3zb2/Makefile

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2017-11-05 11:25:29 +00:00
# ----------------------------------------------------- #
# Makefile for the 3zb2game module for Quake II #
# #
# Just type "make" to compile the #
# - The Reckoning Game (game.so / game.dll) #
# #
# Dependencies: #
# - None, but you need a Quake II to play. #
# While in theorie every one should work #
# Yamagi Quake II ist recommended. #
# #
# Platforms: #
# - FreeBSD #
# - Linux #
# - Mac OS X #
# - OpenBSD #
# - Windows #
# ----------------------------------------------------- #
# Detect the OS
ifdef SystemRoot
OSTYPE := Windows
else
OSTYPE := $(shell uname -s)
endif
# Special case for MinGW
ifneq (,$(findstring MINGW,$(OSTYPE)))
OSTYPE := Windows
endif
# Detect the architecture
ifeq ($(OSTYPE), Windows)
ifdef PROCESSOR_ARCHITEW6432
# 64 bit Windows
ARCH := $(PROCESSOR_ARCHITEW6432)
else
# 32 bit Windows
ARCH := $(PROCESSOR_ARCHITECTURE)
endif
else
# Normalize some abiguous ARCH strings
ARCH := $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/')
endif
# ----------
# Base CFLAGS.
#
# -O2 are enough optimizations.
#
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
#
# -fomit-frame-pointer since the framepointer is mostly
# useless for debugging Quake II and slows things down.
#
# -g to build allways with debug symbols. Please do not
# change this, since it's our only chance to debug this
# crap when random crashes happen!
#
# -fPIC for position independend code.
#
# -MMD to generate header dependencies.
ifeq ($(OSTYPE), Darwin)
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -fwrapv -arch i386 -arch x86_64
else
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -MMD -fwrapv
endif
# ----------
# Defines the operating system and architecture
CFLAGS += -DOSTYPE=\"$(OSTYPE)\" -DARCH=\"$(ARCH)\"
# ----------
# Base LDFLAGS.
ifeq ($(OSTYPE), Darwin)
LDFLAGS := -shared -arch i386 -arch x86_64
else ifeq ($(OSTYPE), Windows)
LDFLAGS := -shared -static-libgcc
else
LDFLAGS := -shared
endif
# ----------
# Builds everything
all: 3zb2
# ----------
# When make is invoked by "make VERBOSE=1" print
# the compiler and linker commands.
ifdef VERBOSE
Q :=
else
Q := @
endif
# ----------
# Phony targets
.PHONY : all clean 3zb2
# ----------
# Cleanup
clean:
@echo "===> CLEAN"
${Q}rm -Rf build release
# ----------
# The 3zb2 game
ifeq ($(OSTYPE), Windows)
3zb2:
@echo "===> Building game.dll"
${Q}mkdir -p release
${MAKE} release/game.dll
build/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) -o $@ $<
else
3zb2:
@echo "===> Building game.so"
${Q}mkdir -p release
$(MAKE) release/game.so
build/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) -o $@ $<
release/game.so : CFLAGS += -fPIC
endif
# ----------
3ZB2_OBJS_ = \
src/bot.o \
src/bot_fire.o \
src/bot_func.o \
src/bot_za.o \
src/g_chase.o \
src/g_cmds.o \
src/g_combat.o \
src/g_ctf.o \
src/g_func.o \
src/g_items.o \
src/g_main.o \
src/g_misc.o \
src/g_monster.o \
src/g_phys.o \
src/g_save.o \
src/g_spawn.o \
src/g_svcmds.o \
src/g_target.o \
src/g_trigger.o \
src/g_utils.o \
src/g_weapon.o \
src/m_move.o \
src/p_client.o \
src/p_hud.o \
src/p_menu.o \
src/p_trail.o \
src/p_view.o \
src/p_weapon.o \
src/q_shared.o
# ----------
# Rewrite pathes to our object directory
3ZB2_OBJS = $(patsubst %,build/%,$(3ZB2_OBJS_))
# ----------
# Generate header dependencies
3ZB2_DEPS= $(3ZB2_OBJS:.o=.d)
# ----------
# Suck header dependencies in
-include $(3ZB2_DEPS)
# ----------
ifeq ($(OSTYPE), Windows)
release/game.dll : $(3ZB2_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) -o $@ $(3ZB2_OBJS)
else ifeq ($(OSTYPE), Darwin)
release/game.dylib : $(3ZB2_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) -o $@ $(3ZB2_OBJS)
else
release/game.so : $(3ZB2_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) -o $@ $(3ZB2_OBJS)
endif
# ----------