingw32*)
dnl CygWin under Windoze.
echo Win32 specific hacks...
AC_DEFINE([WIN32], 1, [Define for Win32 platforms])
AC_DEFINE([NOMINMAX], 1, [Define for Win32 platforms])
opengl_LIBS="-lglut32 -lglu32 -lopengl32 -luser32 -lgdi32 -lm -lwinmm"
joystick_LIBS="$joystick_LIBS -lwinmm"
echo "Will link apps with $LIBS"
;;
*)
dnl X-Windows based machines
save_LIBS=$LIBS
AC_SEARCH_LIBS(glNewList, [ GL GLcore MesaGL ])
opengl_LIBS="$LIBS"
LIBS=$save_LIBS
if test "x$ac_cv_search_glNewList" = "x-lGLcore"; then
dnl if GLcore found, then also check for GL
AC_SEARCH_LIBS(glXCreateContext, GL)
fi
;;
esac
dnl ========================================
dnl check for OpenAL (al and alut) libraries
dnl ========================================
dnl FIXME: this all appears too complicated, doing unnecesary
dnl tests etc --> needs cleanup
dnl The check for OpenAL headers depends on the OS, since
dnl Apple has the headers in OpenAL/al.h instead of AL/al.h
AC_SEARCH_LIBS(alGenBuffers, [openal alut], have_al_lib=yes)
dnl as well as mikmod, since mikmod is only used (but then
dnl it's necessary) when openal is used. We also check for
dnl ogg vorbis support now.
dnl we have 4 sound libraries to check, first we check for OpenAL
if test x$have_al_lib = xyes; then
case "${host}" in
*darwin*|*macosx*)
AC_CHECK_HEADER(OpenAL/al.h, have_al_hdr=yes)
;;
*)
AC_CHECK_HEADER(AL/al.h, have_al_hdr=yes)
;;
esac
fi
SUMMARY="\nSummary of optional components:\n==============================="
case "${host}" in
*)
dnl default unix style machines
dnl check for libraries
save_LIBS=$LIBS
dnl AL/al.h is checked before, since Macs need a different path
dnl check for freealut
AC_SEARCH_LIBS(alutInit, alut, have_alut_lib=yes)
if test x$have_alut_lib = xyes; then
AC_CHECK_HEADER(AL/alut.h, have_alut_hdr=yes)
if test x$have_alut_hdr = xyes; then
AC_MSG_CHECKING([for alut version 1.0.0 or later ])
dnl check for right version of alut, must be at least 1.0
AC_RUN_IFELSE([
# include <AL/alut.h>
# define MIN_ALUT_VERSION 1
int main() {
if(alutGetMajorVersion()<MIN_ALUT_VERSION) return -1;
return 0; }
],
alut_version_ok=yes
[ AC_MSG_RESULT(yes)],
AC_MSG_FAILURE(too old alut version - using plib instead),
alut_version_ok=yes
[ AC_MSG_RESULT(yes)])
fi
fi
dnl search for mikmod libraries, needed to play mod files with OpenAL
AC_SEARCH_LIBS(MikMod_RegisterDriver, mikmod, have_mikmod_lib=yes)
if test x$have_mikmod_lib = xyes; then
AC_CHECK_HEADER(mikmod.h, have_mikmod_hdr=yes)
fi
dnl search for the libraries needed to use ogg vorbis
AC_SEARCH_LIBS(ov_open, vorbisfile, have_vorbisfile_lib=yes)
if test x$have_vorbisfile_lib = xyes; then
dnl check for the headers needed by ogg vorbis
AC_CHECK_HEADER(vorbis/vorbisfile.h, have_vorbisfile_hdr=yes)
AC_CHECK_HEADER(ogg/ogg.h, have_ogg_hdr=yes)
fi
dnl create OpenAL defines and a summary of the optional sound components
SUMMARY="$SUMMARY\n"
if test x$have_al_hdr != xyes; then
SUMMARY="$SUMMARY You DO NOT have OpenAL."
fi
if test x$have_alut_hdr = xyes; then
if test x$alut_version_ok != xyes; then
SUMMARY="$SUMMARY You need to update freealut."
