mirror of
https://github.com/yquake2/ctf.git
synced 2024-11-21 19:31:05 +00:00
141 lines
3.1 KiB
Makefile
141 lines
3.1 KiB
Makefile
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# ----------------------------------------------------- #
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# Makefile for the CTF game module for Quake II #
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# #
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# Just type "make" to compile the #
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# - CTF Game (game.so) #
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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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# - Linux #
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# - FreeBSD #
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# ----------------------------------------------------- #
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# Check the OS type
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OSTYPE := $(shell uname -s)
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# Some plattforms call it "amd64" and some "x86_64"
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ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
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# Refuse all other plattforms as a firewall against PEBKAC
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# (You'll need some #ifdef for your unsupported plattform!)
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ifneq ($(ARCH),i386)
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ifneq ($(ARCH),x86_64)
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$(error arch $(ARCH) is currently not supported)
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endif
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endif
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# ----------
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# The compiler
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CC := gcc
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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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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-fPIC -Wall -pipe -g -MMD
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# ----------
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# Base LDFLAGS.
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LDFLAGS := -shared
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# ----------
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# Builds everything
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all: ctf
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# ----------
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# Cleanup
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clean:
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@echo "===> CLEAN"
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@rm -Rf build release
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# ----------
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# The ctf game
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ctf:
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@echo '===> Building game.so'
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@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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@mkdir -p $(@D)
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@$(CC) -c $(CFLAGS) -o $@ $<
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# ----------
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CTF_OBJS_ = \
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src/g_ai.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/shared/shared.o
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# ----------
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# Rewrite pathes to our object directory
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CTF_OBJS = $(patsubst %,build/%,$(CTF_OBJS_))
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# ----------
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# Generate header dependencies
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CTF_DEPS= $(CTF_OBJS:.o=.d)
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# ----------
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# Suck header dependencies in
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-include $(CTF_DEPS)
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# ----------
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release/game.so : $(CTF_OBJS)
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@echo '===> LD $@'
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@$(CC) $(LDFLAGS) -o $@ $(CTF_OBJS)
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# ----------
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