diff options
author | B. Watson <yalhcru@gmail.com> | 2016-07-30 18:59:10 -0400 |
---|---|---|
committer | Willy Sudiarto Raharjo <willysr@slackbuilds.org> | 2016-08-13 07:22:55 +0700 |
commit | 99d5b840db5bd1f5597d8e25db2caf7db4015a8a (patch) | |
tree | 5ff004a9d454c073176733d0d9bd16f1ebad91b2 /games/maelstrom | |
parent | a02ac510ed45db0e96aca07c89f79998fbfc7c30 (diff) | |
download | slackbuilds-99d5b840db5bd1f5597d8e25db2caf7db4015a8a.tar.gz |
games/maelstrom: Fix build.
Diffstat (limited to 'games/maelstrom')
-rw-r--r-- | games/maelstrom/Maelstrom.6 | 4 | ||||
-rw-r--r-- | games/maelstrom/README | 4 | ||||
-rw-r--r-- | games/maelstrom/compile_fix.diff | 60 | ||||
-rw-r--r-- | games/maelstrom/maelstrom.SlackBuild | 11 |
4 files changed, 63 insertions, 16 deletions
diff --git a/games/maelstrom/Maelstrom.6 b/games/maelstrom/Maelstrom.6 index dc60bbebd6..03e7d74c19 100644 --- a/games/maelstrom/Maelstrom.6 +++ b/games/maelstrom/Maelstrom.6 @@ -158,10 +158,6 @@ player numbers, and will set up the proper addresses for all players. It can field multiple games, and can be a "game hub" where a bunch of players can get together for romping network games. :) .P -\fBNOTE\fR: Maelstrom-netd will not run correctly on 64\-bit hosts, -and Maelstrom running on a 64\-bit host cannot successfully play in a -mutiplayer game with the -server option. Use non\-server networked -play mode instead. .SS Network Ports By default, Maelstrom uses UDP ports 44718 to 44720 for networked games, where the port number is the player number plus 44717. diff --git a/games/maelstrom/README b/games/maelstrom/README index c3e64cfe97..e789b4a453 100644 --- a/games/maelstrom/README +++ b/games/maelstrom/README @@ -9,7 +9,3 @@ deadlier. This package also comes with a script to create Slackware packages from the Maelstrom add-on graphics/sound files. Run 'maelstrom_addon_package.pl --help' for more information. - -Note to users of 64-bit and other non-x86 Slackware derivatives: you -won't be able to host or join multiplayer games that use a server. -Peer to peer (without the -server argument) multiplayer works OK though. diff --git a/games/maelstrom/compile_fix.diff b/games/maelstrom/compile_fix.diff index 6570dee650..1ce080a5a4 100644 --- a/games/maelstrom/compile_fix.diff +++ b/games/maelstrom/compile_fix.diff @@ -1,6 +1,60 @@ -diff -Naur Maelstrom-3.0.6/screenlib/SDL_FrameBuf.cpp Maelstrom-3.0.6.patched/screenlib/SDL_FrameBuf.cpp ---- Maelstrom-3.0.6/screenlib/SDL_FrameBuf.cpp 2001-07-22 17:03:13.000000000 -0400 -+++ Maelstrom-3.0.6.patched/screenlib/SDL_FrameBuf.cpp 2009-04-14 14:15:49.000000000 -0400 +diff -Naur Maelstrom-3.0.6.orig/Maelstrom-netd.c Maelstrom-3.0.6/Maelstrom-netd.c +--- Maelstrom-3.0.6.orig/Maelstrom-netd.c 2000-02-12 04:58:59.000000000 -0500 ++++ Maelstrom-3.0.6/Maelstrom-netd.c 2016-07-30 18:49:48.254076062 -0400 +@@ -9,8 +9,11 @@ + #include <sys/time.h> + #include <sys/socket.h> + #include <netinet/in.h> ++#include <arpa/inet.h> + #include <netdb.h> + #include <unistd.h> ++#include <stdlib.h> ++#include <time.h> + + /* We wait in a loop for players to connect and tell us how many people + are playing. Then, once all players have connected, then we broadcast +@@ -181,7 +184,7 @@ + exit(sig); + } + +-main(int argc, char *argv[]) ++int main(int argc, char *argv[]) + { + int netfd, i, slot; + struct sockaddr_in serv_addr; +@@ -201,7 +204,7 @@ + memset(&serv_addr, 0, sizeof(serv_addr)); + serv_addr.sin_family = AF_INET; + serv_addr.sin_addr.s_addr = htonl(INADDR_ANY); +- serv_addr.sin_port = htons(NETPLAY_PORT-1); ++ serv_addr.sin_port = htons(NETPLAY_PORT - 1); + if (bind(netfd, (struct sockaddr *)&serv_addr, sizeof(serv_addr)) < 0) { + perror("Can't bind local address"); + exit(3); +diff -Naur Maelstrom-3.0.6.orig/netlogic/netplay.cpp Maelstrom-3.0.6/netlogic/netplay.cpp +--- Maelstrom-3.0.6.orig/netlogic/netplay.cpp 2002-10-20 00:11:52.000000000 -0400 ++++ Maelstrom-3.0.6/netlogic/netplay.cpp 2016-07-30 18:34:07.295131706 -0400 +@@ -128,7 +128,7 @@ + if ( port ) { + portnum = atoi(port); + } else { +- portnum = NETPLAY_PORT+playernum; ++ portnum = NETPLAY_PORT + playernum; + } + if ( host ) { + /* Resolve the remote address */ +@@ -183,7 +183,7 @@ + if ( port ) { + portnum = atoi(port); + } else { +- portnum = NETPLAY_PORT-1; ++ portnum = NETPLAY_PORT - 1; + } + SDLNet_ResolveHost(&ServAddr, host, portnum); + if ( ServAddr.host == INADDR_NONE ) { +diff -Naur Maelstrom-3.0.6.orig/screenlib/SDL_FrameBuf.cpp Maelstrom-3.0.6/screenlib/SDL_FrameBuf.cpp +--- Maelstrom-3.0.6.orig/screenlib/SDL_FrameBuf.cpp 2001-07-22 17:03:13.000000000 -0400 ++++ Maelstrom-3.0.6/screenlib/SDL_FrameBuf.cpp 2016-07-30 18:18:37.043186717 -0400 @@ -848,8 +848,8 @@ for ( i=0; i<dirtymaplen; ++i ) { if ( dirtymap[i] != NULL ) { diff --git a/games/maelstrom/maelstrom.SlackBuild b/games/maelstrom/maelstrom.SlackBuild index a7893840e0..1339163d76 100644 --- a/games/maelstrom/maelstrom.SlackBuild +++ b/games/maelstrom/maelstrom.SlackBuild @@ -6,14 +6,15 @@ # Licensed under the WTFPL. See http://www.wtfpl.net/txt/copying/ for details. -# Note to 64-bit users: Maelstrom-netd and the -server option to Maelstrom -# do not work correctly. I haven't investigated why. You can still play -# networked games in non-server mode (see man page). Users of 32-bit -# Slackware are not affected by this. +# 20160730 bkw: +# - Fix compile with gcc 5 (for Slack 14.2). Also fix some +# compiler warnings while I'm at it. +# - Remove warnings about multiplayer not working on 64-bit, it +# works now. PRGNAM=maelstrom VERSION=${VERSION:-3.0.6} -BUILD=${BUILD:-1} +BUILD=${BUILD:-2} TAG=${TAG:-_SBo} SRCNAM=Maelstrom |