mirror of
https://github.com/ioquake/ioq3.git
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138 lines
3.4 KiB
Text
Executable file
138 lines
3.4 KiB
Text
Executable file
# cgame building
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# builds the cgame for vanilla Q3 and TA
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# there are slight differences between Q3 and TA build:
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# -DMISSIONPACK
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# TA has cg_newdraw.c and ../ui/ui_shared.c
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# the config is passed in the imported variable TARGET_DIR
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# qvm building against native:
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# only native has cg_syscalls.c
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# only qvm has ../game/bg_lib.c
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# qvm uses a custom cg_syscalls.asm with equ stubs
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Import qw( BASE_CFLAGS TARGET_DIR INSTALL_DIR NO_VM NO_SO CC CXX LINK );
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$env = new cons(
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# the code has the very bad habit of doing things like #include "../ui/ui_shared.h"
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# this seems to confuse the dependency analysis, explicit toplevel includes seem to fix
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CPPPATH => '#cgame:#game:#q3_ui',
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CC => $CC,
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CXX => $CXX,
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LINK => $LINK,
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ENV => { PATH => $ENV{PATH}, HOME => $ENV{HOME} },
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CFLAGS => $BASE_CFLAGS . '-fPIC',
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LDFLAGS => '-shared -ldl -lm'
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);
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# for TA, use -DMISSIONPACK
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%ta_env_hash = $env->copy(
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CPPPATH => '#cgame:#game:#ui'
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);
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$ta_env_hash{CFLAGS} = '-DMISSIONPACK ' . $ta_env_hash{CFLAGS};
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$ta_env = new cons(%ta_env_hash);
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# qvm building
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# we heavily customize the cons environment
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$vm_env = new cons(
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# the code has the very bad habit of doing things like #include "../ui/ui_shared.h"
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# this seems to confuse the dependency analysis, explicit toplevel includes seem to fix
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CPPPATH => '#cgame:#game:#q3_ui',
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CC => 'q3lcc',
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CCCOM => '%CC %CFLAGS %_IFLAGS -c %< -o %>',
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SUFOBJ => '.asm',
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LINK => 'q3asm',
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CFLAGS => '-DQ3_VM -DCGAME -S -Wf-target=bytecode -Wf-g',
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# need to know where to find the compiler tools
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ENV => { PATH => $ENV{PATH} . ":./qvmtools", },
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);
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# TA qvm building
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%vm_ta_env_hash = $vm_env->copy(
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CPPPATH => '#cgame:#game:#ui'
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);
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$vm_ta_env_hash{CFLAGS} = '-DMISSIONPACK ' . $vm_ta_env_hash{CFLAGS};
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$vm_ta_env = new cons(%vm_ta_env_hash);
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# the file with vmMain function MUST be the first one of the list
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@FILES = qw(
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cg_main.c
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../game/bg_misc.c
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../game/bg_pmove.c
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../game/bg_slidemove.c
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../game/q_math.c
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../game/q_shared.c
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cg_consolecmds.c
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cg_draw.c
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cg_drawtools.c
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cg_effects.c
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cg_ents.c
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cg_event.c
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cg_info.c
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cg_localents.c
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cg_marks.c
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cg_players.c
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cg_playerstate.c
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cg_predict.c
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cg_scoreboard.c
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cg_servercmds.c
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cg_snapshot.c
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cg_view.c
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cg_weapons.c
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);
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$FILESREF = \@FILES;
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# only in .so
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# (VM uses a custom .asm with equ stubs)
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@SO_FILES = qw(
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cg_syscalls.c
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);
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$SO_FILESREF = \@SO_FILES;
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# only for VM
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@VM_FILES = qw(
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../game/bg_lib.c
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cg_syscalls.asm
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);
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$VM_FILESREF = \@VM_FILES;
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# common additionals for TA
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@TA_FILES = qw(
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cg_newdraw.c
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../ui/ui_shared.c
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);
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$TA_FILESREF = \@TA_FILES;
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# FIXME CPU string
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if ($TARGET_DIR eq 'Q3')
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{
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if ($NO_SO eq 0)
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{
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Program $env 'cgamei386.so', @$FILESREF, @$SO_FILESREF;
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Install $env $INSTALL_DIR, 'cgamei386.so';
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}
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if ($NO_VM eq 0)
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{
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Depends $vm_env 'cgame.qvm', '#qvmtools/q3lcc';
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Depends $vm_env 'cgame.qvm', '#qvmtools/q3asm';
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Program $vm_env 'cgame.qvm', @$FILESREF, @$VM_FILESREF;
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Install $vm_env $INSTALL_DIR . '/vm', 'cgame.qvm';
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}
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}
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else
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{
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if ($NO_SO eq 0)
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{
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Program $ta_env 'cgamei386.so',
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@$FILESREF, @$SO_FILESREF, @$TA_FILESREF;
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Install $ta_env $INSTALL_DIR, 'cgamei386.so';
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}
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if ($NO_VM eq 0)
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{
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Depends $vm_env 'cgame.qvm', '#qvmtools/q3lcc';
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Depends $vm_env 'cgame.qvm', '#qvmtools/q3asm';
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Program $vm_ta_env 'cgame.qvm',
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@$FILESREF, @$VM_FILESREF, @$TA_FILESREF;
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Install $vm_ta_env $INSTALL_DIR . '/vm', 'cgame.qvm';
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}
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}
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