mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-22 03:51:40 +00:00
* Support for MinGW cross compilation
This commit is contained in:
parent
aa3f7e1eb1
commit
310190a466
7 changed files with 104 additions and 102 deletions
76
README
76
README
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@ -55,6 +55,28 @@ haven't set it. Which is where the id patch installs by default.
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Then run "make copyfiles", beware that this will overwrite any binaries
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installed previously, even official id ones.
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Compiling under Windows using MinGW
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
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toolset. It's a little more involved than compiling for Linux; steps are as
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follows:
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1. Download and install MinGW and MSys from http://www.mingw.org/.
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2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz
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and untar in into your MinGW directory (usually C:\MinGW).
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3. Perform the usual precompilation sacrificial ritual.
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4. Open an MSys terminal, and follow the instructions for compiling on Linux.
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5. Steal underpants
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6. ?????
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7. Profit!
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It is also possible to cross compile for Windows using MinGW. A script is
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available to build a cross compilation environment from
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http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils
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version numbers that the script downloads may need to be altered. After you
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have successfully run this script cross compiling is simply a case of using
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'./cross-make-mingw.sh' in place of 'make'.
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Using shared libraries instead of qvm
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To make quake3 prefer shared libraries instead of qvm run it with
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@ -63,7 +85,7 @@ the following parameters:
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Using Demo Data Files
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~~~~~~~~~~~~~~~~~~~~~
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you only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
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You only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
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pak0.pk3 will not work, you have to use the native shared libraries from this
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project. To do so copy or link ui*.so, qagame*.so, cgame*.so from baseq3 to
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demoq3 and run quake3 with the parameters described above.
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@ -80,58 +102,6 @@ prototype with long.
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Note if you simply wish to run mods on a 64bit platform you do not need to
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recompile anything since by default Q3 uses a virtual machine system.
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Futhermore, ioq3 has an experimental JIT compiler for x86_64 which will result
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in better performance. To enable this find these lines in code/Makefile:
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# experimental x86_64 jit compiler! you need as
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#HAVE_VM_COMPILED = true
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..and change them to:
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# experimental x86_64 jit compiler! you need as
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HAVE_VM_COMPILED = true
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Compiling under windows using MinGW
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
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toolset. It's a little more involved than compiling for linux; steps are as
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follows:
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1. Download and install MinGW and MSys from http://www.mingw.org/.
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2. Download and install the DirectX 9 SDK from
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http://msdn.microsoft.com/directx/. Previous versions of the SDK will
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probably work, but they have not been tested.
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3. Find the following in DXSDK/Include/dinput.h...
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} DIDEVICEINSTANCEW, *LPDIDEVICEINSTANCEW;
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#ifdef UNICODE
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typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
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typedef LPDIDEVICEINSTANCEW LPDIDEVICEINSTANCE;
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#else
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typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
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typedef LPDIDEVICEINSTANCEA LPDIDEVICEINSTANCE;
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#endif // UNICODE
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typedef const DIDEVICEINSTANCEA *LPCDIDEVICEINSTANCEA;
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typedef const DIDEVICEINSTANCEW *LPCDIDEVICEINSTANCEW;
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> #ifdef UNICODE
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> typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
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> typedef LPCDIDEVICEINSTANCEW LPCDIDEVICEINSTANCE;
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> #else
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> typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
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> typedef LPCDIDEVICEINSTANCEA LPCDIDEVICEINSTANCE;
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> #endif // UNICODE
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typedef const DIDEVICEINSTANCE *LPCDIDEVICEINSTANCE;
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...and comment out/remove the duplicated code marked by '>'.
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4. If you didn't install the DirectX SDK in C:\DXSDK\, add DXSDK_DIR to
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code/unix/Makefile.local to reflect the new location.
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5. Perform the usual precompilation sacrificial ritual.
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6. Open an MSys terminal, and follow the instructions for compiling on Linux.
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7. Steal underpants
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8. ?????
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9. Profit!
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Creating mods compatible with Q3 1.32b
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@ -42,7 +42,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#endif
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#include <windows.h>
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#include <gl/gl.h>
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#include <GL/gl.h>
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#elif defined(MACOS_X)
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@ -1,6 +1,5 @@
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# yeah, couldn't do more simple really
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PLATFORM=$(shell uname|sed -e s/_.*//|tr A-Z a-z)
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ifeq ($(PLATFORM),mingw32)
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BINEXT=.exe
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else
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@ -1,4 +1,3 @@
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PLATFORM=$(shell uname|sed -e s/_.*//|tr A-Z a-z)
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TEMPDIR=/tmp
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A=.a
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O=.o
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@ -19,7 +18,7 @@ RANLIB=ranlib
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DIFF=diff
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RM=rm -f
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RMDIR=rmdir
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BUILDDIR=build
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BUILDDIR=build-$(PLATFORM)-$(ARCH)
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BD=$(BUILDDIR)/
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ifeq ($(USE_CCACHE),1)
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@ -11,18 +11,13 @@
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# GNU Make required
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#
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PLATFORM=$(shell uname|sed -e s/_.*//|tr A-Z a-z)
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PLATFORM_RELEASE=$(shell uname -r)
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COMPILE_PLATFORM=$(shell uname|sed -e s/_.*//|tr A-Z a-z)
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# Apple does some things a little differently...
