Kart-Public/src/Makefile

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# GNU Make makefile for SRB2
#############################################################################
# Copyright (C) 1998-2000 by DooM Legacy Team.
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# Copyright (C) 2003-2018 by Sonic Team Junior.
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#
# This program is free software distributed under the
# terms of the GNU General Public License, version 2.
# See the 'LICENSE' file for more details.
#
# -DPC_DOS -> use DOS specific code (eg:textmode stuff)...
# -DLINUX -> use for the GNU/Linux specific
# -D_WINDOWS -> use for the Win32/DirectX specific
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# -DHAVE_SDL -> use for the SDL interface
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#
# Sets:
# Compile the DGJPP/DOS version with 'make WATTCP=1'
# Compile the DirectX/Mingw version with 'make MINGW=1'
# Compile the SDL/Mingw version with 'make MINGW=1 SDL=1'
# Compile the SDL/Linux version with 'make LINUX=1'
# Compile the SDL/Solaris version with 'make SOLARIS=1'
# Compile the SDL/FreeBSD version with 'gmake FREEBSD=1'
# Compile the SDL/Cygwin version with 'make CYGWIN32=1'
# Compile the SDL/other version try with 'make SDL=1'
#
# 'Targets':
# clean
# Remove all object files
# cleandep
# Remove depend.dep
# dll
# compile primary HW render DLL/SO
# all_dll
# compile all HW render and 3D sound DLLs for the set
# opengl_dll
# Pure Mingw only, compile OpenGL HW render DLL
# minigl_dll
# Pure Mingw only, compile MiniGL HW render DLL
# ds3d_dll
# Pure Mingw only, compile DirectX DirectSound HW sound DLL
# fmod_dll
# Pure Mingw only, compile FMOD HW sound DLL
# openal_dll
# Pure Mingw only, compile OpenAL HW sound DLL
# fmod_so
# Non-Mingw, compile FMOD HW sound SO
# openal_so
# Non-Mingw, compile OpenAL HW sound SO
#
#
# Addon:
# To Cross-Compile, CC=gcc-version make * PREFIX=<dir>
# Compile with GCC 2.97 version, add 'GCC29=1'
# Compile with GCC 4.0x version, add 'GCC40=1'
# Compile with GCC 4.1x version, add 'GCC41=1'
# Compile with GCC 4.2x version, add 'GCC42=1'
# Compile with GCC 4.3x version, add 'GCC43=1'
# Compile with GCC 4.4x version, add 'GCC44=1'
# Compile with GCC 4.5x version, add 'GCC45=1'
# Compile with GCC 4.6x version, add 'GCC46=1'
# Compile a profile version, add 'PROFILEMODE=1'
# Compile a debug version, add 'DEBUGMODE=1'
# Compile with less warnings, add 'RELAXWARNINGS=1'
# Generate compiler errors for most compiler warnings, add 'ERRORMODE=1'
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# Compile without NASM's tmap.nas, add 'NOASM=1'
# Compile without 3D hardware support, add 'NOHW=1'
# Compile with GDBstubs, add 'RDB=1'
# Compile without PNG, add 'NOPNG=1'
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# Compile without zlib, add 'NOZLIB=1'
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#
# Addon for SDL:
# To Cross-Compile, add 'SDL_CONFIG=/usr/*/bin/sdl-config'
# Compile without SDL_Mixer, add 'NOMIXER=1'
# Compile without BSD API, add 'NONET=1'
# Compile without IPX/SPX, add 'NOIPX=1'
# Compile Mingw/SDL with S_DS3S, add 'DS3D=1'
# Compile with S_FMOD3D, add 'FMOD=1' (WIP)
# Compile with S_OPENAL, add 'OPENAL=1' (WIP)
# To link with the whole SDL_Image lib to load Icons, add 'SDL_IMAGE=1' but it isn't not realy needed
# To link with SDLMain to hide console or make on a console-less binary, add 'SDLMAIN=1'
#
#############################################################################
ALL_SYSTEMS=\
PANDORA\
LINUX64\
MINGW64\
HAIKU\
DUMMY\
DJGPPDOS\
MINGW\
UNIX\
LINUX\
SOLARIS\
FREEBSD\
MACOSX\
SDL\
# check for user specified system
ifeq (,$(filter $(ALL_SYSTEMS),$(.VARIABLES)))
ifeq ($(OS),Windows_NT) # all windows are Windows_NT...
$(info Detected a Windows system, compiling for 32-bit MinGW SDL2...)
