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fteqw/engine/Makefile

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CC=gcc
WINDRES=windres
STRIP?=echo strip
STRIPFLAGS=--strip-unneeded --remove-section=.comment
CPUOPTIMIZATIONS=
#canonicalize the source path. except emscripten warns about that like crazy. *sigh*
ifeq ($(FTE_TARGET),web)
BASE_DIR:=.
else ifeq ($(FTE_TARGET),droid)
BASE_DIR:=.
else
BASE_DIR:=$(realpath .)
endif
SVNREVISION:=-DSVNREVISION=$(shell test -d .svn && svnversion || echo -)
WHOAMI:=$(shell whoami)
#only limited forms of cross-making is supported
#only the following 3 are supported
#linux->win32 (FTE_TARGET=win32) RPM Package: "mingw32-gcc", DEB Package: "mingw32"
#linux->linux32 (FTE_TARGET=linux32)
#linux->linux64 (FTE_TARGET=linux64)
#linux->morphos (FTE_TARGET=morphos)
#linux->macosx (FTE_TARGET=macosx) or (FTE_TARGET=macosx_x86)
#linux->javascript (FTE_TARGET=web)
#linux->nacl (FTE_TARGET=nacl NARCH=x86_64)
#win32->nacl
#linux->droid (make droid)
#win32->droid (make droid)
#if you are cross compiling, you'll need to use FTE_TARGET=mytarget
#cygwin's make's paths confuses non-cygwin things
RELEASE_DIR=$(BASE_DIR)/release
DEBUG_DIR=$(BASE_DIR)/debug
PROFILE_DIR=$(BASE_DIR)/profile
COMPILE_SYS:=$(shell uname -o 2>&1)
NATIVE_ABSBASE_DIR:=$(realpath $(BASE_DIR))
ifeq ($(COMPILE_SYS),Cygwin)
OUT_DIR?=.
NATIVE_OUT_DIR:=$(shell cygpath -m $(OUT_DIR))
NATIVE_BASE_DIR:=$(shell cygpath -m $(BASE_DIR))
NATIVE_RELEASE_DIR:=$(shell cygpath -m $(RELEASE_DIR))
NATIVE_DEBUG_DIR:=$(shell cygpath -m $(DEBUG_DIR))
NATIVE_ABSBASE_DIR:=$(shell cygpath -m $(NATIVE_ABSBASE_DIR))
endif
NATIVE_OUT_DIR?=$(OUT_DIR)
NATIVE_BASE_DIR?=$(BASE_DIR)
NATIVE_RELEASE_DIR?=$(RELEASE_DIR)
NATIVE_DEBUG_DIR?=$(DEBUG_DIR)
#include the appropriate games.
ifneq (,$(BRANDING))
BRANDFLAGS+=-DBRANDING_INC=../game_$(BRANDING).h
-include game_$(BRANDING).mak
endif
#correct the gcc build when cross compiling
ifneq (,$(findstring win32,$(FTE_TARGET)))
ifeq ($(shell $(CC) -v 2>&1 | grep mingw),)
#CC didn't state that it was mingw... so try fixing that up
#old/original mingw project, headers are not very up to date.
ifneq ($(shell which i586-mingw32msvc-gcc 2> /dev/null),)
#yup, the alternative exists (this matches the one debian has)
CC=i586-mingw32msvc-gcc
AR=i586-mingw32msvc-ar
WINDRES=i586-mingw32msvc-windres
STRIP=i586-mingw32msvc-strip
# BITS?=32
endif
#mingw64 provides a 32bit toolchain too, which has more up to date header files than the mingw32 project. so favour that if its installed.
ifneq ($(shell which i686-w64-mingw32-gcc 2> /dev/null),)
#yup, the alternative exists (this matches the one debian has)
CC=i686-w64-mingw32-gcc
AR=i686-w64-mingw32-ar
WINDRES=i686-w64-mingw32-windres
STRIP=i686-w64-mingw32-strip
# BITS?=32
endif
endif
endif
#correct the gcc build when cross compiling
ifneq (,$(findstring win64,$(FTE_TARGET)))
ifeq ($(shell $(CC) -v 2>&1 | grep mingw),)
#CC didn't state that it was mingw... so try fixing that up
ifneq ($(shell which x86_64-w64-mingw32-gcc 2> /dev/null),)
#yup, the alternative exists (this matches the one debian has)
CC=x86_64-w64-mingw32-gcc -m64
AR=x86_64-w64-mingw32-ar
WINDRES=x86_64-w64-mingw32-windres
STRIP=x86_64-w64-mingw32-strip
# BITS=64
endif
ifneq ($(shell which amd64-mingw32msvc-gcc 2> /dev/null),)
#yup, the alternative exists (this matches the one debian has)
CC=amd64-mingw32msvc-gcc -m64
AR=amd64-mingw32msvc-ar
WINDRES=amd64-mingw32msvc-windres
STRIP=amd64-mingw32msvc-strip
# BITS=64
endif
endif
endif
ifeq ($(FTE_TARGET),win32_sdl)
FTE_TARGET=win32_SDL
endif
USER_TARGET:=$(FTE_TARGET)
#make droid-rel doesn't get the right stuff
#add a small default config file. its only small.
DROID_PACKSU?= $(BASE_DIR)/droid/fte.cfg
ANDROID_NDK_ROOT?=~/android-ndk-r8e
ANDROID_HOME?=~/android-sdk-linux
ANT?=ant
JAVATOOL=$(JAVA_HOME)/bin/
ANDROID_SCRIPT=android
ifeq ($(DROID_ARCH),)
DROID_ARCH=armeabi
endif
ifeq ($(FTE_TARGET),droid)
DROID_API_LEVEL=4
ifeq ($(DROID_ARCH),x86)
DROID_PLAT_INC=arch-x86
#google fecked up. anything before api_level 9 will fail to compile on x86
DROID_API_LEVEL=9
else
DROID_PLAT_INC=arch-arm
#there are 3 ABI targets
#armv5 (works on all arm droids)
#armv7 (more common on 2.2+ droids)
#armv7+neon
DROID_ABI?=-mfloat-abi=softfp
endif
DROIDSYSROOT=$(realpath $(ANDROID_NDK_ROOT)/platforms/android-$(DROID_API_LEVEL)/$(DROID_PLAT_INC))
#if we're running under windows, then we want to run some other binary
ifeq ($(shell uname -o 2>&1 | grep Cygwin),)
#set up for linux
ifeq ($(DROID_ARCH),x86)
TOOLCHAINPATH:=$(ANDROID_NDK_ROOT)/toolchains/x86-4.7/prebuilt/linux-x86/bin/
TOOLCHAIN:=$(TOOLCHAINPATH)i686-linux-androideabi-
else
TOOLCHAINPATH:=$(ANDROID_NDK_ROOT)/toolchains/arm-linux-androideabi-4.7/prebuilt/linux-x86/bin/
TOOLCHAIN:=$(TOOLCHAINPATH)arm-linux-androideabi-
endif
TOOLOVERRIDES=PATH="/usr/bin:$(realpath $(TOOLCHAINPATH))" CFLAGS=--sysroot="$(realpath $(ANDROID_NDK_ROOT)/platforms/android-$(DROID_API_LEVEL)/$(DROID_PLAT_INC))" CPPFLAGS=--sysroot="$(realpath $(ANDROID_NDK_ROOT)/platforms/android-$(DROID_API_LEVEL)/$(DROID_PLAT_INC))"
CONFIGARGS= --with-sysroot="$(realpath $(ANDROID_NDK_ROOT)/platforms/android-$(DROID_API_LEVEL)/$(DROID_PLAT_INC))"
else
#FIXME: support mingw too...
#we're running upon windows
ifeq ($(DROID_ARCH),x86)
TOOLCHAINPATH:=$(ANDROID_NDK_ROOT)/toolchains/x86-4.7/prebuilt/windows-x86_64/bin/
TOOLCHAIN:=$(TOOLCHAINPATH)i686-linux-android-
else
TOOLCHAINPATH:=$(ANDROID_NDK_ROOT)/toolchains/arm-linux-androideabi-4.7/prebuilt/windows-x86_64/bin/
TOOLCHAIN:=$(TOOLCHAINPATH)arm-linux-androideabi-
endif
ANDROID_SCRIPT=android.bat
#make can't cope with absolute win32 paths in dependancy files
DEPCC=
#configure hates android, with its broken default sysroot and lack of path etc
DROIDSYSROOT:=$(shell cygpath -m $(DROIDSYSROOT))
TOOLOVERRIDES=PATH="/usr/bin:$(shell cygpath -u $(realpath $(TOOLCHAINPATH)))" CFLAGS=--sysroot="$(DROIDSYSROOT)" CPPFLAGS=--sysroot="$(DROIDSYSROOT)"
CONFIGARGS= --with-sysroot="$(shell cygpath -u $(realpath $(ANDROID_NDK_ROOT)/platforms/android-$(DROID_API_LEVEL)/$(DROID_PLAT_INC)))"
endif
CC:=$(TOOLCHAIN)gcc --sysroot="$(DROIDSYSROOT)" -DANDROID $(DROID_ABI) -fno-strict-aliasing
DO_LD=$(DO_ECHO) $(CC) -Wl,-soname,libftedroid.so -shared -Wl,--no-undefined -Wl,-z,noexecstack -o $@ $(LTO_LD) $(WCFLAGS) $(BRANDFLAGS) $(CFLAGS) -llog -lc -lz -lm
LD:=$(TOOLCHAIN)ld
AR:=$(TOOLCHAIN)ar
STRIP=$(TOOLCHAIN)strip
endif
ifeq ($(FTE_TARGET),win64_sdl)
FTE_TARGET=win64_SDL
endif
#crosscompile macosx from linux, default target ppc 32bit
ifeq ($(FTE_TARGET),macosx)
ifeq ($(shell $(CC) -v 2>&1 | grep apple),)
ifneq ($(shell which powerpc-apple-darwin8-gcc 2> /dev/null),)
CC=powerpc-apple-darwin8-gcc
STRIP=powerpc-apple-darwin8-strip
#seems, macosx has a more limited version of strip
STRIPFLAGS=
BITS=32
EXTENSION=_ppc
endif
endif
endif
ifeq ($(FTE_TARGET),macosx_ppc64)
ifeq ($(shell $(CC) -v 2>&1 | grep apple),)
ifneq ($(shell which powerpc-apple-darwin8-gcc 2> /dev/null),)
FTE_TARGET=macosx
CC=powerpc-apple-darwin8-gcc -arch ppc64
STRIP=powerpc-apple-darwin8-strip
#seems, macosx has a more limited version of strip
STRIPFLAGS=
BITS=64
EXTENSION=_ppc
endif
endif
endif
ifeq ($(FTE_TARGET),macosx_x86)
ifeq ($(shell $(CC) -v 2>&1 | grep apple),)
ifneq ($(shell which i686-apple-darwin8-gcc 2> /dev/null),)
FTE_TARGET=macosx
# i686-apple-darwin8-gcc's default target is i386, powerpc-apple-darwin8-gcc -arch i386 just invokes i686-apple-darwin8-gcc anyway
CC=i686-apple-darwin8-gcc
STRIP=i686-apple-darwin8-strip
#seems, macosx has a more limited version of strip
STRIPFLAGS=
EXTENSION=_x86
endif
endif
endif
#crosscompile morphos from linux
ifeq ($(FTE_TARGET),morphos)
ifeq ($(shell $(CC) -v 2>&1 | grep morphos),)
ifneq ($(shell which ppc-morphos-gcc 2> /dev/null),)
CC=ppc-morphos-gcc
#morphos strip has a 'feature', it strips permissions
STRIP=ppc-morphos-strip
endif
endif
endif
#if you have an x86, you can get gcc to build binaries using 3 different ABIs, instead of builds for just the default ABI
ifeq ($(FTE_TARGET),linux32)
FTE_TARGET=linux
CC=gcc -m32
BITS=32
endif
ifeq ($(FTE_TARGET),linuxx32)
#note: the x32 abi is still not finished or something.
#at the current time, you will need to edit your kernel's commandline to allow this stuff to run
FTE_TARGET=linux
CC=gcc -mx32
BITS=x32
endif
ifeq ($(FTE_TARGET),linux64)
FTE_TARGET=linux
CC=gcc -m64
BITS=64
endif
ifeq ($(FTE_TARGET),) #user didn't specify prefered target
ifneq ($(shell uname 2>&1 | grep CYGWIN),)
FTE_TARGET=cygwin
ANDROID_SCRIPT=android.bat
endif
ifneq ($(shell $(CC) -v 2>&1 | grep mingw),)
FTE_TARGET=win32
endif
ifeq ($(FTE_TARGET),) #still not set
ifeq ($(shell uname),Linux)
FTE_TARGET=linux
endif
ifeq ($(shell uname),Darwin)
FTE_TARGET=macosx
endif
ifeq ($(shell uname),FreeBSD)
FTE_TARGET=bsd
endif
ifeq ($(shell uname),NetBSD)
FTE_TARGET=bsd
endif
ifeq ($(shell uname),OpenBSD)
FTE_TARGET=bsd
endif
ifeq ($(shell uname),MorphOS)
FTE_TARGET=morphos
endif
#else I've no idea what it is you're running
endif
FTE_TARGET ?= unk #so go for sdl.
endif
ifneq ($(shell ls|grep config.h),)
HAVECONFIG=-DHAVE_CONFIG_H
endif
CLIENT_DIR=$(BASE_DIR)/client
GL_DIR=$(BASE_DIR)/gl
D3D_DIR=$(BASE_DIR)/d3d
SERVER_DIR=$(BASE_DIR)/server
COMMON_DIR=$(BASE_DIR)/common
HTTP_DIR=$(BASE_DIR)/http
#LIBS_DIR=$(BASE_DIR)/libs
LIBS_DIR?=.