fi
else
SUMMARY="$SUMMARY You DO NOT have freealut."
fi
if test x$have_mikmod_hdr != xyes; then
SUMMARY="$SUMMARY You DO NOT have mikmod."
fi
if test x$have_al_hdr = xyes -a x$alut_version_ok = xyes; then
if test x$have_mikmod_hdr = xyes; then
openal_LIBS="$LIBS"
AC_DEFINE([HAVE_OPENAL], 1, [Defined when OpenAL is available])
AC_DEFINE([HAVE_MIKMOD], 1, [Defined when mikmod is available])
SUMMARY="$SUMMARY\nUsing OpenAL for sound."
if test x$have_vorbisfile_hdr = xyes -a x$have_ogg_hdr = xyes; then
AC_DEFINE([HAVE_OGGVORBIS], 1, [Defined when Ogg Vorbis is available])
SUMMARY="$SUMMARY\nWe have Ogg Vorbis support."
fi
fi
else
SUMMARY="$SUMMARY\nInstall OpenAL, freealut and mikmod for better sound!"
fi
LIBS=$save_LIBS
esac
# The following are C++ items that need to be tested for with the c++
# compiler
AC_LANG_PUSH(C++)
# ==============================================
# Check for "plib" without which we cannot go on
# ==============================================
# specify the plib location
AC_ARG_WITH(plib, [ --with-plib=PREFIX Specify the prefix path to plib])
if test "x$with_plib" != "x" ; then
echo "plib prefix is $with_plib"
EXTRA_DIRS="${EXTRA_DIRS} $with_plib"
fi
AC_CHECK_HEADER(plib/ul.h)
if test "x$ac_cv_header_plib_ul_h" != "xyes"; then
echo
echo "You *must* have the plib library installed on your system to build!"
echo
echo "Please see README for more details."
echo
echo "configure aborted."
exit
fi
AC_MSG_CHECKING([for plib 1.8.4 or newer])
AC_TRY_RUN([
# include <plib/ul.h>
# define MIN_PLIB_VERSION 184
int main() {
if ( PLIB_VERSION < MIN_PLIB_VERSION ) {
return -1;
}
return 0;
}
],
AC_MSG_RESULT(yes),
[ AC_MSG_RESULT(wrong version);
AC_MSG_ERROR([Install plib 1.8.4 or later first...])],
AC_MSG_RESULT(yes)
)
dnl =======================
dnl check for SDL libraries
dnl =======================
dnl Potentially sdl-config could be used, but apparently that might not
dnl exist on all platforms, so doing the 'classical' test is safer :(
case "${host}" in
*)
dnl default unix style machines
dnl check for libraries
save_LIBS=$LIBS
AC_SEARCH_LIBS(SDL_Init, SDL, have_SDL_lib=yes)
sdl_LIBS="$LIBS"
LIBS=$save_LIBS
dnl check for header files
AC_CHECK_HEADER(SDL/SDL.h, have_SDL_hdr=yes)
if test x$have_SDL_hdr != xyes -o x$have_SDL_lib != xyes; then
AC_MSG_ERROR([Install SDL first...])
fi
AC_TRY_RUN([
# include <SDL/SDL.h>
int main() {
if ( SDL_VERSION_ATLEAST(1,2,10)) {
return 0;
}
return -1;
}
],
:,
AC_MSG_WARN([Your SDL version uses deprecated
headers update to version 1.2.10 or higher if possible. Currently this
doesn't affects the game at all.])
)
esac
dnl =======================================================
dnl Add special compiler flags for SDL on certain platforms
dnl =======================================================
case "${host}" in
*darwin*|*macosx*)
dnl SDL on Macs needs to link in SDLmain, since it includes the
dnl actual main program (on Macs #include "SDL/SDL.h" renames
dnl main into SDL_main, which then gets called from the new
dnl main program included in SDLmain. This is necessary to
dnl install a proper framework for SDL).