# go for a 32-bit sdl mingw exe by default
MINGW=1
SDL=1
WINDOWSHELL=1
else # if you on the *nix
system:=$(shell uname -s)
ifeq ($(system),Linux)
new_system=LINUX
else
$(error \
Could not automatically detect your system,\
try specifying a system manually)
endif
ifeq ($(shell getconf LONG_BIT),64)
system+=64-bit
new_system:=$(new_system)64
endif
$(info Detected $(system) ($(new_system))...)
$(new_system)=1
endif
endif
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# SRB2 data files
D_DIR?=../bin/Resources
D_FILES=$(D_DIR)/srb2.srb \
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$(D_DIR)/patch.dta \
#$(D_DIR)/music.dta \
$(D_DIR)/gfx.kart \
$(D_DIR)/textures.kart \
$(D_DIR)/chars.kart \
$(D_DIR)/maps.kart \
$(D_DIR)/sounds.kart \
$(D_DIR)/patch.kart \
$(D_DIR)/music.kart \
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PKG_CONFIG?=pkg-config
ifdef WIILINUX
LINUX=1
endif
ifdef PANDORA
LINUX=1
endif
ifdef LINUX64
LINUX=1
NONX86=1
# LINUX64 does not imply X86_64=1; could mean ARM64 or Itanium
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endif
ifdef MINGW64
MINGW=1
NONX86=1
NOASM=1
# MINGW64 should not necessarily imply X86_64=1, but we make that assumption elsewhere
# Once that changes, remove this
X86_64=1
endif #ifdef MINGW64
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ifdef HAIKU
SDL=1
endif
ifdef NDS
# Include this before the main Makefile.cfg
EXENAME?=srb2.elf
include nds/Makefile.cfg
endif
include Makefile.cfg
ifdef DUMMY
NOPNG=1
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NOZLIB=1
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NONET=1
NOHW=1
NOASM=1
NOIPX=1
EXENAME?=srb2dummy
OBJS=$(OBJDIR)/i_video.o
LIBS=-lm
endif
ifdef HAIKU
NOIPX=1
NOASM=1
ifndef NONET
LIBS=-lnetwork
endif
CFLAGS+=-DUNIXCOMMON
PNG_CFLAGS?=
PNG_LDFLAGS?=-lpng
endif
ifdef WIILINUX
NONX86=1
NOTERMIOS=1
NOHW=1
CFLAGS+=-DWMINPUT
NOTERMIOS=1
NOPOSTPROCESSING=1
endif
ifdef PANDORA
NONX86=1
NOHW=1
endif
ifdef WII
NONX86=1
NOHW=1
NOPOSTPROCESSING=1
endif
ifdef PS3N
NONX86=1
NOHW=1
endif
ifdef DJGPPDOS
include djgppdos/Makefile.cfg
endif
ifdef MINGW
include win32/Makefile.cfg
endif #ifdef MINGW
ifdef UNIX
UNIXCOMMON=1
endif
ifdef LINUX
UNIXCOMMON=1
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ifndef NOGME
HAVE_LIBGME=1
endif
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endif
ifdef SOLARIS
UNIXCOMMON=1
endif
ifdef FREEBSD
UNIXCOMMON=1
endif
ifdef MACOSX
UNIXCOMMON=1
endif
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ifdef NDS
NOPNG=1
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NOZLIB=1
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NONET=1
#NOHW=1
NOASM=1
NOIPX=1
NONX86=1
OBJS+=$(OBJDIR)/i_video.o
LIBS+=-lm
endif
ifdef SDL
#SDL 2.0
ifndef SDL12
include sdl/Makefile.cfg
#SDL 1.2
else
include sdl12/Makefile.cfg
endif #ifndef SDL12
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endif #ifdef SDL
ifdef DISTCC
CC:=distcc $(CC)
endif
ifdef CCACHE
CC:=ccache $(CC)
endif
MSGFMT?=msgfmt
ifndef ECHO
NASM:=@$(NASM)
REMOVE:=@$(REMOVE)
CC:=@$(CC)
CXX:=@$(CXX)
OBJCOPY:=@$(OBJCOPY)
OBJDUMP:=@$(OBJDUMP)
STRIP:=@$(STRIP)
WINDRES:=@$(WINDRES)
CP:=@$(CP)
MKDIR:=@$(MKDIR)
MKISOFS:=@$(MKISOFS)
DD:=@$(DD)
NDSTOOL:=@$(NDSTOOL)
GZIP:=@$(GZIP)
MSGFMT:=@$(MSGFMT)
UPX:=@$(UPX)
UPX_OPTS+=-q
endif
ifdef NONET
OPTS+=-DNONET
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NOCURL=1
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else
ifdef NO_IPV6
OPTS+=-DNO_IPV6
endif
endif
ifdef NOHW
OPTS+=-DNOHW
