Repository: ezQuake/ezquake-source Branch: master Commit: 7d97990f80ae Files: 615 Total size: 7.9 MB Directory structure: gitextract_jn4z67cv/ ├── .github/ │ ├── ISSUE_TEMPLATE/ │ │ ├── bug-report.md │ │ └── feature_request.md │ └── workflows/ │ └── main.yml ├── .gitignore ├── .gitmodules ├── BUILD.md ├── CMakeLists.txt ├── CMakePresets.json ├── LICENSE ├── README.md ├── bootstrap.ps1 ├── bootstrap.sh ├── build-linux.sh ├── cmake/ │ ├── AddResources.cmake │ ├── CheckDependency.cmake │ ├── FindSpeex.cmake │ ├── FindSpeexDSP.cmake │ ├── GitUtils.cmake │ ├── ResourceCompiler.cmake │ └── triplets/ │ ├── arm64-osx.cmake │ ├── x64-mingw-static.cmake │ ├── x64-osx.cmake │ └── x86-mingw-static.cmake ├── dist/ │ ├── gen-release.sh │ ├── linux/ │ │ ├── io.github.ezQuake.appdata.xml │ │ └── io.github.ezQuake.desktop │ ├── macOS/ │ │ ├── MacOSXBundleInfo.plist.in │ │ ├── ezquake.entitlements.plist │ │ └── ezquake.icns │ └── windows/ │ └── ezQuake.rc.in ├── help_cmdline_params.json ├── help_commands.json ├── help_macros.json ├── help_variables.json ├── misc/ │ ├── appimage/ │ │ ├── appimage-manual_creation.sh │ │ └── ezquake.appdata.xml.template │ ├── cfg/ │ │ ├── cams.cfg │ │ ├── cams.tcl │ │ ├── eq260.cfg │ │ ├── ezhud.cfg │ │ ├── gfx_gl_eyecandy.cfg │ │ ├── gfx_gl_faithful.cfg │ │ ├── gfx_gl_fast.cfg │ │ ├── gfx_gl_higheyecandy.cfg │ │ ├── gfx_sw_default.cfg │ │ ├── gfx_sw_fast.cfg │ │ ├── how_to_use_these_files.txt │ │ ├── hud_aas.cfg │ │ ├── hud_berzerk.cfg │ │ ├── hud_corner.cfg │ │ ├── hud_dobbz.cfg │ │ ├── hud_empezar.cfg │ │ ├── hud_murdoc.cfg │ │ ├── hud_senft.cfg │ │ ├── hud_vleesh.cfg │ │ ├── movement.cfg │ │ ├── mvdhud_1on1.cfg │ │ ├── mvdhud_2on2.cfg │ │ ├── mvdhud_3on3.cfg │ │ ├── mvdhud_4on4.cfg │ │ ├── mvdhud_base.cfg │ │ ├── mvdhud_base_2.cfg │ │ ├── mvdhud_base_3.cfg │ │ ├── mvdhud_base_4.cfg │ │ ├── mvdhud_base_del.cfg │ │ ├── mvdhud_base_other.cfg │ │ ├── mvdhud_custom.cfg │ │ ├── pingdump.cfg │ │ ├── teamplay.cfg │ │ └── teamtime.cfg │ ├── pak.lst │ └── sb/ │ ├── au-sv.txt │ ├── cache/ │ │ └── empty │ ├── check_sources.sh │ ├── ctf.txt │ ├── eu-4on4.txt │ ├── eu-sv.txt │ ├── global.txt │ ├── na-sv.txt │ ├── qizmo.txt │ ├── sa-sv.txt │ ├── sources.txt │ ├── tf.txt │ └── update_sources.bat ├── src/ │ ├── Ctrl.c │ ├── Ctrl.h │ ├── Ctrl_EditBox.c │ ├── Ctrl_EditBox.h │ ├── Ctrl_PageViewer.c │ ├── Ctrl_PageViewer.h │ ├── Ctrl_ScrollBar.c │ ├── Ctrl_Tab.c │ ├── Ctrl_Tab.h │ ├── EX_FileList.c │ ├── EX_FileList.h │ ├── EX_browser.c │ ├── EX_browser.h │ ├── EX_browser_net.c │ ├── EX_browser_pathfind.c │ ├── EX_browser_ping.c │ ├── EX_browser_qtvlist.c │ ├── EX_browser_sources.c │ ├── EX_qtvlist.c │ ├── EX_qtvlist.h │ ├── anorm_dots.h │ ├── anorms.h │ ├── bspfile.h │ ├── cd_linux.c │ ├── cd_null.c │ ├── cd_win.c │ ├── cdaudio.h │ ├── central.c │ ├── central.h │ ├── cl_cam.c │ ├── cl_cmd.c │ ├── cl_demo.c │ ├── cl_ents.c │ ├── cl_input.c │ ├── cl_main.c │ ├── cl_multiview.c │ ├── cl_nqdemo.c │ ├── cl_parse.c │ ├── cl_pred.c │ ├── cl_screen.c │ ├── cl_screenshot.c │ ├── cl_skygroups.c │ ├── cl_slist.c │ ├── cl_slist.h │ ├── cl_tent.c │ ├── cl_view.c │ ├── cl_view.h │ ├── client.h │ ├── cmd.c │ ├── cmd.h │ ├── cmdline_params.h │ ├── cmdline_params_ids.h │ ├── cmodel.c │ ├── cmodel.h │ ├── collision.c │ ├── com_msg.c │ ├── common.c │ ├── common.h │ ├── common_draw.c │ ├── common_draw.h │ ├── config_manager.c │ ├── config_manager.h │ ├── console.c │ ├── console.h │ ├── crc.c │ ├── crc.h │ ├── cvar.c │ ├── cvar.h │ ├── cvar_groups.h │ ├── demo_controls.c │ ├── demo_controls.h │ ├── demo_spawnwarn.c │ ├── demo_spawnwarn.h │ ├── document_rendering.c │ ├── document_rendering.h │ ├── draw.h │ ├── ez_button.c │ ├── ez_button.h │ ├── ez_controls.c │ ├── ez_controls.h │ ├── ez_label.c │ ├── ez_label.h │ ├── ez_listview.c │ ├── ez_listview.h │ ├── ez_listviewitem.c │ ├── ez_listviewitem.h │ ├── ez_scrollbar.c │ ├── ez_scrollbar.h │ ├── ez_scrollpane.c │ ├── ez_scrollpane.h │ ├── ez_slider.c │ ├── ez_slider.h │ ├── ez_window.c │ ├── ez_window.h │ ├── ezquake-icon.c │ ├── fchecks.c │ ├── fchecks.h │ ├── fmod.c │ ├── fmod.h │ ├── fonts.c │ ├── fonts.h │ ├── fragstats.c │ ├── fs.c │ ├── fs.h │ ├── g_public.h │ ├── gl_aliasmodel.c │ ├── gl_aliasmodel_md3.c │ ├── gl_buffers.c │ ├── gl_debug.c │ ├── gl_drawcall_wrappers.c │ ├── gl_framebuffer.c │ ├── gl_framebuffer.h │ ├── gl_local.h │ ├── gl_misc.c │ ├── gl_model.h │ ├── gl_program.c │ ├── gl_sdl.c │ ├── gl_sprite3d.c │ ├── gl_sprite3d.h │ ├── gl_state.c │ ├── gl_texture.c │ ├── gl_texture.h │ ├── gl_texture_functions.c │ ├── gl_texture_internal.h │ ├── glc_aliasmodel.c │ ├── glc_aliasmodel_mesh.c │ ├── glc_bloom.c │ ├── glc_brushmodel.c │ ├── glc_draw.c │ ├── glc_framebuffer.c │ ├── glc_lightmaps.c │ ├── glc_local.h │ ├── glc_main.c │ ├── glc_matrix.c │ ├── glc_matrix.h │ ├── glc_md3.c │ ├── glc_misc.c │ ├── glc_particles.c │ ├── glc_performance.c │ ├── glc_sdl.c │ ├── glc_sky.c │ ├── glc_sprite3d.c │ ├── glc_state.c │ ├── glc_state.h │ ├── glc_surf.c │ ├── glc_turb_surface.c │ ├── glc_vao.c │ ├── glc_vao.h │ ├── glc_warp.c │ ├── glm_aliasmodel.c │ ├── glm_brushmodel.c │ ├── glm_brushmodel.h │ ├── glm_draw.c │ ├── glm_draw.h │ ├── glm_framebuffer.c │ ├── glm_lightmaps.c │ ├── glm_local.h │ ├── glm_main.c │ ├── glm_md3.c │ ├── glm_misc.c │ ├── glm_particles.c │ ├── glm_particles.h │ ├── glm_performance.c │ ├── glm_rmain.c │ ├── glm_rsurf.c │ ├── glm_sdl.c │ ├── glm_sprite.c │ ├── glm_sprite3d.c │ ├── glm_state.c │ ├── glm_texture_arrays.c │ ├── glm_texture_arrays.h │ ├── glm_vao.c │ ├── glm_vao.h │ ├── glsl/ │ │ ├── common.glsl │ │ ├── constants.glsl │ │ ├── draw_aliasmodel.fragment.glsl │ │ ├── draw_aliasmodel.vertex.glsl │ │ ├── draw_sprites.fragment.glsl │ │ ├── draw_sprites.vertex.glsl │ │ ├── draw_world.fragment.glsl │ │ ├── draw_world.vertex.glsl │ │ ├── fx_world_geometry.fragment.glsl │ │ ├── fx_world_geometry.vertex.glsl │ │ ├── glc/ │ │ │ ├── glc_aliasmodel_shadow.fragment.glsl │ │ │ ├── glc_aliasmodel_shadow.vertex.glsl │ │ │ ├── glc_aliasmodel_shell.fragment.glsl │ │ │ ├── glc_aliasmodel_shell.vertex.glsl │ │ │ ├── glc_aliasmodel_std.fragment.glsl │ │ │ ├── glc_aliasmodel_std.vertex.glsl │ │ │ ├── glc_caustics.fragment.glsl │ │ │ ├── glc_caustics.vertex.glsl │ │ │ ├── glc_draw_sprites.fragment.glsl │ │ │ ├── glc_draw_sprites.vertex.glsl │ │ │ ├── glc_hud_images.fragment.glsl │ │ │ ├── glc_hud_images.vertex.glsl │ │ │ ├── glc_post_process_screen.fragment.glsl │ │ │ ├── glc_post_process_screen.vertex.glsl │ │ │ ├── glc_sky.fragment.glsl │ │ │ ├── glc_sky.vertex.glsl │ │ │ ├── glc_turbsurface.fragment.glsl │ │ │ ├── glc_turbsurface.vertex.glsl │ │ │ ├── glc_world_drawflat.fragment.glsl │ │ │ ├── glc_world_drawflat.vertex.glsl │ │ │ ├── glc_world_secondpass.fragment.glsl │ │ │ ├── glc_world_secondpass.vertex.glsl │ │ │ ├── glc_world_textured.fragment.glsl │ │ │ └── glc_world_textured.vertex.glsl │ │ ├── hud_draw_circle.fragment.glsl │ │ ├── hud_draw_circle.vertex.glsl │ │ ├── hud_draw_image.fragment.glsl │ │ ├── hud_draw_image.geometry.glsl │ │ ├── hud_draw_image.vertex.glsl │ │ ├── hud_draw_line.fragment.glsl │ │ ├── hud_draw_line.vertex.glsl │ │ ├── hud_draw_polygon.fragment.glsl │ │ ├── hud_draw_polygon.vertex.glsl │ │ ├── lighting.compute.glsl │ │ ├── post_process_screen.fragment.glsl │ │ ├── post_process_screen.vertex.glsl │ │ ├── shared/ │ │ │ └── fxaa.h.glsl │ │ ├── simple.fragment.glsl │ │ ├── simple.vertex.glsl │ │ ├── simple3d.fragment.glsl │ │ └── simple3d.vertex.glsl │ ├── hash.c │ ├── hash.h │ ├── help.c │ ├── help.h │ ├── help_files.c │ ├── host.c │ ├── hud.c │ ├── hud.h │ ├── hud_262.c │ ├── hud_ammo.c │ ├── hud_armor.c │ ├── hud_autoid.c │ ├── hud_centerprint.c │ ├── hud_clock.c │ ├── hud_common.c │ ├── hud_common.h │ ├── hud_editor.c │ ├── hud_editor.h │ ├── hud_face.c │ ├── hud_frags.c │ ├── hud_gamesummary.c │ ├── hud_groups.c │ ├── hud_guns.c │ ├── hud_health.c │ ├── hud_items.c │ ├── hud_net.c │ ├── hud_performance.c │ ├── hud_qtv.c │ ├── hud_radar.c │ ├── hud_scores.c │ ├── hud_speed.c │ ├── hud_teaminfo.c │ ├── hud_tracking.c │ ├── hud_weapon_stats.c │ ├── ignore.c │ ├── ignore.h │ ├── image.c │ ├── image.h │ ├── in_osx.h │ ├── in_osx.m │ ├── in_sdl2.c │ ├── input.h │ ├── irc.c │ ├── irc.h │ ├── irc_filter.c │ ├── irc_filter.h │ ├── keys.c │ ├── keys.h │ ├── linux_signals.c │ ├── localtime.h │ ├── localtime_posix.c │ ├── localtime_win.c │ ├── logging.c │ ├── logging.h │ ├── macro_definitions.h │ ├── macro_ids.h │ ├── match_tools.c │ ├── match_tools_challenge.c │ ├── mathlib.c │ ├── mathlib.h │ ├── md4.c │ ├── menu.c │ ├── menu.h │ ├── menu_demo.c │ ├── menu_demo.h │ ├── menu_ingame.c │ ├── menu_ingame.h │ ├── menu_multiplayer.c │ ├── menu_multiplayer.h │ ├── menu_options.c │ ├── menu_options.h │ ├── menu_proxy.c │ ├── menu_proxy.h │ ├── modelgen.h │ ├── movie.c │ ├── movie.h │ ├── movie_avi.c │ ├── movie_avi.h │ ├── mvd_autotrack.c │ ├── mvd_utils.c │ ├── mvd_utils.h │ ├── mvd_utils_common.h │ ├── mvd_xmlstats.c │ ├── net.c │ ├── net.h │ ├── net_chan.c │ ├── parser.c │ ├── parser.h │ ├── particles_classic.h │ ├── pmove.c │ ├── pmove.h │ ├── pmovetst.c │ ├── pr2.h │ ├── pr2_cmds.c │ ├── pr2_edict.c │ ├── pr2_exec.c │ ├── pr_cmds.c │ ├── pr_comp.h │ ├── pr_edict.c │ ├── pr_exec.c │ ├── progdefs.h │ ├── progs.h │ ├── q_platform.h │ ├── q_shared.c │ ├── q_shared.h │ ├── qmb_particles.h │ ├── qsound.h │ ├── qtv.c │ ├── qtv.h │ ├── quakedef.h │ ├── qwsvdef.h │ ├── r_aliasmodel.c │ ├── r_aliasmodel.h │ ├── r_aliasmodel_md3.c │ ├── r_aliasmodel_md3.h │ ├── r_aliasmodel_mesh.c │ ├── r_aliasmodel_skins.c │ ├── r_atlas.c │ ├── r_bloom.c │ ├── r_brushmodel.c │ ├── r_brushmodel.h │ ├── r_brushmodel_bspx.c │ ├── r_brushmodel_load.c │ ├── r_brushmodel_sky.c │ ├── r_brushmodel_sky.h │ ├── r_brushmodel_surfaces.c │ ├── r_brushmodel_textures.c │ ├── r_brushmodel_warpsurfaces.c │ ├── r_brushmodel_warpsurfaces_sin.h │ ├── r_buffers.c │ ├── r_buffers.h │ ├── r_chaticons.c │ ├── r_chaticons.h │ ├── r_draw.c │ ├── r_draw.h │ ├── r_draw_charset.c │ ├── r_draw_circle.c │ ├── r_draw_image.c │ ├── r_draw_line.c │ ├── r_draw_polygon.c │ ├── r_framestats.h │ ├── r_hud.c │ ├── r_lighting.h │ ├── r_lightmaps.c │ ├── r_lightmaps.h │ ├── r_lightmaps_internal.h │ ├── r_local.h │ ├── r_main.c │ ├── r_matrix.c │ ├── r_matrix.h │ ├── r_misc.c │ ├── r_misc.cpp │ ├── r_model.c │ ├── r_netgraph.c │ ├── r_palette.c │ ├── r_part.c │ ├── r_part_trails.c │ ├── r_particles_qmb.c │ ├── r_particles_qmb.h │ ├── r_particles_qmb_spawn.c │ ├── r_particles_qmb_trails.c │ ├── r_performance.c │ ├── r_performance.h │ ├── r_program.h │ ├── r_refrag.c │ ├── r_renderer.h │ ├── r_renderer_structure.h │ ├── r_rlight.c │ ├── r_rmain.c │ ├── r_rmisc.c │ ├── r_shared.h │ ├── r_sprite3d.c │ ├── r_sprite3d.h │ ├── r_sprite3d_internal.h │ ├── r_sprites.c │ ├── r_state.h │ ├── r_states.c │ ├── r_texture.c │ ├── r_texture.h │ ├── r_texture_cvars.c │ ├── r_texture_internal.h │ ├── r_texture_load.c │ ├── r_texture_util.c │ ├── r_trace.h │ ├── r_vao.h │ ├── render.h │ ├── resource.h │ ├── rulesets.c │ ├── rulesets.h │ ├── sbar.c │ ├── sbar.h │ ├── screen.h │ ├── server.h │ ├── settings.h │ ├── settings_page.c │ ├── settings_page.h │ ├── sha1.c │ ├── sha1.h │ ├── sha3.c │ ├── sha3.h │ ├── skin.c │ ├── snd_main.c │ ├── snd_mem.c │ ├── snd_mix.c │ ├── snd_qizmo.c │ ├── snd_voip.c │ ├── spritegn.h │ ├── stats_grid.c │ ├── stats_grid.h │ ├── sv_ccmds.c │ ├── sv_demo.c │ ├── sv_demo_misc.c │ ├── sv_demo_qtv.c │ ├── sv_ents.c │ ├── sv_init.c │ ├── sv_log.h │ ├── sv_login.c │ ├── sv_main.c │ ├── sv_master.c │ ├── sv_mod_frags.c │ ├── sv_mod_frags.h │ ├── sv_move.c │ ├── sv_nchan.c │ ├── sv_null.c │ ├── sv_phys.c │ ├── sv_save.c │ ├── sv_send.c │ ├── sv_sys_unix.c │ ├── sv_sys_win.c │ ├── sv_user.c │ ├── sv_world.c │ ├── sv_world.h │ ├── sys.h │ ├── sys_osx.m │ ├── sys_posix.c │ ├── sys_sdl2.c │ ├── sys_win.c │ ├── teamplay.c │ ├── teamplay.h │ ├── teamplay_locfiles.c │ ├── textencoding.c │ ├── textencoding.h │ ├── tp_msgs.c │ ├── tp_msgs.h │ ├── tp_triggers.c │ ├── tp_triggers.h │ ├── tr_types.h │ ├── utils.c │ ├── utils.h │ ├── version.c │ ├── version.h │ ├── vfs.h │ ├── vfs_doomwad.c │ ├── vfs_gzip.c │ ├── vfs_mmap.c │ ├── vfs_os.c │ ├── vfs_pak.c │ ├── vfs_tar.c │ ├── vfs_tar.h │ ├── vfs_tcp.c │ ├── vfs_zip.c │ ├── vid.h │ ├── vid_common_gl.c │ ├── vid_sdl2.c │ ├── vid_vsync.c │ ├── vk_blending.c │ ├── vk_buffers.c │ ├── vk_debug.c │ ├── vk_draw.c │ ├── vk_graphics_pipeline.c │ ├── vk_instance.c │ ├── vk_lightmaps.c │ ├── vk_local.h │ ├── vk_main.c │ ├── vk_md3.c │ ├── vk_misc.c │ ├── vk_physical_devices.c │ ├── vk_renderpass.c │ ├── vk_sdl.c │ ├── vk_swapchain.c │ ├── vk_vao.c │ ├── vk_vao.h │ ├── vk_window_surface.c │ ├── vm.c │ ├── vm.h │ ├── vm_interpreted.c │ ├── vm_local.h │ ├── vm_x86.c │ ├── vx_camera.c │ ├── vx_camera.h │ ├── vx_coronas.c │ ├── vx_stuff.c │ ├── vx_stuff.h │ ├── vx_tracker.c │ ├── vx_tracker.h │ ├── vx_vertexlights.c │ ├── vx_vertexlights.h │ ├── wad.c │ ├── wad.h │ ├── winquake.rc │ ├── xsd.c │ ├── xsd.h │ ├── xsd_document.c │ ├── xsd_document.h │ ├── zone.c │ └── zone.h └── vcpkg.json ================================================ FILE CONTENTS ================================================ ================================================ FILE: .github/ISSUE_TEMPLATE/bug-report.md ================================================ --- name: Bug report about: Create a report to help us improve title: 'BUG: ' labels: '' assignees: '' --- Please search for existing issues and check for potential duplicates before filing yours. **ezQuake version:** (Specify the Git commit hash if using a non-stable build - this is available through the `/version` command) **OS/device including version:** Specify GPU model, drivers, and the renderer (classic or modern) if graphics-related. **Describe the bug** A clear and concise description of what the bug is. **To Reproduce** Steps to reproduce the behavior: 1. Go to '...' 