PROGS_DIR=$(BASE_DIR)/qclib
NACL_DIR=$(BASE_DIR)/nacl
BOTLIB_DIR=$(BASE_DIR)/botlib
ALL_CFLAGS=$(HAVECONFIG) $(VISIBILITY_FLAGS) $(BRANDFLAGS) $(CFLAGS) $(BASE_CFLAGS) $(WCFLAGS) $(ARCH_CFLAGS)
#cheap compile-everything-in-one-unit (compile becomes preprocess only)
ifneq ($(WPO),)
LTO_CC= -E
LTO_LD= -combine -fwhole-program -x c
LTO_END=ltoxnone
LTO_START=ltoxc
endif
#proper/consistant link-time optimisations (requires gcc 4.5+ or so)
ifneq ($(LTO),)
LTO_CC=-flto
LTO_LD=-flto
endif
#DO_ECHO=@echo $< &&
DO_ECHO=@
#DO_ECHO=
DO_CC=$(DO_ECHO) $(CC) $(LTO_CC) $(ALL_CFLAGS) -o $@ -c $<
ifeq ($(FTE_TARGET),vc)
BASELDFLAGS=
endif
ifeq ($(FTE_TARGET),cygwin)
BASELDFLAGS=-lm
endif
ifeq ($(FTE_TARGET),morphos)
BASELDFLAGS=-lm
endif
ifeq ($(FTE_TARGET),bsd)
BASELDFLAGS=-lm
VISIBILITY_FLAGS=-fvisibility=hidden
endif
ifeq ($(FTE_TARGET),linux)
VISIBILITY_FLAGS=-fvisibility=hidden
endif
ifeq ($(FTE_TARGET),droid)
VISIBILITY_FLAGS=-fvisibility=hidden
endif
ifeq ($(FTE_TARGET),macosx)
VISIBILITY_FLAGS=-fvisibility=hidden
endif
BASELDFLAGS ?= -lm -ldl -lpthread
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ifeq (win,$(findstring cyg,$(FTE_TARGET))$(findstring win,$(FTE_TARGET)))
BASELDFLAGS=-lm
MINGW_LIBS_DIR=$(LIBS_DIR)/mingw-libs
ifeq ($(shell echo $(FTE_TARGET)|grep -v win64),)
MINGW_LIBS_DIR=$(LIBS_DIR)/mingw64-libs
endif
IMAGELDFLAGS=$(MINGW_LIBS_DIR)/libpng.a $(MINGW_LIBS_DIR)/libz.a $(MINGW_LIBS_DIR)/libjpeg.a
OGGVORBISLDFLAGS=$(MINGW_LIBS_DIR)/libvorbisfile.a $(MINGW_LIBS_DIR)/libvorbis.a $(MINGW_LIBS_DIR)/libogg.a
endif
#try to statically link
ifeq ($(COMPILE_SYS),Darwin)
ifneq (,$(findstring SDL,$(FTE_TARGET)))
IMAGELDFLAGS = $(shell pkg-config libpng --variable=libdir)/libpng.a $(shell pkg-config libjpeg --variable=libdir)/libjpeg.a
OGGVORBISLDFLAGS = $(shell pkg-config vorbisfile --variable=libdir)/libvorbisfile.a $(shell pkg-config vorbis --variable=libdir)/libvorbis.a $(shell pkg-config ogg --variable=libdir)/libogg.a
endif
endif
IMAGELDFLAGS ?= -lpng -ljpeg
OGGVORBISLDFLAGS ?= -lvorbisfile -lvorbis -logg
VISIBILITY_FLAGS?=
#BASELDFLAGS=-lm -lz
XLDFLAGS=$(IMAGELDFLAGS)
#hack some other arguments based upon the toolchain
ifeq ($(FTE_TARGET),vc)
WARNINGFLAGS=-W3 -D_CRT_SECURE_NO_WARNINGS
GNUC_FUNCS=
else
WARNINGFLAGS=-Wall -Wno-pointer-sign -Wno-unknown-pragmas -Wno-format-zero-length -Wno-strict-aliasing
GNUC_FUNCS= -Dstrnicmp=strncasecmp -Dstricmp=strcasecmp
endif
SDL_INCLUDES=
#-I$(LIBS_DIR)/sdl/include -I/usr/include/SDL -I$(LIBS_DIR)/sdl/include/SDL
BOTLIB_CFLAGS=-I$(BOTLIB_DIR) -DBOTLIB
BASE_CFLAGS=$(WARNINGFLAGS) $(GNUC_FUNCS) -I$(CLIENT_DIR) -I$(SERVER_DIR) -I$(COMMON_DIR) -I$(GL_DIR) -I$(D3D_DIR) -I$(PROGS_DIR) -I. -I$(LIBS_DIR) -I$(LIBS_DIR)/dxsdk9/include -I$(LIBS_DIR)/dxsdk7/include $(SDL_INCLUDES) -I./libs/freetype2/include -I./libs/freetype2/include/freetype -I./libs/speex $(BOTLIB_CFLAGS) $(SVNREVISION)
CLIENT_ONLY_CFLAGS=-DCLIENTONLY
SERVER_ONLY_CFLAGS=-DSERVERONLY
JOINT_CFLAGS=
DEBUG_CFLAGS?=-ggdb -g
DEBUG_CFLAGS+=-DDEBUG
RELEASE_CFLAGS?=-O3 -ffast-math $(CPUOPTIMIZATIONS)
#incase our compiler doesn't support it (mingw)
ifeq ($(shell LANG=c $(CC) -rdynamic 2>&1 | grep unrecognized),)
DEBUG_CFLAGS+= -rdynamic
endif
OBJS+=$(SPEEX_OBJS)
PROFILE_CFLAGS=-pg
DX7SDK=-I./libs/dxsdk7/include/
GLCFLAGS=-DGLQUAKE
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
D3DCFLAGS=-DD3D9QUAKE
NPFTECFLAGS=-DNPFTE
SPEEXCFLAGS=-DSPEEX_STATIC -I$(BASE_DIR)/libs/speex/include -DFIXED_POINT -DUSE_KISS_FFT -DEXPORT=""
SPEEX_OBJS = \
bits.o \
buffer.o \
cb_search.o \
exc_10_16_table.o \
exc_10_32_table.o \
exc_20_32_table.o \
exc_5_256_table.o \
exc_5_64_table.o \
exc_8_128_table.o \
fftwrap.o \
filterbank.o \
filters.o \
gain_table.o \
gain_table_lbr.o \
hexc_10_32_table.o \
hexc_table.o \
high_lsp_tables.o \
jitter.o \
kiss_fft.o \
kiss_fftr.o \
lpc.o \
lsp.o \
lsp_tables_nb.o \
ltp.o \
mdf.o \
modes.o \
modes_wb.o \
nb_celp.o \
preprocess.o \
quant_lsp.o \
resample.o \
sb_celp.o \
scal.o \
smallft.o \
speex.o \
speex_callbacks.o \
speex_header.o \
stereo.o \
vbr.o \
vq.o \
window.o
CLIENT_OBJS = \
textedit.o \
fragstats.o \
teamplay.o \
zqtp.o \
cl_demo.o \
cl_ents.o \
clq2_ents.o \
cl_input.o \
in_generic.o \
cl_main.o \
cl_parse.o \
cl_pred.o \
cl_tent.o \
cl_cam.o \
cl_screen.o \
pr_clcmd.o \
cl_ui.o \
cl_ignore.o \
cl_cg.o \
clq3_parse.o \
pr_csqc.o \
console.o \
image.o \
keys.o \
menu.o \
m_download.o \
m_master.o \
m_multi.o \
m_items.o \
m_options.o \
m_single.o \
m_script.o \
m_mp3.o \
roq_read.o \
clq2_cin.o \
r_part.o \
p_script.o \
p_null.o \
p_classic.o \
r_partset.o \
renderer.o \
renderque.o \
sbar.o \
skin.o \
snd_al.o \
snd_dma.o \
snd_mem.o \
snd_mix.o \
snd_mp3.o \
snd_ov.o \
valid.o \
view.o \
wad.o \
\
ftpclient.o \
\
\
pr_menu.o
GLQUAKE_OBJS = \
gl_draw.o \
gl_backend.o \
gl_rmain.o \
gl_rmisc.o \
gl_rsurf.o \
gl_screen.o \
gl_bloom.o \
gl_vidcommon.o
D3DQUAKE_OBJS = \
d3d_backend.o \
d3d_image.o \
d3d_shader.o \
vid_d3d.o \
d3d11_backend.o \
d3d11_image.o \
d3d11_shader.o \
vid_d3d11.o
D3DGL_OBJS = \
gl_font.o \
gl_ngraph.o \
gl_shader.o \
gl_shadow.o \
gl_rlight.o \
gl_hlmdl.o \
gl_warp.o \
ltface.o \
r_surf.o \
r_2d.o
MP3_OBJS = \
fixed.o \
bit.o \
timer.o \
stream.o \
frame.o \
synth.o \
decoder.o \
layer12.o \
layer3.o \
huffman.o \
mymad.o
QCC_OBJS= \
comprout.o \
hash.o \
qcc_cmdlib.o \
qccmain.o \
qcc_pr_comp.o \
qcc_pr_lex.o \
qcd_main.o
PROGS_OBJS = \
$(QCC_OBJS) \
initlib.o \
pr_bgcmd.o \
pr_skelobj.o \
pr_edict.o \
pr_exec.o \
pr_multi.o \
pr_x86.o \
qcdecomp.o
SERVER_OBJS = \
pr_cmds.o \
pr_q1qvm.o \
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
pr_lua.o \
sv_master.o \
sv_init.o \
sv_main.o \
sv_nchan.o \
sv_ents.o \
sv_send.o \
sv_user.o \
sv_sql.o \
sv_mvd.o \
sv_ccmds.o \
sv_cluster.o \
sv_rankin.o \
sv_chat.o \
sv_demo.o \
net_preparse.o \
savegame.o \
svq2_ents.o \
svq2_game.o \
svq3_game.o \
webgen.o \
ftpserver.o \
httpserver.o
SERVERONLY_OBJS = \
sv_sys_unix.o
WINDOWSSERVERONLY_OBJS = \
net_ssl_winsspi.o \
sv_sys_win.o \
sys_win_threads.o
WINDOWS_OBJS = \
snd_win.o \
snd_directx.o \
cd_win.o \
fs_win32.o \
in_win.o \
vid_headless.o \
sys_win.o \
sys_win_threads.o \
net_ssl_winsspi.o \
$(LTO_END) resources.o $(LTO_START)
COMMON_OBJS = \
gl_alias.o \
gl_heightmap.o \
gl_model.o \
com_mesh.o \
com_phys_ode.o \
common.o \
cvar.o \
cmd.o \
crc.o \
net_ssl_gnutls.o \
net_master.o \
fs.o \
fs_stdio.o \
fs_pak.o \
fs_zip.o \
fs_xz.o \
mathlib.o \
huff.o \
md4.o \
sha1.o \
log.o \
net_chan.o \
net_wins.o \
net_ice.o \
httpclient.o \
zone.o \
qvm.o \
r_d3.o \
gl_q2bsp.o \
glmod_doom.o \
q3common.o \
world.o \
sv_phys.o \
sv_move.o \
pmove.o \
pmovetst.o \
iwebiface.o \
translate.o \
plugin.o \
q1bsp.o \
q2pmove.o
BOTLIB_OBJS = \
be_aas_bspq3.o \
be_aas_cluster.o \
be_aas_debug.o \
be_aas_entity.o \
be_aas_file.o \
be_aas_main.o \
be_aas_move.o \
be_aas_optimize.o \
be_aas_reach.o \
be_aas_route.o \
be_aas_routealt.o \
be_aas_sample.o \
be_ai_char.o \
be_ai_chat.o \
be_ai_gen.o \
be_ai_goal.o \
be_ai_move.o \
be_ai_weap.o \
be_ai_weight.o \
be_ea.o \
be_interface.o \
l_crc.o \
l_libvar.o \
l_log.o \
l_memory.o \
l_precomp.o \
l_script.o \
l_struct.o
#the defaults for sdl come first
#CC_MACHINE:=$(shell $(CC) -dumpmachine)
ifeq ($(FTE_TARGET),SDL2)
SDLCONFIG?=sdl2-config
FTE_FULLTARGET?=sdl2$(BITS)
endif
ifeq ($(FTE_TARGET),SDL)
FTE_FULLTARGET?=sdl$(BITS)
endif
SDLCONFIG?=sdl-config
FTE_FULLTARGET?=sdl$(FTE_TARGET)$(BITS)
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) gl_vidsdl.o snd_sdl.o cd_sdl.o sys_sdl.o in_sdl.o
GL_EXE_NAME=../fteqw_gl$(FTE_FULLTARGET)
GLCL_EXE_NAME=../fteqwcl_gl$(FTE_FULLTARGET)
#SDLCONFIG:=libs/sdl2_mingw/$(CC_MACHINE)/bin/sdl2-config --prefix=libs/sdl2_mingw/$(CC_MACHINE)
ifdef windir
GL_LDFLAGS=$(GLLDFLAGS) -lmingw32 -lws2_32 `$(SDLCONFIG) --static-libs`
else
GL_LDFLAGS=$(GLLDFLAGS) $(IMAGELDFLAGS) $(OGGVORBISLDFLAGS) `$(SDLCONFIG) --static-libs`
endif
GL_CFLAGS=-DFTE_SDL $(GLCFLAGS) `$(SDLCONFIG) --cflags`
GLB_DIR=gl_$(FTE_FULLTARGET)
GLCL_DIR=glcl_$(FTE_FULLTARGET)
SV_OBJS=$(COMMON_OBJS) $(SERVER_OBJS) $(PROGS_OBJS) $(SERVERONLY_OBJS)
SV_EXE_NAME=../fteqw_sv$(FTE_FULLTARGET)
SV_CFLAGS=$(SERVER_ONLY_CFLAGS)
SV_LDFLAGS=
MINGL_DIR=mingl_$(FTE_FULLTARGET)
MINGL_EXE_NAME=../fteqw_mingl$(FTE_FULLTARGET)
MB_DIR=m_$(FTE_FULLTARGET)
M_EXE_NAME=../fteqw_$(FTE_FULLTARGET)
MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) gl_vidsdl.o snd_sdl.o cd_sdl.o sys_sdl.o in_sdl.o
M_CFLAGS=$(GLCFLAGS) `$(SDLCONFIG) --cflags`
M_LDFLAGS=$(GLLDFLAGS) $(IMAGELDFLAGS) $(OGGVORBISLDFLAGS)
ifdef windir
M_LDFLAGS=$(MLDFLAGS) -lmingw32 -lws2_32 `$(SDLCONFIG) --static-libs`
else
#pthread is needed because of SDL.
