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https://github.com/yquake2/rogue.git
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90420227db
This is not strictly necessary since the main executable should provide the symbols, but it may increase compatibility with other source ports and underlinking is never a good idea.
269 lines
6.5 KiB
Makefile
269 lines
6.5 KiB
Makefile
# ----------------------------------------------------- #
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# Makefile for the rogue game module for Quake II #
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# #
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# Just type "make" to compile the #
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# - Ground Zero Game (game.so) #
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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 client 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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ifdef PROCESSOR_ARCHITEW6432
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# 64 bit Windows
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ARCH := $(PROCESSOR_ARCHITEW6432)
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else
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# 32 bit Windows
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ARCH := $(PROCESSOR_ARCHITECTURE)
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endif
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else
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# Normalize some abiguous ARCH strings
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ARCH := $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/')
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endif
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# Detect the compiler
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ifeq ($(shell $(CC) -v 2>&1 | grep -c "clang version"), 1)
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COMPILER := clang
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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/')
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else ifeq ($(shell $(CC) -v 2>&1 | grep -c -E "(gcc version|gcc-Version)"), 1)
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COMPILER := gcc
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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/')
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else
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COMPILER := unknown
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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 -fwrapv -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 -fwrapv
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endif
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# ----------
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# Switch of some annoying warnings.
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ifeq ($(COMPILER), clang)
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# -Wno-missing-braces because otherwise clang complains
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# about totally valid 'vec3_t bla = {0}' constructs.
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CFLAGS += -Wno-missing-braces
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else ifeq ($(COMPILER), gcc)
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# GCC 8.0 or higher.
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ifeq ($(shell test $(COMPILERVER) -ge 80000; echo $$?),0)
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# -Wno-format-truncation and -Wno-format-overflow
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# because GCC spams about 50 false positives.
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CFLAGS += -Wno-format-truncation -Wno-format-overflow
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endif
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endif
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# ----------
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# Defines the operating system and architecture
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CFLAGS += -DOSTYPE=\"$(OSTYPE)\" -DARCH=\"$(ARCH)\"
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# ----------
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# Base LDFLAGS.
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ifeq ($(OSTYPE), Darwin)
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LDFLAGS := -shared -arch i386 -arch x86_64
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else ifeq ($(OSTYPE), Windows)
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LDFLAGS := -shared -static-libgcc
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else
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LDFLAGS := -shared -lm
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endif
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# ----------
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# Builds everything
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all: rogue
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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 rogue
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# ----------
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# Cleanup
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clean:
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@echo "===> CLEAN"
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${Q}rm -Rf build release
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# ----------
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# The rogue game
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ifeq ($(OSTYPE), Windows)
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rogue:
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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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else ifeq ($(OSTYPE), Darwin)
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rogue:
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@echo "===> Building game.dylib"
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${Q}mkdir -p release
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$(MAKE) release/game.dylib
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else
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rogue:
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@echo "===> Building game.so"
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${Q}mkdir -p release
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$(MAKE) release/game.so
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release/game.so : CFLAGS += -fPIC
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endif
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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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# ----------
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ROGUE_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_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_newai.o \
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src/g_newdm.o \
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src/g_newfnc.o \
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src/g_newtarg.o \
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src/g_newtrig.o \
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src/g_newweap.o \
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src/g_phys.o \
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src/g_spawn.o \
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src/g_sphere.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_turret.o \
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src/g_utils.o \
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src/g_weapon.o \
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src/dm/ball.o \
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src/dm/tag.o \
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src/monster/berserker/berserker.o \
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src/monster/boss2/boss2.o \
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src/monster/boss3/boss3.o \
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src/monster/boss3/boss31.o \
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src/monster/boss3/boss32.o \
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src/monster/brain/brain.o \
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src/monster/carrier/carrier.o \
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src/monster/chick/chick.o \
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src/monster/flipper/flipper.o \
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src/monster/float/float.o \
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src/monster/flyer/flyer.o \
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src/monster/gladiator/gladiator.o \
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src/monster/gunner/gunner.o \
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src/monster/hover/hover.o \
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src/monster/infantry/infantry.o \
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src/monster/insane/insane.o \
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src/monster/medic/medic.o \
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src/monster/misc/move.o \
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src/monster/mutant/mutant.o \
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src/monster/parasite/parasite.o \
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src/monster/soldier/soldier.o \
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src/monster/stalker/stalker.o \
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src/monster/supertank/supertank.o \
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src/monster/tank/tank.o \
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src/monster/turret/turret.o \
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src/monster/widow/widow.o \
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src/monster/widow/widow2.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/savegame/savegame.o \
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src/shared/flash.o \
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src/shared/rand.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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ROGUE_OBJS = $(patsubst %,build/%,$(ROGUE_OBJS_))
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# ----------
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# Generate header dependencies
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ROGUE_DEPS= $(ROGUE_OBJS:.o=.d)
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# ----------
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# Suck header dependencies in
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-include $(ROGUE_DEPS)
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# ----------
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ifeq ($(OSTYPE), Windows)
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release/game.dll : $(ROGUE_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(ROGUE_OBJS)
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else ifeq ($(OSTYPE), Darwin)
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release/game.dylib : $(ROGUE_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(ROGUE_OBJS)
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else
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release/game.so : $(ROGUE_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(ROGUE_OBJS)
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endif
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# ----------
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