lilium-voyager/code/cgame/Conscript

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# 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';
}
}