mirror of
https://github.com/yquake2/rogue.git
synced 2024-11-24 21:21:38 +00:00
176 lines
4.1 KiB
Makefile
176 lines
4.1 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 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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# - Linux #
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# - FreeBSD #
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# ----------------------------------------------------- #
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# Check the OS type
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OSTYPE := $(shell uname -s)
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# Some plattforms call it "amd64" and some "x86_64"
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ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
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# Refuse all other plattforms as a firewall against PEBKAC
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# (You'll need some #ifdef for your unsupported plattform!)
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ifneq ($(ARCH),i386)
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ifneq ($(ARCH),x86_64)
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$(error arch $(ARCH) is currently not supported)
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endif
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endif
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# ----------
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# The compiler
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CC := gcc
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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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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-fPIC -Wall -pipe -g -MMD
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# ----------
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# Base LDFLAGS.
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LDFLAGS := -shared
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# ----------
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# Builds everything
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all: 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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@rm -Rf build release
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# ----------
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# The rogue game
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rogue:
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@echo '===> Building game.so'
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@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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@mkdir -p $(@D)
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@$(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/actor/actor.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/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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release/game.so : $(ROGUE_OBJS)
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@echo '===> LD $@'
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@$(CC) $(LDFLAGS) -o $@ $(ROGUE_OBJS)
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# ----------
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