2. Click on '....' 3. Scroll down to '....' 4. See error **Expected behavior** A clear and concise description of what you expected to happen. **Screenshots** If applicable, add screenshots to help explain your problem. Also please attach your config (.cfg) file **Additional context** Add any other context about the problem here. ================================================ FILE: .github/ISSUE_TEMPLATE/feature_request.md ================================================ --- name: Feature request about: Suggest an idea for this project title: 'REQ: ' labels: '' assignees: '' --- Please ensure that your request is predominantly client-based, and not better suited to being logged with the server or mod aspects of QuakeWorld (e.g. mvdsv or ktx) **Is your feature request related to a problem? Please describe.** A clear and concise description of what the problem is. Ex. I'm always frustrated when [...] **Describe the solution you'd like** A clear and concise description of what you want to happen. **Describe alternatives you've considered** A clear and concise description of any alternative solutions or features you've considered. **Additional context** Add any other context or screenshots about the feature request here. **Impact on server or mods** ================================================ FILE: .github/workflows/main.yml ================================================ name: main on: push: # Only build branches on push, tags will be handled by 'release' job. branches: - '**' pull_request: workflow_dispatch: release: types: [published] jobs: build: strategy: matrix: include: - os: windows-latest configurePreset: msbuild-x64 buildPreset: msbuild-x64-release name: ezQuake-windows-x64 artifact: "ezquake.exe" container: null - os: macos-latest configurePreset: macos-arm64 buildPreset: macos-arm64-release name: ezQuake-macOS-arm64 artifact: "ezQuake.zip" packages: ["autoconf", "automake", "libtool"] container: null - os: macos-latest configurePreset: macos-x64 buildPreset: macos-x64-release name: ezQuake-macOS-x64 artifact: "ezQuake.zip" packages: ["autoconf", "automake", "libtool"] container: null - os: ubuntu-latest configurePreset: dynamic buildPreset: dynamic-release name: ezQuake-linux-x86_64 artifact: "ezQuake-x86_64.AppImage" cflags: "-march=nehalem" packages: ["build-essential", "ca-certificates", "cmake", "curl", "file", "git", "libcurl4-openssl-dev", "libexpat1-dev", "libfreetype-dev", "libfuse3-dev", "libjansson-dev", "libjpeg-dev", "libminizip-dev", "libpcre2-dev", "libpng-dev", "libsdl2-2.0-0", "libsdl2-dev", "libsndfile1-dev", "libspeex-dev", "libspeexdsp-dev", "ninja-build", "unzip"] container: image: debian:testing options: --privileged name: ${{ matrix.name }} runs-on: ${{ matrix.os }} container: ${{ matrix.container }} steps: - name: Prepare Linux environment run: | apt-get -qq update && apt-get -qq install --no-install-recommends ${{ join(matrix.packages, ' ') }} git config --global --add safe.directory $PWD if: matrix.os == 'ubuntu-latest' - name: Prepare macOS environment run: brew install -q ${{ join(matrix.packages, ' ') }} if: matrix.os == 'macos-latest' - name: Check out code uses: actions/checkout@v4 with: submodules: true # To get correct revision which is needed by server to detect certain client bugs fetch-depth: 0 - name: Fetch upstream tags for version metadata run: | git remote add upstream https://github.com/QW-Group/ezquake-source.git git fetch --tags --no-recurse-submodules upstream if: github.repository != 'QW-Group/ezquake-source' - name: Set library build type to release shell: bash run: | # Hopefully overrideable via environment in the future. Done here as # vcpkg is chainloaded before cmake, and doesn't seem to apply args. # Avoids building both -dbg and -rel versions of static libraries. for x in {cmake/triplets/*,vcpkg/triplets/{*,community/*}}; do if [[ -f $x ]]; then echo >> $x echo 'set(VCPKG_BUILD_TYPE release)' >> $x fi done if: matrix.os != 'ubuntu-latest' - uses: lukka/get-cmake@latest with: cmakeVersion: "~3.28.0" if: matrix.os != 'ubuntu-latest' - name: Setup vcpkg uses: lukka/run-vcpkg@v11 if: matrix.os != 'ubuntu-latest' - name: Run CMake uses: lukka/run-cmake@v10 with: configurePreset: ${{ matrix.configurePreset }} buildPreset: ${{ matrix.buildPreset }} env: CFLAGS: ${{ matrix.cflags }} - name: Generate Linux AppImage run: | export EXECUTABLE=$(echo build-${{ matrix.configurePreset }}/Release/ezquake*) ./misc/appimage/appimage-manual_creation.sh mv ezQuake-x86_64.AppImage build-${{ matrix.configurePreset }}/Release/ if: matrix.os == 'ubuntu-latest' - name: Preserve macOS executable bit run: | zip -r -9 ezQuake.zip ezQuake.app working-directory: build-${{ matrix.configurePreset }}/Release if: matrix.os == 'macos-latest' - name: Archive client uses: actions/upload-artifact@v4 with: name: ${{ matrix.name }} path: | build-${{ matrix.configurePreset }}/Release/${{ matrix.artifact }} compression-level: 9 macos-universal: needs: build name: "ezQuake-macOS-universal" runs-on: macos-latest steps: - name: Check out code uses: actions/checkout@v4 - name: Download ARM64 Build uses: actions/download-artifact@v4 with: name: ezQuake-macOS-arm64 path: artifacts/arm64 - name: Download Intel Build uses: actions/download-artifact@v4 with: name: ezQuake-macOS-x64 path: artifacts/x64 - name: Create Universal Binary run: | (cd artifacts/x64 && unzip -qq ezQuake.zip) && (cd artifacts/arm64 && unzip -qq ezQuake.zip) cp -r artifacts/arm64/ezQuake.app . lipo -create -output ezQuake.app/Contents/MacOS/ezQuake \ artifacts/x64/ezQuake.app/Contents/MacOS/ezQuake \ artifacts/arm64/ezQuake.app/Contents/MacOS/ezQuake codesign --force --sign - --entitlements dist/macOS/ezquake.entitlements.plist --options runtime --timestamp ezQuake.app zip -r ezQuake-macOS-universal.zip ezQuake.app - name: Delete macOS arch specific builds uses: geekyeggo/delete-artifact@v5 with: name: | ezQuake-macOS-arm64 ezQuake-macOS-x64 - name: Upload Build Artifact uses: actions/upload-artifact@v4 with: name: ezQuake-macOS-universal path: ezQuake-macOS-universal.zip compression-level: 9 upload: if: github.repository == 'QW-group/ezquake-source' && ((github.event_name == 'push' && github.ref == 'refs/heads/master') || github.event_name == 'release') needs: [macos-universal] runs-on: ubuntu-latest steps: - name: Download Artifacts uses: actions/download-artifact@v4 with: path: artifacts - name: Checkout uses: actions/checkout@v4 with: path: ezquake submodules: true # To get correct revision when generating version.json for source release tarball fetch-depth: 0 if: github.event_name == 'release' - name: Get release date run: | REF_NAME="${{ github.ref_name || github.event.release.tag_name }}" RELEASE_DATE=$(git log -1 --format=%cI "$REF_NAME") echo "RELEASE_DATE=$RELEASE_DATE" >> $GITHUB_ENV working-directory: ezquake if: github.event_name == 'release' - name: Collect GitHub release artifacts run: | set -e dist_dir="${GITHUB_WORKSPACE}/dist" mkdir "${dist_dir}" # Reset timestamp to time of commit before compression find "artifacts" -type f -exec touch --date="${RELEASE_DATE}" {} + # Set executable bit for all files find "artifacts" -type f -exec chmod 755 {} + # Recompress before attaching to release, avoiding double-zip of macOS ( cd artifacts for target in *; do if ls "${target}"/*.zip &> /dev/null; then cp "${target}"/*.zip "${dist_dir}/${target}.zip" else (cd "${target}"; zip -o -9 "${dist_dir}/${target}.zip" *) fi done; ) # Generate source release with submodule, version.json etc ( cd "${GITHUB_WORKSPACE}/ezquake" dist/gen-release.sh mv *.tar.gz "${dist_dir}/" ) find "${dist_dir}" -type f -execdir sha256sum {} \; > "checksums.txt" mv "checksums.txt" "${dist_dir}/" # Reset timestamp to time of commit for all release artifacts find "${dist_dir}" -type f -exec touch --date="${RELEASE_DATE}" {} + echo "Release artifacts:" ls -lR "${dist_dir}" echo "Checksums:" cat "${dist_dir}/checksums.txt" echo "GITHUB_ARTIFACTS=$dist_dir" >> $GITHUB_ENV if: github.event_name == 'release' - name: Attach artifacts to GitHub release uses: softprops/action-gh-release@v2 with: files: ${{ env.GITHUB_ARTIFACTS }}/* env: GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} if: github.event_name == 'release' - name: Prepare Upload Environemnt run: | sudo apt-get -qq update sudo apt-get -qq --no-install-recommends install openssh-client - name: Setup SSH run: | ssh-agent -a $SSH_AUTH_SOCK > /dev/null ssh-add - <<< "${{ secrets.SSH_PRIVATE_KEY }}" env: SSH_AUTH_SOCK: /tmp/ssh_agent.sock - name: Prepare upload to builds.quakeworld.nu run: | # Build file structure for uploading # snapshots: # upload/snapshots/latest/$os/$arch/$filename # upload/snapshots/$os/$arch/$prefix_$filename # releases: # upload/releases/latest/$os/$arch/$filename # upload/releases/$tag/$os/$arch/$filename set -e upload_dir="${GITHUB_WORKSPACE}/upload" if [[ $GITHUB_REF == refs/tags/* ]]; then main_dir="${upload_dir}/releases/${{ github.ref_name }}" latest_dir="${upload_dir}/releases/latest" prefix="" upload_prefix="releases" else main_dir="${upload_dir}/snapshots" latest_dir="${upload_dir}/snapshots/latest" date=$(TZ="Europe/Amsterdam" date "+%Y%m%d-%H%M%S") prefix="${date}_${GITHUB_SHA::7}_" upload_prefix="snapshots" fi # Collect upload structure for artifact in artifacts/*/*; do artifact_file=$(basename "${artifact}") artifact_dir=$(dirname "${artifact}") IFS='-' read -r ezq os arch <<< "${artifact_dir}" mkdir -p "${main_dir}/${os}/${arch}" "${latest_dir}/${os}/${arch}" cp "${artifact}" "${main_dir}/${os}/${arch}/${prefix}${artifact_file}" cp "${artifact}" "${latest_dir}/${os}/${arch}/${artifact_file}" done # Set executable bit for all files find "${upload_dir}" -type f -exec chmod 755 {} + # Generate checksums for artifact in $(find "${upload_dir}" -type f); do artifact_file=$(basename "${artifact}") artifact_dir=$(dirname "${artifact}") (cd "${artifact_dir}" && md5sum "${artifact_file}" > "${artifact_file}.md5") done # Reset timestamp to time of commit find "${upload_dir}" -type f -exec touch --date="${RELEASE_DATE}" {} + echo "Upload artifacts:" ls -lR "${upload_dir}" echo "UPLOAD_PREFIX=${upload_prefix}" >> $GITHUB_ENV - name: Upload to builds.quakeworld.nu env: SSH_AUTH_SOCK: /tmp/ssh_agent.sock run: | sftp -rp -o 'StrictHostKeyChecking no' -o 'UserKnownHostsFile /dev/null' -P ${{ secrets.SFTP_PORT }} ${{ secrets.SFTP_USERNAME }}@${{ secrets.SFTP_HOST }}:/${{ env.UPLOAD_PREFIX }} <<< $'put -rp upload/${{ env.UPLOAD_PREFIX }}/*' ================================================ FILE: .gitignore ================================================ ezquake ezquake.exe ezquake-*.exe ezquake-*-* ezQuake.aps *.vcxproj*.user *.vcxproj*.cache SysPrintf.log .ezquake/ .vs /.vscode *.json.c *.glsl.c vcpkg_installed/ src/.msversion.h /build*/ !.gitignore # Local documentation files (not for repository) CR*.md EZQUAKE_HUD_*.md TRACKER_*.md ================================================ FILE: .gitmodules ================================================ [submodule "src/qwprot"] path = src/qwprot url = https://github.com/QW-Group/qwprot.git branch = master [submodule "vcpkg"] path = vcpkg url = https://github.com/Microsoft/vcpkg ================================================ FILE: BUILD.md ================================================ # Compiling ezQuake ## Introduction To provide a consistent build on Windows, Linux, macOS and BSD across various compilers, dynamic and static linking, all described in one single file, [CMake][cmake] is used, with the help of [vcpkg][vcpkg] to support static linking. In its most basic form on Linux/BSD, with dynamic linking, a build can be invoked as follows: ```shell mkdir build && cd build cmake .. -DCMAKE_BUILD_TYPE=Release # Configuration phase make -j $(nproc) # Build phase ``` This will locate all system-wide dependencies and show a clear message if a mandatory dependency is not installed. Check the output to see if it matches your expectations in regard to optional dependencies. When configure phase passes, the build phase will produce a dynamically linked binary. The resulting binary can be found in the build directory at `build/ezquake-linux-x86_64`. The default mode of compilation is to not show the full command line, only errors and warnings. To enable verbose mode, set `CMAKE_VERBOSE_MAKEFILE` to `ON`. While CMake can be configured