# # Quake2 Makefile for Linux 2.0 # # Nov '97 by Zoid # # ELF only # # # Modified by QuDos at http://qudos.quakedev.com # Modified even more by Ethan Lee at https://www.flibitijibibo.com/ # # Check OS type. OSTYPE := $(shell uname -s) # this nice line comes from the linux kernel makefile ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/sun4u/sparc/ -e s/sparc64/sparc/ -e s/arm.*/arm/ -e s/sa110/arm/ -e s/alpha/axp/) ###################################### #OPTIONS ###################################### BUILD_DATADIR=NO # Use DATADIR to read (data, renderers, etc.) and ~/.quake2 to write. BUILD_GAME=NO # game$(ARCH).so BUILD_KMQUAKE2=YES # kmquake client executable BUILD_KMQUAKE2_DEDICATED=NO # build a dedicated kmquake2 server (set this to YES when it compiles again) BUILD_LIBDIR=NO # Use LIBDIR to read data and renderers (independent from DATADIR). BUILD_TFOL=YES # Build Thirty Flights of Loving ###################################### ###################################### ifeq ($(strip $(BUILD_TFOL)),YES) WINDOWNAME=Thirty Flights of Loving SAVENAME=thirtyflightsofloving else WINDOWNAME=KMQuake2 SAVENAME=quake2 BASE_CFLAGS:=-DNOTTHIRTYFLIGHTS endif VERSION=0.20 MOUNT_DIR=. BUILD_DEBUG_DIR=build_debug BUILD_RELEASE_DIR=build_release BINDIR=quake2 ifeq ($(OSTYPE),Linux) LDFLAGS+='-Wl,-rpath,$$ORIGIN/lib64' else ifeq ($(OSTYPE),Darwin) BASE_CFLAGS:=-mmacosx-version-min=10.9 LDFLAGS+='-Wl,-rpath,@executable_path/osx' endif CC?=gcc BASE_CFLAGS?= DEBUG_CFLAGS=$(BASE_CFLAGS) -g -ggdb -Wall -pipe RELEASE_CFLAGS=$(BASE_CFLAGS) -O2 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations ifeq ($(ARCH),i386) RELEASE_CFLAGS+=-falign-loops=2 -falign-jumps=2 -falign-functions=2 -fno-strict-aliasing endif CLIENT_DIR=$(MOUNT_DIR)/client UI_DIR=$(MOUNT_DIR)/ui SERVER_DIR=$(MOUNT_DIR)/server REF_GL_DIR=$(MOUNT_DIR)/renderer COMMON_DIR=$(MOUNT_DIR)/qcommon UNIX_DIR=$(MOUNT_DIR)/unix GAME_DIR=$(MOUNT_DIR)/game NULL_DIR=$(MOUNT_DIR)/null #Ogg Vorbis support LDFLAGS+=-lvorbisfile #C runtime, zlib LDFLAGS+=-lm -lz #LOCALBASE?=/usr LOCALBASE?=/usr/local PREFIX?=$(LOCALBASE) DATADIR?=$(LOCALBASE)/share/quake2 LIBDIR?=$(LOCALBASE)/lib/kmquake2 SDL_CONFIG?=sdl2-config SDLCFLAGS=$(shell $(SDL_CONFIG) --cflags) SDLLDFLAGS=$(shell $(SDL_CONFIG) --libs) -lpng -ljpeg SDLGLCFLAGS=$(SDLCFLAGS) -DOPENGL SDLGLLDFLAGS=$(SDLLDFLAGS) ifneq ($(ARCH),i386) BASE_CFLAGS+=-DC_ONLY endif ifeq ($(strip $(BUILD_DATADIR)),YES) BASE_CFLAGS+=-DDATADIR='\"$(DATADIR)\"' endif ifeq ($(strip $(BUILD_KMQUAKE2_SDL)),YES) BASE_CFLAGS+=-D_SDL_BIN endif ifeq ($(strip $(BUILD_LIBDIR)),YES) BASE_CFLAGS+=-DLIBDIR='\"$(LIBDIR)\"' endif ifeq ($(ARCH),x86_64) LIBARCHNAME=x64 else LIBARCHNAME=$(ARCH) endif ifeq ($(OSTYPE),Darwin) SHLIBEXT=dylib else SHLIBEXT=so endif SHLIBCFLAGS=-fPIC SHLIBLDFLAGS=-shared DO_CC=$(CC) $(CFLAGS) -I$(LOCALBASE)/include -o $@ -c $< DO_DED_CC=$(CC) $(CFLAGS) -DDEDICATED_ONLY -o $@ -c $< DO_DED_DEBUG_CC=$(CC) $(DEBUG_CFLAGS) -DDEDICATED_ONLY -o $@ -c $< DO_SHLIB_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< DO_GL_SHLIB_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) $(SDLGLCFLAGS) -o $@ -c $< DO_AS=$(CC) $(CFLAGS) -DELF -x assembler-with-cpp -o $@ -c $< DO_SHLIB_AS=$(CC) $(CFLAGS) $(SHLIBCFLAGS) -DELF -x assembler-with-cpp -o $@ -c $< ############################################################################# # SETUP AND BUILD ############################################################################# .PHONY : targets debug release clean clean-debug clean-release clean2 ifeq ($(strip $(BUILD_KMQUAKE2)),YES) TARGETS+=$(BINDIR)/kmquake2 endif ifeq ($(strip $(BUILD_KMQUAKE2_DEDICATED)),YES) TARGETS += $(BINDIR)/kmquake2_netserver endif ifeq ($(strip $(BUILD_GAME)),YES) TARGETS+=$(BINDIR)/baseq2/kmq2game$(LIBARCHNAME).