dnl This can't be done earlier, since all SDL tests program
dnl from configure do NOT include SDL/SDL.h, therefore the
dnl main program gets not replaced, and then getting an linking
dnl error about main defined twice :((
LDFLAGGS="$LDFLAGS -framework OpenAL"
AC_CHECK_PROGS(have_sdl_config,[sdl-config],"no")
if test x$have_sdl_config != xno; then
LDFLAGS="$LDFLAGS `sdl-config --libs`"
CXXFLAGS="$CXXFLAGS `sdl-config --cflags`"
fi
esac
dnl ======================================================
dnl Try to supply the SVN revision number for the compiler
dnl ======================================================
AC_CHECK_PROGS(have_svnversion,[svnversion],"no")
if test x$have_svnversion != xno; then
SVNVERSION="`svnversion .`"
AC_DEFINE_UNQUOTED([SVNVERSION],"$SVNVERSION",["SVN revision number"])
fi
# =========================
# subst bars in Makefile.am
# =========================
AC_SUBST(opengl_LIBS)
AC_SUBST(openal_LIBS)
AC_SUBST(mikmod_LIBS)
AC_SUBST(sdl_LIBS)
AC_MSG_CHECKING([for gcc -fno-regmove option ])
dnl =========================
dnl test regmove compiler bug
dnl =========================
dnl Test if -fno-regmove is supported, since -fregmove (which is part of -O2 on
dnl g++) triggers an optimisation problem with static_ssg:
ORIGCXXFLAGS="$CXXFLAGS"
CXXFLAGS="$CXXFLAGS -fno-regmove"
AC_COMPILE_IFELSE([AC_LANG_PROGRAM()],
AC_MSG_RESULT(yes); NOREGMOVE=-fno-regmove,
AC_MSG_RESULT(no); NOREGMOVE="")
CXXFLAGS="$ORIGCXXFLAGS"
AC_SUBST(NOREGMOVE)
dnl =======================================
dnl Bullet physics - currently experimental
dnl =======================================
dnl Check for bullet physics. Currently, this is optional and needs
dnl a '--enable-bullet' during configure to be used.
AC_MSG_CHECKING(for bullet physics)
AC_ARG_ENABLE(bullet,
AC_HELP_STRING([--enable-bullet], [enable bullet physics]),
[enable_bullet="$enableval"],
[enable_bullet="no"])
if test "x${enable_bullet}" != "xno"; then
AC_DEFINE([BULLET], [], [Use the bullet physics engine])
AC_MSG_RESULT([enabled])
CXXFLAGS="$CXXFLAGS -I../bullet/src"
LIBS="$LIBS -L ../bullet/out/*/*/libs -lbulletopenglsupport -lbulletdynamics -lbulletcollision -lbulletmath -lglut"
else
AC_MSG_RESULT([disabled])
fi
dnl ================
dnl Create makefiles
dnl ================
AC_CONFIG_FILES([ \
Makefile \
data/Makefile \
fonts/Makefile \
images/Makefile \
models/Makefile \
mods/Makefile \
src/Makefile \
wavs/Makefile \
wavs/radio/Makefile \
wavs/tintagel/Makefile \
models/herrings/Makefile
])
AC_OUTPUT
echo -e $SUMMARY

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contrib/Makefile.am Normal file
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# contrib/
EXTRA_DIST =

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contrib/README.contrib Normal file
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In this directory there are unsorted files that can be useful, but aren't used inside the game yet.