M_LDFLAGS=$(MLDFLAGS) `$(SDLCONFIG) --static-libs` $(IMAGELDFLAGS) $(OGGVORBISLDFLAGS)
endif
ifeq (,$(findstring NO_ZLIB,$(CFLAGS)))
SV_LDFLAGS+=-lz
GL_LDFLAGS+=-lz
M_LDFLAGS+=-lz
endif
#specific targets override those defaults as needed.
#google native client
ifeq ($(FTE_TARGET),nacl)
OGGVORBISLDFLAGS=
NARCH ?= x86_32
ifeq ($(shell uname -o 2>&1 | grep Cygwin),)
MYOS=linux
else
MYOS=win
endif
CC=
STRIP=
ifeq ($(NARCH),x86_32)
CC=$(NACL_SDK_ROOT)/toolchain/$(MYOS)_x86_newlib/bin/i686-nacl-gcc -DNACL -m32
STRIP=$(NACL_SDK_ROOT)/toolchain/$(MYOS)_x86_newlib/bin/i686-nacl-strip
BITS=
NACLLIBS=newlib_x86_32/Release
endif
ifeq ($(NARCH),x86_64)
CC=$(NACL_SDK_ROOT)/toolchain/$(MYOS)_x86_newlib/bin/i686-nacl-gcc -DNACL -m64
STRIP=$(NACL_SDK_ROOT)/toolchain/$(MYOS)_x86_newlib/bin/i686-nacl-strip
BITS=
NACLLIBS=newlib_x86_64/Release
endif
ifeq ($(NARCH),arm)
CC=NACL_SDK_ROOT/toolchain/$(MYOS)_arm_newlib/bin/arm-nacl-gcc -DNACL
STRIP=$(NACL_SDK_ROOT)/toolchain/$(MYOS)_arm_newlib/bin/arm-nacl-strip
BITS=
NACLLIBS=newlib_arm/Release
endif
ifeq ($(NARCH),pnacl)
CC=$(NACL_SDK_ROOT)/toolchain/$(MYOS)_pnacl/bin/pnacl-clang -DNACL
STRIP=$(NACL_SDK_ROOT)/toolchain/$(MYOS)_pnacl/bin/pnacl-strip
STRIPFLAGS=
BITS=
NACLLIBS=pnacl/Release
endif
BASELDFLAGS = -lm -lppapi_gles2 -lnosys -lppapi
IMAGELDFLAGS =
GL_CFLAGS=$(GLCFLAGS)
GL_CFLAGS+=$(SPEEXCFLAGS)
GL_CFLAGS+=-I$(realpath $(NACL_SDK_ROOT)/include)
BASELDFLAGS+=-L$(realpath $(NACL_SDK_ROOT)/lib/$(NACLLIBS))
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SPEEX_OBJS) sys_ppapi.o cd_null.o gl_vidppapi.o fs_ppapi.o snd_ppapi.o
GL_LDFLAGS=$(GLLDFLAGS) $(OGGVORBISLDFLAGS)
M_LDFLAGS=$(GLLDFLAGS) $(OGGVORBISLDFLAGS)
GLB_DIR=gl_nacl_$(NARCH)
MINGL_DIR=mingl_nacl_$(NARCH)
ifeq ($(NARCH),pnacl)
GL_EXE_NAME=../fteqw.pexe
GLCL_EXE_NAME=../fteqwcl.pexe
MINGL_EXE_NAME=../fteqw_mingl.pexe
else
GL_EXE_NAME=../fteqw_$(NARCH).nexe
GLCL_EXE_NAME=../fteqwcl_$(NARCH).nexe
MINGL_EXE_NAME=../fteqw_mingl_$(NARCH).nexe
endif
endif
#FTE_TARGET=win32_SDL | FTE_TARGET=win64_SDL (MinGW32 + SDL | MinGW64 + SDL)
ifeq (win_SDL,$(findstring win,$(FTE_TARGET))$(findstring _SDL,$(FTE_TARGET)))
LIBS_DIR=./libs
ifneq (,$(findstring win64,$(FTE_TARGET)))
BITS=64
endif
EXEPOSTFIX=.exe
CC_MACHINE:=$(shell $(CC) -dumpmachine)
ARCH_PREDEP=$(BASE_DIR)/libs/SDL2-2.0.1/$(CC_MACHINE)/bin/sdl2-config
SDLCONFIG=$(ARCH_PREDEP) --prefix=$(BASE_DIR)/libs/SDL2-2.0.1/$(CC_MACHINE)
ARCH_CFLAGS=`$(SDLCONFIG) --cflags`
#the defaults for sdl come first
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) $(BOTLIB_OBJS) $(SPEEX_OBJS) gl_vidsdl.o snd_sdl.o cd_sdl.o sys_sdl.o in_sdl.o snd_directx.o $(LTO_END) resources.o $(LTO_START)
GL_EXE_NAME=../fteqw_sdl_gl$(BITS)$(EXEPOSTFIX)
GLCL_EXE_NAME=../fteqwcl_sdl$(BITS)$(EXEPOSTFIX)
ifdef windir
GL_LDFLAGS=$(GLLDFLAGS) -lmingw32 -lws2_32 `$(SDLCONFIG) --static-libs`
else
GL_LDFLAGS=$(IMAGELDFLAGS) $(OGGVORBISLDFLAGS) -lws2_32 -lmingw32 $(SDL_LDFLAGS) -mwindows -ldxguid -lwinmm -lole32 $(GLLDFLAGS) `$(SDLCONFIG) --static-libs`
endif
GL_CFLAGS=-DFTE_SDL -I$(MINGW_LIBS_DIR)/ -I$(MINGW_LIBS_DIR) -I$(LIBS_DIR) $(GLCFLAGS) -DLIBVORBISFILE_STATIC $(DX7SDK) $(SPEEXCFLAGS)
ifeq ($(shell echo $(FTE_TARGET)|grep -E -i -v "win32.*sdl"),)
GL_CFLAGS+= -D_MINGW_VFPRINTF
endif
GLB_DIR=gl_mgw_sdl$(BITS)
GLCL_DIR=glcl_mgw_sdl$(BITS)
SV_OBJS=$(COMMON_OBJS) $(SERVER_OBJS) $(PROGS_OBJS) $(WINDOWSSERVERONLY_OBJS) $(BOTLIB_OBJS) $(LTO_END) resources.o $(LTO_START)
SV_EXE_NAME=../fteqw_sdl_sv$(BITS)$(EXEPOSTFIX)
SV_CFLAGS=$(SERVER_ONLY_CFLAGS) -DFTE_SDL
SV_LDFLAGS=$(MINGW_LIBS_DIR)/libz.a -lm -lmingw32 -lws2_32 -lwinmm `$(SDLCONFIG) --static-libs`
MINGL_DIR=mingl_sdlwin$(BITS)
MINGL_EXE_NAME=../fteqw_sdl_mingl$(BITS)$(EXEPOSTFIX)
MB_DIR=m_mgw_sdl$(BITS)
M_EXE_NAME=../fteqw_sdl$(BITS)$(EXEPOSTFIX)
MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(D3DQUAKE_OBJS) $(BOTLIB_OBJS) $(SPEEX_OBJS) gl_vidsdl.o snd_sdl.o cd_sdl.o sys_sdl.o in_sdl.o snd_directx.o $(LTO_END) resources.o $(LTO_START)
M_CFLAGS=$(D3DCFLAGS) -DFTE_SDL -I$(LIBS_DIR) -I$(MINGW_LIBS_DIR)/ -I$(MINGW_LIBS_DIR) $(GLCFLAGS) -DLIBVORBISFILE_STATIC -D_MERGED_SDL $(DX7SDK) $(SPEEXCFLAGS)
ifeq ($(shell echo $(FTE_TARGET)|grep -E -i -v "win32.*sdl"),)
M_CFLAGS+= -D_MINGW_VFPRINTF
endif
M_LDFLAGS=$(GLLDFLAGS) $(IMAGELDFLAGS) $(OGGVORBISLDFLAGS)
ifdef windir
M_LDFLAGS=$(MLDFLAGS) -lmingw32 -lws2_32 `$(SDLCONFIG) --static-libs`
else
#pthread is needed because of SDL.
M_LDFLAGS=$(IMAGELDFLAGS) $(OGGVORBISLDFLAGS) -lws2_32 -lmingw32 -mwindows -ldxguid -lwinmm -lole32 $(MLDFLAGS) `$(SDL_CONFIG) --libs` $(IMAGELDFLAGS)
endif
D3DCL_OBJS=$(D3DQUAKE_OBJS) $(SPEEX_OBJS) snd_sdl.o cd_sdl.o sys_sdl.o in_sdl.o snd_directx.o $(D3DGL_OBJS) $(LTO_END) resources.o $(LTO_START)
D3D_EXE_NAME=../fted3d_sdl_qw$(BITS)$(EXEPOSTFIX)
D3DCL_EXE_NAME=../fted3d_sdl_clqw$(BITS)$(EXEPOSTFIX)
D3D_LDFLAGS=$(IMAGELDFLAGS) $(OGGVORBISLDFLAGS) -lws2_32 -lmingw32 $(SDL_LDFLAGS) -mwindows -ldxguid -lwinmm -lole32
D3D_CFLAGS=$(D3DCFLAGS) -DFTE_SDL -DNO_XFLIP -I$(LIBS_DIR) -I$(MINGW_LIBS_DIR)/ -I$(MINGW_LIBS_DIR) -DLIBVORBISFILE_STATIC $(DX7SDK) $(SPEEXCFLAGS)
ifeq ($(shell echo $(FTE_TARGET)|grep -E -i -v "win32.*sdl"),)
D3D_CFLAGS+= -D_MINGW_VFPRINTF
endif
D3DB_DIR=sdl_d3d_mgw$(BITS)
D3DCL_DIR=sdl_d3dcl_mgw$(BITS)
endif
#FTE_TARGET=vc (Visual C)
ifeq ($(FTE_TARGET),vc)
DEBUG_CFLAGS=
MSVCDIR=Microsoft Visual Studio 10.0
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ifeq ($(WINRT),1)
WINDOWSSDKDIR=C:/Program Files (x86)/Windows Kits/8.1
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ifeq ($(BITS),64)
WINDRES=x86_64-w64-mingw32-windres
MSVCPATH=C:/Program Files (x86)/$(MSVCDIR)/VC/BIN/amd64/
else
WINDRES=i686-w64-mingw32-windres
MSVCPATH=C:/Program Files (x86)/$(MSVCDIR)/VC/BIN/
SDKINC=-I"$(WINDOWSSDKDIR)\Include\shared" -I"$(WINDOWSSDKDIR)\Include\um"
MSVCINC=-I"C:\Program Files (x86)\$(MSVCDIR)\VC\INCLUDE"
#-I"C:\Program Files (x86)\$(MSVCDIR)\VC\ATLMFC\INCLUDE"
# -I"C:\Program Files (x86)\$(MSVCDIR)\VC\PlatformSDK\include" -I"C:\Program Files (x86)\$(MSVCDIR)\SDK\v2.0\include"
MSVCLIB=/LIBPATH:"C:\Program Files (x86)\$(MSVCDIR)\VC\ATLMFC\LIB" /LIBPATH:"C:\Program Files (x86)\$(MSVCDIR)\VC\LIB" /LIBPATH:"$(WINDOWSSDKDIR)/lib/winv6.3/um/x86" /LIBPATH:"C:\Program Files (x86)\$(MSVCDIR)\SDK\v2.0\LIB"
JPEGLIB=libs/jpeg.lib
endif
else
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
WINDOWSSDKDIR=C:/Program Files/Microsoft SDKs/Windows/v7.1
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ifeq ($(BITS),64)
WINDRES=x86_64-w64-mingw32-windres
MSVCPATH=C:/Program Files (x86)/$(MSVCDIR)/VC/BIN/amd64/
MSVCINC=-I"C:\Program Files (x86)\$(MSVCDIR)\VC\ATLMFC\INCLUDE" -I"C:\Program Files (x86)\$(MSVCDIR)\VC\INCLUDE" -I"$(WINDOWSSDKDIR)/Include" -I"C:\Program Files (x86)\$(MSVCDIR)\VC\PlatformSDK\include" -I"C:\Program Files (x86)\$(MSVCDIR)\SDK\v2.0\include"
MSVCLIB=/LIBPATH:"C:\Program Files (x86)\$(MSVCPATH)\VC\ATLMFC\LIB\amd64" /LIBPATH:"C:\Program Files (x86)\$(MSVCDIR)\VC\LIB\amd64" /LIBPATH:"$(WINDOWSSDKDIR)\lib\amd64" /LIBPATH:"C:\Program Files (x86)\$(MSVCDIR)\SDK\v2.0\LIB\AMD64" /LIBPATH:"$(WINDOWSSDKDIR)\lib\x64"
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
JPEGLIB=libs/libjpeg$(BITS).lib
else
WINDRES=i686-w64-mingw32-windres
MSVCPATH=C:/Program Files (x86)/$(MSVCDIR)/VC/BIN/
MSVCINC=-I"C:\Program Files (x86)\$(MSVCDIR)\VC\ATLMFC\INCLUDE" -I"C:\Program Files (x86)\$(MSVCDIR)\VC\INCLUDE" -I"$(WINDOWSSDKDIR)/Include" -I"C:\Program Files (x86)\$(MSVCDIR)\VC\PlatformSDK\include" -I"C:\Program Files (x86)\$(MSVCDIR)\SDK\v2.0\include"
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MSVCLIB=/LIBPATH:"C:\Program Files (x86)\$(MSVCDIR)\VC\ATLMFC\LIB" /LIBPATH:"C:\Program Files (x86)\$(MSVCDIR)\VC\LIB" /LIBPATH:"$(WINDOWSSDKDIR)\lib" /LIBPATH:"C:\Program Files (x86)\$(MSVCDIR)\SDK\v2.0\LIB"
JPEGLIB=libs/jpeg.lib
endif
endif
STRIP=@echo strip
EXEPOSTFIX=.exe
CC=PATH="C:\Program Files (x86)\$(MSVCDIR)\Common7\IDE" "$(MSVCPATH)cl" $(SDKINC) $(MSVCINC) -D_CRT_SECURE_NO_WARNINGS
DEBUG_CFLAGS ?= -Od $(CPUOPTIMIZATIONS) /fp:fast
PROFILE_CFLAGS = -O2 -Ot -Ox -GL $(CPUOPTIMISATIONS) /fp:fast