$(SHLIBEXT) endif all: @echo @echo Set to YES or NO at the top of the file the possible binaries to build @echo by the makefile. @echo By default, a 'make release' will build QuDos with maX support, a glx @echo renderer the required game binary and some other features. @echo @echo Possible targets: @echo @echo ">> make release build the binary for a release." @echo ">> make debug build the binary for debuging mode." @echo ">> make install will install to your quake2 home dir." @echo ">> make bz2 create a tar.bz2 compressed package." @echo ">> make clean clean every '.o' object files." @echo ">> make distclean clean objects, binaries and modified files." @echo debug: @-mkdir -p $(BUILD_DEBUG_DIR) \ $(BINDIR)/baseq2 \ $(BUILD_DEBUG_DIR)/client \ $(BUILD_DEBUG_DIR)/ded \ $(BUILD_DEBUG_DIR)/ref_gl \ $(BUILD_DEBUG_DIR)/game $(MAKE) targets BUILDDIR=$(BUILD_DEBUG_DIR) CFLAGS+="$(DEBUG_CFLAGS) -DKMQUAKE2_VERSION='\"$(VERSION) Debug\"' -DWINDOWNAME='\"$(WINDOWNAME)\"' -DSAVENAME='\"$(SAVENAME)\"'" release: @-mkdir -p $(BUILD_RELEASE_DIR) \ $(BINDIR)/baseq2 \ $(BUILD_RELEASE_DIR)/client \ $(BUILD_RELEASE_DIR)/ded \ $(BUILD_RELEASE_DIR)/ref_gl \ $(BUILD_RELEASE_DIR)/game $(MAKE) targets BUILDDIR=$(BUILD_RELEASE_DIR) CFLAGS+="$(RELEASE_CFLAGS) -DKMQUAKE2_VERSION='\"$(VERSION)\"' -DWINDOWNAME='\"$(WINDOWNAME)\"' -DSAVENAME='\"$(SAVENAME)\"'" targets: $(TARGETS) ############################################################################# # CLIENT/SERVER ############################################################################# QUAKE2_OBJS = \ $(BUILDDIR)/client/cl_cin.o \ $(BUILDDIR)/client/cl_cinematic.o \ $(BUILDDIR)/client/cl_console.o \ $(BUILDDIR)/client/cl_download.o \ $(BUILDDIR)/client/cl_effects.o \ $(BUILDDIR)/client/cl_ents.o \ $(BUILDDIR)/client/cl_event.o \ $(BUILDDIR)/client/cl_http.o \ $(BUILDDIR)/client/cl_input.o \ $(BUILDDIR)/client/cl_hud.o \ $(BUILDDIR)/client/cl_keys.o \ $(BUILDDIR)/client/cl_lights.o \ $(BUILDDIR)/client/cl_loc.o \ $(BUILDDIR)/client/cl_main.o \ $(BUILDDIR)/client/cl_parse.o \ $(BUILDDIR)/client/cl_particle.o \ $(BUILDDIR)/client/cl_pred.o \ $(BUILDDIR)/client/cl_screen.o \ $(BUILDDIR)/client/cl_string.o \ $(BUILDDIR)/client/cl_tempent.o \ $(BUILDDIR)/client/cl_utils.o \ $(BUILDDIR)/client/cl_view.o \ $(BUILDDIR)/client/snd_dma.o \ $(BUILDDIR)/client/snd_mem.o \ $(BUILDDIR)/client/snd_mix.o \ $(BUILDDIR)/client/snd_stream.o \ $(BUILDDIR)/client/m_flash.o \ \ $(BUILDDIR)/client/menu_game.o \ $(BUILDDIR)/client/menu_game_credits.o \ $(BUILDDIR)/client/menu_game_saveload.o \ $(BUILDDIR)/client/menu_main.o \ $(BUILDDIR)/client/menu_mp_addressbook.o \ $(BUILDDIR)/client/menu_mp_dmoptions.o \ $(BUILDDIR)/client/menu_mp_download.o \ $(BUILDDIR)/client/menu_mp_joinserver.o \ $(BUILDDIR)/client/menu_mp_playersetup.o \ $(BUILDDIR)/client/menu_mp_startserver.o \ $(BUILDDIR)/client/menu_multiplayer.o \ $(BUILDDIR)/client/menu_options.o \ $(BUILDDIR)/client/menu_options_controls.o \ $(BUILDDIR)/client/menu_options_effects.o \ $(BUILDDIR)/client/menu_options_interface.o \ $(BUILDDIR)/client/menu_options_keys.o \ $(BUILDDIR)/client/menu_options_screen.o \ $(BUILDDIR)/client/menu_options_sound.o \ $(BUILDDIR)/client/menu_quit.o \ $(BUILDDIR)/client/menu_video.o \ $(BUILDDIR)/client/menu_video_advanced.o \ $(BUILDDIR)/client/ui_draw.o \ $(BUILDDIR)/client/ui_main.o \ $(BUILDDIR)/client/ui_menu.o \ $(BUILDDIR)/client/ui_mouse.o \ $(BUILDDIR)/client/ui_utils.o \ $(BUILDDIR)/client/ui_widgets.o \ \ $(BUILDDIR)/client/cmd.o \ $(BUILDDIR)/client/cmodel.o \ $(BUILDDIR)/client/common.o \ $(BUILDDIR)/client/crc.o \ $(BUILDDIR)/client/cvar.o \ $(BUILDDIR)/client/filesystem.o \ $(BUILDDIR)/client/md4.o \ $(BUILDDIR)/client/net_chan.o \ $(BUILDDIR)/client/wildcard.o \ $(BUILDDIR)/client/zip.o \ $(BUILDDIR)/client/unzip.o \ $(BUILDDIR)/client/ioapi.o\ \ $(BUILDDIR)/client/sv_ccmds.o \ $(BUILDDIR)/client/sv_ents.o \ $(BUILDDIR)/client/sv_game.o \ $(BUILDDIR)/client/sv_init.o \ $(BUILDDIR)/client/sv_main.o \ $(BUILDDIR)/client/sv_send.o \ $(BUILDDIR)/client/sv_user.o \ $(BUILDDIR)/client/sv_world.o \ \ $(BUILDDIR)/client/qsh_unix.o \ $(BUILDDIR)/client/vid_so.o \ $(BUILDDIR)/client/sys_unix.o \ $(BUILDDIR)/client/glob.o \ $(BUILDDIR)/client/in_unix.o \ $(BUILDDIR)/client/net_udp.o \ \ $(BUILDDIR)/client/q_shared.o \ $(BUILDDIR)/client/pmove.o \ \ $(BUILDDIR)/ref_gl/r_alias.o \ $(BUILDDIR)/ref_gl/r_alias_md2.o \ $(BUILDDIR)/ref_gl/r_alias_misc.o \ $(BUILDDIR)/ref_gl/r_arb_program.o \ $(BUILDDIR)/ref_gl/r_backend.o \ $(BUILDDIR)/ref_gl/r_beam.o \ $(BUILDDIR)/ref_gl/r_bloom.o \ $(BUILDDIR)/ref_gl/r_draw.o \ $(BUILDDIR)/ref_gl/r_entity.o \ $(BUILDDIR)/ref_gl/r_fog.o \ $(BUILDDIR)/ref_gl/r_fragment.o \ $(BUILDDIR)/ref_gl/r_glstate.o \ $(BUILDDIR)/ref_gl/r_image.o \ $(BUILDDIR)/ref_gl/r_light.o \ $(BUILDDIR)/ref_gl/r_main.o \ $(BUILDDIR)/ref_gl/r_misc.o \ $(BUILDDIR)/ref_gl/r_model.o \ $(BUILDDIR)/ref_gl/r_particle.o \ $(BUILDDIR)/ref_gl/r_sky.o \ $(BUILDDIR)/ref_gl/r_sprite.o \ $(BUILDDIR)/ref_gl/r_surface.o \ $(BUILDDIR)/ref_gl/r_upscale.o \ $(BUILDDIR)/ref_gl/r_vlights.o \ $(BUILDDIR)/ref_gl/r_warp.o \ $(BUILDDIR)/ref_gl/gl_sdl.o \ \ $(BUILDDIR)/ref_gl/qgl_unix.o \ $(BUILDDIR)/client/snd_sdl.o ifeq ($(OSTYPE),Darwin) QUAKE2_OBJS += $(BUILDDIR)/client/cd_null.o else QUAKE2_OBJS += $(BUILDDIR)/client/cd_unix.o endif QUAKE2_AS_OBJS = \ $(BUILDDIR)/client/snd_mixa.o $(BINDIR)/kmquake2 : $(QUAKE2_OBJS) $(QUAKE2_AS_OBJS) $(QUAKE2_LNX_OBJS) @echo @echo "==================== Linking $@ ====================" @echo $(CC) $(CFLAGS) -o $@ $(QUAKE2_OBJS) $(QUAKE2_AS_OBJS) $(SDLLDFLAGS) $(LDFLAGS) $(BUILDDIR)/client/cl_cin.o : $(CLIENT_DIR)/cl_cin.c $(DO_CC) $(BUILDDIR)/client/cl_cinematic.o : $(CLIENT_DIR)/cl_cinematic.c $(DO_CC) $(BUILDDIR)/client/cl_console.o : $(CLIENT_DIR)/cl_console.c $(DO_CC) $(BUILDDIR)/client/cl_download.o : $(CLIENT_DIR)/cl_download.c $(DO_CC) $(BUILDDIR)/client/cl_effects.o : $(CLIENT_DIR)/cl_effects.c $(DO_CC) $(BUILDDIR)/client/cl_ents.o : $(CLIENT_DIR)/cl_ents.c $(DO_CC) $(BUILDDIR)/client/cl_event.o : $(CLIENT_DIR)/cl_event.c $(DO_CC) $(BUILDDIR)/client/cl_http.o : $(CLIENT_DIR)/cl_http.c $(DO_CC) $(BUILDDIR)/client/cl_input.o : $(CLIENT_DIR)/cl_input.c $(DO_CC) $(BUILDDIR)/client/cl_hud.o : $(CLIENT_DIR)/cl_hud.c $(DO_CC) $(BUILDDIR)/client/cl_keys.o : $(CLIENT_DIR)/cl_keys.c $(DO_CC) $(BUILDDIR)/client/cl_lights.o : $(CLIENT_DIR)/cl_lights.c $(DO_CC) $(BUILDDIR)/client/cl_loc.o : $(CLIENT_DIR)/cl_loc.c $(DO_CC) $(BUILDDIR)/client/cl_main.o : $(CLIENT_DIR)/cl_main.c $(DO_CC) $(BUILDDIR)/client/cl_parse.o : $(CLIENT_DIR)/cl_parse.c $(DO_CC) $(BUILDDIR)/client/cl_particle.o : $(CLIENT_DIR)/cl_particle.c $(DO_CC) $(BUILDDIR)/client/cl_pred.o : $(CLIENT_DIR)/cl_pred.c $(DO_CC) $(BUILDDIR)/client/cl_screen.o : $(CLIENT_DIR)/cl_screen.c $(DO_CC) $(BUILDDIR)/client/cl_string.o : $(CLIENT_DIR)/cl_string.c $(DO_CC) $(BUILDDIR)/client/cl_tempent.o : $(CLIENT_DIR)/cl_tempent.c $(DO_CC) $(BUILDDIR)/client/cl_utils.o : $(CLIENT_DIR)/cl_utils.c $(DO_CC) $(BUILDDIR)/client/cl_view.o : $(CLIENT_DIR)/cl_view.c $(DO_CC) $(BUILDDIR)/client/snd_dma.o : $(CLIENT_DIR)/snd_dma.c $(DO_CC) $(BUILDDIR)/client/snd_mem.o : $(CLIENT_DIR)/snd_mem.c $(DO_CC) $(BUILDDIR)/client/snd_mix.o : $(CLIENT_DIR)/snd_mix.c $(DO_CC) $(BUILDDIR)/client/snd_stream.o : $(CLIENT_DIR)/snd_stream.c $(DO_CC) $(BUILDDIR)/client/m_flash.o : $(GAME_DIR)/m_flash.c $(DO_CC) $(BUILDDIR)/client/menu_game.o : $(UI_DIR)/menu_game.c $(DO_CC) $(BUILDDIR)/client/menu_game_credits.o : $(UI_DIR)/menu_game_credits.c $(DO_CC) $(BUILDDIR)/client/menu_game_saveload.o : $(UI_DIR)/menu_game_saveload.c $(DO_CC) $(BUILDDIR)/client/menu_main.o : $(UI_DIR)/menu_main.c $(DO_CC) $(BUILDDIR)/client/menu_mp_addressbook.o : $(UI_DIR)/menu_mp_addressbook.c $(DO_CC) $(BUILDDIR)/client/menu_mp_dmoptions.o : $(UI_DIR)/menu_mp_dmoptions.c $(DO_CC) $(BUILDDIR)/client/menu_mp_download.o : $(UI_DIR)/menu_mp_download.c $(DO_CC) $(BUILDDIR)/client/menu_mp_joinserver.o : $(UI_DIR)/menu_mp_joinserver.c $(DO_CC) $(BUILDDIR)/client/menu_mp_playersetup.o : $(UI_DIR)/menu_mp_playersetup.c $(DO_CC) $(BUILDDIR)/client/menu_mp_startserver.o : $(UI_DIR)/menu_mp_startserver.c $(DO_CC) $(BUILDDIR)/client/menu_multiplayer.o : $(UI_DIR)/menu_multiplayer.c $(DO_CC) $(BUILDDIR)/client/menu_options.o : $(UI_DIR)/menu_options.c $(DO_CC) $(BUILDDIR)/client/menu_options_controls.o : $(UI_DIR)/menu_options_controls.c $(DO_CC) $(BUILDDIR)/client/menu_options_effects.o : $(UI_DIR)/menu_options_effects.c $(DO_CC) $(BUILDDIR)/client/menu_options_interface.o : $(UI_DIR)/menu_options_interface.c $(DO_CC) $(BUILDDIR)/client/menu_options_keys.o : $(UI_DIR)/menu_options_keys.c $(DO_CC) $(BUILDDIR)/client/menu_options_screen.o : $(UI_DIR)/menu_options_screen.c $(DO_CC) $(BUILDDIR)/client/menu_options_sound.o : $(UI_DIR)/menu_options_sound.c $(DO_CC) $(BUILDDIR)/client/menu_quit.o : $(UI_DIR)/menu_quit.c $(DO_CC) $(BUILDDIR)/client/menu_video.o : $(UI_DIR)/menu_video.c $(DO_CC) $(BUILDDIR)/client/menu_video_advanced.o : $(UI_DIR)/menu_video_advanced.c $(DO_CC) $(BUILDDIR)/client/ui_draw.o : $(UI_DIR)/ui_draw.c $(DO_CC) $(BUILDDIR)/client/ui_main.o : $(UI_DIR)/ui_main.c $(DO_CC) $(BUILDDIR)/client/ui_menu.o : $(UI_DIR)/ui_menu.c $(DO_CC) $(BUILDDIR)/client/ui_mouse.o : $(UI_DIR)/ui_mouse.c $(DO_CC) $(BUILDDIR)/client/ui_utils.o : $(UI_DIR)/ui_utils.c $(DO_CC) $(BUILDDIR)/client/ui_widgets.o : $(UI_DIR)/ui_widgets.c $(DO_CC) $(BUILDDIR)/client/cmd.o : $(COMMON_DIR)/cmd.c $(DO_CC) $(BUILDDIR)/client/cmodel.o : $(COMMON_DIR)/cmodel.c $(DO_CC) $(BUILDDIR)/client/common.o : $(COMMON_DIR)/common.c $(DO_CC) $(BUILDDIR)/client/crc.o : $(COMMON_DIR)/crc.c $(DO_CC) $(BUILDDIR)/client/cvar.o : $(COMMON_DIR)/cvar.c $(DO_CC) $(BUILDDIR)/client/filesystem.o : $(COMMON_DIR)/filesystem.c $(DO_CC) $(BUILDDIR)/client/md4.o : $(COMMON_DIR)/md4.c $(DO_CC) $(BUILDDIR)/client/net_chan.o : $(COMMON_DIR)/net_chan.c $(DO_CC) $(BUILDDIR)/client/wildcard.o : $(COMMON_DIR)/wildcard.c $(DO_CC) $(BUILDDIR)/client/q_shared.o : $(GAME_DIR)/q_shared.c $(DO_CC) $(BUILDDIR)/client/pmove.o : $(COMMON_DIR)/pmove.c $(DO_CC) $(BUILDDIR)/client/sv_ccmds.o : $(SERVER_DIR)/sv_ccmds.c $(DO_CC) $(BUILDDIR)/client/sv_ents.o : $(SERVER_DIR)/sv_ents.c $(DO_CC) $(BUILDDIR)/client/sv_game.o : $(SERVER_DIR)/sv_game.c $(DO_CC) $(BUILDDIR)/client/sv_init.o : $(SERVER_DIR)/sv_init.c $(DO_CC) $(BUILDDIR)/client/sv_main.o : $(SERVER_DIR)/sv_main.c $(DO_CC) $(BUILDDIR)/client/sv_send.o : $(SERVER_DIR)/sv_send.c $(DO_CC) $(BUILDDIR)/client/sv_user.o : $(SERVER_DIR)/sv_user.c $(DO_CC) $(BUILDDIR)/client/sv_world.o : $(SERVER_DIR)/sv_world.c $(DO_CC) $(BUILDDIR)/client/cd_unix.o : $(UNIX_DIR)/cd_unix.c $(DO_CC) $(BUILDDIR)/client/cd_null.o : $(NULL_DIR)/cd_null.c $(DO_CC) $(BUILDDIR)/client/qsh_unix.o : $(UNIX_DIR)/qsh_unix.c $(DO_CC) $(BUILDDIR)/client/vid_so.o : $(UNIX_DIR)/vid_so.c $(DO_CC) $(BUILDDIR)/client/snd_unix.o : $(UNIX_DIR)/snd_unix.c $(DO_CC) $(BUILDDIR)/client/snd_mixa.o : $(UNIX_DIR)/snd_mixa.s $(DO_AS) $(BUILDDIR)/client/sys_unix.o : $(UNIX_DIR)/sys_unix.c $(DO_CC) $(SDLCFLAGS) $(BUILDDIR)/client/glob.o : $(UNIX_DIR)/glob.c $(DO_CC) $(BUILDDIR)/client/in_unix.o : $(UNIX_DIR)/in_unix.c $(DO_CC) $(BUILDDIR)/client/net_udp.o : $(UNIX_DIR)/net_udp.c $(DO_CC) $(BUILDDIR)/client/snd_sdl.o : $(UNIX_DIR)/snd_sdl.c $(DO_CC) $(SDLCFLAGS) $(BUILDDIR)/client/zip.o : $(UNIX_DIR)/zip/zip.c $(DO_CC) $(BUILDDIR)/client/unzip.o : $(UNIX_DIR)/zip/unzip.c $(DO_CC) $(BUILDDIR)/client/ioapi.o : $(UNIX_DIR)/zip/ioapi.c $(DO_CC) $(BUILDDIR)/ref_gl/r_alias.o : $(REF_GL_DIR)/r_alias.