mirror of
https://github.com/yquake2/ctf.git
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196 lines
4.3 KiB
Makefile
196 lines
4.3 KiB
Makefile
# ----------------------------------------------------- #
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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 / game.dll) #
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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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# - FreeBSD #
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# - Linux #
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# - Mac OS X #
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# - OpenBSD #
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# - Windows #
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# ----------------------------------------------------- #
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# Detect the OS
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ifdef SystemRoot
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OSTYPE := Windows
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else
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OSTYPE := $(shell uname -s)
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endif
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# Special case for MinGW
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ifneq (,$(findstring MINGW,$(OSTYPE)))
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OSTYPE := Windows
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endif
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# Detect the architecture
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ifeq ($(OSTYPE), Windows)
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# At this time only i386 is supported on Windows
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ARCH := i386
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else
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# Some platforms call it "amd64" and some "x86_64"
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ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
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endif
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# Refuse all other platforms as a firewall against PEBKAC
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# (You'll need some #ifdef for your unsupported plattform!)
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ifeq ($(findstring $(ARCH), i386 x86_64 sparc64),)
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$(error arch $(ARCH) is currently not supported)
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endif
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# ----------
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# Base CFLAGS.
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#
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# -O2 are enough optimizations.
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#
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# -fno-strict-aliasing since the source doesn't comply
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# with strict aliasing rules and it's next to impossible
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# to get it there...
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#
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# -fomit-frame-pointer since the framepointer is mostly
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# useless for debugging Quake II and slows things down.
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#
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# -g to build allways with debug symbols. Please do not
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# change this, since it's our only chance to debug this
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# crap when random crashes happen!
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#
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# -fPIC for position independend code.
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#
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# -MMD to generate header dependencies.
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ifeq ($(OSTYPE), Darwin)
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g -arch i386 -arch x86_64
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else
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g -MMD
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endif
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# ----------
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# Base LDFLAGS.
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ifeq ($(OSTYPE), Darwin)
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LDFLAGS := -shared -arch i386 -arch x86_64
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else
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LDFLAGS := -shared
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endif
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# ----------
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# Builds everything
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all: ctf
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# ----------
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# When make is invoked by "make VERBOSE=1" print
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# the compiler and linker commands.
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ifdef VERBOSE
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Q :=
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else
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Q := @
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endif
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# ----------
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# Phony targets
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.PHONY : all clean ctf
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# ----------
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# Cleanup
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clean:
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@echo "===> CLEAN"
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${Q}rm -Rf build release
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# ----------
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# The ctf game
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ifeq ($(OSTYPE), Windows)
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ctf:
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@echo "===> Building game.dll"
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$(Q)mkdir -p release
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$(MAKE) release/game.dll
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build/%.o: %.c
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@echo "===> CC $<"
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$(Q)mkdir -p $(@D)
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$(Q)$(CC) -c $(CFLAGS) -o $@ $<
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else
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ctf:
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@echo "===> Building game.so"
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$(Q)mkdir -p release
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$(MAKE) release/game.so
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build/%.o: %.c
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@echo "===> CC $<"
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$(Q)mkdir -p $(@D)
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$(Q)$(CC) -c $(CFLAGS) -o $@ $<
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release/game.so : CFLAGS += -fPIC
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endif
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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/menu/menu.o \
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src/monster/move.o \
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src/player/client.o \
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src/player/hud.o \
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src/player/trail.o \
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src/player/view.o \
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src/player/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 $(CTF_DEPS)
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# ----------
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ifeq ($(OSTYPE), Windows)
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release/game.dll : $(CTF_OBJS)
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@echo "===> LD $@"
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$(Q)$(CC) $(LDFLAGS) -o $@ $(CTF_OBJS)
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else
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release/game.so : $(CTF_OBJS)
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@echo "===> LD $@"
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$(Q)$(CC) $(LDFLAGS) -o $@ $(CTF_OBJS)
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endif
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# ----------
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