mirror of
https://github.com/yquake2/slightmechanicaldestruction.git
synced 2024-11-10 07:12:08 +00:00
253 lines
5.3 KiB
Makefile
253 lines
5.3 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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ifdef MINGW_CHOST
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ifeq ($(MINGW_CHOST), x86_64-w64-mingw32)
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ARCH ?= x86_64
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else # i686-w64-mingw32
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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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ARCH ?= $(PROCESSOR_ARCHITEW6432)
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else
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# 32 bit Windows
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ARCH ?= $(PROCESSOR_ARCHITECTURE)
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endif
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endif # windows but MINGW_CHOST not defined
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else
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ifneq ($(OSTYPE), Darwin)
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# Normalize some abiguous ARCH strings
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ARCH ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/')
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else
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ARCH ?= $(shell uname -m)
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endif
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endif
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# ----------
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# Base CFLAGS.
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#
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# -O2 are enough optimizations.
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#
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# -fno-strict-aliasing since the source doesn't comply
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# with strict aliasing rules and it's next to impossible
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# to get it there...
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#
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# -fomit-frame-pointer since the framepointer is mostly
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# useless for debugging Quake II and slows things down.
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#
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# -g to build allways with debug symbols. Please do not
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# change this, since it's our only chance to debug this
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# crap when random crashes happen!
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#
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# -fPIC for position independend code.
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#
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# -MMD to generate header dependencies.
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ifeq ($(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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