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_alias_md2.o : $(REF_GL_DIR)/r_alias_md2.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_alias_misc.o : $(REF_GL_DIR)/r_alias_misc.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_arb_program.o : $(REF_GL_DIR)/r_arb_program.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_backend.o : $(REF_GL_DIR)/r_backend.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_beam.o : $(REF_GL_DIR)/r_beam.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_bloom.o : $(REF_GL_DIR)/r_bloom.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_draw.o : $(REF_GL_DIR)/r_draw.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_entity.o : $(REF_GL_DIR)/r_entity.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_fog.o : $(REF_GL_DIR)/r_fog.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_fragment.o : $(REF_GL_DIR)/r_fragment.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_glstate.o : $(REF_GL_DIR)/r_glstate.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_image.o : $(REF_GL_DIR)/r_image.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_light.o : $(REF_GL_DIR)/r_light.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_main.o : $(REF_GL_DIR)/r_main.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_misc.o : $(REF_GL_DIR)/r_misc.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_model.o : $(REF_GL_DIR)/r_model.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_particle.o : $(REF_GL_DIR)/r_particle.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_sky.o : $(REF_GL_DIR)/r_sky.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_sprite.o : $(REF_GL_DIR)/r_sprite.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_surface.o : $(REF_GL_DIR)/r_surface.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_upscale.o : $(REF_GL_DIR)/r_upscale.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_vlights.o : $(REF_GL_DIR)/r_vlights.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/r_warp.o : $(REF_GL_DIR)/r_warp.c $(DO_GL_SHLIB_CC) $(BUILDDIR)/ref_gl/gl_sdl.o : $(UNIX_DIR)/gl_sdl.c $(DO_GL_SHLIB_CC) $(SDLCFLAGS) $(BUILDDIR)/ref_gl/qgl_unix.o : $(UNIX_DIR)/qgl_unix.c $(DO_GL_SHLIB_CC) ############################################################################# # DEDICATED SERVER ############################################################################# Q2DED_OBJS = \ \ $(BUILDDIR)/ded/cmd.o \ $(BUILDDIR)/ded/cmodel.o \ $(BUILDDIR)/ded/common.o \ $(BUILDDIR)/ded/crc.o \ $(BUILDDIR)/ded/cvar.o \ $(BUILDDIR)/ded/filesystem.o \ $(BUILDDIR)/ded/md4.o \ $(BUILDDIR)/ded/net_chan.o \ $(BUILDDIR)/ded/wildcard.o \ $(BUILDDIR)/ded/zip.o \ $(BUILDDIR)/ded/unzip.o \ $(BUILDDIR)/ded/ioapi.o\ \ $(BUILDDIR)/ded/sv_ccmds.o \ $(BUILDDIR)/ded/sv_ents.o \ $(BUILDDIR)/ded/sv_game.o \ $(BUILDDIR)/ded/sv_init.o \ $(BUILDDIR)/ded/sv_main.o \ $(BUILDDIR)/ded/sv_send.o \ $(BUILDDIR)/ded/sv_user.o \ $(BUILDDIR)/ded/sv_world.o \ \ $(BUILDDIR)/ded/qsh_unix.o \ $(BUILDDIR)/ded/sys_unix.o \ $(BUILDDIR)/ded/glob.o \ $(BUILDDIR)/ded/net_udp.o \ \ $(BUILDDIR)/ded/q_shared.o \ $(BUILDDIR)/ded/pmove.o \ \ $(BUILDDIR)/ded/cl_null.o \ $(BUILDDIR)/ded/cd_null.o $(BINDIR)/kmquake2_netserver : $(Q2DED_OBJS) $(CC) $(CFLAGS) -o $@ $(Q2DED_OBJS) $(LDFLAGS) $(BUILDDIR)/ded/cmd.o : $(COMMON_DIR)/cmd.c $(DO_DED_CC) $(BUILDDIR)/ded/cmodel.o : $(COMMON_DIR)/cmodel.c $(DO_DED_CC) $(BUILDDIR)/ded/common.o : $(COMMON_DIR)/common.c $(DO_DED_CC) $(BUILDDIR)/ded/crc.o : $(COMMON_DIR)/crc.c $(DO_DED_CC) $(BUILDDIR)/ded/cvar.o : $(COMMON_DIR)/cvar.c $(DO_DED_CC) $(BUILDDIR)/ded/filesystem.o : $(COMMON_DIR)/filesystem.c $(DO_DED_CC) $(BUILDDIR)/ded/md4.o : $(COMMON_DIR)/md4.c $(DO_DED_CC) $(BUILDDIR)/ded/net_chan.o : $(COMMON_DIR)/net_chan.c $(DO_DED_CC) $(BUILDDIR)/ded/wildcard.o : $(COMMON_DIR)/wildcard.c $(DO_DED_CC) $(BUILDDIR)/ded/zip.o : $(UNIX_DIR)/zip/zip.c $(DO_DED_CC) $(BUILDDIR)/ded/unzip.o : $(UNIX_DIR)/zip/unzip.c $(DO_DED_CC) $(BUILDDIR)/ded/ioapi.o : $(UNIX_DIR)/zip/ioapi.c $(DO_DED_CC) $(BUILDDIR)/ded/q_shared.o : $(GAME_DIR)/q_shared.c $(DO_DED_DEBUG_CC) $(BUILDDIR)/ded/pmove.o : $(COMMON_DIR)/pmove.c $(DO_DED_CC) $(BUILDDIR)/ded/sv_ccmds.o : $(SERVER_DIR)/sv_ccmds.c $(DO_DED_CC) $(BUILDDIR)/ded/sv_ents.o : $(SERVER_DIR)/sv_ents.c $(DO_DED_CC) $(BUILDDIR)/ded/sv_game.o : $(SERVER_DIR)/sv_game.c $(DO_DED_CC) $(BUILDDIR)/ded/sv_init.o : $(SERVER_DIR)/sv_init.c $(DO_DED_CC) $(BUILDDIR)/ded/sv_main.o : $(SERVER_DIR)/sv_main.c $(DO_DED_CC) $(BUILDDIR)/ded/sv_send.o : $(SERVER_DIR)/sv_send.c $(DO_DED_CC) $(BUILDDIR)/ded/sv_user.o : $(SERVER_DIR)/sv_user.c $(DO_DED_CC) $(BUILDDIR)/ded/sv_world.o : $(SERVER_DIR)/sv_world.c $(DO_DED_CC) $(BUILDDIR)/ded/qsh_unix.o : $(UNIX_DIR)/qsh_unix.c $(DO_DED_CC) $(BUILDDIR)/ded/sys_unix.o : $(UNIX_DIR)/sys_unix.c $(DO_DED_CC) $(BUILDDIR)/ded/glob.o : $(UNIX_DIR)/glob.c $(DO_DED_CC) $(BUILDDIR)/ded/net_udp.o : $(UNIX_DIR)/net_udp.c $(DO_DED_CC) $(BUILDDIR)/ded/cd_null.o : $(NULL_DIR)/cd_null.c $(DO_DED_CC) $(BUILDDIR)/ded/cl_null.o : $(NULL_DIR)/cl_null.c $(DO_DED_CC) ############################################################################# # GAME ############################################################################# GAME_OBJS = \ $(BUILDDIR)/game/acebot_ai.o \ $(BUILDDIR)/game/acebot_cmds.o \ $(BUILDDIR)/game/acebot_compress.o \ $(BUILDDIR)/game/acebot_items.o \ $(BUILDDIR)/game/acebot_movement.o \ $(BUILDDIR)/game/acebot_nodes.o \ $(BUILDDIR)/game/acebot_spawn.o \ $(BUILDDIR)/game/g_ai.o \ $(BUILDDIR)/game/g_camera.o \ $(BUILDDIR)/game/g_chase.o \ $(BUILDDIR)/game/g_cmds.o \ $(BUILDDIR)/game/g_combat.o \ $(BUILDDIR)/game/g_crane.o \ $(BUILDDIR)/game/g_ctf.o \ $(BUILDDIR)/game/g_fog.o \ $(BUILDDIR)/game/g_func.o \ $(BUILDDIR)/game/g_items.o \ $(BUILDDIR)/game/g_jetpack.o \ $(BUILDDIR)/game/g_lights.o \ $(BUILDDIR)/game/g_lock.o \ $(BUILDDIR)/game/g_main.o \ $(BUILDDIR)/game/g_misc.o \ $(BUILDDIR)/game/g_model.o \ $(BUILDDIR)/game/g_monster.o \ $(BUILDDIR)/game/g_moreai.o \ $(BUILDDIR)/game/g_mtrain.o \ $(BUILDDIR)/game/g_patchplayermodels.o \ $(BUILDDIR)/game/g_pendulum.o \ $(BUILDDIR)/game/g_phys.o \ $(BUILDDIR)/game/g_reflect.o \ $(BUILDDIR)/game/g_save.o \ $(BUILDDIR)/game/g_spawn.o \ $(BUILDDIR)/game/g_svcmds.o \ $(BUILDDIR)/game/g_target.o \ $(BUILDDIR)/game/g_thing.o \ $(BUILDDIR)/game/g_tracktrain.o \ $(BUILDDIR)/game/g_trigger.o \ $(BUILDDIR)/game/g_turret.o \ $(BUILDDIR)/game/g_utils.o \ $(BUILDDIR)/game/g_vehicle.o \ $(BUILDDIR)/game/g_weapon.o \ $(BUILDDIR)/game/km_cvar.o \ $(BUILDDIR)/game/m_actor.o \ $(BUILDDIR)/game/m_actor_weap.o \ $(BUILDDIR)/game/m_berserk.o \ $(BUILDDIR)/game/m_boss2.o \ $(BUILDDIR)/game/m_boss3.o \ $(BUILDDIR)/game/m_boss31.o \ $(BUILDDIR)/game/m_boss32.o \ $(BUILDDIR)/game/m_brain.o \ $(BUILDDIR)/game/m_chick.o \ $(BUILDDIR)/game/m_flash.o \ $(BUILDDIR)/game/m_flipper.o \ $(BUILDDIR)/game/m_float.o \ $(BUILDDIR)/game/m_flyer.o \ $(BUILDDIR)/game/m_gladiator.o \ $(BUILDDIR)/game/m_gunner.o \ $(BUILDDIR)/game/m_hover.o \ $(BUILDDIR)/game/m_infantry.o \ $(BUILDDIR)/game/m_insane.o \ $(BUILDDIR)/game/m_medic.o \ $(BUILDDIR)/game/m_move.o \ $(BUILDDIR)/game/m_mutant.o \ $(BUILDDIR)/game/m_parasite.o \ $(BUILDDIR)/game/m_soldier.o \ $(BUILDDIR)/game/m_supertank.o \ $(BUILDDIR)/game/m_tank.o \ $(BUILDDIR)/game/p_chase.o \ $(BUILDDIR)/game/p_client.o \ $(BUILDDIR)/game/p_hud.o \ $(BUILDDIR)/game/p_menu.o \ $(BUILDDIR)/game/p_text.o \ $(BUILDDIR)/game/p_trail.o \ $(BUILDDIR)/game/p_view.o \ $(BUILDDIR)/game/p_weapon.o \ $(BUILDDIR)/game/q_shared.o $(BINDIR)/baseq2/kmq2game$(LIBARCHNAME).