PROFILE_LDFLAGS = /LTCG:PGINSTRUMENT
RELEASE_CFLAGS = -O2 -Ot -Ox -GL -GS- -Gr $(CPUOPTIMIZATIONS) /fp:fast
RELEASE_LDFLAGS = /LTCG
# /LTCG:PGOPTIMIZE
DO_CC=$(DO_ECHO) $(CC) /nologo $(ALL_CFLAGS) -Fo$(shell cygpath -m $@) -c $(shell cygpath -m $<)
DO_LD=$(DO_ECHO) PATH="C:\Program Files (x86)\$(MSVCDIR)\Common7\IDE" "$(MSVCPATH)link" /nologo /out:"$(shell cygpath -m $@)" /nodefaultlib:libc.lib /LARGEADDRESSAWARE /nodefaultlib:MSVCRT $(MSVCLIB) $(SDKLIB) /manifest:no /OPT:REF wsock32.lib user32.lib kernel32.lib advapi32.lib winmm.lib libs/zlib$(BITS).lib shell32.lib
PRECOMPHEADERS =
DEPCC=
LIBS_DIR=./libs/
SPEEXCFLAGS+= -Dinline=_inline -D_USE_MATH_DEFINES
BASE_CFLAGS:=$(WARNINGFLAGS) $(GNUC_FUNCS) -I$(shell cygpath -m $(CLIENT_DIR)) -I$(shell cygpath -m $(SERVER_DIR)) -I$(shell cygpath -m $(COMMON_DIR)) -I$(shell cygpath -m $(GL_DIR)) -I$(shell cygpath -m $(D3D_DIR)) -I$(shell cygpath -m $(PROGS_DIR)) -I. -I$(LIBS_DIR) -I$(LIBS_DIR)/dxsdk9/include -I$(LIBS_DIR)/dxsdk7/include $(SDL_INCLUDES) -I./libs/freetype2/include -I./libs/freetype2/include/freetype -I./libs/speex $(BOTLIB_CFLAGS) $(SVNREVISION)
SV_CFLAGS=$(SERVER_ONLY_CFLAGS) $(W32_CFLAGS) -DMULTITHREAD -DMSVCLIBPATH=libs/
SV_EXE_NAME=../fteqwsv$(BITS)$(EXEPOSTFIX)
SV_DIR=sv_vc$(BITS)
SV_OBJS=$(COMMON_OBJS) $(SERVER_OBJS) $(PROGS_OBJS) $(WINDOWSSERVERONLY_OBJS) fs_win32.o resources.o
SV_LDFLAGS=/subsystem:console
GL_EXE_NAME=../fteglqw$(BITS)$(EXEPOSTFIX)
GLCL_EXE_NAME=../minfteqw.gl$(BITS)
GLB_DIR=gl_vc$(BITS)
GLCL_DIR=glcl_vc$(BITS)
GL_LDFLAGS=$(GLLDFLAGS) $(JPEGLIB) libs/libpng$(BITS).lib uuid.lib gdi32.lib ole32.lib /subsystem:windows
GL_CFLAGS=$(GLCFLAGS) $(W32_CFLAGS) -DMULTITHREAD $(SPEEXCFLAGS) -DMSVCLIBPATH=libs/
GLCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SPEEX_OBJS) gl_vidnt.o $(WINDOWS_OBJS)
GL_OBJS=
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
MINGL_DIR=mingl_vc$(BITS)
MINGL_EXE_NAME=../fteminglqw$(BITS)$(EXEPOSTFIX)
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
D3DCL_OBJS=$(D3DQUAKE_OBJS) $(D3DGL_OBJS) $(SPEEX_OBJS) $(WINDOWS_OBJS)
D3D_EXE_NAME=../fted3dqw$(BITS)$(EXEPOSTFIX)
D3DCL_EXE_NAME=../fted3dclqw$(BITS)$(EXEPOSTFIX)
D3D_LDFLAGS=$(JPEGLIB) libs/libpng$(BITS).lib uuid.lib gdi32.lib ole32.lib /subsystem:windows
D3D_CFLAGS=$(D3DCFLAGS) $(W32_CFLAGS) $(DX7SDK) -DMULTITHREAD $(SPEEXCFLAGS) -DMSVCLIBPATH=libs/
D3DB_DIR=d3d_vc$(BITS)
D3DCL_DIR=d3dcl_vc$(BITS)
M_EXE_NAME=../fteqw$(BITS)$(EXEPOSTFIX)
MCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(D3DQUAKE_OBJS) $(GLQUAKE_OBJS) gl_vidnt.o $(SPEEX_OBJS) $(WINDOWS_OBJS)
M_CFLAGS=$(D3DCFLAGS) $(GLCFLAGS) $(W32_CFLAGS) $(D3DCFLAGS) -DMULTITHREAD $(SPEEXCFLAGS) -DMSVCLIBPATH=libs/
MB_DIR=m_vc$(BITS)
M_LDFLAGS=$(GLLDFLAGS) $(JPEGLIB) libs/libpng$(BITS).lib uuid.lib gdi32.lib ole32.lib /subsystem:windows
endif
#FTE_TARGET=win32 | FTE_TARGET=win64 (MinGW32 | MinGW64)
ifeq (win,$(findstring win,$(FTE_TARGET))$(findstring _SDL,$(FTE_TARGET)))
# The extra object file called resources.o is specific for MinGW to link the icon in
#cygwin's gcc requires an extra command to use mingw instead of cygwin (default paths, etc).
ifneq ($(shell $(CC) -dumpmachine 2>&1 | grep cygwin),)
W32_CFLAGS=-mno-cygwin
endif
ifeq ($(FTE_TARGET),win64)
BITS=64
endif
BASELDFLAGS=
# Allow 32bit FTE to access beyond the 2GB address space
ifeq ($(FTE_TARGET),win32)
BASELDFLAGS=-Wl,--large-address-aware
endif
BASELDFLAGS+=-lcomctl32
EXEPOSTFIX=.exe
SV_CFLAGS=$(SERVER_ONLY_CFLAGS) $(W32_CFLAGS)
LIBS_DIR = $(BASE_DIR)/libs
SV_EXE_NAME=../fteqwsv$(BITS)$(EXEPOSTFIX)
SV_LDFLAGS=$(MINGW_LIBS_DIR)/libz.a -lws2_32 -lwinmm
SV_DIR=sv_mingw$(BITS)
SV_OBJS=$(COMMON_OBJS) $(SERVER_OBJS) $(PROGS_OBJS) $(WINDOWSSERVERONLY_OBJS) $(BOTLIB_OBJS) fs_win32.o $(LTO_END) resources.o $(LTO_START)
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) $(BOTLIB_OBJS) $(SPEEX_OBJS) gl_vidnt.o $(WINDOWS_OBJS)
GL_EXE_NAME=../fteglqw$(BITS)$(EXEPOSTFIX)
GLCL_EXE_NAME=../fteglqwcl$(BITS)$(EXEPOSTFIX)
GL_LDFLAGS=$(GLLDFLAGS) $(IMAGELDFLAGS) $(OGGVORBISLDFLAGS) -ldxguid -lws2_32 -lwinmm -lgdi32 -lole32 -Wl,--subsystem,windows
GL_CFLAGS=$(GLCFLAGS) $(W32_CFLAGS) $(DX7SDK) -DMULTITHREAD -DLIBVORBISFILE_STATIC $(SPEEXCFLAGS)
GLB_DIR=gl_mgw$(BITS)
GLCL_DIR=glcl_mgw$(BITS)
NPFTE_OBJS=httpclient.o image.o sys_win_threads.o sys_npfte.o sys_axfte.o sys_plugfte.o $(LTO_END) npplug.o ../../ftequake/npapi.def $(LTO_START)
NPFTE_DLL_NAME=../npfte$(BITS).dll
NPFTE_LDFLAGS=-Wl,--enable-stdcall-fixup $(IMAGELDFLAGS) -ldxguid -lws2_32 -lwinmm -lgdi32 -lole32 -loleaut32 -luuid -lstdc++ -shared -Wl,--subsystem,windows
NPFTE_CFLAGS=$(NPFTECFLAGS) $(W32_CFLAGS) -DMULTITHREAD
NPFTEB_DIR=npfte_mgw$(BITS)
MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(D3DQUAKE_OBJS) $(BOTLIB_OBJS) $(SPEEX_OBJS) gl_vidnt.o $(WINDOWS_OBJS)
M_EXE_NAME=../fteqw$(BITS)$(EXEPOSTFIX)
MCL_EXE_NAME=../fteqwcl$(BITS)$(EXEPOSTFIX)
M_LDFLAGS=$(GLLDFLAGS) $(IMAGELDFLAGS) $(OGGVORBISLDFLAGS) -ldxguid -lws2_32 -lwinmm -lgdi32 -lole32 -Wl,--subsystem,windows
M_CFLAGS=$(GLCFLAGS) $(W32_CFLAGS) $(D3DCFLAGS) $(DX7SDK) -DMULTITHREAD -DLIBVORBISFILE_STATIC $(SPEEXCFLAGS)
MB_DIR=m_mgw$(BITS)
MCL_DIR=mcl_mgw$(BITS)
D3DCL_OBJS=$(D3DQUAKE_OBJS) $(D3DGL_OBJS) $(SPEEX_OBJS) $(WINDOWS_OBJS)
D3D_EXE_NAME=../fted3dqw$(BITS)$(EXEPOSTFIX)
D3DCL_EXE_NAME=../fted3dclqw$(BITS)$(EXEPOSTFIX)
D3D_LDFLAGS=$(IMAGELDFLAGS) $(OGGVORBISLDFLAGS) -ldxguid -lws2_32 -lwinmm -lgdi32 -lole32 -Wl,--subsystem,windows
D3D_CFLAGS=$(D3DCFLAGS) $(W32_CFLAGS) $(DX7SDK) -DMULTITHREAD -DLIBVORBISFILE_STATIC $(SPEEXCFLAGS)
D3DB_DIR=d3d_mgw$(BITS)
D3DCL_DIR=d3dcl_mgw$(BITS)
MINGL_EXE_NAME=../fteminglqw$(BITS)$(EXEPOSTFIX)
MINGL_DIR=mingl_mgw$(BITS)
endif
ifeq ($(FTE_TARGET),bsd)
#mostly uses the linux stuff.
#oss, X, etc.
SV_DIR=sv_linux
SV_LDFLAGS=-lz -ldl
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) $(BOTLIB_OBJS) gl_vidlinuxglx.o snd_linux.o cd_null.o sys_linux.o sys_linux_threads.o
GL_EXE_NAME=../fteqw.gl
GLCL_EXE_NAME=../fteqwcl.gl
GL_LDFLAGS= -L/usr/local/lib $(GLLDFLAGS) $(XLDFLAGS) -lpthread
GL_CFLAGS=$(GLCFLAGS) -I/usr/local/include -I/usr/X11R6/include
GLB_DIR=gl_bsd
GLCL_DIR=glcl_bsd
MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(BOTLIB_OBJS) gl_vidlinuxglx.o snd_linux.o cd_null.o sys_linux.o sys_linux_threads.o
M_EXE_NAME=../fteqw
MCL_EXE_NAME=../fteqwcl
M_LDFLAGS=$(GLLDFLAGS) $(XLDFLAGS) -lpthread
M_CFLAGS=$(GLCFLAGS) -I/usr/X11R6/include
MB_DIR=m_bsd
MCL_DIR=mcl_bsd
MINGL_EXE_NAME=../fteqw.mingl
MINGL_DIR=mingl_bsd
endif
ifneq (,$(findstring linux,$(FTE_TARGET)))
SV_DIR=sv_linux$(BITS)
SV_EXE_NAME=../fteqw.sv$(BITS)
SV_LDFLAGS=
NPFTE_OBJS=httpclient.o image.o sys_linux_threads.o sys_npfte.o sys_axfte.o sys_plugfte.o
NPFTE_DLL_NAME=../npfte$(BITS).so
NPFTE_LDFLAGS=-shared -Wl,-z,defs -ldl -lpthread
NPFTE_CFLAGS=$(NPFTECFLAGS) $(W32_CFLAGS) -DMULTITHREAD -fPIC -DDYNAMIC_LIBPNG -DDYNAMIC_LIBJPEG
NPFTEB_DIR=npfte_linux$(BITS)
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) $(BOTLIB_OBJS) $(SPEEX_OBJS) gl_vidlinuxglx.o gl_videgl.o snd_alsa.o snd_linux.o snd_sdl.o cd_linux.o sys_linux.o sys_linux_threads.o
GL_EXE_NAME=../fteqw.gl$(BITS)
GLCL_EXE_NAME=../fteqwcl.gl$(BITS)
GL_LDFLAGS=$(GLLDFLAGS) $(XLDFLAGS) $(OGGVORBISLDFLAGS)
GL_CFLAGS=$(GLCFLAGS) -I/usr/X11R6/include $(SPEEXCFLAGS) -DMULTITHREAD -DLIBVORBISFILE_STATIC -DDYNAMIC_LIBPNG -DDYNAMIC_LIBJPEG -DDYNAMIC_SDL
GLB_DIR=gl_linux$(BITS)
GLCL_DIR=glcl_linux$(BITS)
MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(BOTLIB_OBJS) $(SPEEX_OBJS) gl_vidlinuxglx.o gl_videgl.o snd_linux.o snd_sdl.o snd_alsa.o cd_linux.o sys_linux.o sys_linux_threads.o
M_EXE_NAME=../fteqw$(BITS)
MCL_EXE_NAME=../fteqwcl$(BITS)
M_LDFLAGS=$(GL_LDFLAGS)
M_CFLAGS=$(GL_CFLAGS)
MB_DIR=m_linux$(BITS)
MCL_DIR=mcl_linux$(BITS)
IMAGELDFLAGS=
ifeq (,$(findstring NO_ZLIB,$(CFLAGS)))
SV_LDFLAGS+= -lz
GL_LDFLAGS+= -lz
M_LDFLAGS+= -lz
endif
MINGL_EXE_NAME=../fteqw.mingl$(BITS)
MINGL_DIR=mingl_linux$(BITS)
endif
ifneq (,$(findstring rpi,$(FTE_TARGET)))
#These next two lines enable cross compiling. If you're compiling natively you can just kill the two.
