quake3/code/game/Conscript
2005-08-19 00:00:00 +00:00

140 lines
3.5 KiB
Text
Executable file

# game building
# builds the game for vanilla Q3 and TA
# there are slight differences between Q3 and TA build:
# -DMISSIONPACK
# the config is passed in the imported variable TARGET_DIR
# qvm building against native:
# only native has g_syscalls.c
# only qvm has ../game/bg_lib.c
# qvm uses a custom g_syscalls.asm with equ stubs
Import qw( BASE_CFLAGS TARGET_DIR INSTALL_DIR NO_VM NO_SO CC CXX LINK );
$env = new cons(
# the code has the very bad habit of doing things like #include "../ui/ui_shared.h"
# this seems to confuse the dependency analysis, explicit toplevel includes seem to fix
CPPPATH => '#cgame:#game:#q3_ui',
CC => $CC,
CXX => $CXX,
LINK => $LINK,
ENV => { PATH => $ENV{PATH}, HOME => $ENV{HOME} },
CFLAGS => $BASE_CFLAGS . '-fPIC',
LDFLAGS => '-shared -ldl -lm'
);
# for TA, use -DMISSIONPACK
%ta_env_hash = $env->copy(
CPPPATH => '#cgame:#game:#ui'
);
$ta_env_hash{CFLAGS} = '-DMISSIONPACK ' . $ta_env_hash{CFLAGS};
$ta_env = new cons(%ta_env_hash);
# qvm building
# we heavily customize the cons environment
$vm_env = new cons(
# the code has the very bad habit of doing things like #include "../ui/ui_shared.h"
# this seems to confuse the dependency analysis, explicit toplevel includes seem to fix
CPPPATH => '#cgame:#game:#q3_ui',
CC => 'q3lcc',
CCCOM => '%CC %CFLAGS %_IFLAGS -c %< -o %>',
SUFOBJ => '.asm',
LINK => 'q3asm',
CFLAGS => '-DQ3_VM -S -Wf-target=bytecode -Wf-g',
# need to know where to find the compiler tools
ENV => { PATH => $ENV{PATH} . ":./qvmtools", },
);
# TA qvm building
%vm_ta_env_hash = $vm_env->copy(
CPPPATH => '#cgame:#game:#ui'
);
$vm_ta_env_hash{CFLAGS} = '-DMISSIONPACK ' . $vm_ta_env_hash{CFLAGS};
$vm_ta_env = new cons(%vm_ta_env_hash);
# the file with vmMain function MUST be the first one of the list
@FILES = qw(
g_main.c
ai_chat.c
ai_cmd.c
ai_dmnet.c
ai_dmq3.c
ai_main.c
ai_team.c
ai_vcmd.c
bg_misc.c
bg_pmove.c
bg_slidemove.c
g_active.c
g_arenas.c
g_bot.c
g_client.c
g_cmds.c
g_combat.c
g_items.c
g_mem.c
g_misc.c
g_missile.c
g_mover.c
g_session.c
g_spawn.c
g_svcmds.c
g_target.c
g_team.c
g_trigger.c
g_utils.c
g_weapon.c
q_math.c
q_shared.c
);
$FILESREF = \@FILES;
# only in .so
# (VM uses a custom .asm with equ stubs)
@SO_FILES = qw(
g_syscalls.c
);
$SO_FILESREF = \@SO_FILES;
# only for VM
@VM_FILES = qw(
bg_lib.c
g_syscalls.asm
);
$VM_FILESREF = \@VM_FILES;
# FIXME CPU string?
# NOTE: $env $ta_env and $vm_env $vm_ta_env may not be necessary
# we could alter the $env and $ta_env based on $TARGET_DIR
# doing it this way to ensure homogeneity with cgame building
if ($TARGET_DIR eq 'Q3')
{
if ($NO_SO eq 0)
{
Program $env 'qagamei386.so', @$FILESREF, @$SO_FILESREF;
Install $env $INSTALL_DIR, 'qagamei386.so';
}
if ($NO_VM eq 0)
{
Depends $vm_env 'qagame.qvm', '#qvmtools/q3lcc';
Depends $vm_env 'qagame.qvm', '#qvmtools/q3asm';
Program $vm_env 'qagame.qvm', @$FILESREF, @$VM_FILESREF;
Install $vm_env $INSTALL_DIR . '/vm', 'qagame.qvm';
}
}
else
{
if ($NO_SO eq 0)
{
Program $ta_env 'qagamei386.so', @$FILESREF, @$SO_FILESREF;
Install $ta_env $INSTALL_DIR, 'qagamei386.so';
}
if ($NO_VM eq 0)
{
Depends $vm_env 'qagame.qvm', '#qvmtools/q3lcc';
Depends $vm_env 'qagame.qvm', '#qvmtools/q3asm';
Program $vm_ta_env 'qagame.qvm', @$FILESREF, @$VM_FILESREF;
Install $vm_ta_env $INSTALL_DIR . '/vm', 'qagame.qvm';
}
}