via `CMAKE_C_CFLAGS`, it also supports picking up `CFLAGS` from the aptly named environment variable `CFLAGS`. The ezQuake build also declares a few options on its own to customize the resulting executable. Unfortunately CMake CLI has no built-in command to list them, so check `CMakeLists.txt`: ```shell grep -E ^option CMakeLists.txt ``` Putting the above customizations to work may look like this: ```shell export CFLAGS=-march=native mkdir build && cd build cmake .. -DCMAKE_BUILD_TYPE=Release -DCMAKE_VERBOSE_MAKEFILE=ON -DRENDERER_CLASSIC_OPENGL=OFF make -j $(nproc) ``` CMake caches as much as possible when the build is initialized to allow for fast iteration when developing. Should an option not activate as expected, removing the build directory and starting over is always a failsafe. Static dependencies are [cached elsewhere](#Caches) and will not have to be rebuilt if only the build directory is removed. ## CMake Presets [CMake presets][cmake-presets] can be seen as aliases that associates a number of build settings to a name. While this may not add much value for the trivial dynamically linked Linux/BSD build, the presets do add some desirable conveniences for other targets as is seen in later sections. There are two types of presets relevant to the ezQuake build: * Configuration Presets * Build Presets The available presets can be listed via: ```shell $ cmake --list-presets Available configure presets: "mingw64-x64-cross" "mingw64-i686-cross" ... $ cmake --build --list-presets Available build presets: "msbuild-x64-debug" - Build msbuild-x64 debug "msbuild-x64-release" - Build msbuild-x64 release "msbuild-x64-relwithdebinfo" - Build msbuild-x64 release with debug info ... ``` These can be invoked, regardless of underlying build system, via: ```shell # Creates build-dynamic directory, and initializes the build cmake --preset dynamic # Builds executable in build-dynamic/Release/ezquake cmake --build --preset dynamic-release # ...or if skipping the build preset, pass path to build directory instead camke --build build-dynamic --config Release ``` The build directory is by convention always called `build-${presetName}` when using presets. All declared presets are of type _Multi-Config_ so they're able to produce _Debug_, _Release_, and _RelWithDebInfo_ variants from the same configuration. While build presets are somewhat optional when building from the terminal, they add convenience when working from within an editor with CMake support. ## Static linking Static builds are supported on Windows, Linux and macOS and offloads building of dependencies to [vcpkg][vcpkg]. The CMake configuration is agnostic to dynamic or static linking and enabling of static linking happens via parametrizing the CMake invocation with the vcpkg toolchain. This is done automatically by using any of the Windows, macOS, or the static presets. Before starting a static build, vcpkg needs to be initialized. This is done by invoking `bootstrap.sh` on *nix-like platforms. Depending on which [type of build](#Visual-Studio) is used on Windows, the `bootstrap.ps1` PowerShell script does the equivalent. The invocation of a Linux static build is near identical to a dynamic build: ```shell ./bootstrap.sh cmake --preset static cmake --build build-static --config Release ``` If you haven't compiled a static version before, or if the project has updated the vcpkg repository version since last build, this will take a few minutes. Note that for Linux/BSD builds, you have to install the appropriate X11/Wayland development headers for the static build to work with each of those targets. ## Cross-Compilation to Windows Any *nix environment can produce a Windows build via: ```shell ./bootstrap.sh cmake --preset mingw64-x64-cross cmake --build build-mingw64-x64-cross --config Release ``` Be sure to install mingw-w64 before running the above commands. A native compiler is also needed as parts of the vcpkg build need to execute on the host. ## Visual Studio ### CMake Mode Microsoft is highly invested in both CMake and vcpkg, so native support in Visual Studio has existed for a number of years by now. Importing the project in Visual Studio 17 detects the CMake and vcpkg combination and builds the dependencies. Once done, the build presets will be listed in the _Configurations_ drop down. The `msbuild-*` or `ninja-msvc-*` related build presets are typically a good fit. To run ezQuake against a specific game directory, go via menu to _Debug_ > _Debug and Launch Settings for ezquake_ which will open up the `launch_schema.json` file where you introduce `currentDir` similar to the following: ```json { "version": "...", "defaults": {}, "configurations": [ { "type": "...", "currentDir": "C:\\Quake" } ] } ``` ### Visual Studio Solution Mode As the Visual Studio Solution is generated first after CMake configuration phase has finished, the `./bootstrap.ps1` PowerShell script must be invoked the first time to initialize vcpkg. ```shell powershell -File bootstrap.ps1 cmake --preset msbuild-x64 ``` Once done you will have a Visual Studio Solution in `build-msbuild-x64/ezquake.sln`. Any compilation changes that should be upstreamed must be updated in `CMakeLists.txt`. During the configuration phase, if a `ezquake.vcxproj.user` file exists in the top directory, this will be copied to the build directory next to the Visual Studio Solution to allow for persisting custom settings as the solution is generated. ## Xcode / macOS To simplify bundling static linking is used to build ezQuake on macOS, so start off by invoking `bootstrap.sh` first. When initializing for example the `macos-arm64` preset an Xcode project will be produced at `build-macos-arm64/ezquake.xcodeproj` with similar structure to that of Visual Studio. The same preset is also used when building via the terminal: ``` ./bootstrap.sh cmake --preset macos-arm64 cmake --build build-macos-arm64 --config Release ``` This will produce `ezQuake.app` under `build-macos-arm64/Release/ezQuake.app` by invoking `xcodebuild` behind the scenes to do the actual building and bundling. ## Caches If you don't intend to build ezQuake again and want to reclaim some space, you can find the shared vcpkg cache at: * All platforms * `./vcpkg/buildtrees` * *nix * `~/.cache/vcpkg/` * Windows * `c:\Users\$UserName\AppData\Local\vcpkg` ## Developer Tidbits ### Adding new files to the project In [CMakeLists.txt](CMakeLists.txt) source files are categorized into their approximate use cases (client, server, common, sys, etc), and this also applies to header files. The reason for this is to serve editors with the correct context, and if generating either a Xcode or Visual Studio project this categorization is also visualized in the project tree view. Looking forward, this will allow adding a `ezquake-sv` target by just reusing the relevant subset of source files. ### Managing static dependencies Vcpkg is used in [manifest mode][vcpkg-manifest], with the dependencies declared in `vcpkg.json`. While it's possible to lock dependencies at a specific version, this is not used today. Instead the vcpkg submodule dictates the set of dependency versions the project relies on. If adding a new mandatory dependency that static versions of ezQuake should use, first find it at [vcpkg.io][vcpkg-list], and if missing, read up on [overlay ports][vcpkg-overlay]. ### Target platforms If a specific platform requires customizations to how the static dependencies are built a [_triplet_][vcpkg-triplets] for this platform can be introduced. An example of such an override is the [x64 MinGW](cmake/triplets/x64-mingw-static.cmake) triplet that adds `-march=nehalem` when building dependencies. [cmake]: https://cmake.org/ [cmake-presets]: https://cmake.org/cmake/help/latest/manual/cmake-presets.7.html [cmake-cflags]: https://cmake.org/cmake/help/latest/envvar/CFLAGS.html [vcpkg]: https://learn.microsoft.com/en-us/vcpkg/ [vcpkg-manifest]: https://learn.microsoft.com/en-us/vcpkg/concepts/manifest-mode [vcpkg-list]: https://vcpkg.io/en/ [vcpkg-overlay]: https://learn.microsoft.com/en-us/vcpkg/concepts/overlay-ports [vcpkg-triplets]: https://learn.microsoft.com/en-us/vcpkg/users/triplets [vscmake]: https://learn.microsoft.com/en-us/cpp/build/cmake-projects-in-visual-studio ================================================ FILE: CMakeLists.txt ================================================ cmake_minimum_required(VERSION 3.22) project(ezquake C) if(CMAKE_SYSTEM_NAME STREQUAL "Darwin") enable_language(OBJC) endif() option(USE_SYSTEM_LIBS "Use system libraries instead of VCPKG" ON) option(RENDERER_MODERN_OPENGL "Enable modern OpenGL renderer" ON) option(RENDERER_CLASSIC_OPENGL "Enable classic OpenGL renderer" ON) option(DEBUG_MEMORY_ALLOCATIONS "Enable debug prints for memory allocations" OFF) option(ENABLE_SANDBOX "Enables application sandboxing (macOS)" ON) option(ENABLE_LTO "Enable Link Time Optimization" ON) if(NOT RENDERER_CLASSIC_OPENGL AND NOT RENDERER_MODERN_OPENGL) message(FATAL_ERROR "At least one of RENDERER_CLASSIC_OPENGL or RENDERER_MODERN_OPENGL must be enabled.") endif() set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${PROJECT_SOURCE_DIR}/cmake) include(GitUtils) include(AddResources) include(CheckIPOSupported) include(CheckCCompilerFlag) include(CheckDependency) git_refresh_submodules() git_extract_version(git_version) # Xcode has its own LTO features. if(ENABLE_LTO AND NOT CMAKE_SYSTEM_NAME STREQUAL "Darwin") check_ipo_supported(RESULT USE_LTO) if(USE_LTO) set(CMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE TRUE) set(CMAKE_INTERPROCEDURAL_OPTIMIZATION_RELWITHDEBINFO TRUE) else() message(FATAL_ERROR "Link Time Optimization requested, but not available.") endif() endif() if(ENABLE_LTO) message("-- Link Time Optimization: Enabled") endif() if(CMAKE_C_COMPILER_ID STREQUAL "MSVC") add_compile_options( /nologo /W3 /WX- /diagnostics:column ) set(CMAKE_MSVC_RUNTIME_LIBRARY MultiThreaded$<$:Debug>) set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT $<$:ProgramDatabase>) # Enable automatic parallelization of MSBuild set(CMAKE_VS_GLOBALS "UseMultiToolTask=true" "EnforceProcessCountAcrossBuilds=true" ) if(EXISTS "${PROJECT_SOURCE_DIR}/ezquake.vcxproj.user") configure_file("${PROJECT_SOURCE_DIR}/ezquake.vcxproj.user" "${CMAKE_BINARY_DIR}/ezquake.vcxproj.user" COPYONLY) endif() else() add_compile_options( -std=gnu89 -Wall -Wno-pointer-to-int-cast -Wno-int-to-pointer-cast -Wno-strict-aliasing -Wno-deprecated-declarations -fvisibility=hidden -Werror=format -Werror=strict-prototypes -Werror=old-style-definition $<$:-Werror=unused-function> $<$:-Werror=unused-variable> ) check_c_compiler_flag("-Wstrlcpy-strlcat-size" HAS_STRLCPY_STRLCAT_SIZE) if(HAS_STRLCPY_STRLCAT_SIZE) add_compile_options("-Werror=strlcpy-strlcat-size") endif() check_c_compiler_flag("-Wformat-truncation" HAS_FORMAT_TRUNCATION) if(HAS_FORMAT_TRUNCATION) add_compile_options("-Wno-error=format-truncation" "-Wno-format-truncation") endif() check_c_compiler_flag("-Wparentheses" HAS_PARENTHESIS) if(HAS_PARENTHESIS) add_compile_options("-Wno-parentheses") endif() check_c_compiler_flag("-Wmisleading-indentation" HAS_MISLEADING_INDENTATION) if(HAS_MISLEADING_INDENTATION) add_compile_options("-Wno-misleading-indentation") endif() # While not gnu89, it's in practice allowed by all supported compilers check_c_compiler_flag("-Wtypedef-redefinition" HAS_TYPE_REDEFINITION) if(HAS_TYPE_REDEFINITION) add_compile_options("-Wno-typedef-redefinition") endif() # Should mostly be fixed in mvdsv, and next sync can remove this check_c_compiler_flag("-Wshorten-64-to-32" HAS_SHORTEN_64_TO_32) if(HAS_TYPE_REDEFINITION) add_compile_options("-Wno-shorten-64-to-32") endif() endif() find_library(MATH m) # Override by configuring with -DOpenGL_GL_PREFERENCE=GLVND if(NOT OpenGL_GL_PREFERENCE) set(OpenGL_GL_PREFERENCE LEGACY) endif() find_package(OpenGL REQUIRED) find_package(Threads REQUIRED) # Args: target name, pkg-config name, vcpkg package name, vcpkg target name, extra args check_dependency(Expat "expat" "EXPAT" "expat::expat" REQUIRED CONFIG) check_dependency(FreeType "freetype2" "Freetype" "Freetype::Freetype" OPTIONAL) check_dependency(JPEG "libjpeg" "JPEG" "JPEG::JPEG" REQUIRED) check_dependency(Jansson "jansson" "jansson" "jansson::jansson" REQUIRED) check_dependency(MiniZip "minizip" "unofficial-minizip" "unofficial::minizip::minizip" REQUIRED) check_dependency(PCRE2 "libpcre2-8" "PCRE2" "pcre2::pcre2-8-static" REQUIRED) check_dependency(PNG "libpng" "PNG" "PNG::PNG" REQUIRED) check_dependency(SDL2 "sdl2" "SDL2" "SDL2::SDL2-static" REQUIRED) check_dependency(SndFile "sndfile" "SndFile" "SndFile::sndfile" REQUIRED) check_dependency(Speex "speex" "Speex" "SPEEX::SPEEX" OPTIONAL) check_dependency(SpeexDSP "speexdsp" "SpeexDSP" "SPEEX::SPEEXDSP" OPTIONAL) check_dependency(cURL "libcurl" "CURL" "CURL::libcurl" REQUIRED CONFIG) check_dependency(zlib "zlib" "ZLIB" "ZLIB::ZLIB" REQUIRED) if(USE_SYSTEM_LIBS AND HAVE_MINIZIP) find_path(EZQUAKE_MINIZIP_INCLUDE_DIR NAMES unzip.h HINTS ${MiniZip_INCLUDE_DIRS} PATH_SUFFIXES minizip REQUIRED ) endif() if(CMAKE_SYSTEM_NAME