mirror of
https://github.com/yquake2/rogue.git
synced 2024-11-25 05:31:56 +00:00
43a5a3fc23
This ensures that we call ARM64 `aarch64` on all platform, which aren't MacOS or Windows. And it fixes the bug, that `arm64` was normalized to `arm`, making incompatible savegames between 32 bit and 64 bit ARM loadable. Leading to crashes.
318 lines
7.8 KiB
Makefile
318 lines
7.8 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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YQ2_OSTYPE ?= Windows
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else
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YQ2_OSTYPE ?= $(shell uname -s)
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endif
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# Special case for MinGW
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ifneq (,$(findstring MINGW,$(YQ2_OSTYPE)))
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YQ2_OSTYPE := Windows
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endif
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# Detect the architecture
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ifeq ($(YQ2_OSTYPE), Windows)
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ifdef MINGW_CHOST
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ifeq ($(MINGW_CHOST), x86_64-w64-mingw32)
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YQ2_ARCH ?= x86_64
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else # i686-w64-mingw32
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YQ2_ARCH ?= i386
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endif
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else # windows, but MINGW_CHOST not defined
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ifdef PROCESSOR_ARCHITEW6432
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# 64 bit Windows
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YQ2_ARCH ?= $(PROCESSOR_ARCHITEW6432)
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else
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# 32 bit Windows
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YQ2_ARCH ?= $(PROCESSOR_ARCHITECTURE)
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endif
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endif # windows but MINGW_CHOST not defined
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else
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ifneq ($(YQ2_OSTYPE), Darwin)
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# Normalize some abiguous YQ2_ARCH strings
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YQ2_ARCH ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/arm64/aarch64/' -e 's/^arm.*/arm/')
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else
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YQ2_ARCH ?= $(shell uname -m)
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endif
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endif
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# On Windows / MinGW $(CC) is undefined by default.
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ifeq ($(YQ2_OSTYPE),Windows)
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CC ?= gcc
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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. These may be overridden by the environment.
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# Highest supported optimizations are -O2, higher levels
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# will likely break this crappy code.
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ifdef DEBUG
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CFLAGS ?= -O0 -g -Wall -pipe
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else
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CFLAGS ?= -O2 -Wall -pipe -fomit-frame-pointer
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endif
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# Always needed are:
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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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# -fwrapv for defined integer wrapping. MSVC6 did this
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# and the game code requires it.
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override CFLAGS += -std=gnu99 -fno-strict-aliasing -fwrapv
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# -MMD to generate header dependencies. Unsupported by
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# the Clang shipped with OS X.
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ifneq ($(YQ2_OSTYPE), Darwin)
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override CFLAGS += -MMD
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endif
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# OS X architecture.
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ifeq ($(YQ2_OSTYPE), Darwin)
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override CFLAGS += -arch $(YQ2_ARCH)
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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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override CFLAGS += -DYQ2OSTYPE=\"$(YQ2_OSTYPE)\" -DYQ2ARCH=\"$(YQ2_ARCH)\"
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# ----------
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# For reproduceable builds, look here for details:
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# https://reproducible-builds.org/specs/source-date-epoch/
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ifdef SOURCE_DATE_EPOCH
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CFLAGS += -DBUILD_DATE=\"$(shell date --utc --date="@${SOURCE_DATE_EPOCH}" +"%b %_d %Y" | sed -e 's/ /\\ /g')\"
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endif
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# ----------
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# Using the default x87 float math on 32bit x86 causes rounding trouble
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# -ffloat-store could work around that, but the better solution is to
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# just enforce SSE - every x86 CPU since Pentium3 supports that
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# and this should even improve the performance on old CPUs
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ifeq ($(YQ2_ARCH), i386)
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override CFLAGS += -msse -mfpmath=sse
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endif
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# Force SSE math on x86_64. All sane compilers should do this
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# anyway, just to protect us from broken Linux distros.
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ifeq ($(YQ2_ARCH), x86_64)
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override CFLAGS += -mfpmath=sse
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endif
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# ----------
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# Base LDFLAGS.
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LDFLAGS ?=
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# It's a shared library.
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override LDFLAGS += -shared
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# Required libaries
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ifeq ($(YQ2_OSTYPE), Darwin)
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override LDFLAGS += -arch $(YQ2_ARCH)
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else ifeq ($(YQ2_OSTYPE), Windows)
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override LDFLAGS += -static-libgcc
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else
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override LDFLAGS += -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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${Q}rm -Rf build release
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# ----------
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# The rogue game
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ifeq ($(YQ2_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 ($(YQ2_OSTYPE), Darwin)
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rogue:
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@echo "===> Building game.dylib"
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${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 $(ROGUE_DEPS)
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# ----------
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ifeq ($(YQ2_OSTYPE), Windows)
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release/game.dll : $(ROGUE_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) -o $@ $(ROGUE_OBJS) $(LDFLAGS)
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else ifeq ($(YQ2_OSTYPE), Darwin)
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release/game.dylib : $(ROGUE_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) -o $@ $(ROGUE_OBJS) $(LDFLAGS)
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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) -o $@ $(ROGUE_OBJS) $(LDFLAGS)
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endif
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# ----------
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