# ----------------------------------------------------- # # Makefile for the "Slight Mechanical Destruction # # by Musashi" (SMD) game module for Quake II # # Ported from the original SMD source code for Windows # # by Alkaline - See included Changelog for details # # # # Just type "make" to compile the # # SMD Game library (game.so / game.dylib / game.dll) # # # # Build Dependencies: # # - None, but you need Quake II (and SMD) to play. # # While in theory any engine should work, # # Yamagi Quake II is recommended. # # # # Compatible Platforms: # # - Linux (compiles, plays, and saves) # # - macOS (compiles, plays, and saves) # # - Windows (compiles w/MinGW; not play-tested) # # - Other? (Should compile on most Unix-like OSes) # # ----------------------------------------------------- # # Detect the OS ifdef SystemRoot OSTYPE := Windows else OSTYPE := $(shell uname -s) endif # Special case for MinGW ifneq (,$(findstring MINGW,$(OSTYPE))) OSTYPE := Windows endif # Detect the architecture ifeq ($(OSTYPE), Windows) ifdef MINGW_CHOST ifeq ($(MINGW_CHOST), x86_64-w64-mingw32) ARCH ?= x86_64 else # i686-w64-mingw32 ARCH ?= i386 endif else # windows, but MINGW_CHOST not defined ifdef PROCESSOR_ARCHITEW6432 # 64 bit Windows ARCH ?= $(PROCESSOR_ARCHITEW6432) else # 32 bit Windows ARCH ?= $(PROCESSOR_ARCHITECTURE) endif endif # windows but MINGW_CHOST not defined else ifneq ($(OSTYPE), Darwin) # Normalize some abiguous ARCH strings ARCH ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/') else ARCH ?= $(shell uname -m) endif endif # ---------- # Base CFLAGS. # # -O2 are enough optimizations. # # -fno-strict-aliasing since the source doesn't comply # with strict aliasing rules and it's next to impossible # to get it there... # # -fomit-frame-pointer since the framepointer is mostly # useless for debugging Quake II and slows things down. # # -g to build allways with debug symbols. Please do not # change this, since it's our only chance to debug this # crap when random crashes happen! # # -fPIC for position independend code. # # -MMD to generate header dependencies. ifeq ($(OSTYPE), Darwin) CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \ -Wall -pipe -g -fwrapv -arch i386 -arch x86_64 else CFLAGS := -O0 -fno-strict-aliasing -fomit-frame-pointer \ -Wall -pipe -ggdb -MMD -fwrapv endif # ---------- # Base LDFLAGS. ifeq ($(OSTYPE), Darwin) LDFLAGS := -shared -arch i386 -arch x86_64 else LDFLAGS := -shared endif # ---------- # Builds everything all: smd # ---------- # 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 smd # ---------- # Cleanup clean: @echo "===> CLEAN" ${Q}rm -Rf build release # ---------- # The SMD game ifeq ($(OSTYPE), Windows) FILESUFFIX := dll smd: @echo "===> Building game.dll" ${Q}mkdir -p release $(MAKE) release/game.dll build/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) -o $@ $< else ifeq ($(OSTYPE), Darwin) FILESUFFIX := dylib else FILESUFFIX := so endif smd: @echo "===> Building game.${FILESUFFIX}" ${Q}mkdir -p release $(MAKE) release/game.${FILESUFFIX} build/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) -o $@ $< release/game.${FILESUFFIX} : CFLAGS += -fPIC endif # ---------- SMD_OBJS_ = \ src/g_ai.o \ src/g_camera.o \ src/g_chase.o \ src/g_cmds.o \ src/g_combat.o \ src/g_crane.o \ src/g_fog.o \ src/g_func.o \ src/g_items.o \ src/g_jetpack.o \ src/g_lights.o \ src/g_lock.o \ src/g_main.o \ src/g_misc.o \ src/g_model.o \ src/g_monster.o \ src/g_mtrain.o \ src/g_newai.o \ src/g_patchplayermodels.o \ src/g_pendulum.o \ src/g_phys.o \ src/g_reflect.o \ src/g_save.o \ src/g_sound.o \ src/g_spawn.o \ src/g_svcmds.o \ src/g_target.o \ src/g_thing.o \ src/g_tracktrain.o \ src/g_trigger.o \ src/g_turret.o \ src/g_utils.o \ src/g_vehicle.o \ src/g_weapon.o \ src/m_actor_weap.o \ src/m_actor.o \ src/m_berserk.o \ src/m_boss2.o \ src/m_boss3.o \ src/m_boss31.o \ src/m_boss32.o \ src/m_brain.o \ src/m_chick.o \ src/m_flash.o \ src/m_flipper.o \ src/m_float.o \ src/m_flyer.o \ src/m_gladiator.o \ src/m_gunner.o \ src/m_hover.o \ src/m_infantry.o \ src/m_insane.o \ src/m_medic.o \ src/m_move.o \ src/m_mutant.o \ src/m_parasite.o \ src/m_sentrybot.o \ src/m_soldier.o \ src/m_supertank.o \ src/m_tank.o \ src/p_client.o \ src/p_chase.o \ src/p_hud.o \ src/p_menu.o \ src/p_text.o \ src/p_trail.o \ src/p_view.o \ src/p_weapon.o \ src/q_shared.o # ---------- # Rewrite paths to our object directory SMD_OBJS = $(patsubst %,build/%,$(SMD_OBJS_)) # ---------- # Generate header dependencies SMD_DEPS= $(SMD_OBJS:.o=.d) # ---------- # Suck header dependencies in -include $(SMD_DEPS) # ---------- release/game.${FILESUFFIX} : $(SMD_OBJS) @echo "===> LD $@" ${Q}$(CC) $(LDFLAGS) -o $@ $(SMD_OBJS) # ----------