STREQUAL "Darwin") find_library(FRAMEWORK_APPKIT AppKit REQUIRED) find_library(FRAMEWORK_FOUNDATION Foundation REQUIRED) find_library(FRAMEWORK_CORESERVICES CoreServices REQUIRED) find_library(FRAMEWORK_GAMECONTROLLER GameController REQUIRED) endif() # Place special CMake targets in separate VS/Xcode folder set_property(GLOBAL PROPERTY USE_FOLDERS ON) set_property(GLOBAL PROPERTY VS_STARTUP_PROJECT "ezquake") set(SOURCE_DIR ${PROJECT_SOURCE_DIR}/src) set(common_headers ${SOURCE_DIR}/bspfile.h ${SOURCE_DIR}/cmd.h ${SOURCE_DIR}/cmdline_params.h ${SOURCE_DIR}/cmdline_params_ids.h ${SOURCE_DIR}/cmodel.h ${SOURCE_DIR}/common.h ${SOURCE_DIR}/crc.h ${SOURCE_DIR}/cvar.h ${SOURCE_DIR}/cvar_groups.h ${SOURCE_DIR}/fs.h ${SOURCE_DIR}/hash.h ${SOURCE_DIR}/macro_definitions.h ${SOURCE_DIR}/macro_ids.h ${SOURCE_DIR}/mathlib.h ${SOURCE_DIR}/net.h ${SOURCE_DIR}/parser.h ${SOURCE_DIR}/pmove.h ${SOURCE_DIR}/q_platform.h ${SOURCE_DIR}/q_shared.h ${SOURCE_DIR}/sha1.h ${SOURCE_DIR}/sha3.h ${SOURCE_DIR}/version.h ${SOURCE_DIR}/vfs.h ${SOURCE_DIR}/vfs_tar.h ${SOURCE_DIR}/zone.h ) set(common ${SOURCE_DIR}/cmd.c ${SOURCE_DIR}/cmodel.c ${SOURCE_DIR}/com_msg.c ${SOURCE_DIR}/common.c ${SOURCE_DIR}/crc.c ${SOURCE_DIR}/cvar.c ${SOURCE_DIR}/fs.c ${SOURCE_DIR}/hash.c ${SOURCE_DIR}/mathlib.c ${SOURCE_DIR}/md4.c ${SOURCE_DIR}/net.c ${SOURCE_DIR}/net_chan.c ${SOURCE_DIR}/parser.c ${SOURCE_DIR}/pmove.c ${SOURCE_DIR}/pmovetst.c ${SOURCE_DIR}/q_shared.c ${SOURCE_DIR}/sha1.c ${SOURCE_DIR}/sha3.c ${SOURCE_DIR}/version.c ${SOURCE_DIR}/vfs_doomwad.c ${SOURCE_DIR}/vfs_gzip.c ${SOURCE_DIR}/vfs_mmap.c ${SOURCE_DIR}/vfs_os.c ${SOURCE_DIR}/vfs_pak.c ${SOURCE_DIR}/vfs_tar.c ${SOURCE_DIR}/vfs_tcp.c ${SOURCE_DIR}/vfs_zip.c ${SOURCE_DIR}/zone.c ${common_headers} ) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/common" FILES ${common}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/common" FILES ${common_headers}) set(QWPROT_SOURCE_DIR ${SOURCE_DIR}/qwprot/src) set(qwprot_headers ${QWPROT_SOURCE_DIR}/protocol.h ) source_group(TREE ${QWPROT_SOURCE_DIR} PREFIX "Header Files/qwprot" FILES ${qwprot_headers}) set(server_headers ${SOURCE_DIR}/g_public.h ${SOURCE_DIR}/pr2.h ${SOURCE_DIR}/pr_comp.h ${SOURCE_DIR}/progdefs.h ${SOURCE_DIR}/progs.h ${SOURCE_DIR}/qwsvdef.h ${SOURCE_DIR}/server.h ${SOURCE_DIR}/sv_log.h ${SOURCE_DIR}/sv_mod_frags.h ${SOURCE_DIR}/sv_world.h ${SOURCE_DIR}/vm.h ${SOURCE_DIR}/vm_local.h ) set(server ${SOURCE_DIR}/pr2_cmds.c ${SOURCE_DIR}/pr2_edict.c ${SOURCE_DIR}/pr2_exec.c ${SOURCE_DIR}/pr_cmds.c ${SOURCE_DIR}/pr_edict.c ${SOURCE_DIR}/pr_exec.c ${SOURCE_DIR}/sv_ccmds.c ${SOURCE_DIR}/sv_demo.c ${SOURCE_DIR}/sv_demo_misc.c ${SOURCE_DIR}/sv_demo_qtv.c ${SOURCE_DIR}/sv_ents.c ${SOURCE_DIR}/sv_init.c ${SOURCE_DIR}/sv_login.c ${SOURCE_DIR}/sv_main.c ${SOURCE_DIR}/sv_master.c ${SOURCE_DIR}/sv_mod_frags.c ${SOURCE_DIR}/sv_move.c ${SOURCE_DIR}/sv_nchan.c ${SOURCE_DIR}/sv_phys.c ${SOURCE_DIR}/sv_save.c ${SOURCE_DIR}/sv_send.c ${SOURCE_DIR}/sv_user.c ${SOURCE_DIR}/sv_world.c ${SOURCE_DIR}/vm.c ${SOURCE_DIR}/vm_interpreted.c ${SOURCE_DIR}/vm_x86.c ${server_headers} ) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/server" FILES ${server}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/server" FILES ${server_headers}) if(RENDERER_MODERN_OPENGL OR RENDERER_CLASSIC_OPENGL) set(SHARED_GLSL_DIR ${SOURCE_DIR}/glsl/shared) add_resources(shaders_shared ${SHARED_GLSL_DIR}/fxaa.h.glsl ) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/shared_opengl" FILES ${shared_opengl}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/shared_opengl" FILES ${shared_opengl_headers}) endif() if(RENDERER_MODERN_OPENGL) set(MODERN_GLSL_DIR ${SOURCE_DIR}/glsl) add_resources(shaders_modern ${MODERN_GLSL_DIR}/common.glsl ${MODERN_GLSL_DIR}/constants.glsl ${MODERN_GLSL_DIR}/draw_aliasmodel.fragment.glsl ${MODERN_GLSL_DIR}/draw_aliasmodel.vertex.glsl ${MODERN_GLSL_DIR}/draw_sprites.fragment.glsl ${MODERN_GLSL_DIR}/draw_sprites.vertex.glsl ${MODERN_GLSL_DIR}/draw_world.fragment.glsl ${MODERN_GLSL_DIR}/draw_world.vertex.glsl ${MODERN_GLSL_DIR}/fx_world_geometry.fragment.glsl ${MODERN_GLSL_DIR}/fx_world_geometry.vertex.glsl ${MODERN_GLSL_DIR}/hud_draw_circle.fragment.glsl ${MODERN_GLSL_DIR}/hud_draw_circle.vertex.glsl ${MODERN_GLSL_DIR}/hud_draw_image.fragment.glsl ${MODERN_GLSL_DIR}/hud_draw_image.geometry.glsl ${MODERN_GLSL_DIR}/hud_draw_image.vertex.glsl ${MODERN_GLSL_DIR}/hud_draw_line.fragment.glsl ${MODERN_GLSL_DIR}/hud_draw_line.vertex.glsl ${MODERN_GLSL_DIR}/hud_draw_polygon.fragment.glsl ${MODERN_GLSL_DIR}/hud_draw_polygon.vertex.glsl ${MODERN_GLSL_DIR}/lighting.compute.glsl ${MODERN_GLSL_DIR}/post_process_screen.fragment.glsl ${MODERN_GLSL_DIR}/post_process_screen.vertex.glsl ${MODERN_GLSL_DIR}/simple.fragment.glsl ${MODERN_GLSL_DIR}/simple.vertex.glsl ${MODERN_GLSL_DIR}/simple3d.fragment.glsl ${MODERN_GLSL_DIR}/simple3d.vertex.glsl ) set(modern_opengl_headers ${SOURCE_DIR}/glm_brushmodel.h ${SOURCE_DIR}/glm_draw.h ${SOURCE_DIR}/glm_local.h ${SOURCE_DIR}/glm_particles.h ${SOURCE_DIR}/glm_texture_arrays.h ${SOURCE_DIR}/glm_vao.h ) set(modern_opengl ${SOURCE_DIR}/glm_aliasmodel.c ${SOURCE_DIR}/glm_brushmodel.c ${SOURCE_DIR}/glm_draw.c ${SOURCE_DIR}/glm_framebuffer.c ${SOURCE_DIR}/glm_lightmaps.c ${SOURCE_DIR}/glm_main.c ${SOURCE_DIR}/glm_md3.c ${SOURCE_DIR}/glm_misc.c ${SOURCE_DIR}/glm_particles.c ${SOURCE_DIR}/glm_performance.c ${SOURCE_DIR}/glm_rmain.c ${SOURCE_DIR}/glm_rsurf.c ${SOURCE_DIR}/glm_sdl.c ${SOURCE_DIR}/glm_sprite.c ${SOURCE_DIR}/glm_sprite3d.c ${SOURCE_DIR}/glm_state.c ${SOURCE_DIR}/glm_texture_arrays.c ${SOURCE_DIR}/glm_vao.c ${modern_opengl_headers} ) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/modern_opengl" FILES ${modern_opengl}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/modern_opengl" FILES ${modern_opengl_headers}) endif() if(RENDERER_CLASSIC_OPENGL) set(CLASSIC_GLSL_DIR ${SOURCE_DIR}/glsl/glc) add_resources(shaders_classic ${CLASSIC_GLSL_DIR}/glc_aliasmodel_shadow.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_aliasmodel_shadow.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_aliasmodel_shell.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_aliasmodel_shell.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_aliasmodel_std.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_aliasmodel_std.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_caustics.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_caustics.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_draw_sprites.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_draw_sprites.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_hud_images.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_hud_images.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_post_process_screen.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_post_process_screen.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_sky.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_sky.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_turbsurface.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_turbsurface.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_world_drawflat.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_world_drawflat.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_world_secondpass.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_world_secondpass.vertex.glsl ${CLASSIC_GLSL_DIR}/glc_world_textured.fragment.glsl ${CLASSIC_GLSL_DIR}/glc_world_textured.vertex.glsl ) set(classic_opengl_headers ${SOURCE_DIR}/glc_local.h ${SOURCE_DIR}/glc_matrix.h ${SOURCE_DIR}/glc_state.h ${SOURCE_DIR}/glc_vao.h ) set(classic_opengl ${SOURCE_DIR}/glc_aliasmodel.c ${SOURCE_DIR}/glc_aliasmodel_mesh.c ${SOURCE_DIR}/glc_bloom.c ${SOURCE_DIR}/glc_brushmodel.c ${SOURCE_DIR}/glc_draw.c ${SOURCE_DIR}/glc_framebuffer.c ${SOURCE_DIR}/glc_lightmaps.c ${SOURCE_DIR}/glc_main.c ${SOURCE_DIR}/glc_matrix.c ${SOURCE_DIR}/glc_md3.c ${SOURCE_DIR}/glc_misc.c ${SOURCE_DIR}/glc_particles.c ${SOURCE_DIR}/glc_performance.c ${SOURCE_DIR}/glc_sdl.c ${SOURCE_DIR}/glc_sky.c ${SOURCE_DIR}/glc_sprite3d.c ${SOURCE_DIR}/glc_state.c ${SOURCE_DIR}/glc_surf.c ${SOURCE_DIR}/glc_turb_surface.c ${SOURCE_DIR}/glc_vao.c ${SOURCE_DIR}/glc_warp.c ${classic_opengl_headers} ) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/classic_opengl" FILES ${classic_opengl}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/classic_opengl" FILES ${classic_opengl_headers}) endif() set(common_opengl_headers ${SOURCE_DIR}/gl_framebuffer.h ${SOURCE_DIR}/gl_local.h ${SOURCE_DIR}/gl_sprite3d.h ${SOURCE_DIR}/gl_texture.h ${SOURCE_DIR}/gl_texture_internal.h ) set(common_opengl ${SOURCE_DIR}/gl_aliasmodel.c ${SOURCE_DIR}/gl_aliasmodel_md3.c ${SOURCE_DIR}/gl_buffers.c ${SOURCE_DIR}/gl_debug.c ${SOURCE_DIR}/gl_drawcall_wrappers.c ${SOURCE_DIR}/gl_framebuffer.c ${SOURCE_DIR}/gl_misc.c ${SOURCE_DIR}/gl_program.c ${SOURCE_DIR}/gl_sdl.c ${SOURCE_DIR}/gl_sprite3d.c ${SOURCE_DIR}/gl_state.c ${SOURCE_DIR}/gl_texture.c ${SOURCE_DIR}/gl_texture_functions.c ${SOURCE_DIR}/vid_common_gl.c ${SOURCE_DIR}/r_vao.h ${common_opengl_headers} ) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/common_opengl" FILES ${common_opengl}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/common_opengl" FILES ${common_opengl_headers}) set(common_renderer_headers ${SOURCE_DIR}/anorm_dots.h ${SOURCE_DIR}/anorms.h ${SOURCE_DIR}/draw.h ${SOURCE_DIR}/gl_model.h ${SOURCE_DIR}/modelgen.h ${SOURCE_DIR}/particles_classic.h ${SOURCE_DIR}/qmb_particles.h ${SOURCE_DIR}/quakedef.h ${SOURCE_DIR}/r_aliasmodel.h ${SOURCE_DIR}/r_aliasmodel_md3.h ${SOURCE_DIR}/r_brushmodel.h ${SOURCE_DIR}/r_brushmodel_sky.h ${SOURCE_DIR}/r_brushmodel_warpsurfaces_sin.h ${SOURCE_DIR}/r_buffers.h ${SOURCE_DIR}/r_chaticons.h ${SOURCE_DIR}/r_draw.h ${SOURCE_DIR}/r_framestats.h ${SOURCE_DIR}/r_lighting.h ${SOURCE_DIR}/r_lightmaps.h ${SOURCE_DIR}/r_lightmaps_internal.h ${SOURCE_DIR}/r_local.h ${SOURCE_DIR}/r_matrix.h ${SOURCE_DIR}/r_particles_qmb.h ${SOURCE_DIR}/r_performance.h ${SOURCE_DIR}/r_program.h ${SOURCE_DIR}/r_renderer.h ${SOURCE_DIR}/r_renderer_structure.h ${SOURCE_DIR}/r_shared.h ${SOURCE_DIR}/r_sprite3d.h ${SOURCE_DIR}/r_sprite3d_internal.h ${SOURCE_DIR}/r_state.h ${SOURCE_DIR}/r_texture.h ${SOURCE_DIR}/r_texture_internal.h ${SOURCE_DIR}/r_trace.h ${SOURCE_DIR}/render.h ${SOURCE_DIR}/spritegn.h ${SOURCE_DIR}/vx_camera.h ${SOURCE_DIR}/vx_stuff.h ${SOURCE_DIR}/vx_tracker.h ${SOURCE_DIR}/vx_vertexlights.h ) set(common_renderer ${SOURCE_DIR}/r_aliasmodel.c ${SOURCE_DIR}/r_aliasmodel_md3.c ${SOURCE_DIR}/r_aliasmodel_mesh.c ${SOURCE_DIR}/r_aliasmodel_skins.c ${SOURCE_DIR}/r_atlas.c ${SOURCE_DIR}/r_bloom.c ${SOURCE_DIR}/r_brushmodel.c ${SOURCE_DIR}/r_brushmodel_bspx.c ${SOURCE_DIR}/r_brushmodel_load.c ${SOURCE_DIR}/r_brushmodel_sky.c ${SOURCE_DIR}/r_brushmodel_surfaces.c ${SOURCE_DIR}/r_brushmodel_textures.c ${SOURCE_DIR}/r_brushmodel_warpsurfaces.c ${SOURCE_DIR}/r_buffers.c ${SOURCE_DIR}/r_chaticons.c ${SOURCE_DIR}/r_draw.c ${SOURCE_DIR}/r_draw_charset.c ${SOURCE_DIR}/r_draw_circle.c ${SOURCE_DIR}/r_draw_image.c ${SOURCE_DIR}/r_draw_line.c ${SOURCE_DIR}/r_draw_polygon.c ${SOURCE_DIR}/r_hud.c ${SOURCE_DIR}/r_lightmaps.c ${SOURCE_DIR}/r_main.c ${SOURCE_DIR}/r_matrix.c ${SOURCE_DIR}/r_misc.c ${SOURCE_DIR}/r_model.c ${SOURCE_DIR}/r_netgraph.c ${SOURCE_DIR}/r_palette.c ${SOURCE_DIR}/r_part.c ${SOURCE_DIR}/r_part_trails.c ${SOURCE_DIR}/r_particles_qmb.c ${SOURCE_DIR}/r_particles_qmb_spawn.c ${SOURCE_DIR}/r_particles_qmb_trails.c ${SOURCE_DIR}/r_performance.c ${SOURCE_DIR}/r_refrag.c ${SOURCE_DIR}/r_rlight.c ${SOURCE_DIR}/r_rmain.c ${SOURCE_DIR}/r_rmisc.c ${SOURCE_DIR}/r_sprite3d.c ${SOURCE_DIR}/r_sprites.c ${SOURCE_DIR}/r_states.c ${SOURCE_DIR}/r_texture.c ${SOURCE_DIR}/r_texture_cvars.c ${SOURCE_DIR}/r_texture_load.c ${SOURCE_DIR}/r_texture_util.c ${SOURCE_DIR}/vx_camera.c ${SOURCE_DIR}/vx_coronas.c ${SOURCE_DIR}/vx_stuff.c ${SOURCE_DIR}/vx_vertexlights.c ${common_renderer_headers} ) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/common_renderer" FILES ${common_renderer}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/common_renderer" FILES ${common_renderer_headers}) set(common_hud_headers ${SOURCE_DIR}/common_draw.h ${SOURCE_DIR}/hud.h ${SOURCE_DIR}/hud_common.h ${SOURCE_DIR}/hud_editor.h ) set(common_hud ${SOURCE_DIR}/hud.c ${SOURCE_DIR}/hud_262.c ${SOURCE_DIR}/hud_ammo.c ${SOURCE_DIR}/hud_armor.c ${SOURCE_DIR}/hud_autoid.c ${SOURCE_DIR}/hud_centerprint.c ${SOURCE_DIR}/hud_clock.c ${SOURCE_DIR}/hud_common.c ${SOURCE_DIR}/hud_editor.c ${SOURCE_DIR}/hud_face.c ${SOURCE_DIR}/hud_frags.c ${SOURCE_DIR}/hud_gamesummary.c ${SOURCE_DIR}/hud_groups.c ${SOURCE_DIR}/hud_guns.c ${SOURCE_DIR}/hud_health.c ${SOURCE_DIR}/hud_items.c ${SOURCE_DIR}/hud_net.c ${SOURCE_DIR}/hud_performance.c ${SOURCE_DIR}/hud_qtv.c ${SOURCE_DIR}/hud_radar.c ${SOURCE_DIR}/hud_scores.c ${SOURCE_DIR}/hud_speed.c ${SOURCE_DIR}/hud_teaminfo.c ${SOURCE_DIR}/hud_tracking.c ${SOURCE_DIR}/hud_weapon_stats.c ${common_hud_headers} ) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/common_hud" FILES ${common_hud}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/common_hud" FILES ${common_hud_headers}) set(DOCUMENTATION_DIR ${PROJECT_SOURCE_DIR}) add_resources(documentation ${DOCUMENTATION_DIR}/help_cmdline_params.json ${DOCUMENTATION_DIR}/help_commands.json ${DOCUMENTATION_DIR}/help_macros.json ${DOCUMENTATION_DIR}/help_variables.json ) set(client_headers ${SOURCE_DIR}/Ctrl.h ${SOURCE_DIR}/Ctrl_EditBox.h ${SOURCE_DIR}/Ctrl_PageViewer.h ${SOURCE_DIR}/Ctrl_Tab.h ${SOURCE_DIR}/EX_FileList.h ${SOURCE_DIR}/EX_browser.h ${SOURCE_DIR}/EX_qtvlist.h ${SOURCE_DIR}/cdaudio.h ${SOURCE_DIR}/cl_slist.h ${SOURCE_DIR}/cl_view.h ${SOURCE_DIR}/client.h ${SOURCE_DIR}/config_manager.h ${SOURCE_DIR}/console.h ${SOURCE_DIR}/demo_controls.h ${SOURCE_DIR}/document_rendering.h ${SOURCE_DIR}/ez_button.h ${SOURCE_DIR}/ez_controls.h ${SOURCE_DIR}/ez_label.h ${SOURCE_DIR}/ez_listview.h ${SOURCE_DIR}/ez_listviewitem.h ${SOURCE_DIR}/ez_scrollbar.h ${SOURCE_DIR}/ez_scrollpane.h ${SOURCE_DIR}/ez_slider.h ${SOURCE_DIR}/ez_window.h ${SOURCE_DIR}/fchecks.h ${SOURCE_DIR}/fmod.h ${SOURCE_DIR}/fonts.h ${SOURCE_DIR}/help.h ${SOURCE_DIR}/ignore.h ${SOURCE_DIR}/image.h ${SOURCE_DIR}/input.h ${SOURCE_DIR}/keys.h ${SOURCE_DIR}/logging.h ${SOURCE_DIR}/menu.h ${SOURCE_DIR}/menu_demo.h ${SOURCE_DIR}/menu_ingame.h ${SOURCE_DIR}/menu_multiplayer.h ${SOURCE_DIR}/menu_options.h ${SOURCE_DIR}/menu_proxy.h ${SOURCE_DIR}/movie.h ${SOURCE_DIR}/movie_avi.h ${SOURCE_DIR}/mvd_utils.h ${SOURCE_DIR}/mvd_utils_common.h ${SOURCE_DIR}/qsound.h ${SOURCE_DIR}/qtv.h ${SOURCE_DIR}/rulesets.h ${SOURCE_DIR}/sbar.h ${SOURCE_DIR}/screen.h ${SOURCE_DIR}/settings.h ${SOURCE_DIR}/settings_page.h ${SOURCE_DIR}/demo_spawnwarn.h ${SOURCE_DIR}/stats_grid.h ${SOURCE_DIR}/sys.h ${SOURCE_DIR}/teamplay.h ${SOURCE_DIR}/textencoding.h ${SOURCE_DIR}/tp_msgs.h ${SOURCE_DIR}/tp_triggers.h ${SOURCE_DIR}/tr_types.h ${SOURCE_DIR}/utils.h ${SOURCE_DIR}/vid.h ${SOURCE_DIR}/wad.h ${SOURCE_DIR}/xsd.h ${SOURCE_DIR}/xsd_document.h ) if(CMAKE_SYSTEM_NAME STREQUAL "Windows") list(APPEND client_headers ${SOURCE_DIR}/movie_avi.h) endif() set(client ${SOURCE_DIR}/Ctrl.c ${SOURCE_DIR}/Ctrl_EditBox.c ${SOURCE_DIR}/Ctrl_PageViewer.c ${SOURCE_DIR}/Ctrl_ScrollBar.c ${SOURCE_DIR}/Ctrl_Tab.c ${SOURCE_DIR}/EX_FileList.c ${SOURCE_DIR}/EX_browser.c ${SOURCE_DIR}/EX_browser_net.c ${SOURCE_DIR}/EX_browser_pathfind.c ${SOURCE_DIR}/EX_browser_ping.c ${SOURCE_DIR}/EX_browser_qtvlist.c ${SOURCE_DIR}/EX_browser_sources.c ${SOURCE_DIR}/EX_qtvlist.c ${SOURCE_DIR}/cd_null.c ${SOURCE_DIR}/cl_cam.c ${SOURCE_DIR}/cl_cmd.c ${SOURCE_DIR}/cl_demo.c ${SOURCE_DIR}/cl_ents.c ${SOURCE_DIR}/cl_input.c ${SOURCE_DIR}/cl_main.c ${SOURCE_DIR}/cl_multiview.c ${SOURCE_DIR}/cl_nqdemo.c ${SOURCE_DIR}/cl_parse.c ${SOURCE_DIR}/cl_pred.c ${SOURCE_DIR}/cl_screen.c ${SOURCE_DIR}/cl_screenshot.c ${SOURCE_DIR}/cl_skygroups.c ${SOURCE_DIR}/cl_slist.c ${SOURCE_DIR}/cl_tent.c ${SOURCE_DIR}/cl_view.c ${SOURCE_DIR}/collision.c ${SOURCE_DIR}/common_draw.c ${SOURCE_DIR}/config_manager.c ${SOURCE_DIR}/console.c ${SOURCE_DIR}/demo_controls.c ${SOURCE_DIR}/document_rendering.c ${SOURCE_DIR}/ez_button.c ${SOURCE_DIR}/ez_controls.c ${SOURCE_DIR}/ez_label.c ${SOURCE_DIR}/ez_scrollbar.c ${SOURCE_DIR}/ez_scrollpane.c ${SOURCE_DIR}/ez_slider.c ${SOURCE_DIR}/ez_window.c ${SOURCE_DIR}/fchecks.c ${SOURCE_DIR}/fmod.c ${SOURCE_DIR}/fonts.c ${SOURCE_DIR}/fragstats.c ${SOURCE_DIR}/help.c ${SOURCE_DIR}/help_files.c ${SOURCE_DIR}/host.c ${SOURCE_DIR}/ignore.c ${SOURCE_DIR}/image.c ${SOURCE_DIR}/in_sdl2.c ${SOURCE_DIR}/irc.c ${SOURCE_DIR}/irc_filter.c ${SOURCE_DIR}/keys.c ${SOURCE_DIR}/logging.c ${SOURCE_DIR}/match_tools.c ${SOURCE_DIR}/match_tools_challenge.c ${SOURCE_DIR}/menu.c ${SOURCE_DIR}/menu_demo.c ${SOURCE_DIR}/menu_ingame.c ${SOURCE_DIR}/menu_multiplayer.c ${SOURCE_DIR}/menu_options.c ${SOURCE_DIR}/menu_proxy.c ${SOURCE_DIR}/movie.c ${SOURCE_DIR}/mvd_autotrack.c ${SOURCE_DIR}/mvd_utils.c ${SOURCE_DIR}/mvd_xmlstats.c ${SOURCE_DIR}/demo_spawnwarn.c ${SOURCE_DIR}/qtv.c ${SOURCE_DIR}/rulesets.c ${SOURCE_DIR}/sbar.c ${SOURCE_DIR}/settings_page.c ${SOURCE_DIR}/skin.c ${SOURCE_DIR}/snd_main.c ${SOURCE_DIR}/snd_mem.c ${SOURCE_DIR}/snd_mix.c ${SOURCE_DIR}/snd_qizmo.c ${SOURCE_DIR}/snd_voip.c ${SOURCE_DIR}/stats_grid.c ${SOURCE_DIR}/sys_sdl2.c ${SOURCE_DIR}/teamplay.c ${SOURCE_DIR}/teamplay_locfiles.c ${SOURCE_DIR}/textencoding.c ${SOURCE_DIR}/tp_msgs.c ${SOURCE_DIR}/tp_triggers.c ${SOURCE_DIR}/utils.c ${SOURCE_DIR}/vid_sdl2.c ${SOURCE_DIR}/vid_vsync.c ${SOURCE_DIR}/vx_tracker.c ${SOURCE_DIR}/wad.c ${SOURCE_DIR}/xsd.c ${SOURCE_DIR}/xsd_document.c ${client_headers} ) if(CMAKE_SYSTEM_NAME STREQUAL "Windows") list(APPEND client ${SOURCE_DIR}/movie_avi.c) endif() source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/client" FILES ${client}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/client" FILES ${client_headers}) set(sys_headers ${SOURCE_DIR}/localtime.h) if(CMAKE_SYSTEM_NAME STREQUAL "Windows") set(sys ${SOURCE_DIR}/localtime_win.c) else() set(sys ${SOURCE_DIR}/localtime_posix.c ${SOURCE_DIR}/linux_signals.c ) endif() if(CMAKE_SYSTEM_NAME STREQUAL "Darwin") list(APPEND sys_headers ${SOURCE_DIR}/in_osx.h ) list(APPEND sys ${SOURCE_DIR}/in_osx.m ${SOURCE_DIR}/sys_osx.m ) endif() list(APPEND sys ${sys_headers}) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/sys" FILES ${sys}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/sys" FILES ${sys_headers}) set(central_headers ${SOURCE_DIR}/central.h ) set(central ${SOURCE_DIR}/central.c ${central_headers} ) source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/central" FILES ${central}) source_group(TREE ${SOURCE_DIR} PREFIX "Header Files/central" FILES ${central_headers}) if(CMAKE_SYSTEM_NAME STREQUAL "Windows") set(main ${SOURCE_DIR}/sys_win.c) else() set(main ${SOURCE_DIR}/sys_posix.c) endif() source_group(TREE ${SOURCE_DIR} PREFIX "Source Files/main" FILES ${main}) get_target_property(version_major git_version VERSION_MAJOR) get_target_property(version_minor git_version VERSION_MINOR) get_target_property(version_patch git_version VERSION_PATCH) get_target_property(version_build git_version REVISION) get_target_property(version_commit git_version COMMIT) # macOS icon set(macos_icon "${PROJECT_SOURCE_DIR}/dist/macOS/ezquake.icns") set_source_files_properties(${macos_icon} PROPERTIES MACOSX_PACKAGE_LOCATION Resources) # Windows icon, and exe metadata set(windows_icon "${CMAKE_CURRENT_BINARY_DIR}/ezQuake.rc") set(EZQUAKE_RESOURCE_AUTHOR "QW-Group") set(EZQUAKE_RESOURCE_NAME "ezQuake") set(EZQUAKE_RESOURCE_DESCRIPTION "ezQuake - a QuakeWorld client") set(EZQUAKE_RESOURCE_ICON "${PROJECT_SOURCE_DIR}/dist/windows/ezquake.ico") set(EZQUAKE_RESOURCE_VERSION "${version_major},${version_minor},${version_patch},${version_build}") set(EZQUAKE_RESOURCE_COMMIT "${version_commit}") configure_file("${PROJECT_SOURCE_DIR}/dist/windows/ezQuake.rc.in" ${windows_icon} @ONLY) if(CMAKE_SYSTEM_NAME STREQUAL "Windows") # Mark the executable as a non-console application set(TARGET_TYPE WIN32) elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin") # Mark the executable for bundling as .app set(TARGET_TYPE MACOSX_BUNDLE) endif() add_executable(ezquake ${TARGET_TYPE} ${main} ${sys} ${central} ${common} ${common_hud} ${server} ${client} ${common_opengl} ${common_renderer} $<$:${modern_opengl}> $<$:${classic_opengl}> ${qwprot_headers} $,${macos_icon},> $,${windows_icon},> ) target_include_directories(ezquake PRIVATE ${SOURCE_DIR}/qwprot/src ${EZQUAKE_MINIZIP_INCLUDE_DIR} ) target_compile_definitions(ezquake PRIVATE BUILDSTRING="${CMAKE_SYSTEM_NAME}" CPUSTRING="${CMAKE_SYSTEM_PROCESSOR}" JSS_CAM USE_PR2 WITH_NQPROGS $<$:DEBUG_MEMORY_ALLOCATIONS> $<$,$>:WITH_RENDERING_TRACE> $<$:GL_SILENCE_DEPRECATION> $<$:RENDERER_OPTION_MODERN_OPENGL> $<$:RENDERER_OPTION_CLASSIC_OPENGL> WITH_PNG WITH_JPEG WITH_ZIP WITH_ZLIB $<$:EZ_FREETYPE_SUPPORT> $<$:EZ_FREETYPE_SUPPORT_STATIC> $<$,$>:WITH_SPEEX> PCRE2_CODE_UNIT_WIDTH=8 ) target_link_libraries(ezquake PRIVATE $<$:shaders_modern> $<$:shaders_classic> shaders_shared documentation git_version ${CMAKE_DL_LIBS} Dep::zlib Dep::cURL Dep::Expat Dep::JPEG Dep::PCRE2 Dep::SDL2 Dep::Jansson Dep::SndFile Dep::PNG Dep::MiniZip $<$:Dep::FreeType> $<$,$>:Dep::Speex> $<$,$>:Dep::SpeexDSP> OpenGL::GL Threads::Threads ${FRAMEWORK_APPKIT} ${FRAMEWORK_FOUNDATION} ${FRAMEWORK_CORESERVICES} ${FRAMEWORK_GAMECONTROLLER} ) if(MATH) target_link_libraries(ezquake PRIVATE ${MATH}) endif() if(CMAKE_SYSTEM_NAME STREQUAL "Darwin") string(TOLOWER "ezQuake" EXECUTABLE_NAME) elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows") string(TOLOWER "ezquake" EXECUTABLE_NAME) else() string(TOLOWER "ezquake-${CMAKE_SYSTEM_NAME}-${CMAKE_SYSTEM_PROCESSOR}" EXECUTABLE_NAME) endif() set_target_properties(ezquake PROPERTIES OUTPUT_NAME ${EXECUTABLE_NAME}) if(CMAKE_SYSTEM_NAME STREQUAL "Darwin") get_target_property(version git_version GIT_DESCRIBE) set_target_properties(ezquake PROPERTIES XCODE_ATTRIBUTE_PRODUCT_NAME "ezQuake" XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER "com.ezquake.ezQuake" XCODE_ATTRIBUTE_MARKETING_VERSION "${version}" XCODE_ATTRIBUTE_CURRENT_PROJECT_VERSION "${version}" XCODE_ATTRIBUTE_LLVM_LTO $,$>>,NO,Monolithic> XCODE_ATTRIBUTE_GCC_OPTIMIZATION_LEVEL $,0,3> XCODE_ATTRIBUTE_DEAD_CODE_STRIPPING YES XCODE_ATTRIBUTE_GENERATE_INFOPLIST_FILE YES XCODE_ATTRIBUTE_INFOPLIST_KEY_CFBundleDisplayName "ezQuake" XCODE_ATTRIBUTE_INFOPLIST_KEY_LSApplicationCategoryType "public.app-category.action-games" XCODE_ATTRIBUTE_INFOPLIST_KEY_NSHumanReadableCopyright "GNU General Public License, version 2" XCODE_ATTRIBUTE_INFOPLIST_FILE "${PROJECT_SOURCE_DIR}/dist/macOS/MacOSXBundleInfo.plist.in" ) if(ENABLE_SANDBOX) set_target_properties(ezquake PROPERTIES XCODE_ATTRIBUTE_ENABLE_APP_SANDBOX YES XCODE_ATTRIBUTE_ENABLE_HARDENED_RUNTIME YES XCODE_ATTRIBUTE_CODE_SIGN_INJECT_BASE_ENTITLEMENTS[variant=Debug] YES XCODE_ATTRIBUTE_CODE_SIGN_INJECT_BASE_ENTITLEMENTS[variant=RelWithDebInfo] YES XCODE_ATTRIBUTE_CODE_SIGN_INJECT_BASE_ENTITLEMENTS[variant=Release] NO XCODE_ATTRIBUTE_CODE_SIGN_ENTITLEMENTS "dist/macOS/ezquake.entitlements.plist" ) endif() endif() ================================================ FILE: CMakePresets.json ================================================ { "version": 3, "cmakeMinimumRequired": { "major": 3, "minor": 22, "patch": 0 }, "configurePresets": [ { "name": "template-common", "hidden": true, "binaryDir": "${sourceDir}/build-${presetName}", "cacheVariables": { "CMAKE_VERBOSE_MAKEFILE": "OFF", "CMAKE_COLOR_DIAGNOSTICS": "ON", "CMAKE_CONFIGURATION_TYPES": "Debug;RelWithDebInfo;Release" } }, { 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release", "description": "Build Xcode Release configuration", "configuration": "Release" }, { "name": "macos-x64-relwithdebinfo", "configurePreset": "macos-x64", "displayName": "Build Xcode release with debug info", "description": "Build Xcode Release with debug info configuration", "configuration": "RelWithDebInfo" }, { "name": "dynamic-debug", "configurePreset": "dynamic", "displayName": "Build native dynamically linked release", "description": "Build with community release triplet", "configuration": "Debug" }, { "name": "dynamic-release", "configurePreset": "dynamic", "displayName": "Build native dynamically linked release", "description": "Build with community release triplet", "configuration": "Release" }, { "name": "dynamic-relwithdebinfo", "configurePreset": "dynamic", "displayName": "Build native dynamically linked release", "description": "Build with community release triplet", "configuration": "RelWithDebInfo" }, { "name": "static-debug", "configurePreset": "static", "displayName": "Build native statically linked debug", "description": "Build with statically linked debug", "configuration": "Debug" }, { "name": "static-release", "configurePreset": "static", "displayName": "Build native statically linked release", "description": "Build with statically linked release", "configuration": "Release" }, { "name": "static-relwithdebinfo", "configurePreset": "static", "displayName": "Build native statically linked release with debug info", "description": "Build with statically linked release with debug info", "configuration": "RelWithDebInfo" } ] } ================================================ FILE: LICENSE ================================================ 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. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS ================================================ FILE: README.md ================================================ # ezQuake — Modern QuakeWorld Client Homepage: [https://ezquake.com][homepage] Community discord: [http://discord.quake.world][discord] This is the right place to start playing QuakeWorld® — the fastest first person shooter action game ever. Combining the features of all modern QuakeWorld® clients, ezQuake makes QuakeWorld® easier to start and play. The immortal first person shooter Quake® in the brand new skin with superb graphics and extremely fast gameplay. ## Features * Modern graphics * [QuakeTV][qtv] support * Rich menus * Multiview support * Tons of features to serve latest pro-gaming needs * Built in server browser & MP3 player control * Recorded games browser * Customization of all possible graphics elements of the game including Heads Up Display * All sorts of scripting possibilities * Windows, Linux, MacOSX and FreeBSD platforms supported (SDL2). Our client comes only with bare minimum of game media. If you want to experience ezQuake with modern graphics and other additional media including custom configurations, maps, textures and more, try using the [nQuake][nQuake]-installer. ## Support Need help with using ezQuake? Try #dev-corner on [discord][discord] Or (less populated these days) visit us on IRC at QuakeNet, channel #ezQuake: [webchat][webchat] or [IRC][IRC]. Sometimes help from other users of ezQuake might be more useful to you so you can also try visiting the [quakeworld.nu Client Talk-forums][forum]. If you have found a bug, please report it [here][issues] ## Installation guide To play Quakeworld you need the files *pak0.pak* and *pak1.pak* from the original Quake-game. ### Install ezQuake to an existing Quake-installation If you have an existing Quake-installation simply extract the ezQuake executable into your Quake-directory. A typical error message when installing ezQuake into a pre-existing directory is about *glide2x.dll* missing. To get rid of this error, remove the file *opengl32.dll* from your Quake directory. ### Upgrade an nQuake-installation If you have a version of [nQuake][nQuake] already installed you can upgrade ezQuake by extracting the new executable into the nQuake-directory. ### Minimal clean installation If you want to make a clean installation of ezQuake you can do this by following these steps: 1. Create a new directory 2. Extract the ezQuake-executable into this directory 3. Create a subdirectory called *id1* 4. Copy *pak0.pak* and *pak1.pak* into this subdirectory ## Compiling On Linux, `./build-linux.sh` produces an ezQuake binary in the top directory. For a more in-depth description of how to build on all platforms, have a look at [BUILD.md](BUILD.md). ## Nightly builds Nightly builds can be found [here][nightly] [nQuake]: http://nquake.com/ [webchat]: http://webchat.quakenet.org/?channels=#ezquake [IRC]: irc://irc.quakenet.org/#ezquake [forum]: http://www.quakeworld.nu/forum/8 [qtv]: http://qtv.quakeworld.nu/ [nightly]: https://builds.quakeworld.nu/ezquake/snapshots/ [releases]: https://github.com/ezQuake/ezquake-source/releases [issues]: https://github.com/ezQuake/ezquake-source/issues [homepage]: https://ezquake.com [discord]: http://discord.quake.world/ ================================================ FILE: bootstrap.ps1 ================================================ function Show-MessageBox { param ([string]$message) Add-Type -AssemblyName PresentationFramework [System.Windows.MessageBox]::Show($message, "Bootstrap Error", 'OK', 'Warning') } if (-not (Get-Command git -ErrorAction SilentlyContinue)) { Show-MessageBox "Git is needed to checkout vcpkg, but it's not installed or not available in PATH." exit 1 } git submodule update --init --recursive if (-not (Test-Path "vcpkg/.git")) { if (-not (Test-Path "version.json")) { Show-MessageBox "Unable to checkout correct version of vcpkg without 'version.json'." exit 1 } try { $versionData = Get-Content -Raw -Path "version.json" | ConvertFrom-Json } catch { Show-MessageBox "version.json is not valid JSON." exit 1 } $vcpkgVersion = $versionData.vcpkg if (Test-Path "vcpkg") { Remove-Item -Recurse -Force "vcpkg" } git clone --branch $vcpkgVersion --depth 1 https://github.com/microsoft/vcpkg.git "vcpkg" $cloneExitCode = $LASTEXITCODE if ($cloneExitCode -ne 0) { Show-MessageBox "Checkout of vcpkg failed." exit 1 } } & "vcpkg/bootstrap-vcpkg.bat" -disableMetrics ================================================ FILE: bootstrap.sh ================================================ #!/bin/sh -e show_error() { printf "\e[31mError\e[0m: $1\n" exit 1 } required_commands="cmake ninja git automake autoconf pkg-config curl zip unzip tar" missing_deps="" for cmd in $required_commands; do if ! command -v "$cmd" >/dev/null 2>&1; then missing_deps="$missing_deps $cmd" fi done # naming differs on macOS/Linux if ! command -v "libtoolize" >/dev/null 2>&1 && ! command -v "glibtoolize" >/dev/null 2>&1; then missing_deps="$missing_deps libtool"; fi if [ -n "$missing_deps" ]; then show_error "Install packages that provide support for:$missing_deps" fi if [ -e ".git" ]; then echo "Updating submodules..." git submodule update --init --recursive fi if [ ! -e "vcpkg/.git" ]; then if [ ! -f "version.json" ]; then show_error "Unable to checkout vcpkg without 'version.json'." fi vcpkg_version=$(sed -n 's/.*"vcpkg": *"\(.*\)".*/\1/p' version.json) if [ -z "$vcpkg_version" ]; then show_error "Could not extract vcpkg version from version.json." fi if [ -d "vcpkg" ]; then rm -rf "vcpkg" fi git clone --branch "$vcpkg_version" --depth 1 https://github.com/microsoft/vcpkg.git "vcpkg" if [ $? -ne 0 ]; then show_error "Checkout of vcpkg failed." fi fi vcpkg/bootstrap-vcpkg.sh -disableMetrics if [ $? -ne 0 ]; then show_error "vcpkg bootstrap failed." fi ================================================ FILE: build-linux.sh ================================================ #!/bin/sh -e # simple build script for linux # ANSI color codes RED='\e[31m' GREEN='\e[32m' YELLOW='\e[33m' NC='\e[0m' BUILD_LOG=/tmp/ezquake-build.log SKIP_DEPS="${SKIP_DEPS:-0}" PKGS_DEB="git cmake build-essential libsdl2-2.0-0 libsdl2-dev libjansson-dev libexpat1-dev libcurl4-openssl-dev libpng-dev libjpeg-dev libspeex-dev libspeexdsp-dev libfreetype-dev libsndfile1-dev libpcre2-dev libminizip-dev" PKGS_RPM="pcre2-devel cmake mesa-libGL-devel SDL2-devel make gcc jansson-devel expat-devel libcurl-devel libpng-devel libjpeg-turbo-devel speex-devel speexdsp-devel freetype-devel libsndfile-devel libXxf86vm-devel minizip-devel" PKGS_ARCH="base-devel cmake libpng libjpeg-turbo sdl2 expat libcurl-compat freetype2 speex speexdsp jansson libsndfile minizip" PKGS_VOID="base-devel cmake SDL2-devel pcre2-devel jansson-devel expat-devel libcurl-devel libpng-devel libjpeg-turbo-devel speex-devel speexdsp-devel freetype-devel libsndfile-devel libXxf86vm-devel minizip" CPU=$(uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/ -e s/sun4u/sparc64/ -e s/arm.*/arm/ -e s/sa110/arm/ -e s/alpha/axp/) error() { [ ! -e $BUILD_LOG ] || cat $BUILD_LOG printf "${RED}[ERROR]${NC} %s\n" "$*" exit 1 } step() { printf "${GREEN}[STEP ]${NC} %s\n" "$*" } info() { printf "[INFO ] %s\n" "$*" } warn() { printf "${YELLOW}[WARN ]${NC} %s\n" "$*" } install_check_deb() { step "Install/check dependecies (packages)..." info "You might be prompted to input your password as superuser privileges are required." info "Updating apt repo list... (running with sudo)" sudo apt-get update -y -qq || error "Failed to update package sources. Exiting." info "Checking/installing required packages... (running with sudo)" sudo apt-get install -y -q $PKGS_DEB >>$BUILD_LOG 2>&1 || error "Failed to install required packages. Exiting." } install_check_rpm() { step "Install/check dependecies (packages)..." info "You might be prompted to input your password as superuser privileges are required." info "Updating yum repo list... (running with sudo)" sudo yum clean all -yqqq && sudo yum check-update -yqqq >>$BUILD_LOG 2>&1 || error "Failed to update repo list. Exiting." info "Checking/installing required packages... (running with sudo)" sudo yum install -yq $PKGS_RPM >>$BUILD_LOG 2>&1 || error "Failed to install required packages. Exiting." } install_check_arch() { step "Install/check dependecies (packages)..." info "You might be prompted to input your password as superuser privileges are required." sudo pacman -Sy >>$BUILD_LOG 2>&1 || error "Failed to update repository cache. Exiting." sudo pacman -S --needed --noconfirm $PKGS_ARCH >>$BUILD_LOG 2>&1 || error "Failed to install required packages. Exiting." } install_check_void() { step "Install/check dependencies (packages)..." info "You might be prompted to input your password as superuser privileges are required." info "Updating xbps repo list... (running with sudo)" sudo xbps-install -Sy >>$BUILD_LOG 2>&1 || error "Failed to update package sources. Exiting." info "Checking/installing required packages... (running with sudo)" sudo xbps-install -y $PKGS_VOID >>$BUILD_LOG 2>&1 || error "Failed to install required packages. Exiting." } if [ -f $BUILD_LOG ];then rm -f $BUILD_LOG ||: fi [ -e CMakeLists.txt ] || error "Cannot find 'CMakeLists.txt', please run this script from the source code directory." if [ $SKIP_DEPS -eq 0 ];then command -v sudo &>/dev/null || error "Could not find sudo, please install it. Exiting." if [ -f /etc/os-release ]; then . /etc/os-release || error "Failed to source os-release file" else error "Your environment isn't supported by this script. Exiting." fi [ -n "${ID}" ] || error "Your dist does not specify ID in /etc/os-release. Exiting." [ -n "${VERSION_ID}" ] || VERSION_ID=0 case $ID in arch) install_check_arch ;; manjaro) install_check_arch ;; void) install_check_void ;; linuxmint) [ $VERSION_ID -ge 18 ] || error "Your Linux Mint version '$VERSION_ID' is too old. Exiting." install_check_deb ;; ubuntu) VERSION_ID=${VERSION_ID%.*} [ $VERSION_ID -ge 16 ] || error "Your Ubuntu version '$VERSION_ID' is too old. Exiting." install_check_deb ;; devuan) if [ $VERSION_ID -gt 0 ] && [ $VERSION_ID -lt 4 ] ; then error "Your Devuan version '$VERSION_ID' is too old. Exiting." fi # Includes Devuan testing/unstable as they don't provide a VERSION_ID install_check_deb ;; debian) if [ $VERSION_ID -gt 0 ] && [ $VERSION_ID -lt 8 ]; then error "Your Debian version '$VERSION_ID' is too old. Exiting." fi # Includes Debian testing/unstable as they don't provide a VERSION_ID install_check_deb ;; pop) VERSION_ID=${VERSION_ID%.*} [ $VERSION_ID -ge 17 ] || error "Your Pop!_OS version '$VERSION_ID' is too old. Exiting." install_check_deb ;; centos|rhel|fedora) # FIXME: Versions checks? install_check_rpm ;; *) error "Your dist '$ID' isn't supported by this script. Exiting." ;; esac fi if [ -d ".git" ]; then step "Checking out git submodules..." git submodule update --init --recursive >> $BUILD_LOG 2>&1 || error "Failed to checkout git submodules. Exiting." fi if [ ! -f src/qwprot/src/protocol.h ]; then error "Bad source code directory, not a git repository, and lacks src/qwprot/src/protocol.h." \ "Download an official source release or checkout the official git repository." fi step "Configure build..." if command -v ninja >/dev/null 2>&1; then GENERATOR="-G Ninja" fi cmake -B build "${GENERATOR}" -DCMAKE_BUILD_TYPE=Release step "Compiling sources (this might take a while, please wait)..." cmake --build build --parallel printf "\n${GREEN}Build completed successfully.${NC}\n" printf "Copy ${YELLOW}build/ezquake-linux-${CPU}${NC} into your quake directory.\n\n" ================================================ FILE: cmake/AddResources.cmake ================================================ # Generate C source code that embeds arbitrary files via calling the # ResourceCompiler CMake script using CMake itself. # # Declared like this: # const unsigned char blabla[] = { # 0x23,0x76,0x65,..., # }; # const unsigned int blabla_len = 581; find_program(JQ_EXECUTABLE jq) macro(add_resources target_var) add_library(${target_var} OBJECT) set(RESOURCE_COMPILER "${PROJECT_SOURCE_DIR}/cmake/ResourceCompiler.cmake") set(generated_base_directory "${CMAKE_CURRENT_BINARY_DIR}/${target_var}.dir/resources") foreach(source_file ${ARGN}) file(RELATIVE_PATH source_file_relative "${CMAKE_SOURCE_DIR}" "${source_file}") get_filename_component(source_file_dir "${source_file}" DIRECTORY) get_filename_component(source_file_dir_relative "${source_file_relative}" DIRECTORY) set(generated_directory "${generated_base_directory}/${source_file_dir_relative}") file(MAKE_DIRECTORY ${generated_directory}) get_filename_component(source_file_name "${source_file}" NAME) set(generated_file_name "${generated_directory}/${source_file_name}.c") get_filename_component(source_ext "${source_file}" EXT) if (source_ext STREQUAL ".json" AND JQ_EXECUTABLE) set(validation_command ${JQ_EXECUTABLE} empty "${source_file}") endif() add_custom_command( OUTPUT ${generated_file_name} COMMAND ${validation_command} COMMAND ${CMAKE_COMMAND} -P ${RESOURCE_COMPILER} "${source_file}" "${generated_file_name}" WORKING_DIRECTORY "${source_file_dir}" DEPENDS ${source_file} ${RESOURCE_COMPILER} COMMENT "Generating C file from ${source_file_relative}" VERBATIM ) target_sources(${target_var} PRIVATE ${generated_file_name} ${source_file}) set_source_files_properties("${CMAKE_SOURCE_DIR}/${source_file}" PROPERTIES HEADER_FILE_ONLY TRUE) set_source_files_properties("${generated_file_name}" PROPERTIES GENERATED TRUE) source_group(TREE "${CMAKE_SOURCE_DIR}" PREFIX "Source Files" FILES ${source_file}) source_group(TREE "${generated_base_directory}" PREFIX "Generated Sources" FILES ${generated_file_name}) endforeach() endmacro() ================================================ FILE: cmake/CheckDependency.cmake ================================================ # Check if a dependency exists and declare a target named Dep::$name. # If USE_SYSTEM_LIBS variable is set, find dependency via pkg-config. if (USE_SYSTEM_LIBS) find_package(PkgConfig REQUIRED) endif() macro(check_dependency target_var pkg_config_name vcpkg_name vcpkg_target_name) cmake_parse_arguments(_ARG "REQUIRED;CONFIG" "" "" ${ARGN}) set(_REQUIRED "") if (_ARG_REQUIRED) set(_REQUIRED "REQUIRED") endif() set(_CONFIG "") if (_ARG_CONFIG) set(_CONFIG "CONFIG") endif() string(TOUPPER ${target_var} _TARGET_VAR_UPPER) set(HAVE_${_TARGET_VAR_UPPER} FALSE) if (USE_SYSTEM_LIBS) pkg_check_modules(${target_var} ${_REQUIRED} IMPORTED_TARGET ${pkg_config_name}) if (${target_var}_FOUND) add_library(Dep::${target_var} ALIAS PkgConfig::${target_var}) set(HAVE_${_TARGET_VAR_UPPER} TRUE) endif() else() find_package(${vcpkg_name} ${_CONFIG} ${_REQUIRED}) if (TARGET ${vcpkg_target_name}) set(actual_target ${vcpkg_target_name}) get_target_property(aliased_target ${actual_target} ALIASED_TARGET) if (aliased_target AND NOT "${aliased_target}" MATCHES "NOTFOUND") set(actual_target ${aliased_target}) endif() add_library(Dep::${target_var} ALIAS ${actual_target}) set(HAVE_${_TARGET_VAR_UPPER} TRUE) endif() endif() endmacro() ================================================ FILE: cmake/FindSpeex.cmake ================================================ # Can be removed once vcpkg speexdsp package has gained a proper cmake-wrapper. set(_VCPKG_ARCH_DIR "${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}") find_path(SPEEX_INCLUDE_DIR NAMES speex/speex.h PATHS "${_VCPKG_ARCH_DIR}/include" NO_DEFAULT_PATH REQUIRED) find_library(SPEEX_LIB_RELEASE NAMES speex PATHS "${_VCPKG_ARCH_DIR}/lib" NO_DEFAULT_PATH) find_library(SPEEX_LIB_DEBUG NAMES speex PATHS "${_VCPKG_ARCH_DIR}/debug/lib" NO_DEFAULT_PATH) if(NOT SPEEX_LIB_RELEASE AND NOT SPEEX_LIB_DEBUG) message(FATAL_ERROR "Speex library not found") endif() add_library(SPEEX::SPEEX STATIC IMPORTED) set_target_properties(SPEEX::SPEEX PROPERTIES IMPORTED_CONFIGURATIONS "Debug;Release" IMPORTED_LOCATION_RELEASE "${SPEEX_LIB_RELEASE}" IMPORTED_LOCATION_DEBUG "${SPEEX_LIB_DEBUG}" INTERFACE_INCLUDE_DIRECTORIES "${SPEEX_INCLUDE_DIR}" ) ================================================ FILE: cmake/FindSpeexDSP.cmake ================================================ # Can be removed once vcpkg speexdsp package has gained a proper cmake-wrapper. set(_VCPKG_ARCH_DIR "${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}") find_path(SPEEXDSP_INCLUDE_DIR NAMES speex/speexdsp_types.h PATHS "${_VCPKG_ARCH_DIR}/include" NO_DEFAULT_PATH REQUIRED) find_library(SPEEXDSP_LIB_RELEASE NAMES speexdsp PATHS "${_VCPKG_ARCH_DIR}/lib" NO_DEFAULT_PATH) find_library(SPEEXDSP_LIB_DEBUG NAMES speexdsp PATHS "${_VCPKG_ARCH_DIR}/debug/lib" NO_DEFAULT_PATH) if(NOT SPEEXDSP_LIB_RELEASE AND NOT SPEEXDSP_LIB_DEBUG) message(FATAL_ERROR "SpeexDSP library not found") endif() add_library(SPEEX::SPEEXDSP STATIC IMPORTED) set_target_properties(SPEEX::SPEEXDSP PROPERTIES IMPORTED_CONFIGURATIONS "Debug;Release" IMPORTED_LOCATION_RELEASE "${SPEEXDSP_LIB_RELEASE}" IMPORTED_LOCATION_DEBUG "${SPEEXDSP_LIB_DEBUG}" INTERFACE_INCLUDE_DIRECTORIES "${SPEEXDSP_INCLUDE_DIR}" ) ================================================ FILE: cmake/GitUtils.cmake ================================================ find_package(Git QUIET) function(git_refresh_submodules) if (GIT_FOUND AND EXISTS "${PROJECT_SOURCE_DIR}/.git") option(GIT_SUBMODULE "Check submodules during build" ON) if (GIT_SUBMODULE) message(STATUS "Submodule update") execute_process( COMMAND ${GIT_EXECUTABLE} submodule update --init --recursive WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} RESULT_VARIABLE GIT_SUBMOD_RESULT OUTPUT_QUIET ) if (NOT GIT_SUBMOD_RESULT EQUAL "0") message(FATAL_ERROR "git submodule update --init --recursive failed with ${GIT_SUBMOD_RESULT}, please checkout submodules") endif() endif() endif() endfunction() # Will load the version from 'version.json' file on configuration time if it exists. # # The content of this file looks like this: # { # "version": "3.6.5-92-g8e3875f40", # "revision": 7739, # "commit": "595806cd2449d4b17024b892c6e5b169512be5e0", # "date": "2024-08-18T16:53:29+02:00", # "vcpkg": "2024-02-14" # } function(git_extract_version target_var) if (GIT_FOUND AND EXISTS "${PROJECT_SOURCE_DIR}/.git") execute_process( COMMAND ${GIT_EXECUTABLE} rev-parse --is-shallow-repository OUTPUT_VARIABLE GIT_IS_SHALLOW OUTPUT_STRIP_TRAILING_WHITESPACE WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} ) if (GIT_IS_SHALLOW MATCHES "true") message(WARNING "Shallow repository detected, revision not available.") set(GIT_REVISION "0") else() execute_process( COMMAND ${GIT_EXECUTABLE} rev-list HEAD --count OUTPUT_VARIABLE GIT_REVISION OUTPUT_STRIP_TRAILING_WHITESPACE WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} ) endif() execute_process( COMMAND ${GIT_EXECUTABLE} rev-parse HEAD OUTPUT_VARIABLE GIT_COMMIT_HASH OUTPUT_STRIP_TRAILING_WHITESPACE WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} ) execute_process( COMMAND ${GIT_EXECUTABLE} describe --tags --always OUTPUT_VARIABLE GIT_DESCRIBE RESULT_VARIABLE GIT_DESCRIBE_RESULT OUTPUT_STRIP_TRAILING_WHITESPACE WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} ) elseif (EXISTS "${PROJECT_SOURCE_DIR}/version.json") message("-- Loading version from 'version.json'") file(READ "${CMAKE_CURRENT_SOURCE_DIR}/version.json" VERSION_CONTENT) string(JSON GIT_DESCRIBE GET "${VERSION_CONTENT}" "version") string(JSON GIT_REVISION GET "${VERSION_CONTENT}" "revision") string(JSON GIT_COMMIT_HASH GET "${VERSION_CONTENT}" "commit") endif() if (NOT GIT_DESCRIBE) set(GIT_DESCRIBE "0.0.0-0-g00000000") endif() if (NOT GIT_REVISION) set(GIT_REVISION "0") endif() if (NOT GIT_COMMIT_HASH) set(GIT_COMMIT_HASH "0000000000000000000000000000000000000000") endif() string(SUBSTRING ${GIT_COMMIT_HASH} 0 9 GIT_COMMIT_SHORT_HASH) add_library(${target_var} INTERFACE) target_compile_definitions(${target_var} INTERFACE REVISION=${GIT_REVISION} VERSION="${GIT_REVISION}~${GIT_COMMIT_SHORT_HASH}" ) set(VERSION_MAJOR 0) set(VERSION_MINOR 0) set(VERSION_PATCH 0) string(REGEX REPLACE "^([0-9]+)\\.([0-9]+)\\.([0-9]+).*" "\\1;\\2;\\3" SEMVER_MATCH "${GIT_DESCRIBE}") list(LENGTH SEMVER_MATCH PARTS_SIZE) if(SEMVER_MATCH) if(PARTS_SIZE GREATER 0) list(GET SEMVER_MATCH 0 VERSION_MAJOR) endif() if(PARTS_SIZE GREATER 1) list(GET SEMVER_MATCH 1 VERSION_MINOR) endif() if(PARTS_SIZE GREATER 2) list(GET SEMVER_MATCH 2 VERSION_PATCH) endif() else() message(WARNING "Upstream tags missing. Using default version 0.0.0") endif() set_target_properties(${target_var} PROPERTIES REVISION "${GIT_REVISION}" VERSION "${GIT_REVISION}~${GIT_COMMIT_SHORT_HASH}" COMMIT "${GIT_COMMIT_HASH}" GIT_DESCRIBE "${GIT_DESCRIBE}" VERSION_MAJOR "${VERSION_MAJOR}" VERSION_MINOR "${VERSION_MINOR}" VERSION_PATCH "${VERSION_PATCH}" ) message(STATUS "Version: ${GIT_DESCRIBE} (${GIT_REVISION}~${GIT_COMMIT_SHORT_HASH})") endfunction() ================================================ FILE: cmake/ResourceCompiler.cmake ================================================ # Generate C code with some content encoded as an array of unsigned char. # See AddResources.cmake for more information. set(input_file "${CMAKE_ARGV3}") set(output_file "${CMAKE_ARGV4}") get_filename_component(base_name "${input_file}" NAME) string(REGEX REPLACE "[.]" "_" variable_name "${base_name}") file(READ "${input_file}" content HEX) string(LENGTH "${content}" content_length) math(EXPR data_length "${content_length} / 2") string(REGEX REPLACE "([0-9a-f][0-9a-f])" "0x\\1," data "${content}") string(APPEND data "0x00,") file(WRITE "${output_file}" "const unsigned char ${variable_name}[] = {\n${data}\n};\nconst unsigned int ${variable_name}_len = ${data_length};\n") ================================================ FILE: cmake/triplets/arm64-osx.cmake ================================================ set(VCPKG_TARGET_ARCHITECTURE arm64) set(VCPKG_CRT_LINKAGE dynamic) set(VCPKG_LIBRARY_LINKAGE static) set(VCPKG_CMAKE_SYSTEM_NAME Darwin) set(VCPKG_OSX_ARCHITECTURES arm64) set(VCPKG_OSX_DEPLOYMENT_TARGET "11.0") ================================================ FILE: cmake/triplets/x64-mingw-static.cmake ================================================ set(VCPKG_TARGET_ARCHITECTURE x64) set(VCPKG_CRT_LINKAGE dynamic) set(VCPKG_LIBRARY_LINKAGE static) set(VCPKG_ENV_PASSTHROUGH PATH) set(VCPKG_CMAKE_SYSTEM_NAME MinGW) set(VCPKG_C_FLAGS "-march=nehalem ") set(VCPKG_CXX_FLAGS "-march=nehalem ") ================================================ FILE: cmake/triplets/x64-osx.cmake ================================================ set(VCPKG_TARGET_ARCHITECTURE x64) set(VCPKG_CRT_LINKAGE dynamic) set(VCPKG_LIBRARY_LINKAGE static) set(VCPKG_CMAKE_SYSTEM_NAME Darwin) set(VCPKG_OSX_ARCHITECTURES x86_64) set(VCPKG_OSX_DEPLOYMENT_TARGET "11.0") ================================================ FILE: cmake/triplets/x86-mingw-static.cmake ================================================ set(VCPKG_TARGET_ARCHITECTURE x86) set(VCPKG_CRT_LINKAGE dynamic) set(VCPKG_LIBRARY_LINKAGE static) set(VCPKG_ENV_PASSTHROUGH PATH) set(VCPKG_CMAKE_SYSTEM_NAME MinGW) set(VCPKG_C_FLAGS "-msse2 ") set(VCPKG_CXX_FLAGS "-msse2 ") ================================================ FILE: dist/gen-release.sh ================================================ #!/bin/sh TOP_DIR=$(git rev-parse --show-toplevel) cd "${TOP_DIR}" git submodule update --init --recursive rm -rf release mkdir release cd release EZQ_DIR=$(git rev-parse --absolute-git-dir) VCPKG_DIR=$(git -C "${TOP_DIR}/vcpkg" rev-parse --absolute-git-dir) QWPROT_DIR=$(git -C "${TOP_DIR}/src/qwprot" rev-parse --absolute-git-dir) GIT_REVISION=$(git --git-dir="${EZQ_DIR}" rev-list HEAD --count) GIT_COMMIT_HASH=$(git --git-dir="${EZQ_DIR}" rev-parse HEAD) GIT_DESCRIBE=$(git --git-dir="${EZQ_DIR}" describe --tags) GIT_COMMIT_DATE=$(git --git-dir="${EZQ_DIR}" log -1 --format=%cI) GIT_COMMIT_TIMESTAMP=$(git --git-dir="${EZQ_DIR}" log -1 --format=%cd --date=format-local:%Y%m%d%H%M.%S) VCPKG_TAG=$(git --git-dir="${VCPKG_DIR}" describe --tags) EZQ_NAME="ezquake-source-${GIT_DESCRIBE}" EZQ_TAR="${EZQ_NAME}.tar" EZQ_VERSION="${EZQ_NAME}/version.json" EZQ_CHECKSUM="${EZQ_NAME}/checksum" QWPROT_TAR="qwprot.tar" echo "* Release: ${GIT_DESCRIBE} (rev: ${GIT_REVISION}, vcpkg: ${VCPKG_TAG})" echo "* Creating ${EZQ_TAR}" git --git-dir="${EZQ_DIR}" archive --format=tar --prefix="${EZQ_NAME}/" HEAD > "${EZQ_TAR}" echo "* Creating ${QWPROT_TAR}" git --git-dir="${QWPROT_DIR}" archive --format=tar --prefix=src/qwprot/ HEAD > "${QWPROT_TAR}" echo "* Prepare merging tarballs" tar -xf "${EZQ_TAR}" tar -xf "${QWPROT_TAR}" -C "${EZQ_NAME}/" echo "* Generating ${EZQ_VERSION}" cat > "${EZQ_VERSION}" <> "${EZQ_CHECKSUM}" shasum "${EZQ_VERSION}" >> "${EZQ_CHECKSUM}" git --git-dir="${EZQ_DIR}" ls-tree -r HEAD >> "${EZQ_CHECKSUM}" git --git-dir="${QWPROT_DIR}" ls-tree -r HEAD >> "${EZQ_CHECKSUM}" echo "* Resetting timestamp of generated files" touch -t $GIT_COMMIT_TIMESTAMP "${EZQ_VERSION}" touch -t $GIT_COMMIT_TIMESTAMP "${EZQ_CHECKSUM}" echo "* Assembling ${EZQ_TAR}.gz" tar cfz "${TOP_DIR}/${EZQ_TAR}.gz" "${EZQ_NAME}" cd "${TOP_DIR}" rm -rf release ================================================ FILE: dist/linux/io.github.ezQuake.appdata.xml ================================================ io.github.ezQuake ezQuake a modern QuakeWorld client focused on competitive online play CC0-1.0 GPL-2.0 ezQuake team ezquake @ github https://ezquake.github.io/ https://github.com/ezQuake/ezquake-source https://ezquake.github.io/manual.html https://www.quakeworld.nu/forum io.github.ezQuake.desktop

Welcome to the home of ezQuake, a modern QuakeWorld client focused on competitive online play. Combining the features of modern QuakeWorld® clients, ezQuake makes QuakeWorld® easier to start and play. The immortal first person shooter Quake® in a brand new skin with superb graphics and extremely fast gameplay.

  • Modern Graphics: Particle explosions, shaft beam, gunshots, nails, rocket and grenade trails, blood, and others, MD3 models, fog, water effects, killing spree messages, rain
  • Modern competitive gaming features: Fullbright skins, forcing team/enemy colors, advanced weapon handling, teamplay messages, auto game recording, automated screenshots and console logging
  • Graphics customization: Customize your HUD, colors of walls and liquids, turn superfluous graphics effects off, change world textures, crosshair, sky picture, console background, game font
  • Independent Physics: Get the smoothest experience possible without being limited by server or network settings
  • Integrated Server Browser: Easy searching and filtering of online servers
  • Enhanced demo/QTV playback: View recorded games from multiple points of view, watch action on radar, all player stats in a handy table, autotrack the strongest player

Commercial data files are required to run the supported games. These can be aquired though a multitude of sources. See the manual for more info on this.