else
ifndef DC
#Hurdler: not really supported and not tested recently
#OPTS+=-DUSE_PALETTED_TEXTURE
endif
OPTS+=-DHWRENDER
OBJS+=$(OBJDIR)/hw_bsp.o $(OBJDIR)/hw_draw.o $(OBJDIR)/hw_light.o \
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$(OBJDIR)/hw_main.o $(OBJDIR)/hw_clip.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o $(OBJDIR)/hw_trick.o \
$(OBJDIR)/hw_md2load.o $(OBJDIR)/hw_md3load.o $(OBJDIR)/hw_model.o $(OBJDIR)/u_list.o
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endif
OPTS += -DCOMPVERSION
ifndef NONX86
ifndef GCC29
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ARCHOPTS?=-msse3 -mfpmath=sse
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else
ARCHOPTS?=-mpentium
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endif
else
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ifdef X86_64
ARCHOPTS?=-march=nocona
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endif
endif
ifndef NOASM
ifndef NONX86
OBJS+=$(OBJDIR)/tmap.o $(OBJDIR)/tmap_mmx.o
OPTS+=-DUSEASM
endif
endif
ifndef NOPNG
OPTS+=-DHAVE_PNG
ifdef PNG_PKGCONFIG
PNG_CFLAGS?=$(shell $(PKG_CONFIG) $(PNG_PKGCONFIG) --cflags)
PNG_LDFLAGS?=$(shell $(PKG_CONFIG) $(PNG_PKGCONFIG) --libs)
else
ifdef PREFIX
PNG_CONFIG?=$(PREFIX)-libpng-config
else
PNG_CONFIG?=libpng-config
endif
ifdef PNG_STATIC
PNG_CFLAGS?=$(shell $(PNG_CONFIG) --static --cflags)
PNG_LDFLAGS?=$(shell $(PNG_CONFIG) --static --ldflags)
else
PNG_CFLAGS?=$(shell $(PNG_CONFIG) --cflags)
PNG_LDFLAGS?=$(shell $(PNG_CONFIG) --ldflags)
endif
endif
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ifdef LINUX
PNG_CFLAGS+=-D_LARGEFILE64_SOURCE
endif
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LIBS+=$(PNG_LDFLAGS)
CFLAGS+=$(PNG_CFLAGS)
OBJS+=$(OBJDIR)/apng.o
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endif
ifdef HAVE_LIBGME
OPTS+=-DHAVE_LIBGME
LIBGME_PKGCONFIG?=libgme
LIBGME_CFLAGS?=$(shell $(PKG_CONFIG) $(LIBGME_PKGCONFIG) --cflags)
LIBGME_LDFLAGS?=$(shell $(PKG_CONFIG) $(LIBGME_PKGCONFIG) --libs)
LIBS+=$(LIBGME_LDFLAGS)
CFLAGS+=$(LIBGME_CFLAGS)
endif
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ifndef NOZLIB
OPTS+=-DHAVE_ZLIB
ZLIB_PKGCONFIG?=zlib
ZLIB_CFLAGS?=$(shell $(PKG_CONFIG) $(ZLIB_PKGCONFIG) --cflags)
ZLIB_LDFLAGS?=$(shell $(PKG_CONFIG) $(ZLIB_PKGCONFIG) --libs)
LIBS+=$(ZLIB_LDFLAGS)
CFLAGS+=$(ZLIB_CFLAGS)
else
NOPNG=1
endif
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ifndef NOCURL
OPTS+=-DHAVE_CURL
CURLCONFIG?=curl-config
CURL_CFLAGS?=$(shell $(CURLCONFIG) --cflags)
CURL_LDFLAGS?=$(shell $(CURLCONFIG) --libs)
LIBS+=$(CURL_LDFLAGS)
CFLAGS+=$(CURL_CFLAGS)
endif
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ifdef STATIC
LIBS:=-static $(LIBS)
endif
ifdef HAVE_MINIUPNPC
ifdef NONET
HAVE_MINIUPNPC=''
else
LIBS+=-lminiupnpc
ifdef MINGW
LIBS+=-lws2_32 -liphlpapi
endif
CFLAGS+=-DHAVE_MINIUPNPC
endif
endif
ifdef HAVE_DISCORDRPC
LIBS+=-ldiscord-rpc
CFLAGS+=-DHAVE_DISCORDRPC -DUSE_STUN
OBJS+=$(OBJDIR)/discord.o $(OBJDIR)/stun.o
endif
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ifndef NO_LUA
include blua/Makefile.cfg
endif
ifdef NOMD5
OPTS+=-DNOMD5
else
OBJS:=$(OBJDIR)/md5.o $(OBJS)
endif
ifdef FAKEDC
OPTS+=-DDC
endif
ifdef FAKEPSP
OPTS+=-DPSP
endif
ifdef NOPOSTPROCESSING
OPTS+=-DNOPOSTPROCESSING
endif
OPTS:=-fno-exceptions $(OPTS)
ifdef MOBJCONSISTANCY
OPTS+=-DMOBJCONSISTANCY
endif
ifdef PACKETDROP
OPTS+=-DPACKETDROP
endif
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ifdef DEBUGMODE
# build with debugging information
WINDRESFLAGS = -D_DEBUG