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ifeq ($(PLATFORM),darwin)
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ARCH:= $(shell uname -p | sed -e s/i.86/i386/)
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ifeq ($(COMPILE_PLATFORM),darwin)
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# Apple does some things a little differently...
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COMPILE_ARCH=$(shell uname -p | sed -e s/i.86/i386/)
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else
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ARCH:=$(shell uname -m | sed -e s/i.86/i386/)
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endif
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ifeq ($(ARCH),powerpc)
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ARCH:=ppc
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COMPILE_ARCH=$(shell uname -m | sed -e s/i.86/i386/)
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endif
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#############################################################################
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@ -35,6 +30,31 @@ endif
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#############################################################################
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-include Makefile.local
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ifndef PLATFORM
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PLATFORM=$(COMPILE_PLATFORM)
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endif
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export PLATFORM
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ifndef ARCH
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ARCH=$(COMPILE_ARCH)
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endif
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ifeq ($(ARCH),powerpc)
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ARCH=ppc
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endif
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export ARCH
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ifneq ($(PLATFORM),$(COMPILE_PLATFORM))
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CROSS_COMPILING=1
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else
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CROSS_COMPILING=0
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ifneq ($(ARCH),$(COMPILE_ARCH))
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CROSS_COMPILING=1
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endif
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endif
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export CROSS_COMPILING
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ifndef COPYDIR
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COPYDIR="/usr/local/games/quake3"
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endif
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@ -48,11 +68,6 @@ ifndef GENERATE_DEPENDENCIES
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GENERATE_DEPENDENCIES=1
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endif
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# Used for building with mingw
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ifndef DXSDK_DIR
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DXSDK_DIR=C:/DXSDK
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endif
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ifndef USE_CCACHE
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USE_CCACHE=0
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endif
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@ -84,8 +99,8 @@ endif
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#############################################################################
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BD=debug$(ARCH)$(GLIBC)
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BR=release$(ARCH)$(GLIBC)
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BD=debug-$(PLATFORM)-$(ARCH)
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BR=release-$(PLATFORM)-$(ARCH)
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CDIR=$(MOUNT_DIR)/client
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SDIR=$(MOUNT_DIR)/server
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RDIR=$(MOUNT_DIR)/renderer
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ifeq ($(PLATFORM),mingw32)
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GLIBC=-mingw
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CC=gcc
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WINDRES=windres
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ifeq ($(ARCH),i386)
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ARCH=x86
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endif
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ARCH=x86
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BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes
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BASE_CFLAGS += -DUSE_OPENAL=1 -DUSE_OPENAL_DLOPEN=1
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endif
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DX_CFLAGS = -I$(DXSDK_DIR)/Include
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GL_CFLAGS =
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MINGW_CFLAGS = -DDONT_TYPEDEF_INT32
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ifneq ($(BUILD_CLIENT),1)
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TARGETS := \
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$(subst $(B)/baseq3/cgame$(ARCH).$(SHLIBEXT),,\
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$(subst $(B)/baseq3/ui$(ARCH).$(SHLIBEXT),,\
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$(subst $(B)/missionpack/cgame$(ARCH).$(SHLIBEXT),,\
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$(subst $(B)/missionpack/ui$(ARCH).$(SHLIBEXT),,\
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$(subst $(B)/baseq3/vm/cgame.qvm,,\
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$(subst $(B)/baseq3/vm/ui.qvm,,\
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$(subst $(B)/missionpack/vm/cgame.qvm,,\
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$(subst $(B)/missionpack/vm/ui.qvm,,\
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$(subst $(B)/$(PLATFORM)quake3-smp$(BINEXT),,\
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$(subst $(B)/$(PLATFORM)quake3$(BINEXT),,$(TARGETS) ))))))))))
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$(subst $(B)/baseq3/cgame$(ARCH).$(SHLIBEXT),,\
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$(subst $(B)/baseq3/ui$(ARCH).$(SHLIBEXT),,\
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$(subst $(B)/missionpack/cgame$(ARCH).$(SHLIBEXT),,\
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$(subst $(B)/missionpack/ui$(ARCH).$(SHLIBEXT),,\
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$(subst $(B)/baseq3/vm/cgame.qvm,,\
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$(subst $(B)/baseq3/vm/ui.qvm,,\
