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-rw-r--r--games/qcc/Makefile25
-rw-r--r--games/qcc/distinfo1
-rw-r--r--games/qcc/pkg-comment1
-rw-r--r--games/qcc/pkg-descr68
-rw-r--r--games/qcc/pkg-plist40
5 files changed, 135 insertions, 0 deletions
diff --git a/games/qcc/Makefile b/games/qcc/Makefile
new file mode 100644
index 000000000000..c694c13afea6
--- /dev/null
+++ b/games/qcc/Makefile
@@ -0,0 +1,25 @@
+# New ports collection makefile for: qcc
+# Version required: 1.01
+# Date created: October 25th 1996
+# Whom: jfitz@FreeBSD.ORG
+#
+# $Id$
+#
+
+DISTNAME= qcc
+PKGNAME= qcc-1.01
+CATEGORIES+= games
+MASTER_SITES= ftp://ftp.stomped.com/pub/idgames2/quakec/
+
+MAINTAINER= jfitz@freebsd.org
+
+WRKSRC= ${WRKDIR}/send
+MAKEFILE= makefile
+
+do-install:
+ ${INSTALL_PROGRAM} ${WRKSRC}/qcc ${PREFIX}/bin
+ @ ${MKDIR} -p ${PREFIX}/share/qcc/v101qc
+ ${INSTALL_DATA} ${WRKSRC}/readme.txt ${PREFIX}/share/qcc
+ ${INSTALL_DATA} ${WRKSRC}/v101qc/* ${PREFIX}/share/qcc/v101qc
+
+.include <bsd.port.mk>
diff --git a/games/qcc/distinfo b/games/qcc/distinfo
new file mode 100644
index 000000000000..2bdc7cd1d259
--- /dev/null
+++ b/games/qcc/distinfo
@@ -0,0 +1 @@
+MD5 (qcc.tar.gz) = 7c5ef5180fd5e13bfe75a79efc61e5f9
diff --git a/games/qcc/pkg-comment b/games/qcc/pkg-comment
new file mode 100644
index 000000000000..5c1b7cebf4f8
--- /dev/null
+++ b/games/qcc/pkg-comment
@@ -0,0 +1 @@
+The QuakeC compiler, for building custom games of Quake.
diff --git a/games/qcc/pkg-descr b/games/qcc/pkg-descr
new file mode 100644
index 000000000000..e9a4023e520c
--- /dev/null
+++ b/games/qcc/pkg-descr
@@ -0,0 +1,68 @@
+
+This is the last major component of the quake utilities to be released. To
+be honest, I have been a little reticent to release this because most of the
+actual qc code is basically rather embarassing crap. The time never became
+available to even give it a good top to bottom going over. I never spent
+any quality engineering time on my parts, American wrote a lot of qc code,
+and even Romero has a bit of work in there. It is a mess. If you look
+through the code and occasionally think "This is stupid!", you are probably
+right...
+
+The compiler itself can be drastically sped up by just replacing the symbol
+searches with binary trees or hashing. We remotely compile on our alpha, so
+it hasn't been a big enough issue for me to do it, but as the code size
+grows and grows it will be done sooner or later.
+
+The resulting code is horribly nieve and space ineficient (twleve bytes /
+instruction). If common subexpression removal was added, the instruction
+count could probably be cut nearly in half. I would have liked to have done
+a better job at this, but this was my first compiler front end, and I had a
+ton of other things fighting for my time. The next one will turn out
+better. (wow, I'm making a lot of excuses here, aren't I?)
+
+Qcc also performs some other maintenence functions for us, like rebuildinng
+all the brush models and making pak files, but those functions are only
+usefull if you have created all new data for everything. models.qc and
+sprites.qc don't actually generate any code, they are just parsed by
+modelgen and spritegen and included for completeness.
+
+
+To modify the quake program code, set up a new game directory parallel with
+id1, and containing a "progs" subdirectory. Copy all the .qc files and
+progs.src into that, and just run qcc from that directory. That will
+compile all of the files listed in progs.src and (if there aren't any
+errors) generate a new progs.dat file in the parent directory.
+
+As a simple test, open the client.qc file, go to the ClientObituary function
+at the end, and change some of the messages.
+
+The directory structure will look something like:
+
+/quake/quake.exe
+/quake/id1/
+/quake/mygame/progs.dat
+/quake/mygame/progs/progs.src
+/quake/mygame/progs/world.qc
+/quake/mygame/progs/client.qc
+/quake/mygame/progs/... etc ...
+
+Run quake with "-game mygame", which will cause quake to look for data in
+the mygame directory before falling back to id1. In this example, it will
+find the new progs.dat from mygame, and take everything else from id1. You
+can type "path" at the quake console to verify the current search order of
+directories and pak files. THIS WILL ONLY WORK WITH A REGISTERED VERSION OF
+QUAKE.
+
+The header qcc.h has the language spec and some documentation, but I'm not
+positive if it is all current.
+
+The only documentation for the various builtin functions I can offer is the
+source code used by quake. See builtin.c. Some of them are required to do
+things outside the scope of the qc world, and some are just there for speed
+reasons.
+
+PLEASE don't ask me questions about all this!
+
+
+John Carmack
+
diff --git a/games/qcc/pkg-plist b/games/qcc/pkg-plist
new file mode 100644
index 000000000000..74f2fa090d87
--- /dev/null
+++ b/games/qcc/pkg-plist
@@ -0,0 +1,40 @@
+bin/qcc
+share/qcc/readme.txt
+share/qcc/v101qc/ai.qc
+share/qcc/v101qc/amtest.qc
+share/qcc/v101qc/boss.qc
+share/qcc/v101qc/buttons.qc
+share/qcc/v101qc/client.qc
+share/qcc/v101qc/combat.qc
+share/qcc/v101qc/defs.qc
+share/qcc/v101qc/demon.qc
+share/qcc/v101qc/dog.qc
+share/qcc/v101qc/doors.qc
+share/qcc/v101qc/enforcer.qc
+share/qcc/v101qc/fight.qc
+share/qcc/v101qc/fish.qc
+share/qcc/v101qc/hknight.qc
+share/qcc/v101qc/items.qc
+share/qcc/v101qc/jctest.qc
+share/qcc/v101qc/knight.qc
+share/qcc/v101qc/misc.qc
+share/qcc/v101qc/models.qc
+share/qcc/v101qc/monsters.qc
+share/qcc/v101qc/ogre.qc
+share/qcc/v101qc/oldone.qc
+share/qcc/v101qc/plats.qc
+share/qcc/v101qc/player.qc
+share/qcc/v101qc/progs.src
+share/qcc/v101qc/subs.qc
+share/qcc/v101qc/shalrath.qc
+share/qcc/v101qc/shambler.qc
+share/qcc/v101qc/soldier.qc
+share/qcc/v101qc/sprites.qc
+share/qcc/v101qc/tarbaby.qc
+share/qcc/v101qc/triggers.qc
+share/qcc/v101qc/weapons.qc
+share/qcc/v101qc/wizard.qc
+share/qcc/v101qc/world.qc
+share/qcc/v101qc/zombie.qc
+@dirrm share/qcc/v101qc
+@dirrm share/qcc