mirror of
https://git.FreeBSD.org/ports.git
synced 2024-11-06 22:51:41 +00:00
69 lines
3.0 KiB
Plaintext
69 lines
3.0 KiB
Plaintext
|
|
||
|
This is the last major component of the quake utilities to be released. To
|
||
|
be honest, I have been a little reticent to release this because most of the
|
||
|
actual qc code is basically rather embarassing crap. The time never became
|
||
|
available to even give it a good top to bottom going over. I never spent
|
||
|
any quality engineering time on my parts, American wrote a lot of qc code,
|
||
|
and even Romero has a bit of work in there. It is a mess. If you look
|
||
|
through the code and occasionally think "This is stupid!", you are probably
|
||
|
right...
|
||
|
|
||
|
The compiler itself can be drastically sped up by just replacing the symbol
|
||
|
searches with binary trees or hashing. We remotely compile on our alpha, so
|
||
|
it hasn't been a big enough issue for me to do it, but as the code size
|
||
|
grows and grows it will be done sooner or later.
|
||
|
|
||
|
The resulting code is horribly nieve and space ineficient (twleve bytes /
|
||
|
instruction). If common subexpression removal was added, the instruction
|
||
|
count could probably be cut nearly in half. I would have liked to have done
|
||
|
a better job at this, but this was my first compiler front end, and I had a
|
||
|
ton of other things fighting for my time. The next one will turn out
|
||
|
better. (wow, I'm making a lot of excuses here, aren't I?)
|
||
|
|
||
|
Qcc also performs some other maintenence functions for us, like rebuildinng
|
||
|
all the brush models and making pak files, but those functions are only
|
||
|
usefull if you have created all new data for everything. models.qc and
|
||
|
sprites.qc don't actually generate any code, they are just parsed by
|
||
|
modelgen and spritegen and included for completeness.
|
||
|
|
||
|
|
||
|
To modify the quake program code, set up a new game directory parallel with
|
||
|
id1, and containing a "progs" subdirectory. Copy all the .qc files and
|
||
|
progs.src into that, and just run qcc from that directory. That will
|
||
|
compile all of the files listed in progs.src and (if there aren't any
|
||
|
errors) generate a new progs.dat file in the parent directory.
|
||
|
|
||
|
As a simple test, open the client.qc file, go to the ClientObituary function
|
||
|
at the end, and change some of the messages.
|
||
|
|
||
|
The directory structure will look something like:
|
||
|
|
||
|
/quake/quake.exe
|
||
|
/quake/id1/
|
||
|
/quake/mygame/progs.dat
|
||
|
/quake/mygame/progs/progs.src
|
||
|
/quake/mygame/progs/world.qc
|
||
|
/quake/mygame/progs/client.qc
|
||
|
/quake/mygame/progs/... etc ...
|
||
|
|
||
|
Run quake with "-game mygame", which will cause quake to look for data in
|
||
|
the mygame directory before falling back to id1. In this example, it will
|
||
|
find the new progs.dat from mygame, and take everything else from id1. You
|
||
|
can type "path" at the quake console to verify the current search order of
|
||
|
directories and pak files. THIS WILL ONLY WORK WITH A REGISTERED VERSION OF
|
||
|
QUAKE.
|
||
|
|
||
|
The header qcc.h has the language spec and some documentation, but I'm not
|
||
|
positive if it is all current.
|
||
|
|
||
|
The only documentation for the various builtin functions I can offer is the
|
||
|
source code used by quake. See builtin.c. Some of them are required to do
|
||
|
things outside the scope of the qc world, and some are just there for speed
|
||
|
reasons.
|
||
|
|
||
|
PLEASE don't ask me questions about all this!
|
||
|
|
||
|
|
||
|
John Carmack
|
||
|
|