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ifdef GCC48
CFLAGS+=-Og
else
CFLAGS+=-O0
endif
CFLAGS+= -Wall -DPARANOIA -DRANGECHECK -DPACKETDROP -DMOBJCONSISTANCY
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else
# build a normal optimised version
WINDRESFLAGS = -DNDEBUG
CFLAGS+=-O3
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endif
CFLAGS+=-g $(OPTS) $(ARCHOPTS) $(WINDRESFLAGS)
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ifdef YASM
ifdef STABS
NASMOPTS?= -g stabs
else
NASMOPTS?= -g dwarf2
endif
else
NASMOPTS?= -g
endif
ifdef PROFILEMODE
# build with profiling information
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CFLAGS+=-pg
LDFLAGS+=-pg
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endif
ifdef ZDEBUG
CPPFLAGS+=-DZDEBUG
endif
ifdef DUMPCONSISTENCY
CPPFLAGS+=-DDUMPCONSISTENCY
endif
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ifdef DEVELOP
CPPFLAGS+=-DDEVELOP
endif
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OPTS+=$(CPPFLAGS)
# default EXENAME if all else fails
EXENAME?=srb2
DBGNAME?=$(EXENAME).debug
# $(OBJDIR)/dstrings.o \
# not too sophisticated dependency
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# SRB2kart kart.o on line 433 below
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OBJS:=$(i_main_o) \
$(OBJDIR)/comptime.o \
$(OBJDIR)/string.o \
$(OBJDIR)/d_main.o \
$(OBJDIR)/d_clisrv.o \
$(OBJDIR)/d_net.o \
$(OBJDIR)/d_netfil.o \
$(OBJDIR)/d_netcmd.o \
$(OBJDIR)/dehacked.o \
$(OBJDIR)/z_zone.o \
$(OBJDIR)/f_finale.o \
$(OBJDIR)/f_wipe.o \
$(OBJDIR)/g_game.o \
$(OBJDIR)/g_input.o \
$(OBJDIR)/am_map.o \
$(OBJDIR)/command.o \
$(OBJDIR)/console.o \
$(OBJDIR)/hu_stuff.o \
$(OBJDIR)/y_inter.o \
$(OBJDIR)/st_stuff.o \
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$(OBJDIR)/k_kart.o \
$(OBJDIR)/m_aatree.o \
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$(OBJDIR)/m_anigif.o \
$(OBJDIR)/m_argv.o \
$(OBJDIR)/m_bbox.o \
$(OBJDIR)/m_cheat.o \
$(OBJDIR)/m_cond.o \
$(OBJDIR)/m_fixed.o \
$(OBJDIR)/m_menu.o \
$(OBJDIR)/m_misc.o \
$(OBJDIR)/m_random.o \
$(OBJDIR)/m_queue.o \
$(OBJDIR)/info.o \
$(OBJDIR)/p_ceilng.o \
$(OBJDIR)/p_enemy.o \
$(OBJDIR)/p_floor.o \
$(OBJDIR)/p_inter.o \
$(OBJDIR)/p_lights.o \
$(OBJDIR)/p_map.o \
$(OBJDIR)/p_maputl.o \
$(OBJDIR)/p_mobj.o \
$(OBJDIR)/p_polyobj.o\
$(OBJDIR)/p_saveg.o \
$(OBJDIR)/p_setup.o \
$(OBJDIR)/p_sight.o \
$(OBJDIR)/p_spec.o \
$(OBJDIR)/p_telept.o \
$(OBJDIR)/p_tick.o \
$(OBJDIR)/p_user.o \
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$(OBJDIR)/p_slopes.o \
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$(OBJDIR)/tables.o \
$(OBJDIR)/r_bsp.o \
$(OBJDIR)/r_data.o \
$(OBJDIR)/r_draw.o \
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
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$(OBJDIR)/r_fps.o \
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$(OBJDIR)/r_main.o \
$(OBJDIR)/r_plane.o \
$(OBJDIR)/r_segs.o \
$(OBJDIR)/r_sky.o \
$(OBJDIR)/r_splats.o \
$(OBJDIR)/r_things.o \
$(OBJDIR)/screen.o \
$(OBJDIR)/v_video.o \
$(OBJDIR)/s_sound.o \
$(OBJDIR)/sounds.o \
$(OBJDIR)/w_wad.o \
$(OBJDIR)/filesrch.o \
$(OBJDIR)/mserv.o \
$(OBJDIR)/http-mserv.o\
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$(OBJDIR)/i_tcp.o \
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
$(OBJDIR)/i_time.o \
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$(OBJDIR)/lzf.o \
$(OBJDIR)/vid_copy.o \
$(OBJDIR)/b_bot.o \
$(i_cdmus_o) \
$(i_net_o) \
$(i_system_o) \
$(i_sound_o) \
$(OBJS)
