mirror of
https://github.com/yquake2/slightmechanicaldestruction.git
synced 2024-11-24 13:11:23 +00:00
253 lines
5.3 KiB
Makefile
253 lines
5.3 KiB
Makefile
# ----------------------------------------------------- #
|
|
# 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)
|
|
|
|
# ----------
|