mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-10 14:52:00 +00:00
* Removed some Conscript
This commit is contained in:
parent
6b5cf6e248
commit
d5af2e3d45
5 changed files with 0 additions and 508 deletions
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@ -1,75 +0,0 @@
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# bspc compile
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Import qw( BSPC_BASE_CFLAGS BUILD_DIR INSTALL_DIR CC CXX LINK );
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@BSPC_FILES = qw(
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aas_areamerging.c
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aas_cfg.c
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aas_create.c
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aas_edgemelting.c
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aas_facemerging.c
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aas_file.c
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aas_gsubdiv.c
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aas_map.c
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aas_prunenodes.c
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aas_store.c
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be_aas_bspc.c
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../botlib/be_aas_bspq3.c
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../botlib/be_aas_cluster.c
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../botlib/be_aas_move.c
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../botlib/be_aas_optimize.c
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../botlib/be_aas_reach.c
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../botlib/be_aas_sample.c
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brushbsp.c
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bspc.c
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../qcommon/cm_load.c
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../qcommon/cm_patch.c
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../qcommon/cm_test.c
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../qcommon/cm_trace.c
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csg.c
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glfile.c
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l_bsp_ent.c
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l_bsp_hl.c
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l_bsp_q1.c
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l_bsp_q2.c
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l_bsp_q3.c
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l_bsp_sin.c
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l_cmd.c
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../botlib/l_libvar.c
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l_log.c
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l_math.c
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l_mem.c
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l_poly.c
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../botlib/l_precomp.c
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l_qfiles.c
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../botlib/l_script.c
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../botlib/l_struct.c
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l_threads.c
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l_utils.c
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leakfile.c
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map.c
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map_hl.c
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map_q1.c
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map_q2.c
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map_q3.c
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map_sin.c
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../qcommon/md4.c
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nodraw.c
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portals.c
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textures.c
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tree.c
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../qcommon/unzip.c
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);
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$BSPC_REF = \@BSPC_FILES;
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$env = new cons(
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CC => $CC,
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CXX => $CXX,
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LINK => $LINK,
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CFLAGS => $BSPC_BASE_CFLAGS,
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LIBS => '-ldl -lm -lpthread'
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);
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Program $env 'bspc', @$BSPC_REF;
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# this should install to Q3 or something?
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Install $env $INSTALL_DIR, 'bspc';
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@ -1,138 +0,0 @@
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# cgame building
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# builds the cgame for vanilla Q3 and TA
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# there are slight differences between Q3 and TA build:
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# -DMISSIONPACK
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# TA has cg_newdraw.c and ../ui/ui_shared.c
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# the config is passed in the imported variable TARGET_DIR
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# qvm building against native:
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# only native has cg_syscalls.c
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# only qvm has ../game/bg_lib.c
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# qvm uses a custom cg_syscalls.asm with equ stubs
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Import qw( BASE_CFLAGS TARGET_DIR INSTALL_DIR NO_VM NO_SO CC CXX LINK );
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$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 $INSTALL_DIR . '/vm', 'cgame.qvm';
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}
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}
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@ -1,140 +0,0 @@
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# game building
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# builds the game for vanilla Q3 and TA
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# there are slight differences between Q3 and TA build:
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# -DMISSIONPACK
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# the config is passed in the imported variable TARGET_DIR
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# qvm building against native:
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# only native has g_syscalls.c
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# only qvm has ../game/bg_lib.c
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# qvm uses a custom g_syscalls.asm with equ stubs
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Import qw( BASE_CFLAGS TARGET_DIR INSTALL_DIR NO_VM NO_SO CC CXX LINK );
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$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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|
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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 -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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|
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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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g_main.c
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ai_chat.c
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ai_cmd.c
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ai_dmnet.c
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ai_dmq3.c
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ai_main.c
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ai_team.c
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ai_vcmd.c
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bg_misc.c
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bg_pmove.c
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bg_slidemove.c
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g_active.c
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g_arenas.c
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g_bot.c
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g_client.c
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g_cmds.c
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g_combat.c
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g_items.c
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g_mem.c
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g_misc.c
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g_missile.c
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g_mover.c
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g_session.c
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g_spawn.c
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g_svcmds.c
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g_target.c
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g_team.c
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g_trigger.c
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g_utils.c
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g_weapon.c
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q_math.c
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q_shared.c
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);
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$FILESREF = \@FILES;
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|
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# only in .so
|
||||
# (VM uses a custom .asm with equ stubs)
|
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@SO_FILES = qw(
|
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g_syscalls.c
|
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);
|
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$SO_FILESREF = \@SO_FILES;
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|
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# only for VM
|
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@VM_FILES = qw(
|
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bg_lib.c
|
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g_syscalls.asm
|
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);
|
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$VM_FILESREF = \@VM_FILES;
|
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|
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# FIXME CPU string?
|
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# NOTE: $env $ta_env and $vm_env $vm_ta_env may not be necessary
|
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# we could alter the $env and $ta_env based on $TARGET_DIR
|
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# doing it this way to ensure homogeneity with cgame building
|
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if ($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 $env 'qagamei386.so', @$FILESREF, @$SO_FILESREF;
|
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Install $env $INSTALL_DIR, 'qagamei386.so';
|
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}
|
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if ($NO_VM eq 0)
|
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{
|
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Depends $vm_env 'qagame.qvm', '#qvmtools/q3lcc';
|
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Depends $vm_env 'qagame.qvm', '#qvmtools/q3asm';
|
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Program $vm_env 'qagame.qvm', @$FILESREF, @$VM_FILESREF;
|
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Install $vm_env $INSTALL_DIR . '/vm', 'qagame.qvm';
|
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}
|
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}
|
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else
|
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{
|
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if ($NO_SO eq 0)
|
||||
{
|
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Program $ta_env 'qagamei386.so', @$FILESREF, @$SO_FILESREF;
|
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Install $ta_env $INSTALL_DIR, 'qagamei386.so';
|
||||
}
|
||||
if ($NO_VM eq 0)
|
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{
|
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Depends $vm_env 'qagame.qvm', '#qvmtools/q3lcc';
|
||||
Depends $vm_env 'qagame.qvm', '#qvmtools/q3asm';
|
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Program $vm_ta_env 'qagame.qvm', @$FILESREF, @$VM_FILESREF;
|
||||
Install $vm_ta_env $INSTALL_DIR . '/vm', 'qagame.qvm';
|
||||
}
|
||||
}
|
|
@ -1,93 +0,0 @@
|
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# 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';
|
||||
}
|
|
@ -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';
|
||||
}
|
Loading…
Reference in a new issue