241
contrib/black_closedbook.ac Normal file
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AC3Db
MATERIAL "ac3dmat1" rgb 1 1 1 amb 0.2 0.2 0.2 emis 0 0 0 spec 0.5 0.5 0.5 shi 10 trans 0
MATERIAL "ac3dmat3" rgb 0.125 0.114 0.102 amb 0.2 0.2 0.2 emis 0 0 0 spec 0.502 0.502 0.502 shi 10 trans 0
OBJECT world
kids 7
OBJECT poly
name "box"
loc -0.9 0.05 -1.05
numvert 8
-0.7 -0.05 -1.15
-0.7 0.05 -1.15
0.7 0.05 -1.15
0.7 -0.05 -1.15
-0.7 -0.05 1.15
-0.7 0.05 1.15
0.7 0.05 1.15
0.7 -0.05 1.15
numsurf 6
SURF 0x10
mat 1
refs 4
0 1 0
1 1 1
2 0 1
3 0 0
SURF 0x10
mat 1
refs 4
6 0 1
7 0 0
3 1 0
2 1 1
SURF 0x10
mat 1
refs 4
7 1 0
6 1 1
5 0 1
4 0 0
SURF 0x10
mat 1
refs 4
4 1 0
5 1 1
1 0 1
0 0 0
SURF 0x10
mat 1
refs 4
1 0 0
5 1 0
6 1 1
2 0 1
SURF 0x10
mat 1
refs 4
4 0 0
0 1 0
3 1 1
7 0 1
kids 0
OBJECT poly
name "box"
loc -0.9 0.35 -1.05
numvert 8
-0.7 -0.05 -1.15
-0.7 0.05 -1.15
0.7 0.05 -1.15
0.7 -0.05 -1.15
-0.7 -0.05 1.15
-0.7 0.05 1.15
0.7 0.05 1.15
0.7 -0.05 1.15
numsurf 6
SURF 0x10
mat 1
refs 4
0 1 0
1 1 1
2 0 1
3 0 0
SURF 0x10
mat 1
refs 4
6 0 1
7 0 0
3 1 0
2 1 1
SURF 0x10
mat 1
refs 4
7 1 0
6 1 1
5 0 1
4 0 0
SURF 0x10
mat 1
refs 4
4 1 0
5 1 1
1 0 1
0 0 0
SURF 0x10
mat 1
refs 4
1 0 0
5 1 0
6 1 1
2 0 1
SURF 0x10
mat 1
refs 4
4 0 0
0 1 0
3 1 1
7 0 1
kids 0
OBJECT poly
name "box"
loc -0.15 0.20203 -1.05
numvert 8
-0.05 -0.15 -1.15
-0.05 0.15 -1.15
0.05 0.15 -1.15
0.05 -0.15 -1.15
-0.05 -0.15 1.15
-0.05 0.15 1.15
0.05 0.15 1.15
0.05 -0.15 1.15
numsurf 6
SURF 0x10
mat 1
refs 4
0 1 0
1 1 1
2 0 1
3 0 0
SURF 0x10
mat 1
refs 4
6 0 1
7 0 0
3 1 0
2 1 1
SURF 0x10
mat 1
refs 4
7 1 0
6 1 1
5 0 1
4 0 0
SURF 0x10
mat 1
refs 4
4 1 0
5 1 1
1 0 1
0 0 0
SURF 0x10
mat 1
refs 4
1 0 0
5 1 0
6 1 1
2 0 1
SURF 0x10
mat 1
refs 4
4 0 0
0 1 0
3 1 1
7 0 1
kids 0
OBJECT poly
name "box"
loc -0.85 0.2 -1.05
numvert 4
-0.65 -0.1 -1.05
-0.65 0.1 -1.05
0.65 0.1 -1.05
0.65 -0.1 -1.05
numsurf 1
SURF 0x10
mat 0
refs 4
0 1 0
1 1 1
2 0 1
3 0 0
kids 0
OBJECT poly
name "box"
loc -0.85 0.2 -1.05
numvert 4
0.65 0.1 1.05
0.65 -0.1 1.05
0.65 -0.1 -1.05
0.65 0.1 -1.05
numsurf 1
SURF 0x10
mat 0
refs 4
0 0 1
1 0 0
2 1 0
3 1 1
kids 0
OBJECT poly
name "box"
loc -0.85 0.2 -1.05
numvert 4
0.65 -0.1 1.05
0.65 0.1 1.05
-0.65 0.1 1.05
-0.65 -0.1 1.05
numsurf 1
SURF 0x10
mat 0
refs 4
0 1 0
1 1 1
2 0 1
3 0 0
kids 0
OBJECT poly
name "box"
loc -0.85 0.2 -1.05
numvert 4
-0.65 -0.1 1.05
-0.65 0.1 1.05
-0.65 0.1 -1.05
-0.65 -0.1 -1.05
numsurf 1
SURF 0x10
mat 0
refs 4
0 1 0
1 1 1
2 0 1
3 0 0
kids 0

468
contrib/black_openbook.ac Normal file
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AC3Db
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OBJECT world
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