ctf/Makefile
Yamagi Burmeister 26137d15c0 Rearrange files
2011-10-11 06:57:12 +00:00

140 lines
3.1 KiB
Makefile

# ----------------------------------------------------- #
# Makefile for the CTF game module for Quake II #
# #
# Just type "make" to compile the #
# - CTF Game (game.so) #
# #
# Dependencies: #
# - None, but you need a Quake II to play. #
# While in theorie every one should work #
# Yamagi Quake II ist recommended. #
# #
# Platforms: #
# - Linux #
# - FreeBSD #
# ----------------------------------------------------- #
# Check the OS type
OSTYPE := $(shell uname -s)
# Some plattforms call it "amd64" and some "x86_64"
ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
# Refuse all other plattforms as a firewall against PEBKAC
# (You'll need some #ifdef for your unsupported plattform!)
ifneq ($(ARCH),i386)
ifneq ($(ARCH),x86_64)
$(error arch $(ARCH) is currently not supported)
endif
endif
# ----------
# The compiler
CC := gcc
# ----------
# 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.
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-fPIC -Wall -pipe -g -MMD
# ----------
# Base LDFLAGS.
LDFLAGS := -shared
# ----------
# Builds everything
all: ctf
# ----------
# Cleanup
clean:
@echo "===> CLEAN"
@rm -Rf build release
# ----------
# The ctf game
ctf:
@echo '===> Building game.so'
@mkdir -p release/
$(MAKE) release/game.so
build/%.o: %.c
@echo '===> CC $<'
@mkdir -p $(@D)
@$(CC) -c $(CFLAGS) -o $@ $<
# ----------
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)
# ----------
release/game.so : $(CTF_OBJS)
@echo '===> LD $@'
@$(CC) $(LDFLAGS) -o $@ $(CTF_OBJS)
# ----------