# List of languages to compile.
# For reference, this is the command I use to build a srb2.pot file from the source code.
# (The listed source files are the ones containing translated strings).
# FILES=""; for file in `find ./ | grep "\.c" | grep -v svn`; do [ "`grep "M_GetText(" $file`" ] && FILES="$FILES $file"; done; xgettext -d srb2 -o locale/srb2.pot -kM_GetText -F --no-wrap $FILES
ifdef GETTEXT
POS:=$(BIN)/en.mo
OPTS+=-DGETTEXT
endif
ifdef DJGPPDOS
all: pre-build $(BIN)/$(EXENAME)
endif
ifdef XBOX
all: pre-build $(BIN)/$(BINNAME)
endif
ifdef PS3N
all: pre-build $(BIN)/$(PKGNAME)
endif
ifdef WII
all: pre-build $(BIN)/$(DOLNAME)
endif
ifdef PANDORA
all: pre-build $(BIN)/$(PNDNAME)
endif
ifdef PSP
all: pre-build $(BIN)/$(BINNAME) post-build
endif
ifdef DC
all: pre-build $(BIN)/$(BINNAME) post-build
endif
ifndef DC
ifndef PSP
ifndef XBOX
ifdef MINGW
ifndef SDL
all: pre-build $(BIN)/$(EXENAME) dll
endif
endif
endif
endif
ifdef SDL
all: pre-build $(BIN)/$(EXENAME)
endif
endif
ifdef NDS
all: $(BIN)/$(EXENAME:.elf=.nds)
endif
ifdef DUMMY
all: $(BIN)/$(EXENAME)
endif
cleandep:
$(REMOVE) $(OBJDIR)/depend.dep
$(REMOVE) comptime.h
pre-build:
ifdef WINDOWSHELL
-..\comptime.bat .
else
-@../comptime.sh .
endif
clean:
$(REMOVE) *~ *.flc
$(REMOVE) $(OBJDIR)/*.o
ifdef MINGW
$(REMOVE) $(OBJDIR)/*.res
endif
ifdef CYGWIN32
$(REMOVE) $(OBJDIR)/*.res
endif
#make a big srb2.s that is the disasm of the exe (dos only ?)
asm:
$(CC) $(LDFLAGS) $(OBJS) -o $(OBJDIR)/tmp.exe $(LIBS)
$(OBJDUMP) -d $(OBJDIR)/tmp.exe --no-show-raw-insn > srb2.s
$(REMOVE) $(OBJDIR)/tmp.exe
# executable
# NOTE: DJGPP's objcopy do not have --add-gnu-debuglink
$(BIN)/$(EXENAME): $(POS) $(OBJS)
-$(MKDIR) $(BIN)
@echo Linking $(EXENAME)...