RPI_SYSROOT:=$(realpath $(shell echo ~)/rpi/rpi-sysroot/)
CC=~/rpi/tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$(RPI_SYSROOT)
SDLCONFIG=$(RPI_SYSROOT)/usr/bin/sdl-config --prefix=$(RPI_SYSROOT)/usr
GL_CFLAGS+= -I$(RPI_SYSROOT)/opt/vc/include -I$(RPI_SYSROOT)/opt/vc/include/interface/vmcs_host/linux -I$(RPI_SYSROOT)/opt/vc/include/interface/vcos/pthreads -DFTE_RPI -DUSE_EGL
GL_LDFLAGS+= -L$(RPI_SYSROOT)/opt/vc/lib -Wl,--sysroot=$(RPI_SYSROOT),-rpath=/opt/vc/lib,-rpath-link=$(RPI_SYSROOT)/opt/vc/lib -lbcm_host
GLCL_OBJS+=gl_vidrpi.o
endif
ifneq (,$(findstring wayland,$(FTE_TARGET)))
GL_CFLAGS+=-DUSE_EGL
GLCL_OBJS+=gl_vidwayland.o
GL_LDFLAGS+=-lwayland-client -lwayland-egl
endif
ifneq (,$(findstring fbdev,$(FTE_TARGET)))
GL_CFLAGS+=-DUSE_EGL
GLCL_OBJS+=gl_vidfbdev.o
endif
ifneq ($(shell echo $(FTE_TARGET)|grep macosx),)
SV_DIR=sv_macosx$(EXTENSION)$(BITS)
GLB_DIR=gl_macosx$(EXTENSION)$(BITS)
GLCL_DIR=glcl_macosx$(EXTENSION)$(BITS)
MINGL_DIR=mingl_macosx$(EXTENSION)$(BITS)
OGGVORBISLDFLAGS=
GL_CFLAGS=$(GLCFLAGS) -D__MACOSX__ -L/sw/lib -I/sw/include -L/opt/local/lib -I/opt/local/include -I$(LIBS_DIR)
ifeq ($(FTE_TARGET),macosx_x86)
GL_CFLAGS=$(GLCFLAGS) -D__MACOSX__ -L/sw/lib -I/sw/include -L/opt/local/lib -I/opt/local/include -I$(LIBS_DIR)
endif
GL_LDFLAGS=-framework AGL -framework OpenGL -framework Cocoa -framework AudioUnit -lz -lpng -ljpeg
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) gl_vidcocoa.mo gl_vidmacos.o sys_linux.o cd_null.o snd_macos.o sys_linux_threads.o
GL_EXE_NAME=../macosx_fteqw.gl$(EXTENSION)$(BITS)
GLCL_EXE_NAME=../macosx_fteqwcl.gl$(EXTENSION)$(BITS)
M_EXE_NAME=../macosx_fteqw$(EXTENSION)$(BITS)
MCL_EXE_NAME=../macosx_fteqwcl$(EXTENSION)$(BITS)
MINGL_EXE_NAME=../macosx_fteqw.mingl$(EXTENSION)$(BITS)
MINGL_DIR=mingl_macosx$(EXTENSION)$(BITS)
SV_OBJS=$(COMMON_OBJS) $(SERVER_OBJS) $(PROGS_OBJS) $(SERVERONLY_OBJS)
SV_EXE_NAME=../macosx_fteqw.sv$(EXTENSION)$(BITS)
SV_CFLAGS=$(SERVER_ONLY_CFLAGS)
SV_LDFLAGS=-lz
#seems, macosx has a more limited version of strip
STRIPFLAGS=
endif
ifeq ($(FTE_TARGET),morphos)
#-Wno-pointer-sign unrecognised
WARNINGFLAGS=-Wall
CFLAGS+=-D__MORPHOS_SHAREDLIBS
SV_DIR=sv_morphos
SV_LDFLAGS=-ldl -lz
OGGVORBISLDFLAGS=
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) $(BOTLIB_OBJS) gl_vidmorphos.o in_morphos.o snd_morphos.o cd_null.o sys_morphos.o
GL_EXE_NAME=../morphos_fteqw.gl
GLCL_EXE_NAME=../morphos_fteqwcl.gl
GL_LDFLAGS=$(GLLDFLAGS) -ldl $(IMAGELDFLAGS) -lz
GL_CFLAGS=$(GLCFLAGS) -noixemul -I./libs/speex -I./
GLB_DIR=gl_morphos
GLCL_DIR=glcl_morphos
MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(BOTLIB_OBJS) gl_vidmorphos.o vid_morphos.o in_morphos.o snd_morphos.o cd_null.o sys_morphos.o
M_EXE_NAME=../morphos_fteqw
MCL_EXE_NAME=../morphos_fteqwcl
M_LDFLAGS=$(GLLDFLAGS)
M_CFLAGS=$(GLCFLAGS)
MB_DIR=m_morphos
MCL_DIR=mcl_morphos
MINGL_EXE_NAME=../morphos_fteqw.mingl
MINGL_DIR=mingl_morphos
SV_OBJS=$(COMMON_OBJS) $(SERVER_OBJS) $(PROGS_OBJS) $(SERVERONLY_OBJS) $(BOTLIB_OBJS)
SV_EXE_NAME=../morphos_fteqw.sv$(BITS)
SV_CFLAGS=$(SERVER_ONLY_CFLAGS)
endif
ifeq ($(FTE_TARGET),cygwin)
SV_DIR=sv_cygwin
SV_LDFLAGS=-lz
EXEPOSTFIX=.exe
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) $(BOTLIB_OBJS) $(SPEEX_OBJS) gl_vidlinuxglx.o snd_linux.o cd_null.o sys_linux.o sys_linux_threads.o
GL_EXE_NAME=../fteqwglcyg$(EXEPOSTFIX)
GLCL_EXE_NAME=../fteqwclglcyg$(EXEPOSTFIX)
GL_LDFLAGS=$(GLLDFLAGS) $(XLDFLAGS) $(OGGVORBISLDFLAGS) -lz -lltdl
GL_CFLAGS=$(GLCFLAGS) -I/usr/X11R6/include $(SPEEXCFLAGS) -DLIBVORBISFILE_STATIC -DUSE_LIBTOOL
GLB_DIR=gl_cygwin
GLCL_DIR=glcl_cygwin
MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(BOTLIB_OBJS) $(SPEEX_OBJS) gl_vidlinuxglx.o snd_linux.o cd_null.o sys_linux.o sys_linux_threads.o
M_EXE_NAME=../fteqwcyg$(EXEPOSTFIX)
MCL_EXE_NAME=../fteqwclcyg$(EXEPOSTFIX)
M_LDFLAGS=$(GLLDFLAGS) $(XLDFLAGS) $(OGGVORBISLDFLAGS) -lz -lltdl
M_CFLAGS=$(GLCFLAGS) $(SPEEXCFLAGS) -DLIBVORBISFILE_STATIC -DUSE_LIBTOOL
MB_DIR=m_cygwin
MCL_DIR=mcl_cygwin
LIBS_DIR = $(BASE_DIR)/libs
MINGL_EXE_NAME=../fteqwminglcyg$(EXEPOSTFIX)
MINGL_DIR=mingl_cygwin
endif
ifeq ($(FTE_TARGET),droid)
BASELDFLAGS=
SV_CFLAGS=
SV_LDFLAGS=
SV_DIR=sv_droid-$(DROID_ARCH)
SV_OBJS=$(COMMON_OBJS) $(SERVER_OBJS) $(PROGS_OBJS) $(BOTLIB_OBJS) sys_droid.o
SV_EXE_NAME=libftedroid.so
GL_CFLAGS=$(GLCFLAGS)
GL_LDFLAGS=$(GLLDFLAGS)
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) $(BOTLIB_OBJS) gl_viddroid.o sys_droid.o cd_null.o snd_droid.o
GLB_DIR=gl_droid-$(DROID_ARCH)
GL_EXE_NAME=libftedroid.so
endif
ifeq ($(FTE_TARGET),web)
COMMON_OBJS+=sys_web.o fs_web.o
WEB_PREJS ?= --pre-js web/prejs.js
# WEB_MEMORY?=402653184 #384mb
# ASMJS_MEMORY?=16777216 #16mb
# ASMJS_MEMORY?=33554432 #32mb
ASMJS_MEMORY?=268435456 #256mb
# ASMJS_MEMORY?=536870912 #512mb
# ASMJS_MEMORY?=1073741824 #1025mb
# ASMJS_MEMORY?=2147483648 #2048mb
WEB_MEMORY?=$(ASMJS_MEMORY)
JSLIBS=--js-library web/ftejslib.js -s LEGACY_GL_EMULATION=0
EMCC_ARGS=$(JSLIBS) $(WEB_PREJS) -s ERROR_ON_UNDEFINED_SYMBOLS=1
RELEASE_CFLAGS=-DOMIT_QCC -DGL_STATIC -DFTE_TARGET_WEB
DEBUG_CFLAGS=-g -DOMIT_QCC -DGL_STATIC -DFTE_TARGET_WEB
RELEASE_LDFLAGS=-s ASM_JS=1 -O3 -s TOTAL_MEMORY=$(ASMJS_MEMORY) $(EMCC_ARGS)
# RELEASE_LDFLAGS=-s ASM_JS=0 -O1 -s TOTAL_MEMORY=$(WEB_MEMORY) $(EMCC_ARGS)
DEBUG_LDFLAGS=-O0 -g4 -s TOTAL_MEMORY=$(WEB_MEMORY) $(EMCC_ARGS)
CC?=emcc
#BASELDFLAGS=
PRECOMPHEADERS=
#mostly we inherit the sdl defaults. because we can, however emscripten does not support sdl cd code.
GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) gl_vidweb.o cd_null.o
SDL_INCLUDES=
SV_DIR=sv_web
#SV_LDFLAGS=-lz
#SV_OBJS=$(COMMON_OBJS) $(SERVER_OBJS) $(PROGS_OBJS)
SV_EXE_NAME=../libftesv.js
#SV_LDFLAGS=
STRIP=echo
SPEEXCFLAGS=
SPEEX_OBS=
#GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) cd_null.o
#GL_LDFLAGS=$(GLLDFLAGS)
GLB_DIR=gl_web
GL_EXE_NAME=../ftewebgl.js
GL_LDFLAGS=$(GLLDFLAGS) $(IMAGELDFLAGS) $(OGGVORBISLDFLAGS)
GL_CFLAGS=$(GLCFLAGS)
IMAGELDFLAGS=
OGGVORBISLDFLAGS=
BOTLIB_CFLAGS=
#generate deps properly
#DEPCC=
endif
SV_DIR?=sv_sdl
DEPCC?=$(CC)
-include Makefile_private
.default: help
all: rel
rel: sv-rel gl-rel mingl-rel
dbg: sv-dbg gl-dbg mingl-dbg
relcl: glcl-rel mcl-rel
profile: sv-profile gl-profile mingl-profile
releases:
#this is for releasing things from a linux box
#just go through compiling absolutly everything
-$(MAKE) FTE_TARGET=linux32 rel
-$(MAKE) FTE_TARGET=linux64 rel
-$(MAKE) FTE_TARGET=win32 rel
-$(MAKE) FTE_TARGET=win64 rel
-$(MAKE) FTE_TARGET=win32_SDL rel
-$(MAKE) FTE_TARGET=win64_SDL rel
-$(MAKE) FTE_TARGET=morphos rel
-$(MAKE) FTE_TARGET=macosx rel
# -$(MAKE) FTE_TARGET=linux32 relcl
# -$(MAKE) FTE_TARGET=linux64 relcl
# -$(MAKE) FTE_TARGET=win32 relcl
-$(MAKE) droid-rel
-$(MAKE) web-rel
-$(MAKE) FTE_TARGET=win32 npfte-rel
autoconfig: clean
/bin/bash makeconfig.sh y
config: clean
/bin/bash makeconfig.sh
ifneq ($(OUT_DIR),)
-include $(OUT_DIR)/*.o.d
endif
VPATH = $(BASE_DIR) : $(CLIENT_DIR) : $(GL_DIR) : $(COMMON_DIR) : $(SERVER_DIR) : $(HTTP_DIR) : $(BASE_DIR)/irc : $(BASE_DIR)/email : $(QUX_DIR) : $(PROGS_DIR) : $(NACL_DIR) : $(D3D_DIR) : $(BOTLIB_DIR) : $(BASE_DIR)/libs/speex/libspeex : $(BASE_DIR)/web
ifneq ($(findstring -DSPEEX_STATIC, $(CFLAGS)),)
#add these to statically link libspeex
BASE_CFLAGS += $(SPEEXCFLAGS)
CLIENT_OBJS += $(SPEEX_OBJS)
endif
# This is for linking the FTE icon to the MinGW target
$(OUT_DIR)/resources.o : winquake.rc
@$(WINDRES) $(BRANDFLAGS) -I$(CLIENT_DIR) -O coff $< $@
#npAPI stuff requires some extra resources
$(OUT_DIR)/npplug.o : ftequake/npplug.rc
@$(WINDRES) $(BRANDFLAGS) -I$(CLIENT_DIR) -O coff $< $@
#$(OUT_DIR)/%.d: %.c
# @set -e; rm -f $@; \
# $(CC) -MM $(ALL_CFLAGS) $< > $@.$$$$; \
# sed 's,\($*\)\.o[ :]*,\1.o $@ : ,g' < $@.$$$$ > $@; \
# rm -f $@.$$$$
$(OUT_DIR)/%.o $(OUT_DIR)/%.d : %.c
ifneq ($(DEPCC),)
@-set -e; rm -f $@.d; \
$(DEPCC) -MM $(ALL_CFLAGS) $< > $@.d.$$$$; \
sed 's,\($*\)\.o[ :]*,$@ $@.d : ,g' < $@.d.$$$$ > $@.d; \
sed -e 's/.*://' -e 's/\\$$//' < $@.d.$$$$ | fmt -1 | sed -e 's/^ *//' -e 's/$$/:/' >> $@.d; \
rm -f $@.d.$$$$
endif
$(DO_CC) -I$(OUT_DIR)
$(OUT_DIR)/%.o $(OUT_DIR)/%.d : %.cpp
ifneq ($(DEPCC),)
@-set -e; rm -f $@.d; \
$(DEPCC) -MM $(ALL_CFLAGS) $< > $@.d.$$$$; \
sed 's,\($*\)\.o[ :]*,$@ $@.d : ,g' < $@.d.$$$$ > $@.d; \
sed -e 's/.*://' -e 's/\\$$//' < $@.d.$$$$ | fmt -1 | sed -e 's/^ *//' -e 's/$$/:/' >> $@.d; \
rm -f $@.d.$$$$
endif
$(DO_CC) -I$(OUT_DIR)
$(OUT_DIR)/%.o $(OUT_DIR)/%.d : %.cxx
ifneq ($(DEPCC),)
@-set -e; rm -f $@.d; \
$(DEPCC) -MM $(ALL_CFLAGS) $< > $@.d.$$$$; \
sed 's,\($*\)\.o[ :]*,$@ $@.d : ,g' < $@.d.$$$$ > $@.d; \
sed -e 's/.*://' -e 's/\\$$//' < $@.d.$$$$ | fmt -1 | sed -e 's/^ *//' -e 's/$$/:/' >> $@.d; \
rm -f $@.d.$$$$
endif
$(DO_CC) -I$(OUT_DIR)
$(OUT_DIR)/%.oo $(OUT_DIR)/%.d : %.c
ifneq ($(DEPCC),)
@-set -e; rm -f $@.d; \
$(DEPCC) -MM $(ALL_CFLAGS) $< > $@.d.$$$$; \
sed 's,\($*\)\.oo[ :]*,$@ $@.d : ,g' < $@.d.$$$$ > $@.d; \
sed -e 's/.*://' -e 's/\\$$//' < $@.d.$$$$ | fmt -1 | sed -e 's/^ *//' -e 's/$$/:/' >> $@.d; \
rm -f $@.d.$$$$
endif
$(DO_CC) -I$(OUT_DIR)
$(OUT_DIR)/%.mo $(OUT_DIR)/%.d : %.m
@-set -e; rm -f $@.d; \
$(DEPCC) -MM $(ALL_CFLAGS) $< > $@.d.$$$$; \
sed 's,\($*\)\.mo[ :]*,$@ $@.d : ,g' < $@.d.$$$$ > $@.d; \
sed -e 's/.*://' -e 's/\\$$//' < $@.d.$$$$ | fmt -1 | sed -e 's/^ *//' -e 's/$$/:/' >> $@.d; \
rm -f $@.d.$$$$
$(DO_CC) -I$(OUT_DIR)
#enables use of precompiled headers in gcc 3.4 onwards.
$(OUT_DIR)/quakedef.h.gch : quakedef.h
$(CC) -x c $(ALL_CFLAGS) -o $@ -c $<
PRECOMPHEADERS ?= $(OUT_DIR)/quakedef.h.gch
#addprefix is to add the ./release/server/ part of the object name
#foreach is needed as the OBJS is a list of variable names containing object lists.
#which is needed as windows sucks too much for the chaining to carry a full list.
#god knows how gcc loads the list properly.
#or at least I hope he does. It makes no sence to mortals.
DO_LD ?= $(DO_ECHO) $(CC) -o $@ $(LTO_LD) $(WCFLAGS) $(BRANDFLAGS) $(CFLAGS)
$(OUT_DIR)/$(EXE_NAME): $(PRECOMPHEADERS) $(foreach fn, $(CUSTOMOBJS) $(foreach ol, $(OBJS), $($(ol))),$(if $(findstring ltox,$(fn)),,$(OUT_DIR)/$(fn)))
$(DO_LD) $(foreach fn, $(CUSTOMOBJS) $(foreach ol, $(OBJS) $(LTO_END), $($(ol))),$(if $(findstring ltox,$(fn)),$(subst ltox,-x ,$(fn)),$(NATIVE_OUT_DIR)/$(fn)) ) $(LDFLAGS)
_out-rel: $(ARCH_PREDEP)
@$(MAKE) $(OUT_DIR)/$(EXE_NAME) EXE_NAME="$(EXE_NAME)" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(WCFLAGS) $(RELEASE_CFLAGS)" LDFLAGS="$(BASELDFLAGS) $(LDFLAGS) $(RELEASE_LDFLAGS)" OBJS="$(OBJS)"
$(STRIP) $(STRIPFLAGS) $(OUT_DIR)/$(EXE_NAME)
_out-dbg: $(ARCH_PREDEP)
@$(MAKE) $(OUT_DIR)/$(EXE_NAME) EXE_NAME="$(EXE_NAME)" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(WCFLAGS) $(DEBUG_CFLAGS)" LDFLAGS="$(BASELDFLAGS) $(LDFLAGS) $(DEBUG_LDFLAGS)" OBJS="$(OBJS)"
_out-profile: $(ARCH_PREDEP)
@$(MAKE) $(OUT_DIR)/$(EXE_NAME) EXE_NAME="$(EXE_NAME)" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(WCFLAGS) $(PROFILE_CFLAGS)" LDFLAGS="$(BASELDFLAGS) $(LDFLAGS) $(PROFILE_LDFLAGS)" OBJS="$(OBJS)"
_cl-rel: reldir
@$(MAKE) _out-rel EXE_NAME="$(EXE_NAME)" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(CLIENT_ONLY_CFLAGS) $(WCFLAGS)" LDFLAGS="$(LDFLAGS)" SOBJS="$(SOBJS)" OBJS="SOBJS COMMON_OBJS CLIENT_OBJS PROGS_OBJS"
_cl-dbg: debugdir
@$(MAKE) _out-dbg EXE_NAME="$(EXE_NAME)" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(CLIENT_ONLY_CFLAGS) $(WCFLAGS)" LDFLAGS="$(LDFLAGS)" SOBJS="$(SOBJS)" OBJS="SOBJS COMMON_OBJS CLIENT_OBJS PROGS_OBJS"
_cl-profile: reldir
@$(MAKE) _out-profile EXE_NAME="$(EXE_NAME)" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(CLIENT_ONLY_CFLAGS) $(WCFLAGS)" LDFLAGS="$(LDFLAGS)" SOBJS="$(SOBJS)" OBJS="SOBJS COMMON_OBJS CLIENT_OBJS PROGS_OBJS"
_clsv-rel: reldir
@$(MAKE) _out-rel EXE_NAME="$(EXE_NAME)" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(JOINT_CFLAGS) $(WCFLAGS)" LDFLAGS="$(LDFLAGS)" SOBJS="$(SOBJS)" OBJS="SOBJS COMMON_OBJS CLIENT_OBJS PROGS_OBJS SERVER_OBJS"
_clsv-dbg: debugdir
@$(MAKE) _out-dbg EXE_NAME="$(EXE_NAME)" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(JOINT_CFLAGS) $(WCFLAGS)" LDFLAGS="$(LDFLAGS)" SOBJS="$(SOBJS)" OBJS="SOBJS COMMON_OBJS CLIENT_OBJS PROGS_OBJS SERVER_OBJS"
_clsv-profile: reldir
@$(MAKE) _out-profile EXE_NAME="$(EXE_NAME)" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(JOINT_CFLAGS) $(WCFLAGS)" LDFLAGS="$(LDFLAGS)" SOBJS="$(SOBJS)" OBJS="SOBJS COMMON_OBJS CLIENT_OBJS PROGS_OBJS SERVER_OBJS"
sv-tmp: reldir debugdir
@$(MAKE) $(TYPE) OUT_DIR="$(OUT_DIR)" EXE_NAME="$(SV_EXE_NAME)" WCFLAGS="$(SV_CFLAGS)" LDFLAGS="$(SV_LDFLAGS) $(LDFLAGS)" OBJS="SV_OBJS"
sv-rel:
@$(MAKE) sv-tmp TYPE=_out-rel OUT_DIR="$(RELEASE_DIR)/$(SV_DIR)"
sv-dbg:
@$(MAKE) sv-tmp TYPE=_out-dbg OUT_DIR="$(DEBUG_DIR)/$(SV_DIR)"
sv-profile:
@$(MAKE) sv-tmp TYPE=_out-profile OUT_DIR="$(PROFILE_DIR)/$(SV_DIR)"
d3dcl-tmp:
@$(MAKE) $(TYPE) OUT_DIR="$(OUT_DIR)" EXE_NAME="$(D3DCL_EXE_NAME)" WCFLAGS="$(D3D_CFLAGS)" LDFLAGS="$(D3D_LDFLAGS) $(LDFLAGS)" SOBJS="$(D3DCL_OBJS)"
d3d-tmp:
@$(MAKE) $(TYPE) OUT_DIR="$(OUT_DIR)" EXE_NAME="$(D3D_EXE_NAME)" WCFLAGS="$(D3D_CFLAGS)" LDFLAGS="$(D3D_LDFLAGS) $(LDFLAGS)" SOBJS="$(D3DCL_OBJS)"
d3dcl-rel:
@$(MAKE) d3dcl-tmp TYPE=_cl-rel OUT_DIR="$(RELEASE_DIR)/$(D3DCL_DIR)"
d3dcl-dbg:
@$(MAKE) d3dcl-tmp TYPE=_cl-dbg OUT_DIR="$(DEBUG_DIR)/$(D3DCL_DIR)"
d3dcl-profile:
@$(MAKE) d3dcl-tmp TYPE=_cl-profile OUT_DIR="$(PROFILE_DIR)/$(D3DCL_DIR)"
d3d-rel:
@$(MAKE) d3d-tmp TYPE=_clsv-rel OUT_DIR="$(RELEASE_DIR)/$(D3DB_DIR)"
d3d-dbg:
@$(MAKE) d3d-tmp TYPE=_clsv-dbg OUT_DIR="$(DEBUG_DIR)/$(D3DB_DIR)"
d3d-profile:
@$(MAKE) d3d-tmp TYPE=_clsv-profile OUT_DIR="$(PROFILE_DIR)/$(D3DB_DIR)"
glcl-tmp:
@$(MAKE) $(TYPE) OUT_DIR="$(OUT_DIR)" EXE_NAME="$(GLCL_EXE_NAME)" WCFLAGS="$(GL_CFLAGS)" LDFLAGS="$(GL_LDFLAGS) $(LDFLAGS)" SOBJS="$(GLCL_OBJS)"
gl-tmp:
@$(MAKE) $(TYPE) OUT_DIR="$(OUT_DIR)" EXE_NAME="$(GL_EXE_NAME)" WCFLAGS="$(GL_CFLAGS)" LDFLAGS="$(GL_LDFLAGS) $(LDFLAGS)" SOBJS="$(GLCL_OBJS)"
glcl-rel:
@$(MAKE) glcl-tmp TYPE=_cl-rel OUT_DIR="$(RELEASE_DIR)/$(GLCL_DIR)"
glcl-dbg:
@$(MAKE) glcl-tmp TYPE=_cl-dbg OUT_DIR="$(DEBUG_DIR)/$(GLCL_DIR)"
glcl-profile:
@$(MAKE) glcl-tmp TYPE=_cl-profile OUT_DIR="$(PROFILE_DIR)/$(GLCL_DIR)"
gl-rel:
@$(MAKE) gl-tmp TYPE=_clsv-rel OUT_DIR="$(RELEASE_DIR)/$(GLB_DIR)"
gl-dbg:
@$(MAKE) gl-tmp TYPE=_clsv-dbg OUT_DIR="$(DEBUG_DIR)/$(GLB_DIR)"
gl-profile:
@$(MAKE) gl-tmp TYPE=_clsv-profile OUT_DIR="$(PROFILE_DIR)/$(GLB_DIR)"
mingl-tmp: reldir
@$(MAKE) $(TYPE) OUT_DIR="$(OUT_DIR)" EXE_NAME="$(MINGL_EXE_NAME)" WCFLAGS="$(GL_CFLAGS) -DMINIMAL" LDFLAGS="$(GL_LDFLAGS) $(LDFLAGS)" SOBJS="$(GLCL_OBJS)"
mingl-rel:
@$(MAKE) mingl-tmp TYPE=_cl-rel OUT_DIR="$(RELEASE_DIR)/$(MINGL_DIR)"
mingl-dbg:
@$(MAKE) mingl-tmp TYPE=_cl-dbg OUT_DIR="$(DEBUG_DIR)/$(MINGL_DIR)"
mingl-profile:
@$(MAKE) mingl-tmp TYPE=_cl-profile OUT_DIR="$(PROFILE_DIR)/$(MINGL_DIR)"
mcl-tmp:
@$(MAKE) $(TYPE) OUT_DIR="$(OUT_DIR)" EXE_NAME="$(MCL_EXE_NAME)" WCFLAGS="$(M_CFLAGS)" LDFLAGS="$(M_LDFLAGS) $(LDFLAGS)" SOBJS="$(MCL_OBJS)"
m-tmp:
@$(MAKE) $(TYPE) OUT_DIR="$(OUT_DIR)" EXE_NAME="$(M_EXE_NAME)" WCFLAGS="$(M_CFLAGS)" LDFLAGS="$(M_LDFLAGS) $(LDFLAGS)" SOBJS="$(MCL_OBJS)"
mcl-rel:
@$(MAKE) mcl-tmp TYPE=_cl-rel OUT_DIR="$(RELEASE_DIR)/$(MCL_DIR)"
mcl-dbg:
@$(MAKE) mcl-tmp TYPE=_cl-dbg OUT_DIR="$(DEBUG_DIR)/$(MCL_DIR)"
mcl-profile:
@$(MAKE) mcl-tmp TYPE=_cl-profile OUT_DIR="$(PROFILE_DIR)/$(MCL_DIR)"
m-rel:
@$(MAKE) m-tmp TYPE=_clsv-rel OUT_DIR="$(RELEASE_DIR)/$(MB_DIR)"
m-dbg:
@$(MAKE) m-tmp TYPE=_clsv-dbg OUT_DIR="$(DEBUG_DIR)/$(MB_DIR)"
m-profile:
@$(MAKE) m-tmp TYPE=_clsv-profile OUT_DIR="$(PROFILE_DIR)/$(MB_DIR)"
.PHONY: m-tmp mcl-tmp mingl-tmp glcl-tmp gl-tmp sv-tmp _clsv-dbg _clsv-rel _cl-dbg _cl-rel _out-rel _out-dbg reldir debugdir makelibs
_qcc-tmp: $(REQDIR)
@$(MAKE) $(TYPE) EXE_NAME="$(EXE_NAME)$(EXEPOSTFIX)" PRECOMPHEADERS="" OUT_DIR="$(OUT_DIR)" WCFLAGS="$(CLIENT_ONLY_CFLAGS) $(WCFLAGS)" LDFLAGS="$(LDFLAGS)" OBJS="QCC_OBJS SOBJS"
qcc-rel:
@$(MAKE) _qcc-tmp TYPE=_out-rel REQDIR=reldir EXE_NAME="../fteqcc" OUT_DIR="$(RELEASE_DIR)/qcc" SOBJS="qcctui.o"
qccgui-rel:
@$(MAKE) _qcc-tmp TYPE=_out-rel REQDIR=reldir EXE_NAME="../fteqccgui" OUT_DIR="$(RELEASE_DIR)/qcc" SOBJS="qccgui.o qccguistuff.o" LDFLAGS="$(LDFLAGS) -lole32 -lcomdlg32 -lcomctl32 -lshlwapi -mwindows"
qcc-dbg:
@$(MAKE) _qcc-tmp TYPE=_out-dbg REQDIR=debugdir EXE_NAME="../fteqcc" OUT_DIR="$(DEBUG_DIR)/qcc" SOBJS="qcctui.o"
qccgui-dbg:
@$(MAKE) _qcc-tmp TYPE=_out-dbg REQDIR=debugdir EXE_NAME="../fteqccgui" OUT_DIR="$(DEBUG_DIR)/qcc" SOBJS="qccgui.o qccguistuff.o" LDFLAGS="$(LDFLAGS) -lole32 -lcomdlg32 -lcomctl32 -lshlwapi -mwindows"
#scintilla is messy as fuck when building statically. but at least we can strip out the lexers we don't use this way.
