* Removed some Conscript

This commit is contained in:
Tim Angus 2005-10-25 13:34:47 +00:00
parent 6b5cf6e248
commit d5af2e3d45
5 changed files with 0 additions and 508 deletions

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@ -1,75 +0,0 @@
# bspc compile
Import qw( BSPC_BASE_CFLAGS BUILD_DIR INSTALL_DIR CC CXX LINK );
@BSPC_FILES = qw(
aas_areamerging.c
aas_cfg.c
aas_create.c
aas_edgemelting.c
aas_facemerging.c
aas_file.c
aas_gsubdiv.c
aas_map.c
aas_prunenodes.c
aas_store.c
be_aas_bspc.c
../botlib/be_aas_bspq3.c
../botlib/be_aas_cluster.c
../botlib/be_aas_move.c
../botlib/be_aas_optimize.c
../botlib/be_aas_reach.c
../botlib/be_aas_sample.c
brushbsp.c
bspc.c
../qcommon/cm_load.c
../qcommon/cm_patch.c
../qcommon/cm_test.c
../qcommon/cm_trace.c
csg.c
glfile.c
l_bsp_ent.c
l_bsp_hl.c
l_bsp_q1.c
l_bsp_q2.c
l_bsp_q3.c
l_bsp_sin.c
l_cmd.c
../botlib/l_libvar.c
l_log.c
l_math.c
l_mem.c
l_poly.c
../botlib/l_precomp.c
l_qfiles.c
../botlib/l_script.c
../botlib/l_struct.c
l_threads.c
l_utils.c
leakfile.c
map.c
map_hl.c
map_q1.c
map_q2.c
map_q3.c
map_sin.c
../qcommon/md4.c
nodraw.c
portals.c
textures.c
tree.c
../qcommon/unzip.c
);
$BSPC_REF = \@BSPC_FILES;
$env = new cons(
CC => $CC,
CXX => $CXX,
LINK => $LINK,
CFLAGS => $BSPC_BASE_CFLAGS,
LIBS => '-ldl -lm -lpthread'
);
Program $env 'bspc', @$BSPC_REF;
# this should install to Q3 or something?
Install $env $INSTALL_DIR, 'bspc';

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@ -1,138 +0,0 @@
# cgame building
# builds the cgame for vanilla Q3 and TA
# there are slight differences between Q3 and TA build:
# -DMISSIONPACK
# TA has cg_newdraw.c and ../ui/ui_shared.c
# the config is passed in the imported variable TARGET_DIR
# qvm building against native:
# only native has cg_syscalls.c
# only qvm has ../game/bg_lib.c
# qvm uses a custom cg_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 -DCGAME -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(
cg_main.c
../game/bg_misc.c
../game/bg_pmove.c
../game/bg_slidemove.c
../game/q_math.c
../game/q_shared.c
cg_consolecmds.c
cg_draw.c
cg_drawtools.c
cg_effects.c
cg_ents.c
cg_event.c
cg_info.c
cg_localents.c
cg_marks.c
cg_players.c
cg_playerstate.c
cg_predict.c
cg_scoreboard.c
cg_servercmds.c
cg_snapshot.c
cg_view.c
cg_weapons.c
);
$FILESREF = \@FILES;
# only in .so
# (VM uses a custom .asm with equ stubs)
@SO_FILES = qw(
cg_syscalls.c
);
$SO_FILESREF = \@SO_FILES;
# only for VM
@VM_FILES = qw(
../game/bg_lib.c
cg_syscalls.asm
);
$VM_FILESREF = \@VM_FILES;
# common additionals for TA
@TA_FILES = qw(
cg_newdraw.c
../ui/ui_shared.c
);
$TA_FILESREF = \@TA_FILES;
# FIXME CPU string
if ($TARGET_DIR eq 'Q3')
{
if ($NO_SO eq 0)
{
Program $env 'cgamei386.so', @$FILESREF, @$SO_FILESREF;
Install $env $INSTALL_DIR, 'cgamei386.so';
}
if ($NO_VM eq 0)
{
Depends $vm_env 'cgame.qvm', '#qvmtools/q3lcc';
Depends $vm_env 'cgame.qvm', '#qvmtools/q3asm';
Program $vm_env 'cgame.qvm', @$FILESREF, @$VM_FILESREF;
Install $vm_env $INSTALL_DIR . '/vm', 'cgame.qvm';
}
}
else
{
if ($NO_SO eq 0)
{
Program $ta_env 'cgamei386.so',
@$FILESREF, @$SO_FILESREF, @$TA_FILESREF;
Install $ta_env $INSTALL_DIR, 'cgamei386.so';
}
if ($NO_VM eq 0)
{
Depends $vm_env 'cgame.qvm', '#qvmtools/q3lcc';
Depends $vm_env 'cgame.qvm', '#qvmtools/q3asm';
Program $vm_ta_env 'cgame.qvm',
@$FILESREF, @$VM_FILESREF, @$TA_FILESREF;
Install $vm_ta_env $INSTALL_DIR . '/vm', 'cgame.qvm';
}
}