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$(subst $(B)/missionpack/vm/cgame.qvm,,\
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$(subst $(B)/missionpack/vm/ui.qvm,,\
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$(subst $(B)/$(PLATFORM)quake3-smp$(BINEXT),,\
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$(subst $(B)/$(PLATFORM)quake3$(BINEXT),,$(TARGETS) ))))))))))
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endif
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# Never build qvms when cross-compiling
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ifeq ($(CROSS_COMPILING),1)
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TARGETS := \
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$(subst $(B)/baseq3/vm/qagame.qvm,,\
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$(subst $(B)/baseq3/vm/cgame.qvm,,\
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$(subst $(B)/baseq3/vm/ui.qvm,,\
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$(subst $(B)/missionpack/vm/qagame.qvm,,\
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$(subst $(B)/missionpack/vm/cgame.qvm,,\
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$(subst $(B)/missionpack/vm/ui.qvm,,$(TARGETS) ))))))
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endif
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ifdef DEFAULT_BASEDIR
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Q3LCC=../tools/q3lcc$(BINEXT)
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Q3ASM=../tools/q3asm$(BINEXT)
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ifeq ($(CROSS_COMPILING),1)
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tools:
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echo QVM tools not built when cross-compiling
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else
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tools:
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$(MAKE) -C ../tools/lcc install
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$(MAKE) -C ../tools/asm install
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endif
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DO_Q3LCC=$(Q3LCC) -o $@ $<
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@ -1287,16 +1313,16 @@ $(B)/client/matha.o : $(UDIR)/matha.s; $(DO_AS)
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$(B)/client/ftola.o : $(UDIR)/ftola.s; $(DO_AS)
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$(B)/client/snapvectora.o : $(UDIR)/snapvectora.s; $(DO_AS)
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$(B)/client/win_gamma.o : $(W32DIR)/win_gamma.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_glimp.o : $(W32DIR)/win_glimp.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_input.o : $(W32DIR)/win_input.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_main.o : $(W32DIR)/win_main.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_net.o : $(W32DIR)/win_net.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_qgl.o : $(W32DIR)/win_qgl.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_shared.o : $(W32DIR)/win_shared.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_snd.o : $(W32DIR)/win_snd.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_syscon.o : $(W32DIR)/win_syscon.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_wndproc.o : $(W32DIR)/win_wndproc.c; $(DO_CC) $(DX_CFLAGS)
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$(B)/client/win_gamma.o : $(W32DIR)/win_gamma.c; $(DO_CC)
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$(B)/client/win_glimp.o : $(W32DIR)/win_glimp.c; $(DO_CC)
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$(B)/client/win_input.o : $(W32DIR)/win_input.c; $(DO_CC)
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$(B)/client/win_main.o : $(W32DIR)/win_main.c; $(DO_CC)
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$(B)/client/win_net.o : $(W32DIR)/win_net.c; $(DO_CC)
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$(B)/client/win_qgl.o : $(W32DIR)/win_qgl.c; $(DO_CC)
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$(B)/client/win_shared.o : $(W32DIR)/win_shared.c; $(DO_CC)
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$(B)/client/win_snd.o : $(W32DIR)/win_snd.c; $(DO_CC)
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$(B)/client/win_syscon.o : $(W32DIR)/win_syscon.c; $(DO_CC)
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$(B)/client/win_wndproc.o : $(W32DIR)/win_wndproc.c; $(DO_CC)
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$(B)/client/win_resource.o : $(W32DIR)/winquake.rc; $(DO_WINDRES)
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$(B)/client/vm_x86.o : $(CMDIR)/vm_x86.c; $(DO_CC)
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@ -47,7 +47,7 @@ static char sys_cmdline[MAX_STRING_CHARS];
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#define ALT_SPANK
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#ifdef ALT_SPANK
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#include <stdio.h>
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#include <sys\stat.h>
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#include <sys/stat.h>
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int fh = 0;
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// fqpath buffersize must be at least MAX_QPATH+1 bytes long
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void * QDECL Sys_LoadDll( const char *name, char *fqpath , long (QDECL **entryPoint)(long, ...),
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long (QDECL *systemcalls)(long, ...) ) {
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static int lastWarning = 0;
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HINSTANCE libHandle;
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void (QDECL *dllEntry)( long (QDECL *syscallptr)(long, ...) );
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char *basepath;
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char *gamedir;
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char *fn;
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#ifdef NDEBUG
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static int lastWarning = 0;
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int timestamp;
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int ret;
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#endif
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8
cross-make-mingw.sh
Executable file
8
cross-make-mingw.sh
Executable file
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#!/bin/sh
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PREFIX=/usr/local/cross-tools
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TARGET=i386-mingw32msvc
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PATH="$PREFIX/bin:$PREFIX/$TARGET/bin:$PATH"
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export PATH
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export PLATFORM=mingw32
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exec make $*
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