#note that this is only used in the 'qccgui-scintilla' target.
SCINTILLAVER=352
SCINTILLA_FILES= AutoComplete.o CallTip.o CaseConvert.o CaseFolder.o CellBuffer.o CharacterCategory.o CharacterSet.o CharClassify.o ContractionState.o Decoration.o Document.o EditModel.o Editor.o EditView.o KeyMap.o Indicator.o LineMarker.o MarginView.o PerLine.o PlatWin.o PositionCache.o PropSetSimple.o RESearch.o RunStyles.o Selection.o Style.o UniConversion.o ViewStyle.o XPM.o ScintillaWin.o ScintillaBase.o Accessor.o Catalogue.o ExternalLexer.o LexerBase.o LexerModule.o LexerSimple.o StyleContext.o WordList.o LexCPP.o
SCINTILLA_ROOT=$(BASE_DIR)/scintilla$(SCINTILLAVER)/scintilla
SCINTILLA_DIRS=$(SCINTILLA_ROOT)/lexers:$(SCINTILLA_ROOT)/lexlib:$(SCINTILLA_ROOT)/src:$(SCINTILLA_ROOT)/win32
SCINTILLA_INC=-I$(SCINTILLA_ROOT)/include -I$(SCINTILLA_ROOT)/lexlib -I$(SCINTILLA_ROOT)/win32 -I$(SCINTILLA_ROOT)/src
$(RELEASE_DIR)/scintilla$(BITS).a: $(foreach f,$(SCINTILLA_FILES),$(OUT_DIR)/$(f))
$(AR) -r $@ $?
$(AR) -s $@
scintilla$(BITS)_static:
@test -f scintilla$(SCINTILLAVER).tar.gz || wget http://prdownloads.sourceforge.net/scintilla/scintilla$(SCINTILLAVER).tgz?download -O scintilla$(SCINTILLAVER).tar.gz
-test -f $(SCINTILLA_ROOT) || (mkdir $(BASE_DIR)/scintilla$(SCINTILLAVER) && cd $(BASE_DIR)/scintilla$(SCINTILLAVER) && tar -xvzf ../scintilla$(SCINTILLAVER).tar.gz && cd scintilla && mv lexers/LexCPP.cxx . && rm lexers/Lex*.cxx && mv LexCPP.cxx lexers/ && cd scripts && python LexGen.py)
@$(MAKE) reldir OUT_DIR=$(RELEASE_DIR)/qcc
@$(MAKE) $(RELEASE_DIR)/scintilla$(BITS).a VPATH="$(SCINTILLA_DIRS)" CFLAGS="$(SCINTILLA_INC) -DDISABLE_D2D -DSTATIC_BUILD -DSCI_LEXER" OUT_DIR=$(RELEASE_DIR)/qcc WCFLAGS="$(WCFLAGS) -Os"
qccgui-scintilla: scintilla$(BITS)_static
@$(MAKE) _qcc-tmp TYPE=_out-rel REQDIR=reldir EXE_NAME="../fteqccgui" OUT_DIR="$(RELEASE_DIR)/qcc" SOBJS="qccgui.o qccguistuff.o" WCFLAGS="$(WCFLAGS) -DSCISTATIC" LDFLAGS="$(LDFLAGS) $(RELEASE_DIR)/scintilla$(BITS).a -static -luuid -lole32 -limm32 -lstdc++ -lcomdlg32 -lcomctl32 -lshlwapi -mwindows"
ifdef windir
debugdir:
@-mkdir -p $(subst /,\, $(OUT_DIR))
reldir:
@-mkdir -p $(subst /,\, $(OUT_DIR))
else
reldir:
@-mkdir -p $(RELEASE_DIR)
@-mkdir -p $(OUT_DIR)
debugdir:
@-mkdir -p $(DEBUG_DIR)
@-mkdir -p $(OUT_DIR)
endif
plugins-dbg:
@if test -e ../plugins/Makefile; \
then $(MAKE) native -C ../plugins OUT_DIR="$(DEBUG_DIR)" CC="$(CC) $(W32_CFLAGS) $(DEBUG_CFLAGS)" BASE_CFLAGS="$(BASE_CFLAGS)" FTE_TARGET="$(FTE_TARGET)"; \
else echo no plugins directory installed; \
fi
plugins:
plugins-rel:
@if test -e ../plugins/Makefile; \
then $(MAKE) native -C ../plugins OUT_DIR="$(RELEASE_DIR)" CC="$(CC) $(W32_CFLAGS) $(RELEASE_CFLAGS)" BASE_CFLAGS="$(BASE_CFLAGS)" FTE_TARGET="$(FTE_TARGET)"; \
else echo no plugins directory installed; \
fi
plugins-rel:
help:
@-echo "Specfic targets:"
@-echo "clean - removes all output (use make dirs afterwards)"
@-echo "all - make all the targets possible"
@-echo "rel - make the releases for the default system"
@-echo "dbg - make the debug builds for the default system"
@-echo "profile - make all the releases with profiling support for the default system"
@-echo ""
@-echo "Normal targets:"
@-echo "(each of these targets must have the postfix -rel or -dbg)"
@-echo "'sv-???' (Dedicated Server)"
@-echo "'gl-???' (OpenGL rendering + Built-in Server)"
@-echo "'m-???' (Merged client, OpenGL & D3D rendering + Dedicated server)"
@-echo "'mingl-???' (Minimal featured OpenGL render)"
@-echo "'d3d-???' (for windows builds)"
@-echo "'mcl-???' (currently broken)"
@-echo "'glcl-???' (currently broken)"
@-echo "'droid-???' (cross compiles Android package)"
@-echo "'web-???' (compiles javascript/emscripten page)"
@-echo "'npfte-???' (cross compiles QuakeTV Firefox/Netscape browser plugin)"
@-echo "'nacl-???' (cross compiles QuakeTV Firefox/Netscape browser plugin)"
@-echo ""
@-echo "Cross targets can be specified with FTE_TARGET=blah"
@-echo "linux32, linux64 specify specific x86 archs"
@-echo "SDL - Attempt to use sdl for the current target"
@-echo "win32 - Mingw compile for win32"
@-echo "vc - Attempts to use msvc8+ to compile. Note: uses profile guided optimisations. You must build+run the relevent profile target before a release target will compile properly. Debug doesn't care."
@-echo "android, npfte, nacl targets explicitly cross compile, and should generally not be given an FTE_TARGET."
clean:
-rm -f -r $(RELEASE_DIR)
-rm -f -r $(DEBUG_DIR)
-rm -f -r $(PROFILE_DIR)
-rm -f -r droid/bin
-rm -f -r droid/gen
-rm -f -r droid/libs
-rm -f droid/default.properties
-rm -f droid/local.properties
-rm -f droid/proguard.cfg
-rm -f droid/build.xml
distclean: clean
-rm -f droid/ftekeystore
-rm -f -r libs/SDL2-2.0.1
#################################################
#npfte
npfte-tmprel: reldir
@$(MAKE) $(OUT_DIR)/$(EXE_NAME) OUT_DIR="$(OUT_DIR)" WCFLAGS="$(NPFTE_CFLAGS) $(RELEASE_CFLAGS)" LDFLAGS="$(NPFTE_LDFLAGS) $(LDFLAGS) $(RELEASE_LDFLAGS)" OBJS="NPFTE_OBJS"
npfte-tmpdbg: debugdir
@$(MAKE) $(OUT_DIR)/$(EXE_NAME) OUT_DIR="$(OUT_DIR)" WCFLAGS="$(NPFTE_CFLAGS) $(DEBUG_CFLAGS)" LDFLAGS="$(NPFTE_LDFLAGS) $(LDFLAGS) $(DEBUG_LDFLAGS)" OBJS="NPFTE_OBJS"
npfte-rel:
-@$(MAKE) npfte-tmprel OUT_DIR="$(RELEASE_DIR)/$(NPFTEB_DIR)w32" EXE_NAME="../npfte.dll" PRECOMPHEADERS="" FTE_TARGET=win32
-@$(MAKE) npfte-tmprel OUT_DIR="$(RELEASE_DIR)/$(NPFTEB_DIR)l32" EXE_NAME="../npfte32.so" PRECOMPHEADERS="" FTE_TARGET=linux32
-@$(MAKE) npfte-tmprel OUT_DIR="$(RELEASE_DIR)/$(NPFTEB_DIR)l64" EXE_NAME="../npfte64.so" PRECOMPHEADERS="" FTE_TARGET=linux64
-cp $(RELEASE_DIR)/npfte.dll npfte/plugins
-cp $(RELEASE_DIR)/npfte32.so npfte/plugins
-cp $(RELEASE_DIR)/npfte64.so npfte/plugins
cd npfte && zip $(abspath $(RELEASE_DIR)/npfte.xpi) install.rdf plugins/npfte.dll plugins/npfte32.so plugins/npfte64.so
rm -rf /tmp/npfte
mkdir /tmp/npfte
cp $(RELEASE_DIR)/npfte.dll /tmp/npfte
cp ./npfte/manifest.json /tmp/npfte
-cd $(RELEASE_DIR)/ && ../npfte/crxmake.sh /tmp/npfte ../npfte/chrome.pem
rm -rf /tmp/npfte
npfte-dbg:
@$(MAKE) npfte-tmpdbg OUT_DIR="$(DEBUG_DIR)/$(NPFTEB_DIR)w32" EXE_NAME="../npfte.dll" PRECOMPHEADERS="" FTE_TARGET=win32
@$(MAKE) npfte-tmpdbg OUT_DIR="$(DEBUG_DIR)/$(NPFTEB_DIR)l32" EXE_NAME="../npfte32.so" PRECOMPHEADERS="" FTE_TARGET=linux32
@$(MAKE) npfte-tmpdbg OUT_DIR="$(DEBUG_DIR)/$(NPFTEB_DIR)l64" EXE_NAME="../npfte64.so" PRECOMPHEADERS="" FTE_TARGET=linux64
npfte-profile:
@$(MAKE) npfte-tmp TYPE=_npfte-profile OUT_DIR="$(PROFILE_DIR)/$(NPFTEB_DIR)"
#################################################
#nacl shortcut
nacl-rel:
@$(MAKE) gl-rel FTE_TARGET=nacl NARCH=x86_32
@$(MAKE) gl-rel FTE_TARGET=nacl NARCH=x86_64
@$(MAKE) gl-rel FTE_TARGET=nacl NARCH=arm
@$(MAKE) gl-rel FTE_TARGET=nacl NARCH=pnacl
nacl-dbg:
@$(MAKE) gl-dbg FTE_TARGET=nacl NARCH=x86_32
@$(MAKE) gl-dbg FTE_TARGET=nacl NARCH=x86_64
@$(MAKE) gl-dbg FTE_TARGET=nacl NARCH=arm
@$(MAKE) gl-dbg FTE_TARGET=nacl NARCH=pnacl
#################################################
#webgl helpers
#just adds some extra paths (WINDOWS HOST ONLY)
#assumes you installed the emscripten 1.22.0 sdk to EMSCRIPTENROOT
#if you have a different version installed, you will need to fix up the paths yourself (or just use fte_target explicitly yourself).