$(LD) $(LDFLAGS) $(OBJS) -o $(BIN)/$(EXENAME) $(LIBS)
ifndef VALGRIND
ifndef NOOBJDUMP
@echo Dumping debugging info
$(OBJDUMP) $(OBJDUMP_OPTS) $(BIN)/$(EXENAME) > $(BIN)/$(DBGNAME).txt
-$(GZIP) $(GZIP_OPTS) $(BIN)/$(DBGNAME).txt
ifndef WINDOWSHELL
-$(GZIP) $(GZIP_OPT2) $(BIN)/$(DBGNAME).txt
endif
endif
# mac os x lsdlsrb2 does not like objcopy
ifndef MACOSX
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ifndef PSP
$(OBJCOPY) $(BIN)/$(EXENAME) $(BIN)/$(DBGNAME)
$(OBJCOPY) --strip-debug $(BIN)/$(EXENAME)
-$(OBJCOPY) --add-gnu-debuglink=$(BIN)/$(DBGNAME) $(BIN)/$(EXENAME)
endif
endif
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ifndef NOUPX
-$(UPX) $(UPX_OPTS) $(BIN)/$(EXENAME)
endif
endif
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@echo Build is done, please look for $(EXENAME) in $(BIN), \(checking for post steps\)
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reobjdump:
@echo Redumping debugging info
$(OBJDUMP) $(OBJDUMP_OPTS) $(BIN)/$(DBGNAME) > $(BIN)/$(DBGNAME).txt
-$(GZIP) $(GZIP_OPTS) $(BIN)/$(DBGNAME).txt
ifndef WINDOWSHELL
-$(GZIP) $(GZIP_OPT2) $(BIN)/$(DBGNAME).txt
endif
$(OBJDIR):
-$(MKDIR) $(OBJDIR)
ifndef SDL
ifdef NOHW
dll :
else
dll : opengl_dll
endif
ifdef MINGW
all_dll: opengl_dll minigl_dll ds3d_dll fmod_dll openal_dll
opengl_dll: $(BIN)/r_opengl.dll
$(BIN)/r_opengl.dll: $(OBJDIR)/ogl_win.o $(OBJDIR)/r_opengl.o
-$(MKDIR) $(BIN)
@echo Linking R_OpenGL.dll...
2016-07-06 04:09:17 +00:00
$(CC) --shared $^ -o $@ -g -Wl,--add-stdcall-alias -lgdi32 -static-libgcc
ifndef NOUPX
-$(UPX) $(UPX_OPTS) $@
endif
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minigl_dll: $(BIN)/r_minigl.dll
$(BIN)/r_minigl.dll: $(OBJDIR)/r_minigl.o
-$(MKDIR) $(BIN)
@echo Linking R_MiniGL.dll...
$(CC) --shared $^ -o $@ -g -Wl,--add-stdcall-alias -lgdi32
ds3d_dll: $(BIN)/s_ds3d.dll
$(BIN)/s_ds3d.dll: $(OBJDIR)/s_ds3d.o
@echo Linking S_DS3d.dll...
$(CC) --shared $^ -o $@ -g -Wl,--add-stdcall-alias -ldsound -luuid
fmod_dll: $(BIN)/s_fmod.dll
$(BIN)/s_fmod.dll: $(OBJDIR)/s_fmod.o
-$(MKDIR) $(BIN)
@echo Linking S_FMOD.dll...
$(CC) --shared $^ -o $@ -g -Wl,--add-stdcall-alias -lfmod
openal_dll: $(BIN)/s_openal.dll
$(BIN)/s_openal.dll: $(OBJDIR)/s_openal.o
-$(MKDIR) $(BIN)
@echo Linking S_OpenAL.dll...
$(CC) --shared $^ -o $@ -g -Wl,--add-stdcall-alias -lopenal32
else
all_dll: fmod_so openal_so
fmod_so: $(BIN)/s_fmod.so
$(BIN)/s_fmod.so: $(OBJDIR)/s_fmod.o
-$(MKDIR) $(BIN)
@echo Linking S_FMOD.so...
$(CC) --shared $^ -o $@ -g --nostartfiles -lm -lfmod
openal_so: $(BIN)/s_openal.so
$(BIN)/s_openal.so: $(OBJDIR)/s_openal.o
-$(MKDIR) $(BIN)
@echo Linking S_OpenAL.so...
$(CC) --shared $^ -o $@ -g --nostartfiles -lm -lopenal
endif
else
ifdef SDL
ifdef MINGW
$(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \
hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \
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hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \
am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
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p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
else
$(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \
hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \
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hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \
am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
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p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -I/usr/X11R6/include -c $< -o $@
endif
endif
endif
#dependecy made by gcc itself !
