mirror of
https://github.com/yquake2/3zb2.git
synced 2024-11-21 11:30:58 +00:00
d84ffdee15
$PROCESSOR_ARCHITECTURE seems to contain the architecture of the host, but we need the architecture the current MinGW shell is targeting. $MINGW_CHOST seems to be just that, and on my system it's either i686-w64-mingw32 (mingw32.exe) or x86_64-w64-mingw32 (mingw64.exe) (No idea what it looks like for Windows on ARM...) Also enforce usage of SSE math on i386 and rename OSTYPE to YQ2_OSTYPE and ARCH to YQ2_ARCH in the Makefile for a little more consistence with the other Makefiles.
254 lines
6.1 KiB
Makefile
254 lines
6.1 KiB
Makefile
# ----------------------------------------------------- #
|
|
# Makefile for the 3zb2 game module for Quake II #
|
|
# #
|
|
# Just type "make" to compile the #
|
|
# - 3rd. Zigock Bot Game (game.so) #
|
|
# #
|
|
# Dependencies: #
|
|
# - None, but you need a Quake II to play. #
|
|
# While in theorie every client should work #
|
|
# Yamagi Quake II ist recommended. #
|
|
# #
|
|
# Platforms: #
|
|
# - FreeBSD #
|
|
# - Linux #
|
|
# - Mac OS X #
|
|
# - OpenBSD #
|
|
# - Windows #
|
|
# ----------------------------------------------------- #
|
|
|
|
# Detect the OS
|
|
ifdef SystemRoot
|
|
YQ2_OSTYPE := Windows
|
|
else
|
|
YQ2_OSTYPE := $(shell uname -s)
|
|
endif
|
|
|
|
# Special case for MinGW
|
|
ifneq (,$(findstring MINGW,$(YQ2_OSTYPE)))
|
|
YQ2_OSTYPE := Windows
|
|
endif
|
|
|
|
# Detect the architecture
|
|
ifeq ($(YQ2_OSTYPE), Windows)
|
|
ifdef MINGW_CHOST
|
|
ifeq ($(MINGW_CHOST), x86_64-w64-mingw32)
|
|
YQ2_ARCH ?= x86_64
|
|
else # i686-w64-mingw32
|
|
YQ2_ARCH ?= i386
|
|
endif
|
|
else # windows, but MINGW_CHOST not defined
|
|
ifdef PROCESSOR_ARCHITEW6432
|
|
# 64 bit Windows
|
|
YQ2_ARCH ?= $(PROCESSOR_ARCHITEW6432)
|
|
else
|
|
# 32 bit Windows
|
|
YQ2_ARCH ?= $(PROCESSOR_ARCHITECTURE)
|
|
endif
|
|
endif # windows but MINGW_CHOST not defined
|
|
else
|
|
# Normalize some abiguous YQ2_ARCH strings
|
|
YQ2_ARCH ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/')
|
|
endif
|
|
|
|
# Detect the compiler
|
|
ifeq ($(shell $(CC) -v 2>&1 | grep -c "clang version"), 1)
|
|
COMPILER := clang
|
|
COMPILERVER := $(shell $(CC) -dumpversion | sed -e 's/\.\([0-9][0-9]\)/\1/g' -e 's/\.\([0-9]\)/0\1/g' -e 's/^[0-9]\{3,4\}$$/&00/')
|
|
else ifeq ($(shell $(CC) -v 2>&1 | grep -c -E "(gcc version|gcc-Version)"), 1)
|
|
COMPILER := gcc
|
|
COMPILERVER := $(shell $(CC) -dumpversion | sed -e 's/\.\([0-9][0-9]\)/\1/g' -e 's/\.\([0-9]\)/0\1/g' -e 's/^[0-9]\{3,4\}$$/&00/')
