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Add a GNU Makefile.
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209
Makefile
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Makefile
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# ----------------------------------------------------- #
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# Makefile for the 3zb2game module for Quake II #
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# #
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# Just type "make" to compile the #
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# - The Reckoning Game (game.so / game.dll) #
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# #
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# Dependencies: #
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# - None, but you need a Quake II to play. #
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# While in theorie every one should work #
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# Yamagi Quake II ist recommended. #
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# #
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# Platforms: #
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# - FreeBSD #
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# - Linux #
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# - Mac OS X #
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# - OpenBSD #
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# - Windows #
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# ----------------------------------------------------- #
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# Detect the OS
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ifdef SystemRoot
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OSTYPE := Windows
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else
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OSTYPE := $(shell uname -s)
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endif
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# Special case for MinGW
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ifneq (,$(findstring MINGW,$(OSTYPE)))
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OSTYPE := Windows
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endif
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# Detect the architecture
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ifeq ($(OSTYPE), Windows)
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ifdef PROCESSOR_ARCHITEW6432
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# 64 bit Windows
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ARCH := $(PROCESSOR_ARCHITEW6432)
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else
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# 32 bit Windows
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ARCH := $(PROCESSOR_ARCHITECTURE)
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endif
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else
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# Normalize some abiguous ARCH strings
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ARCH := $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/')
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endif
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# ----------
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# Base CFLAGS.
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#
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# -O2 are enough optimizations.
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#
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# -fno-strict-aliasing since the source doesn't comply
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# with strict aliasing rules and it's next to impossible
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# to get it there...
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#
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# -fomit-frame-pointer since the framepointer is mostly
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# useless for debugging Quake II and slows things down.
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#
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# -g to build allways with debug symbols. Please do not
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# change this, since it's our only chance to debug this
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# crap when random crashes happen!
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#
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# -fPIC for position independend code.
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#
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# -MMD to generate header dependencies.
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ifeq ($(OSTYPE), Darwin)
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g -fwrapv -arch i386 -arch x86_64
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else
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g -MMD -fwrapv
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endif
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# ----------
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# Defines the operating system and architecture
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CFLAGS += -DOSTYPE=\"$(OSTYPE)\" -DARCH=\"$(ARCH)\"
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# ----------
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# Base LDFLAGS.
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ifeq ($(OSTYPE), Darwin)
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LDFLAGS := -shared -arch i386 -arch x86_64
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else ifeq ($(OSTYPE), Windows)
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LDFLAGS := -shared -static-libgcc
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else
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LDFLAGS := -shared
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endif
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# ----------
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# Builds everything
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all: 3zb2
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# ----------
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# When make is invoked by "make VERBOSE=1" print
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# the compiler and linker commands.
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ifdef VERBOSE
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Q :=
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else
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Q := @
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endif
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# ----------
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# Phony targets
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.PHONY : all clean 3zb2
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# ----------
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# Cleanup
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clean:
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@echo "===> CLEAN"
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${Q}rm -Rf build release
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# ----------
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# The 3zb2 game
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ifeq ($(OSTYPE), Windows)
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3zb2:
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@echo "===> Building game.dll"
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${Q}mkdir -p release
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${MAKE} release/game.dll
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build/%.o: %.c
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@echo "===> CC $<"
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${Q}mkdir -p $(@D)
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${Q}$(CC) -c $(CFLAGS) -o $@ $<
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else
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3zb2:
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@echo "===> Building game.so"
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${Q}mkdir -p release
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$(MAKE) release/game.so
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build/%.o: %.c
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@echo "===> CC $<"
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${Q}mkdir -p $(@D)
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${Q}$(CC) -c $(CFLAGS) -o $@ $<
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release/game.so : CFLAGS += -fPIC
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endif
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# ----------
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3ZB2_OBJS_ = \
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src/bot.o \
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src/bot_fire.o \
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src/bot_func.o \
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src/bot_za.o \
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src/g_chase.o \
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src/g_cmds.o \
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src/g_combat.o \
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src/g_ctf.o \
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src/g_func.o \
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src/g_items.o \
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src/g_main.o \
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src/g_misc.o \
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src/g_monster.o \
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src/g_phys.o \
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src/g_save.o \
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src/g_spawn.o \
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src/g_svcmds.o \
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src/g_target.o \
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src/g_trigger.o \
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src/g_utils.o \
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src/g_weapon.o \
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src/m_move.o \
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src/p_client.o \
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src/p_hud.o \
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src/p_menu.o \
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src/p_trail.o \
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src/p_view.o \
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src/p_weapon.o \
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src/q_shared.o
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# ----------
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# Rewrite pathes to our object directory
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3ZB2_OBJS = $(patsubst %,build/%,$(3ZB2_OBJS_))
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# ----------
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# Generate header dependencies
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3ZB2_DEPS= $(3ZB2_OBJS:.o=.d)
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# ----------
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# Suck header dependencies in
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-include $(3ZB2_DEPS)
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# ----------
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ifeq ($(OSTYPE), Windows)
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release/game.dll : $(3ZB2_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(3ZB2_OBJS)
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else ifeq ($(OSTYPE), Darwin)
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release/game.dylib : $(3ZB2_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(3ZB2_OBJS)
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else
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release/game.so : $(3ZB2_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(3ZB2_OBJS)
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endif
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# ----------
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