$(OBJS):
ifndef DUMMY
-include $(OBJDIR)/depend.dep
endif
$(OBJDIR)/depend.dep:
@echo "Creating dependency file, depend.dep"
@echo > comptime.h
-$(MKDIR) $(OBJDIR)
$(CC) $(CFLAGS) -MM *.c > $(OBJDIR)/depend.ped
$(CC) $(CFLAGS) -MM $(INTERFACE)/*.c >> $(OBJDIR)/depend.ped
ifndef NOHW
$(CC) $(CFLAGS) -MM hardware/*.c >> $(OBJDIR)/depend.ped
endif
ifndef NO_LUA
$(CC) $(CFLAGS) -MM blua/*.c >> $(OBJDIR)/depend.ped
endif
@sed -e 's,\(.*\)\.o: ,$(subst /,\/,$(OBJDIR))\/&,g' < $(OBJDIR)/depend.ped > $(OBJDIR)/depend.dep
$(REMOVE) $(OBJDIR)/depend.ped
@echo "Created dependency file, depend.dep"
ifdef DC
$(OBJDIR)/v_video.o: v_video.c doomdef.h doomtype.h g_state.h m_swap.h r_local.h \
tables.h m_fixed.h screen.h command.h m_bbox.h r_main.h d_player.h \
p_pspr.h info.h d_think.h sounds.h p_mobj.h doomdata.h d_ticcmd.h \
r_data.h r_defs.h r_state.h r_bsp.h r_segs.h r_plane.h r_sky.h \
r_things.h r_draw.h v_video.h hu_stuff.h d_event.h w_wad.h console.h \
i_video.h z_zone.h doomstat.h d_clisrv.h d_netcmd.h
$(CC) $(CFLAGS) -fno-omit-frame-pointer $(WFLAGS) -c $< -o $@
endif
ifdef VALGRIND
$(OBJDIR)/z_zone.o: z_zone.c
$(CC) $(CFLAGS) $(WFLAGS) -DHAVE_VALGRIND $(VALGRIND_CFLAGS) -c $< -o $@
endif
$(OBJDIR)/comptime.o: comptime.c pre-build
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(BIN)/%.mo: locale/%.po
-$(MKDIR) $(BIN)
$(MSGFMT) -f -o $@ $<
$(OBJDIR)/%.o: %.c
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(OBJDIR)/%.o: $(INTERFACE)/%.c
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
ifdef MACOSX
$(OBJDIR)/%.o: sdl/macosx/%.c
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
endif
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$(OBJDIR)/%.o: hardware/%.c
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(OBJDIR)/%.o: blua/%.c
$(CC) $(CFLAGS) $(LUA_CFLAGS) $(WFLAGS) -c $< -o $@
$(OBJDIR)/%.o: %.nas
$(NASM) $(NASMOPTS) -o $@ -f $(NASMFORMAT) $<
$(OBJDIR)/vid_copy.o: vid_copy.s asm_defs.inc
$(CC) $(OPTS) $(ASFLAGS) -x assembler-with-cpp -c $< -o $@
$(OBJDIR)/%.o: %.s
$(CC) $(OPTS) -x assembler-with-cpp -c $< -o $@
$(OBJDIR)/SRB2.res: win32/Srb2win.rc win32/afxres.h win32/resource.h
$(WINDRES) -i $< -O rc $(WINDRESFLAGS) --include-dir=win32 -o $@ -O coff
ifdef DC
$(OBJDIR)/romdisk.img:
$(KOS_GENROMFS) -f romdisk.img -d ../data -v
$(OBJDIR)/romdisk.o: romdisk.img
$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
$(OBJDIR)/dchelp.o: $(INTERFACE)/SRB2DC/dchelp.c
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(OBJDIR)/i_udp.o: $(INTERFACE)/SRB2DC/i_udp.c
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(BIN)/IP.BIN: $(INTERFACE)/SRB2DC/IP.BIN
$(CP) $< $@
$(BIN)/SRB2DC.cdi.pass1: $(INTERFACE)/SRB2DC/SELFBOOT.BIN
$(CP) $< $@
$(BIN)/$(BINNAME): $(BIN)/$(EXENAME)
$(KOS_OBJCOPY) -R .stack -O binary $< $@
$(BIN)/1ST_READ.BIN: $(BIN)/$(BINNAME) $(BIN)/scramble
$(BIN)/scramble $< $@
$(BIN)/scramble: $(INTERFACE)/SRB2DC/scramble.c
-$(MKDIR) $(BIN)
$(HOSTCC) $< -o $@
iso: $(BIN)/SRB2DC.iso
cdi: $(BIN)/SRB2DC.cdi
$(BIN)/SRB2DC.iso.pass1: $(BIN)/1ST_READ.BIN $(BIN)/IP.BIN
-$(MKDIR) $(BIN)/cdrom
$(CP) $(BIN)/1ST_READ.BIN $(D_FILES) $(BIN)/cdrom
$(MKISOFS) -l -r -o $@ $(BIN)/cdrom
$(BIN)/SRB2DC.iso.pass2: $(BIN)/SRB2DC.iso.pass1
$(DD) if=$< of=$@ bs=2048 skip=16 status=noxfer
$(BIN)/SRB2DC.iso: $(BIN)/SRB2DC.iso.pass2 $(BIN)/IP.BIN
@cat $(BIN)/IP.BIN $(BIN)/SRB2DC.iso.pass2 > $@
$(BIN)/SRB2DC.cdi: $(BIN)/SRB2DC.iso.pass2 $(BIN)/SRB2DC.cdi.pass1 $(BIN)/IP.BIN
@cat $(BIN)/SRB2DC.cdi.pass1 $(BIN)/IP.BIN $(BIN)/SRB2DC.iso.pass2 > $@
post-build: $(BIN)/1ST_READ.BIN
endif
ifdef XBOX
$(OBJDIR)/xboxhelp.o: $(INTERFACE)/SRB2XBOX/xboxhelp.c