$(SHLIBEXT) : $(GAME_OBJS) $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(GAME_OBJS) $(BUILDDIR)/game/acebot_ai.o : $(GAME_DIR)/acebot_ai.c $(DO_SHLIB_CC) $(BUILDDIR)/game/acebot_cmds.o : $(GAME_DIR)/acebot_cmds.c $(DO_SHLIB_CC) $(BUILDDIR)/game/acebot_compress.o : $(GAME_DIR)/acebot_compress.c $(DO_SHLIB_CC) $(BUILDDIR)/game/acebot_items.o : $(GAME_DIR)/acebot_items.c $(DO_SHLIB_CC) $(BUILDDIR)/game/acebot_movement.o : $(GAME_DIR)/acebot_movement.c $(DO_SHLIB_CC) $(BUILDDIR)/game/acebot_nodes.o : $(GAME_DIR)/acebot_nodes.c $(DO_SHLIB_CC) $(BUILDDIR)/game/acebot_spawn.o : $(GAME_DIR)/acebot_spawn.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_ai.o : $(GAME_DIR)/g_ai.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_camera.o : $(GAME_DIR)/g_camera.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_chase.o : $(GAME_DIR)/g_chase.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_cmds.o : $(GAME_DIR)/g_cmds.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_combat.o : $(GAME_DIR)/g_combat.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_crane.o : $(GAME_DIR)/g_crane.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_ctf.o : $(GAME_DIR)/g_ctf.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_fog.o : $(GAME_DIR)/g_fog.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_func.o : $(GAME_DIR)/g_func.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_items.o : $(GAME_DIR)/g_items.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_jetpack.o : $(GAME_DIR)/g_jetpack.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_lights.o : $(GAME_DIR)/g_lights.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_lock.o : $(GAME_DIR)/g_lock.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_main.o : $(GAME_DIR)/g_main.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_misc.o : $(GAME_DIR)/g_misc.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_model.o : $(GAME_DIR)/g_model.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_monster.o : $(GAME_DIR)/g_monster.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_moreai.o : $(GAME_DIR)/g_moreai.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_mtrain.o : $(GAME_DIR)/g_mtrain.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_patchplayermodels.o : $(GAME_DIR)/g_patchplayermodels.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_pendulum.o : $(GAME_DIR)/g_pendulum.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_phys.o : $(GAME_DIR)/g_phys.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_reflect.o : $(GAME_DIR)/g_reflect.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_save.o : $(GAME_DIR)/g_save.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_spawn.o : $(GAME_DIR)/g_spawn.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_svcmds.o : $(GAME_DIR)/g_svcmds.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_target.o : $(GAME_DIR)/g_target.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_thing.o : $(GAME_DIR)/g_thing.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_tracktrain.o : $(GAME_DIR)/g_tracktrain.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_trigger.o : $(GAME_DIR)/g_trigger.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_turret.o : $(GAME_DIR)/g_turret.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_utils.o : $(GAME_DIR)/g_utils.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_vehicle.o : $(GAME_DIR)/g_vehicle.c $(DO_SHLIB_CC) $(BUILDDIR)/game/g_weapon.o : $(GAME_DIR)/g_weapon.c $(DO_SHLIB_CC) $(BUILDDIR)/game/km_cvar.o : $(GAME_DIR)/km_cvar.