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@ -1,140 +0,0 @@
# 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';
}
}

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@ -1,93 +0,0 @@
# Q3 ui building
# qvm building against native:
# only native has ui_syscalls.c
# qvm uses a ui_syscalls.asm with equ stubs
# qvm has additional bg_lib.c
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'
);
# 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", },
);
# the file with vmMain function MUST be the first one of the list
@FILES = qw(
ui_main.c
../game/bg_misc.c
../game/q_math.c
../game/q_shared.c
ui_addbots.c
ui_atoms.c
ui_cdkey.c
ui_cinematics.c
ui_confirm.c
ui_connect.c
ui_controls2.c
ui_credits.c
ui_demo2.c
ui_display.c
ui_gameinfo.c
ui_ingame.c
ui_menu.c
ui_mfield.c
ui_mods.c
ui_network.c
ui_options.c
ui_playermodel.c
ui_players.c
ui_playersettings.c
ui_preferences.c
ui_qmenu.c
ui_removebots.c
ui_serverinfo.c
ui_servers2.c
ui_setup.c
ui_sound.c
ui_sparena.c
ui_specifyserver.c
ui_splevel.c
ui_sppostgame.c
ui_spskill.c
ui_startserver.c
ui_team.c
ui_teamorders.c
ui_video.c
);
$FILESREF = \@FILES;
if ($NO_SO eq 0)
{
Program $env 'uii386.so', @$FILESREF, '../ui/ui_syscalls.c';
Install $env $INSTALL_DIR, 'uii386.so';
}
if ($NO_VM eq 0)
{
Depends $vm_env 'ui.qvm', '#qvmtools/q3lcc';
Depends $vm_env 'ui.qvm', '#qvmtools/q3asm';
Program $vm_env 'ui.qvm', @$FILESREF, '../game/bg_lib.c', '../ui/ui_syscalls.asm';
Install $vm_env $INSTALL_DIR . '/vm', 'ui.qvm';
}

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@ -1,62 +0,0 @@
# TA ui building
# qvm building against native:
# only native has ui_syscalls.c
# qvm uses a custom ui_syscalls.asm with equ stubs
# qvm has additional bg_lib.c
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:#ui',
CC => $CC,
CXX => $CXX,
LINK => $LINK,
ENV => { PATH => $ENV{PATH}, HOME => $ENV{HOME} },
CFLAGS => $BASE_CFLAGS . '-DMISSIONPACK -fPIC',
LDFLAGS => '-shared -ldl -lm'
);
# 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:#ui',
CC => 'q3lcc',
CCCOM => '%CC %CFLAGS %_IFLAGS -c %< -o %>',
SUFOBJ => '.asm',
LINK => 'q3asm',
CFLAGS => '-DQ3_VM -DMISSIONPACK -S -Wf-target=bytecode -Wf-g',
# need to know where to find the compiler tools
ENV => { PATH => $ENV{PATH} . ":./qvmtools", },
);
# the file with vmMain function MUST be the first one of the list
@FILES = qw(
ui_main.c
ui_atoms.c
ui_gameinfo.c
ui_players.c
ui_util.c
ui_shared.c
../game/bg_misc.c
../game/q_math.c
../game/q_shared.c
);
$FILESREF = \@FILES;
if ($NO_SO eq 0)
{
Program $env 'uii386.so', @$FILESREF, 'ui_syscalls.c';
Install $env $INSTALL_DIR, 'uii386.so';
}
if ($NO_VM eq 0)
{
Depends $vm_env 'ui.qvm', '#qvmtools/q3lcc';
Depends $vm_env 'ui.qvm', '#qvmtools/q3asm';
Program $vm_env 'ui.qvm', @$FILESREF, '../game/bg_lib.c', 'ui_syscalls.asm';
Install $vm_env $INSTALL_DIR . '/vm', 'ui.qvm';
}