https://ezquake.github.io/screenshots/armor_battle.png Battle for armor https://ezquake.github.io/screenshots/bloom.jpg Bloom effect https://ezquake.github.io/screenshots/shambler_cutf_bluefog.jpg Special effects moderate moderate moderate intense intense
================================================ FILE: dist/linux/io.github.ezQuake.desktop ================================================ [Desktop Entry] Comment=A modern QuakeWorld client focused on competitive online play Categories=Game;Shooter; Exec=ezquake.sh Icon=io.github.ezQuake Name=ezQuake StartupNotify=true PrefersNonDefaultGPU=true Terminal=false Type=Application Keywords=quake;first;person;shooter;multiplayer; ================================================ FILE: dist/macOS/MacOSXBundleInfo.plist.in ================================================ CFBundleIconFile ezquake.icns CFBundleDocumentTypes CFBundleTypeExtensions mvd qwd dem CFBundleTypeIconFile ezquake.icns CFBundleTypeName Quake demo CFBundleTypeRole Viewer CFBundleURLTypes CFBundleURLName QW CFBundleURLSchemes qw NSHighResolutionCapable ================================================ FILE: dist/macOS/ezquake.entitlements.plist ================================================ com.apple.security.app-sandbox com.apple.security.device.audio-input com.apple.security.network.client com.apple.security.network.server com.apple.security.files.user-selected.read-write com.apple.security.files.bookmarks.app-scope ================================================ FILE: dist/windows/ezQuake.rc.in ================================================ #include IDI_ICON1 ICON "@EZQUAKE_RESOURCE_ICON@" VS_VERSION_INFO VERSIONINFO FILEVERSION @EZQUAKE_RESOURCE_VERSION@ BEGIN BLOCK "StringFileInfo" BEGIN BLOCK "040904b0" BEGIN VALUE "FileDescription", "@EZQUAKE_RESOURCE_DESCRIPTION@\0" VALUE "ProductName", "@EZQUAKE_RESOURCE_NAME@\0" VALUE "ProductVersion", "@EZQUAKE_RESOURCE_COMMIT@\0" VALUE "LegalCopyright", "@EZQUAKE_RESOURCE_AUTHOR@\0" END END BLOCK "VarFileInfo" BEGIN VALUE "Translation", 0x409, 1200 END END ================================================ FILE: help_cmdline_params.json ================================================ { "-allowmultiple": { "description": "On Windows, launch multiple copies of ezQuake rather than re-using the existing instance", "systems": [ "windows" ] }, "-basedir": { "arguments": "", "description": "The \"base\" directory is the path to the directory holding the quake.exe and all game directories.\n\nThis can be overridden with the \"-basedir\" command line parm to allow code debugging in a different directory." }, "-bpp": { "arguments": "", "description": "Allows setting of 'r_colorbits' cvar during start-up" }, "-cdaudio": { "flags": [ "incomplete" ] }, "-cddev": { "arguments": "", "description": "On Linux, specifies the cd device to use. Must specify -cdaudio for this to have effect", "remarks": "(is this only used in meson build?)", "systems": [ "linux" ] }, "-cheats": { "description": "enable cheats on local server (/noclip etc)" }, "-clientport": { "flags": [ "incomplete" ] }, "-conbufsize": { "arguments": "", "description": "set size of console buffer", "remarks": "between 32KB & 4MB, default is 64KB" }, "-condebug": { "description": "log all console output to qw/qconsole.log" }, "-conheight": { "description": "set vid_conheight during startup" }, "-conwidth": { "description": "set vid_conwidth during startup" }, "-data": { "system-generated": true }, "-democache": { "arguments": "", "description": "create memory buffer during startup, used instead of writing directly to disk when recording demos", "remarks": "Minimum value 2048KB" }, "-detailtrails": { "description": "sets /gl_particle_fulldetail 1 during startup" }, "-dev": { "system-generated": true }, "-display": { "flags": [ "incomplete" ] }, "-enablelocalcommand": { "flags": [ "incomplete" ] }, "-forceTextureReload": { "flags": [ "incomplete" ] }, "-forcetexturereload": { "system-generated": true }, "-freq": { "flags": [ "incomplete" ] }, "-game": { "flags": [ "incomplete" ] }, "-gamma": { "flags": [ "incomplete" ] }, "-gl-debug": { "description": "enables OpenGL debug output. Must be used in conjunction with -dev" }, "-gl-forward-only-profile": { "system-generated": true }, "-gl_ext": { "flags": [ "incomplete" ] }, "-glsl-renderer": { "flags": [ "incomplete" ] }, "-heapsize": { "flags": [ "incomplete" ] }, "-height": { "flags": [ "incomplete" ] }, "-ip": { "flags": [ "incomplete" ] }, "-maxtmu2": { "flags": [ "incomplete" ] }, "-mem": { "flags": [ "incomplete" ] }, "-minmemory": { "flags": [ "incomplete" ] }, "-no-accel-visuals": { "description": "Requests un-accelerated graphics (used in debugging to create OpenGL 1.1 context)" }, "-no-triple-gl-buffer": { "flags": [ "incomplete" ] }, "-no24bit": { "flags": [ "incomplete" ] }, "-noatlas": { "system-generated": true }, "-noconinput": { "flags": [ "incomplete" ] }, "-nodesktopres": { "system-generated": true }, "-nohome": { "flags": [ "incomplete" ] }, "-nohwgamma": { "flags": [ "incomplete" ] }, "-nohwtimer": { "flags": [ "incomplete" ] }, "-noindphys": { "flags": [ "incomplete" ] }, "-noinvlmaps": { "flags": [ "incomplete" ] }, "-nolibjpeg": { "flags": [ "incomplete" ] }, "-nolibpng": { "flags": [ "incomplete" ] }, "-nomouse": { "flags": [ "incomplete" ] }, "-nomtex": { "flags": [ "incomplete" ] }, "-nonpot": { "system-generated": true }, "-nopriority": { "flags": [ "incomplete" ] }, "-norjscripts": { "flags": [ "incomplete" ] }, "-noscripts": { "flags": [ "incomplete" ] }, "-nosound": { "flags": [ "incomplete" ] }, "-nostdout": { "flags": [ "incomplete" ] }, "-oldgamma": { "system-generated": true }, "-particles": { "flags": [ "incomplete" ] }, "-port": { "flags": [ "incomplete" ] }, "-progtype": { "flags": [ "incomplete" ] }, "-r-debug": { "system-generated": true }, "-r-no-amd-fix": { "system-generated": true }, "-r-nocallback": { "system-generated": true }, "-r-nomultibind": { "system-generated": true }, "-r-novao": { "system-generated": true }, "-r-trace": { "system-generated": true }, "-r-verify": { "system-generated": true }, "-r-dump-shaders": { "description": "Write expanded shader source to qw/shaders/." }, "-ruleset": { "flags": [ "incomplete" ] }, "-showliberrors": { "flags": [ "incomplete" ] }, "-startwindowed": { "flags": [ "incomplete" ] }, "-userdir": { "flags": [ "incomplete" ] }, "-width": { "flags": [ "incomplete" ] }, "-window": { "flags": [ "incomplete" ] } } ================================================ FILE: help_commands.json ================================================ { "+attack": { "description": "When active the player will fire the weapon he is currently holding.\nThis is the primary command used to make the player fire the gun.\nFor as long as the key that is bound to this command is held down and this command is active the player will keep on firing the gun." }, "+attack2": { "description": "Secondary attack button." }, "+back": { "description": "When active the player will move backwards." }, "+cl_wp_stats": { "system-generated": true }, "+fire": { "system-generated": true }, "+fire_ar": { "system-generated": true }, "+forward": { "description": "When active the player will move forward." }, "+jump": { "description": "When active the player will do a single jump. The next jump won't be performed until \"-jump\" has been issued." }, "+klook": { "description": "When active, \"+forward\" and \"+back\" become \"+lookup\" and \"+lookdown\" respectively.\nThis command is useful if the player needs to look at objects which are above or below him." }, "+left": { "description": "When active the player will turn left." }, "+lookdown": { "description": "When active the player will look down." }, "+lookup": { "description": "When active the player will look up." }, "+mlook": { "description": "When active moving the mouse or joystick forwards and backwards performs \"+lookup\" and \"+lookdown\" respectively.\nThis command is very useful if the player needs to look at objects which are above or below him.\nMost players execute this command and never remove it. This way they can use the keyboard to move the player forward and back and strafe left and right, while using the mouse to turn the player left and right and to make him look up and down.\nIn order to have this command set permanently you will have to create a file called autoexec.cfg in the qw/ directory and put in the line \"+mlook\" into that file.\nBy doing this the game will automatically execute the autoexec.cfg file and it will also active that command.\nAlmost every player uses this command nowadays, because the combination of using mouse and keyboard is widely considered the best." }, "+movedown": { "description": "When active the player will swim down when in the water." }, "+moveleft": { "description": "When active the player will strafe left." }, "+moveright": { "description": "When active the player will strafe right." }, "+moveup": { "description": "When active the player will swim up when in the water." }, "+qtv_delay": { "system-generated": true }, "+right": { "description": "When active the player will turn right." }, "+showscores": { "description": "Display scoreboard." }, "+showteamscores": { "description": "Display team scoreboard." }, "+speed": { "description": "When active the player will run." }, "+strafe": { "description": "When active, \"+left\" and \"+right\" function like \"+moveleft\" and \"+moveright\", strafing in that direction." }, "+use": { "description": "When used it will activate objects in the game that have been designed to react at \"+use\"" }, "+voip": { "system-generated": true }, "+zoom": { "system-generated": true }, "-attack": { "description": "When used the player will stop firing the gun if \"+attack\" is active." }, "-attack2": { "description": "Secondary attack button." }, "-back": { "description": "When used the player will stop moving back if \"+back\" is active." }, "-cl_wp_stats": { "system-generated": true }, "-fire": { "system-generated": true }, "-fire_ar": { "system-generated": true }, "-forward": { "description": "When used the player will stop moving forward if \"+forward\" is active." }, "-jump": { "description": "When used the player will stop jumping if \"+jump\" is active." }, "-klook": { "description": "When used the forward and back keys will stop making the player look up and down if \"+klook\" is active." }, "-left": { "description": "When used the player will stop turning left if \"+left\" is active." }, "-lookdown": { "description": "When used the player will stop looking down if \"+lookdown\" is active." }, "-lookup": { "description": "When used the player will stop looking up if \"+lookup\" is active." }, "-mlook": { "description": "When used the mouse forward and back movement will stop making the player look up and down if \"+mlook\" is active." }, "-movedown": { "description": "When used the player will stop moving down if \"+movedown\" is active." }, "-moveleft": { "description": "When used the player will stop moving left if \"+moveleft\" is active." }, "-moveright": { "description": "When used the player will stop moving right if \"+moveright\" is active." }, "-moveup": { "description": "When used the player will stop moving up if \"+moveup\" is active." }, "-qtv_delay": { "system-generated": true }, "-right": { "description": "When used the player will stop turning right if \"+right\" is active." }, "-showscores": { "description": "When used the score screen will disappear if +showscores is active." }, "-showteamscores": { "description": "When used the score screen will disappear if +showteamscores is active." }, "-speed": { "description": "When used the player will walk." }, "-strafe": { "description": "When used the turn left and turn right keys will once again perform their original functions." }, "-use": { "description": "When used it will stop activating objects in the game that have been designed to react at \"+use\"." }, "-voip": { "system-generated": true }, "-zoom": { "system-generated": true }, "acc_block": { "system-generated": true }, "acc_create": { "system-generated": true }, "acc_list": { "system-generated": true }, "acc_remove": { "system-generated": true }, "acc_unblock": { "system-generated": true }, "addip": { "description": "Add a single IP or a domain of IPs to the IP list of the server.\nVery useful for banning people or for specifying which IPs only have access to the server.\n\nExamples:\naddip 123.123.123.123\naddip 123.123.123", "syntax": "" }, "addloc": { "arguments": [ { "description": "The name of the loc.", "name": "locname" } ], "description": "Adds a new loc with the specified name at current location.", "syntax": "\"locname\"" }, "addserver": { "description": "Server Browser: This allows you to add a server to the UNBOUND source.\nThis can be used to quickly bookmark servers." }, "alias": { "description": "Used to create a reference to a command or list of commands.\nWhen used without parameters, displays all current aliases.", "remarks": "Enclose multiple commands within quotes and separate each command with a semi-colon." }, "alias_in": { "arguments": [ { "description": "Alias to be changed", "name": "alias" }, { "description": "Variable whose value is inserted into alias", "name": "variable" }, { "description": "Bitmask:\n0 - insert from left\n1 - from right side\n2 - check in advance whether a string being inserted already exists in alias\n4 - print an error message if the inserted string is already present in the alias\n8 - automatically create an alias if it doesn't exist yet", "name": "options" } ], "description": "Inserts contents of variable into alias.", "syntax": " []" }, "alias_out": { "system-generated": true }, "aliasedit": { "description": "Allows you to edit your alias in console manually.", "syntax": "" }, "aliaslist": { "arguments": [ { "description": "Prints only [regexp] matching aliases", "name": "[regexp]" } ], "description": "Prints all aliases.", "syntax": "[regexp]" }, "align": { "system-generated": true }, "allskins": { "description": "Downloads all skins that is currently in use.\nUseful for refreshing skins without exiting the level." }, "authenticate": { "system-generated": true }, "autotrack": { "description": "Toggles auto-tracking.\nAuto-tracking switches views for you when you are a spectator or when you are watching a demo or a broadcasted QTV match.\nIt chooses the best available autotrack - if you are spectator, looks for server-side command autotrack, if you are watching a demo or QTV stream, turns on both demo_autotrack and mvd_autotrack, mvd_autotrack will get turned off as soon as demo_autotrack data are found.\nAs a last resort if all previous autotrack are not available, cl_hightrack will be used." }, "bar_armor": { "description": "HUD element that displays a bar representing your amount of armor." }, "bar_health": { "description": "HUD element that displays a bar representing your amount of health." }, "batteryinfo": { "system-generated": true }, "bf": { "description": "This command shows a background screen flash that is the same one that is produced when the player picked up an item in the game.\nThis command basically serves no useful function except when people want to use it in scripts to give the user some visual feedback when an aliases is used for example." }, "bind": { "description": "This command binds one or several commands to a key.\nTo bind multiple commands to a key, enclose the commands in double-quotes (\") and separate them with semicolons (;)." }, "bindedit": { "description": "Allows you to edit your bind in the console.", "syntax": "" }, "bindlist": { "description": "Prints all binds." }, "calc_fov": { "arguments": [ { "description": "The old wide aspect FOV used in v2.x", "name": "old_fov" } ], "description": "Converts (ezq2) wide aspect FOV to new FOV." }, "calendar": { "description": "Same as \"date\" but also shows a small calendar of the month. Nice :)" }, "cam_angles": { "arguments": [ { "description": "", "name": "pitch" }, { "description": "", "name": "yaw" } ], "description": "Set new camera angles.", "syntax": " or cam_angles \"pitch yaw\"" }, "cam_pos": { "arguments": [ { "description": "X coordinate", "name": "x" }, { "description": "Y coordinate", "name": "y" }, { "description": "Z coordinate", "name": "z" } ], "description": "Set new camera position.", "syntax": " or cam_pos \"x y z" }, "cancel": { "system-generated": true }, "cd": { "description": "cd play 5 plays cd track #5", "remarks": "You need -cdaudio to use this command." }, "centerview": { "description": "Centers the player's view ahead after +lookup or +lookdown." }, "cfg_load": { "description": "This will do a cfg_reset and then execute filename.cfg (ezquake/configs).", "syntax": "" }, "cfg_reset": { "description": "This command will unbind all keys, delete all aliases, msg_triggers, reset all plus commands, teamplay settings and reset all variables.\nUser made variables (created with set/seta) are deleted.\nAfter resetting all the above, it executes default.cfg and then autoexec.cfg." }, "cfg_save": { "description": "This command will dump all aliases, bindings, plus commands, msg_triggers, teamplay settings and variables to filename.cfg .\nUser made variables (created with set/seta) are saved as well.", "remarks": "Configs saved with cfg_save are saved in quake/ezquake/configs/*.cfg", "syntax": "" }, "check_maps": { "system-generated": true }, "cl_messages": { "description": "Prints amount and size of messages sent from server to ezQuake client." }, "clear": { "description": "This command clears the console screen of any text." }, "clearlocs": { "description": "Clear all currently loaded locs." }, "clipboard": { "description": "Copies all the following arguments to the system clipboard" }, "cmd": { "description": "Sends a command directly to the server." }, "cmdlist": { "description": "Prints a list of all available commands into the console." }, "cmdlist_re": { "description": "This command same as cmdlist, but supports (perl) regexp matching." }, "color": { "description": "This command sets the color for the player's shirt and pants.", "remarks": "If only the shirt color is given, the pant color will match." }, "connect": { "arguments": [ { "description": "IP address of a QuakeWorld server.", "name": "address" } ], "description": "Connects your client to a QuakeWorld server.", "syntax": "
" }, "connectbr": { "description": "Connects to given server via fastest available path (ping-wise)." }, "cuff": { "system-generated": true }, "cvar_in": { "system-generated": true }, "cvar_out": { "system-generated": true }, "cvar_reset": { "description": "Resets the cvar to default.\n\nExample:\ncvar_reset topcolor\n - sets topcolor to default.", "syntax": "" }, "cvar_reset_re": { "description": "Resets cvar(s) matching the regex to default.\n\nExample:\ncvar_reset ^gl_.*\n- resets all gl_ settings to default values.", "syntax": "[regex]" }, "cvaredit": { "system-generated": true }, "cvarlist": { "description": "Print cvars." }, "cvarlist_re": { "description": "This command same as cvarlist, but supports (perl) regexp matching." }, "date": { "description": "Shows current time, date, month and year." }, "demo_capture": { "arguments": [ { "description": "Tells the client to start capturing.", "name": "start" }, { "description": "Duration of the capture, in seconds.\nCan be float value. Must be positive. Required argument.", "name": "time" }, { "description": "An .avi file is saved instead of screenshots. See demo_capture_codec.", "name": "avifile" }, { "description": "Stop the capture manually before