|
|
else
|
|
COMPILER := unknown
|
|
endif
|
|
|
|
# ----------
|
|
|
|
# Base CFLAGS.
|
|
#
|
|
# -O2 are enough optimizations.
|
|
#
|
|
# -fno-strict-aliasing since the source doesn't comply
|
|
# with strict aliasing rules and it's next to impossible
|
|
# to get it there...
|
|
#
|
|
# -fomit-frame-pointer since the framepointer is mostly
|
|
# useless for debugging Quake II and slows things down.
|
|
#
|
|
# -g to build allways with debug symbols. Please do not
|
|
# change this, since it's our only chance to debug this
|
|
# crap when random crashes happen!
|
|
#
|
|
# -fPIC for position independend code.
|
|
#
|
|
# -MMD to generate header dependencies.
|
|
ifeq ($(YQ2_OSTYPE), Darwin)
|
|
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
|
|
-Wall -pipe -g -fwrapv -arch i386 -arch x86_64
|
|
else
|
|
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
|
|
-Wall -pipe -g -MMD -fwrapv
|
|
endif
|
|
|
|
# ----------
|
|
|
|
# Switch of some annoying warnings.
|
|
ifeq ($(COMPILER), clang)
|
|
# -Wno-missing-braces because otherwise clang complains
|
|
# about totally valid 'vec3_t bla = {0}' constructs.
|
|
CFLAGS += -Wno-missing-braces
|
|
else ifeq ($(COMPILER), gcc)
|
|
# GCC 8.0 or higher.
|
|
ifeq ($(shell test $(COMPILERVER) -ge 80000; echo $$?),0)
|
|
# -Wno-format-truncation and -Wno-format-overflow
|
|
# because GCC spams about 50 false positives.
|
|
CFLAGS += -Wno-format-truncation -Wno-format-overflow
|
|
endif
|
|
endif
|
|
|
|
# ----------
|
|
|
|
# Using the default x87 float math on 32bit x86 causes rounding trouble
|
|
# -ffloat-store could work around that, but the better solution is to
|
|
# just enforce SSE - every x86 CPU since Pentium3 supports that
|
|
# and this should even improve the performance on old CPUs
|
|
ifeq ($(YQ2_ARCH), i386)
|
|
override CFLAGS += -msse -mfpmath=sse
|
|
endif
|
|
|
|
# ----------
|
|
|
|
# Defines the operating system and architecture
|
|
CFLAGS += -DOSTYPE=\"$(YQ2_OSTYPE)\" -DARCH=\"$(YQ2_ARCH)\"
|
|
|
|
# ----------
|
|
|
|
# Base LDFLAGS.
|
|
ifeq ($(YQ2_OSTYPE), Darwin)
|
|
LDFLAGS := -shared -arch i386 -arch x86_64
|
|
else ifeq ($(YQ2_OSTYPE), Windows)
|
|
LDFLAGS := -shared -static-libgcc
|
|
else
|
|
LDFLAGS := -shared -lm
|
|
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"
|
|
${Q}rm -Rf build release
|
|
|
|
# ----------
|
|
|
|
# The 3zb2 game
|
|
ifeq ($(YQ2_OSTYPE), Windows)
|
|
3zb2:
|
|
@echo "===> Building game.dll"
|
|
${Q}mkdir -p release
|
|
$(MAKE) release/game.dll
|
|
else ifeq ($(YQ2_OSTYPE), Darwin)
|
|
3zb2:
|
|
@echo "===> Building game.dylib"
|
|
${Q}mkdir -p release
|
|
$(MAKE) release/game.dylib
|
|
else
|
|
3zb2:
|
|
@echo "===> Building game.so"
|
|
${Q}mkdir -p release
|
|
$(MAKE) release/game.so
|
|
|
|
release/game.so : CFLAGS += -fPIC
|
|
endif
|
|
|
|
build/%.o: %.c
|
|
@echo "===> CC $<"
|
|
${Q}mkdir -p $(@D)
|
|
${Q}$(CC) -c $(CFLAGS) -o $@ $<
|
|
|
|
# ----------
|
|
|
|
3ZB2_OBJS_ = \
|
|
src/bot/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/monster/move.o \
|
|
src/player/client.o \
|
|
src/player/hud.o \
|
|
src/player/menu.o \
|
|
src/player/trail.o \
|
|
src/player/view.o \
|
|
src/player/weapon.o \
|
|
src/shared/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 $(3ZB2_DEPS)
|
|
|
|
# ----------
|
|
|
|
ifeq ($(YQ2_OSTYPE), Windows)
|
|
release/game.dll : $(3ZB2_OBJS)
|
|
@echo "===> LD $@"
|
|
${Q}$(CC) $(LDFLAGS) -o $@ $(3ZB2_OBJS)
|
|
else ifeq ($(YQ2_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
|
|
|
|
# ----------
|