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(BIN)/$(BINNAME): $(BIN)/$(EXENAME)
$(CXBE) -OUT:"$@" -DUMPINFO:"$(BIN)/SRB2XBOX.cxbe" -TITLE:"Sonic Robo Blast 2" $<
endif
ifdef NDS
$(BIN)/$(EXENAME:.elf=.nds): $(BIN)/$(EXENAME:.elf=.arm9)
$(NDSTOOL) -c $@ -9 $(BIN)/$(EXENAME:.elf=.arm9)
%.arm9: %.elf
$(OBJCOPY) -O binary $< $@
endif
ifdef MINGW
ifndef SDL
ifndef NOHW
$(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \
hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \
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hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \
am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
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p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -D_WINDOWS -mwindows -c $< -o $@
$(OBJDIR)/ogl_win.o: hardware/r_opengl/ogl_win.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \
hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \
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hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \
am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
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p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -D_WINDOWS -mwindows -c $< -o $@
$(OBJDIR)/r_minigl.o: hardware/r_minigl/r_minigl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_defs.h hardware/hw_md2.h \
hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \
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hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \
am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
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p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -D_WINDOWS -mwindows -c $< -o $@
endif
endif
endif
ifdef SDL
ifdef MINGW
$(OBJDIR)/win_dbg.o: win32/win_dbg.c
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
endif
ifdef STATICHS
$(OBJDIR)/s_openal.o: hardware/s_openal/s_openal.c hardware/hw3dsdrv.h \
hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(OBJDIR)/s_fmod.o: hardware/s_fmod/s_fmod.c hardware/hw3dsdrv.h \
hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
ifdef MINGW
$(OBJDIR)/s_ds3d.o: hardware/s_ds3d/s_ds3d.c hardware/hw3dsdrv.h \
hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
endif
else
$(OBJDIR)/s_fmod.o: hardware/s_fmod/s_fmod.c hardware/hw3dsdrv.h \
hardware/hw_dll.h
$(CC) $(ARCHOPTS) -Os -o $(OBJDIR)/s_fmod.o -DHW3SOUND -DUNIXCOMMON -shared -nostartfiles -c hardware/s_fmod/s_fmod.c
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$(OBJDIR)/s_openal.o: hardware/s_openal/s_openal.c hardware/hw3dsdrv.h \
hardware/hw_dll.h
$(CC) $(ARCHOPTS) -Os -o $(OBJDIR)/s_openal.o -DHW3SOUND -DUNIXCOMMON -shared -nostartfiles -c hardware/s_openal/s_openal.c
2014-03-15 16:59:03 +00:00
endif
ifdef FILTERS
$(OBJDIR)/%.o: $(INTERFACE)/filter/%.c
@echo $< needs deps
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(OBJDIR)/filters.o: $(INTERFACE)/filter/filters.c $(INTERFACE)/filter/filters.c \
$(INTERFACE)/filter/filters.h
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(OBJDIR)/hq2x.o: $(INTERFACE)/filter/hq2x.c $(INTERFACE)/filter/hq2x.c \
$(INTERFACE)/filter/filters.h
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
$(OBJDIR)/lq2x.o: $(INTERFACE)/filter/lq2x.c $(INTERFACE)/filter/lq2x.c \
$(INTERFACE)/filter/filters.h $(INTERFACE)/filter/interp.h \
$(INTERFACE)/filter/hq2x.h $(INTERFACE)/filter/lq2x.h
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
endif
endif
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#
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