# ----------------------------------------------------- # # Makefile for the CTF game module for Quake II # # # # Just type "make" to compile the # # - CTF 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,$(OSTYPE))) OSTYPE := Windows endif # ---------- # Base CFLAGS. # # -O2 are enough optimizations. # # -fno-strict-aliasing since the source doesn't comply # with strict aliasing rules and it's next to impossible # to get it there... # # -fomit-frame-pointer since the framepointer is mostly # useless for debugging Quake II and slows things down. # # -g to build allways with debug symbols. Please do not # change this, since it's our only chance to debug this # crap when random crashes happen! # # -fPIC for position independend code. # # -MMD to generate header dependencies. ifeq ($(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 # ---------- # 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: ctf # ---------- # 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 ctf # ---------- # Cleanup clean: @echo "===> CLEAN" ${Q}rm -Rf build release # ---------- # The ctf game ifeq ($(OSTYPE), Windows) ctf: @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 ctf: @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 # ---------- CTF_OBJS_ = \ src/g_ai.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/menu/menu.o \ src/monster/move.o \ src/player/client.o \ src/player/hud.o \ src/player/trail.o \ src/player/view.o \ src/player/weapon.o \ src/shared/shared.o # ---------- # Rewrite pathes to our object directory CTF_OBJS = $(patsubst %,build/%,$(CTF_OBJS_)) # ---------- # Generate header dependencies CTF_DEPS= $(CTF_OBJS:.o=.d) # ---------- # Suck header dependencies in -include $(CTF_DEPS) # ---------- ifeq ($(OSTYPE), Windows) release/game.dll : $(CTF_OBJS) @echo "===> LD $@" $(Q)$(CC) $(LDFLAGS) -o $@ $(CTF_OBJS) release/game.dylib : $(CTF_OBJS) @echo "===> LD $@" ${Q}$(CC) $(LDFLAGS) -o $@ $(CTF_OBJS) else release/game.so : $(CTF_OBJS) @echo "===> LD $@" $(Q)$(CC) $(LDFLAGS) -o $@ $(CTF_OBJS) endif # ----------