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_actor.o : $(GAME_DIR)/m_actor.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_actor_weap.o : $(GAME_DIR)/m_actor_weap.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_berserk.o : $(GAME_DIR)/m_berserk.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_boss2.o : $(GAME_DIR)/m_boss2.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_boss3.o : $(GAME_DIR)/m_boss3.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_boss31.o : $(GAME_DIR)/m_boss31.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_boss32.o : $(GAME_DIR)/m_boss32.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_brain.o : $(GAME_DIR)/m_brain.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_chick.o : $(GAME_DIR)/m_chick.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_flash.o : $(GAME_DIR)/m_flash.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_flipper.o : $(GAME_DIR)/m_flipper.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_float.o : $(GAME_DIR)/m_float.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_flyer.o : $(GAME_DIR)/m_flyer.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_gladiator.o : $(GAME_DIR)/m_gladiator.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_gunner.o : $(GAME_DIR)/m_gunner.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_hover.o : $(GAME_DIR)/m_hover.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_infantry.o : $(GAME_DIR)/m_infantry.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_insane.o : $(GAME_DIR)/m_insane.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_medic.o : $(GAME_DIR)/m_medic.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_move.o : $(GAME_DIR)/m_move.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_mutant.o : $(GAME_DIR)/m_mutant.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_parasite.o : $(GAME_DIR)/m_parasite.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_soldier.o : $(GAME_DIR)/m_soldier.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_supertank.o : $(GAME_DIR)/m_supertank.c $(DO_SHLIB_CC) $(BUILDDIR)/game/m_tank.o : $(GAME_DIR)/m_tank.c $(DO_SHLIB_CC) $(BUILDDIR)/game/p_chase.o : $(GAME_DIR)/p_chase.c $(DO_SHLIB_CC) $(BUILDDIR)/game/p_client.o : $(GAME_DIR)/p_client.c $(DO_SHLIB_CC) $(BUILDDIR)/game/p_hud.o : $(GAME_DIR)/p_hud.c $(DO_SHLIB_CC) $(BUILDDIR)/game/p_menu.o : $(GAME_DIR)/p_menu.c $(DO_SHLIB_CC) $(BUILDDIR)/game/p_text.o : $(GAME_DIR)/p_text.c $(DO_SHLIB_CC) $(BUILDDIR)/game/p_trail.o : $(GAME_DIR)/p_trail.c $(DO_SHLIB_CC) $(BUILDDIR)/game/p_view.o : $(GAME_DIR)/p_view.c $(DO_SHLIB_CC) $(BUILDDIR)/game/p_weapon.o : $(GAME_DIR)/p_weapon.c $(DO_SHLIB_CC) $(BUILDDIR)/game/q_shared.o : $(GAME_DIR)/q_shared.c $(DO_SHLIB_CC) ############################################################################# # MISC ############################################################################# clean: @echo cleaning objects @rm -rf \ $(BUILD_DEBUG_DIR) \ $(BUILD_RELEASE_DIR) @echo . @echo .... Done clean-bin: @echo cleaning binaries @-rm -rf $(BINDIR) @echo . @echo .... Done distclean: @echo cleaning objects and binaries @-rm -rf $(BUILD_DEBUG_DIR) $(BUILD_RELEASE_DIR) $(BINDIR) @-rm -f `find . \( -not -type d \) -and \ \( -name '*~' \) -type f -print` @echo . @echo .... Done tar: @echo Creating tar file ... @tar cvf KMQuake2-$(VERSION).tar quake2 @echo ... Done gz: @echo Creating gzip compressed file ... @tar czvf KMQuake2-$(VERSION).tar.gz quake2 @echo ... Done bz2: @echo Creating bzip2 compressed file ... @tar cjvf KMQuake2-$(VERSION).tar.bz2 quake2 @echo .... Done install: @echo Copying files to your home dir ... @cp -r $(BINDIR) ~/ @echo ... Done