EMSCRIPTENROOT?=C:/Games/tools/Emscripten
EMSCRIPTENPATH=$(realpath $(EMSCRIPTENROOT)):$(realpath $(EMSCRIPTENROOT)/clang/e1.22.0_64bit):$(realpath $(EMSCRIPTENROOT)/node/0.10.17_64bit):$(realpath $(EMSCRIPTENROOT)/python/2.7.5.3_64bit):$(realpath $(EMSCRIPTENROOT)/emscripten/1.22.0):$(PATH)
web-rel:
@$(MAKE) gl-rel FTE_TARGET=web PATH="$(EMSCRIPTENPATH)" CC="emcc.bat"
cp $(BASE_DIR)/web/fteshell.html $(RELEASE_DIR)/ftewebgl.html
@gzip -f $(RELEASE_DIR)/ftewebgl.html
@gzip -f $(RELEASE_DIR)/ftewebgl.js
@gzip -f $(RELEASE_DIR)/ftewebgl.js.mem
web-dbg:
@$(MAKE) gl-dbg FTE_TARGET=web PATH="$(EMSCRIPTENPATH)" CC="emcc.bat"
cp $(BASE_DIR)/web/fteshell.html $(RELEASE_DIR)/ftewebgl.html
@gzip -f $(DEBUG_DIR)/ftewebgl.html
@gzip -f $(DEBUG_DIR)/ftewebgl.js
@gzip -f $(DEBUG_DIR)/ftewebgl.js.map
#################################################
#android
#building for android will require:
#download android sdk+ndk
#ant installed
#droid-dbg will install it on 'the current device', if you've got a device plugged in or an emulator running, it should just work.
#makes an ant project for us
droid/build.xml:
-cd droid && PATH=$$PATH:$(realpath $(ANDROID_HOME)/tools):$(realpath $(ANDROID_NDK_ROOT)) $(ANDROID_SCRIPT) update project -t android-8 -p . -n FTEDroid
#build FTE as a library, then build the java+package (release)
droid/ftekeystore:
ifeq ($(KEYTOOLARGS),)
@echo
@echo In order to build a usable APK file it must be signed. That requires a private key.
@echo Creation of a private key requries various bits of info...
@echo You are expected to fill that stuff in now... By the way, don\'t forget the password!
@echo Note that every time you use make droid-rel, you will be required to enter a password.
@echo You can use \'make droid-opt\' instead if you wish to build an optimised build without signing,
@echo but such packages will require a rooted device \(or to be signed later\).
@echo Just press control-c if you don\'t want to proceed.
@echo Morality warning: never distribute droid/ftekeystore - always do make distclean before distributing.
@echo
$(JAVATOOL)keytool -genkey -v -keystore $@ -alias autogen -keyalg RSA -keysize 2048 -validity 10000
else
@echo Generating keystore
@$(JAVATOOL)keytool -genkey -keystore $@ -alias autogen -keyalg RSA -keysize 2048 -validity 10000 -noprompt $(KEYTOOLARGS)
endif
droid-rel:
$(MAKE) FTE_TARGET=droid droid/build.xml droid/ftekeystore
$(foreach a, $(DROID_ARCH), $(MAKE) FTE_TARGET=droid gl-rel DROID_ARCH=$a; )
@$(foreach a, $(DROID_ARCH), mkdir -p droid/libs/$a; )
-@$(foreach a, $(DROID_ARCH), cp $(RELEASE_DIR)/gl_droid-$a/libftedroid.so droid/libs/$a/libftedroid.so; )
@cd droid && $(ANT) release
ifneq ($(DROID_PACKSU),)
@echo
@echo Adding custom data files - non-compressed
@echo
zip droid/bin/FTEDroid-release-unsigned.apk -0 -j $(DROID_PACKSU)
endif
ifneq ($(DROID_PACKSC),)
@echo
@echo Adding custom data files - compressed
@echo
zip droid/bin/FTEDroid-release-unsigned.apk -9 -j $(DROID_PACKSC)
endif
@echo
@echo
@echo Signing package... I hope you remember your password.
@echo
@$(JAVATOOL)jarsigner $(JARSIGNARGS) -digestalg SHA1 -sigalg MD5withRSA -keystore droid/ftekeystore droid/bin/FTEDroid-release-unsigned.apk autogen
-rm -f $(RELEASE_DIR)/FTEDroid.apk
$(ANDROID_HOME)/tools/zipalign 4 droid/bin/FTEDroid-release-unsigned.apk $(NATIVE_RELEASE_DIR)/FTEDroid.apk
droid-opt:
$(MAKE) FTE_TARGET=droid droid/build.xml droid/ftekeystore
$(MAKE) FTE_TARGET=droid gl-rel
mkdir -p droid/libs/armeabi
@cp $(RELEASE_DIR)/libftedroid.so droid/libs/armeabi/
@cd droid && $(ANT) release
cp droid/bin/FTEDroid-unsigned.apk $(RELEASE_DIR)/FTEDroid.apk
#build FTE as a library, then build the java+package (release). also installs it onto the 'current' device.
droid-dbg:
$(MAKE) FTE_TARGET=droid droid/build.xml
$(foreach a, $(DROID_ARCH), $(MAKE) FTE_TARGET=droid gl-dbg DROID_ARCH=$a; )
@$(foreach a, $(DROID_ARCH), mkdir -p droid/libs/$a; )
-@$(foreach a, $(DROID_ARCH), cp $(DEBUG_DIR)/gl_droid-$a/libftedroid.so droid/libs/$a/libftedroid.so; )
@cd droid && $(ANT) debug #&& $(ANT) debug install
cp droid/bin/FTEDroid-debug.apk $(DEBUG_DIR)/FTEDroid.apk
droid-help:
@-echo "make droid-dbg - compiles engine with debug info and signs package with debug key. Attempts to install onto emulator."
@-echo "make droid-opt - compiles engine with optimisations, but does not sign package. Not useful."
@-echo "make droid-rel - compiles engine with optimisations, adds custom data files, signs with private key, requires password."
@-echo
@-echo "Android Settings:
@-echo "DROID_PACKSC: specifies additional pak or pk3 files to compress into the package, which avoids extra configuration. Only used in release builds. You probably shouldn't use this except for really small packages. Any file seeks will give really poor performance."
@-echo "DROID_PACKSU: like DROID_PACKSC, but without compression. Faster loading times, but bigger. Use for anything that is already compressed (especially pk3s)."
@-echo "ANDROID_HOME: path to the android sdk install path."
@-echo "ANDROID_NDK_ROOT: path to the android ndk install path."
@-echo "ANT: path and name of apache ant. Probably doesn't need to be set if you're on linux."
@-echo "JAVA_HOME: path of your java install. Commonly already set in environment settings."
@-echo "JAVATOOL: path to your java install's bin directory. Doesn't need to be set if its already in your path."
@-echo "JARSIGNARGS: Additional optional arguments to java's jarsigner program. You may want to put -storepass FOO in here, but what ever you do - keep it secure. Avoid bash history snooping, etc. If its not present, you will safely be prompted as required."
@-echo
@-echo "Note that 'make droid-rel' will automatically generate a keystore. If you forget the password, just do a 'make dist-clean'."
$(BASE_DIR)/libs/SDL2-2.0.1/i686-w64-mingw32/bin/sdl2-config:
wget http://www.libsdl.org/release/SDL2-devel-2.0.1-mingw.tar.gz -O $(BASE_DIR)/sdl2.tar.gz
cd $(BASE_DIR)/libs && tar -xvzf $(BASE_DIR)/sdl2.tar.gz
rm $(BASE_DIR)/sdl2.tar.gz
$(BASE_DIR)/libs/SDL2-2.0.1/x86_64-w64-mingw32/bin/sdl2-config: $(BASE_DIR)/libs/SDL2-2.0.1/i686-w64-mingw32/bin/sdl2-config
#update these to download+build a different version. this assumes that the url+subdirs etc contain a consistant version everywhere.
JPEGVER=9a
ZLIBVER=1.2.8
PNGVER=1.6.14
OGGVER=1.3.2
VORBISVER=1.3.4
#makes sure the configure scripts get the right idea.
AR?=$(ARCH)-ar
CONFIGARGS+= -host=$(ARCH) --enable-shared=no
#--disable-silent-rules
makelibs:
#lock these down, to avoid expanding them too often
#TOOLOVERRIDES:=$(TOOLOVERRIDES)
#CONFIGARGS:=$(CONFIGARGS)
ifndef ARCH
$(MAKE) makelibs ARCH=$(shell $(CC) -dumpmachine)
else
mkdir -p libs-$(ARCH)
test -f jpegsrc.v$(JPEGVER).tar.gz || wget http://www.ijg.org/files/jpegsrc.v$(JPEGVER).tar.gz
-test -f libs-$(ARCH)/libjpeg.a || (cd libs-$(ARCH) && tar -xvzf ../jpegsrc.v$(JPEGVER).tar.gz && cd jpeg-$(JPEGVER) && $(TOOLOVERRIDES) ./configure $(CONFIGARGS) && $(TOOLOVERRIDES) $(MAKE) && cp .libs/libjpeg.a ../ && $(TOOLOVERRIDES) $(AR) -s ../libjpeg.a && cp jconfig.h jerror.h jmorecfg.h jpeglib.h jversion.h ../ )
test -f zlib-$(ZLIBVER).tar.gz || wget http://zlib.net/zlib-$(ZLIBVER).tar.gz
-test -f libs-$(ARCH)/libz.a || (cd libs-$(ARCH) && tar -xvzf ../zlib-$(ZLIBVER).tar.gz && cd zlib-$(ZLIBVER) && $(TOOLOVERRIDES) ./configure --static && $(TOOLOVERRIDES) $(MAKE) libz.a CC="$(CC) $(W32_CFLAGS)" && cp libz.a ../ && $(TOOLOVERRIDES) $(AR) -s ../libz.a && cp zlib.h zconf.h zutil.h ../ )
test -f libpng-$(PNGVER).tar.gz || wget http://prdownloads.sourceforge.net/libpng/libpng-$(PNGVER).tar.gz?download -O libpng-$(PNGVER).tar.gz
-test -f libs-$(ARCH)/libpng.a || (cd libs-$(ARCH) && tar -xvzf ../libpng-$(PNGVER).tar.gz && cd libpng-$(PNGVER) && $(TOOLOVERRIDES) ./configure $(CONFIGARGS) --with-zlib-prefix=$(NATIVE_ABSBASE_DIR)/libs-$(ARCH)/zlib-$(ZLIBVER)/ && $(TOOLOVERRIDES) $(MAKE) && cp .libs/libpng16.a ../libpng.a && cp png*.h ../ )
test -f libogg-$(OGGVER).tar.gz || wget http://downloads.xiph.org/releases/ogg/libogg-$(OGGVER).tar.gz
-test -f libs-$(ARCH)/libogg.a || (cd libs-$(ARCH) && tar -xvzf ../libogg-$(OGGVER).tar.gz && cd libogg-$(OGGVER) && $(TOOLOVERRIDES) ./configure $(CONFIGARGS) && $(TOOLOVERRIDES) $(MAKE) && cp src/.libs/libogg.a ../ && $(TOOLOVERRIDES) $(AR) -s ../libogg.a)
test -f libvorbis-$(VORBISVER).tar.gz || wget http://downloads.xiph.org/releases/vorbis/libvorbis-$(VORBISVER).tar.gz
-test -f libs-$(ARCH)/libvorbisfile.a || (cd libs-$(ARCH) && tar -xvzf ../libvorbis-$(VORBISVER).tar.gz && cd libvorbis-$(VORBISVER) && $(TOOLOVERRIDES) ./configure PKG_CONFIG= $(CONFIGARGS) --disable-oggtest --with-ogg-libraries=.. --with-ogg-includes=$(NATIVE_ABSBASE_DIR)/libs-$(ARCH)/libogg-$(OGGVER)/include && $(TOOLOVERRIDES) $(MAKE) && cp lib/.libs/libvorbis.a ../ && cp lib/.libs/libvorbisfile.a ../ )
endif
prefix ?= /usr/local
exec_prefix ?= $(prefix)
bindir ?= $(exec_prefix)/bin
sbindir ?= $(exec_prefix)/sbin
INSTALL ?= install
INSTALL_PROGRAM ?= $(INSTALL)
INSTALL_DATA ?= ${INSTALL} -m 644
install: sv-rel gl-rel mingl-rel qcc-rel
$(INSTALL_PROGRAM) $(RELEASE_DIR)fteqw $(DESTDIR)$(bindir)/fteqw
$(INSTALL_PROGRAM) $(RELEASE_DIR)fteqwsv $(DESTDIR)$(bindir)/fteqwsv
$(INSTALL_PROGRAM) $(RELEASE_DIR)fteqcc $(DESTDIR)$(bindir)/fteqcc