ctf/Makefile
2012-10-06 09:49:04 +02:00

195 lines
4.2 KiB
Makefile

# ----------------------------------------------------- #
# 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 #
# - Windows #
# ----------------------------------------------------- #
# Detect the OS
ifdef SystemRoot
OSTYPE := Windows
else
OSTYPE := $(shell uname -s)
endif
# Detect the architecture
ifeq ($(OSTYPE), Windows)
# At this time only i386 is supported on Windows
ARCH := i386
else
# Some platforms call it "amd64" and some "x86_64"
ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
endif
# Refuse all other platforms as a firewall against PEBKAC
# (You'll need some #ifdef for your unsupported plattform!)
ifeq ($(findstring $(ARCH), i386 x86_64 sparc64),)
$(error arch $(ARCH) is currently not supported)
endif
# ----------
# Base CFLAGS.
#
# -O2 are enough optimizations.
#
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
#
# -fomit-frame-pointer since the framepointer is mostly
# useless for debugging Quake II and slows things down.
#
# -g to build allways with debug symbols. Please do not
# change this, since it's our only chance to debug this
# crap when random crashes happen!
#
# -fPIC for position independend code.
#
# -MMD to generate header dependencies.
ifeq ($(OSTYPE), Darwin)
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -arch i386 -arch x86_64
else
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -MMD
endif
# ----------
# Base LDFLAGS.
ifeq ($(OSTYPE), Darwin)
LDFLAGS := -shared -arch i386 -arch x86_64
else
LDFLAGS := -shared
endif
# ----------
# Builds everything
all: ctf
# ----------
# When make is invoked by "make VERBOSE=1" print
# the compiler and linker commands.
ifdef VERBOSE
Q :=
else
Q := @
endif
# ----------
# Phony targets
.PHONY : all clean ctf
# ----------
# Cleanup
ifeq ($(OSTYPE), Windows)
clean:
@echo "===> CLEAN"
@-rmdir /S /Q release build
else
clean:
@echo "===> CLEAN"
${Q}rm -Rf build release
endif
# ----------
# The ctf game
ifeq ($(OSTYPE), Windows)
ctf:
@echo "===> Building game.dll"
$(Q)tools/mkdir.exe -p release
$(MAKE) release/game.dll
build/%.o: %.c
@echo "===> CC $<"
$(Q)tools/mkdir.exe -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)
else
release/game.so : $(CTF_OBJS)
@echo "===> LD $@"
$(Q)$(CC) $(LDFLAGS) -o $@ $(CTF_OBJS)
endif
# ----------