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quake3 / code / game / Conscript

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# 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';
	}
}