ctf/Makefile
2019-12-21 04:30:16 +03:00

226 lines
5.3 KiB
Makefile
Executable file

# ----------------------------------------------------- #
# 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
# On Windows / MinGW $(CC) is undefined by default.
ifeq ($(YQ2_OSTYPE),Windows)
CC := gcc
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\}$$/&00/')
else
COMPILER := unknown
endif
# ----------
# Base CFLAGS.
#
# -O2 are enough optimizations.
#
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
#
# -fomit-frame-pointer since the framepointer is mostly
# useless for debugging Quake II and slows things down.
#
# -g to build allways with debug symbols. Please do not
# change this, since it's our only chance to debug this
# crap when random crashes happen!
#
# -fPIC for position independend code.
#
# -MMD to generate header dependencies.
ifeq ($(OSTYPE), Darwin)
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -fwrapv -arch x86_64
else
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -MMD -fwrapv
endif
# ----------
# Switch of some annoying warnings.
ifeq ($(COMPILER), clang)
# -Wno-missing-braces because otherwise clang complains
# about totally valid 'vec3_t bla = {0}' constructs.
CFLAGS += -Wno-missing-braces
else ifeq ($(COMPILER), gcc)
# GCC 8.0 or higher.
ifeq ($(shell test $(COMPILERVER) -ge 80000; echo $$?),0)
# -Wno-format-truncation and -Wno-format-overflow
# because GCC spams about 50 false positives.
CFLAGS += -Wno-format-truncation -Wno-format-overflow
endif
endif
# ----------
# Base LDFLAGS.
ifeq ($(OSTYPE), Darwin)
LDFLAGS := -shared -arch x86_64
else ifeq ($(OSTYPE), Windows)
LDFLAGS := -shared -static-libgcc
else
LDFLAGS := -shared -lm
endif
# ----------
# https://reproducible-builds.org/specs/source-date-epoch/
ifdef SOURCE_DATE_EPOCH
CFLAGS += -DBUILD_DATE=\"$(shell date --utc --date="@${SOURCE_DATE_EPOCH}" +"%b %_d %Y" | sed -e 's/ /\\ /g')\"
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
$(MAKE) release/game.dll
else ifeq ($(OSTYPE), Darwin)
ctf:
@echo "===> Building game.dylib"
${Q}mkdir -p release
$(MAKE) release/game.dylib
else
ctf:
@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 $@ $<
# ----------
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 $@ $(CTF_OBJS)
else ifeq ($(OSTYPE), Darwin)
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
# ----------