mirror of
https://github.com/yquake2/slightmechanicaldestruction.git
synced 2024-11-14 00:40:42 +00:00
5dabb4237a
This is a best efford port of SMD to YQ2 done by Alan "Alkaline" Cofers. While this is not a perfect port it's good enough to compile with modern gcc and clang versions. It's possible to play through the whole mod without (too many) bugs. All credits and honor for this go to Alkaline!
244 lines
5.2 KiB
Makefile
244 lines
5.2 KiB
Makefile
# ----------------------------------------------------- #
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# Makefile for the "Slight Mechanical Destruction #
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# by Musashi" (SMD) game module for Quake II #
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# Ported from the original SMD source code for Windows #
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# by Alkaline - See included Changelog for details #
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# #
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# Just type "make" to compile the #
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# SMD Game library (game.so / game.dylib / game.dll) #
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# #
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# Build Dependencies: #
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# - None, but you need Quake II (and SMD) to play. #
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# While in theory any engine should work, #
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# Yamagi Quake II is recommended. #
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# #
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# Compatible Platforms: #
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# - Linux (compiles, plays, and saves) #
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# - macOS (compiles, plays, and saves) #
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# - Windows (compiles w/MinGW; not play-tested) #
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# - Other? (Should compile on most Unix-like OSes) #
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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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# At this time only i386 is supported on Windows
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ARCH := i386
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# seems like mingw doesn't set CC by default
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CC := gcc
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else
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# Some platforms call it "amd64" and some "x86_64"
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ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
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endif
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# Refuse all other platforms as a firewall against PEBKAC
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# (You'll need some #ifdef for your unsupported platform!)
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ifeq ($(findstring $(ARCH), i386 x86_64 sparc64 ia64),)
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$(error arch $(ARCH) is currently not supported)
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endif
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# ----------
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# Base CFLAGS.
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#
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# -O2 are enough optimizations.
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#
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# -fno-strict-aliasing since the source doesn't comply
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# with strict aliasing rules and it's next to impossible
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# to get it there...
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#
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# -fomit-frame-pointer since the framepointer is mostly
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# useless for debugging Quake II and slows things down.
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#
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# -g to build allways with debug symbols. Please do not
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# change this, since it's our only chance to debug this
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# crap when random crashes happen!
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#
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# -fPIC for position independend code.
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#
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# -MMD to generate header dependencies.
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ifeq ($(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 := -O0 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -ggdb -MMD -fwrapv
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endif
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# ----------
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# Base LDFLAGS.
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ifeq ($(OSTYPE), Darwin)
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LDFLAGS := -shared -arch i386 -arch x86_64
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else
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LDFLAGS := -shared
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endif
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# ----------
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# Builds everything
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all: smd
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# ----------
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# When make is invoked by "make VERBOSE=1" print
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# the compiler and linker commands.
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ifdef VERBOSE
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Q :=
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else
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Q := @
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endif
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# ----------
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# Phony targets
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.PHONY : all clean smd
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# ----------
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# Cleanup
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clean:
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@echo "===> CLEAN"
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${Q}rm -Rf build release
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# ----------
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# The SMD game
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ifeq ($(OSTYPE), Windows)
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FILESUFFIX := dll
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smd:
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@echo "===> Building game.dll"
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${Q}mkdir -p release
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$(MAKE) release/game.dll
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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 $@ $<
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else
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ifeq ($(OSTYPE), Darwin)
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FILESUFFIX := dylib
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else
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FILESUFFIX := so
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endif
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smd:
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@echo "===> Building game.${FILESUFFIX}"
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${Q}mkdir -p release
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$(MAKE) release/game.${FILESUFFIX}
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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 $@ $<
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release/game.${FILESUFFIX} : CFLAGS += -fPIC
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endif
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# ----------
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SMD_OBJS_ = \
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src/g_ai.o \
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src/g_camera.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_crane.o \
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src/g_fog.o \
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src/g_func.o \
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src/g_items.o \
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src/g_jetpack.o \
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src/g_lights.o \
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src/g_lock.o \
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src/g_main.o \
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src/g_misc.o \
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src/g_model.o \
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src/g_monster.o \
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src/g_mtrain.o \
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src/g_newai.o \
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src/g_patchplayermodels.o \
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src/g_pendulum.o \
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src/g_phys.o \
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src/g_reflect.o \
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src/g_save.o \
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src/g_sound.o \
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src/g_spawn.o \
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src/g_svcmds.o \
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src/g_target.o \
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src/g_thing.o \
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src/g_tracktrain.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_vehicle.o \
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src/g_weapon.o \
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src/m_actor_weap.o \
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src/m_actor.o \
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src/m_berserk.o \
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src/m_boss2.o \
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src/m_boss3.o \
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src/m_boss31.o \
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src/m_boss32.o \
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src/m_brain.o \
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src/m_chick.o \
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src/m_flash.o \
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src/m_flipper.o \
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src/m_float.o \
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src/m_flyer.o \
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src/m_gladiator.o \
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src/m_gunner.o \
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src/m_hover.o \
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src/m_infantry.o \
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src/m_insane.o \
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src/m_medic.o \
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src/m_move.o \
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src/m_mutant.o \
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src/m_parasite.o \
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src/m_sentrybot.o \
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src/m_soldier.o \
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src/m_supertank.o \
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src/m_tank.o \
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src/p_client.o \
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src/p_chase.o \
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src/p_hud.o \
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src/p_menu.o \
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src/p_text.o \
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src/p_trail.o \
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src/p_view.o \
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src/p_weapon.o \
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src/q_shared.o
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# ----------
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# Rewrite paths to our object directory
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SMD_OBJS = $(patsubst %,build/%,$(SMD_OBJS_))
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# ----------
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# Generate header dependencies
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SMD_DEPS= $(SMD_OBJS:.o=.d)
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# ----------
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# Suck header dependencies in
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-include $(SMD_DEPS)
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# ----------
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release/game.${FILESUFFIX} : $(SMD_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(SMD_OBJS)
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# ----------
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