xatrix/Makefile
Yamagi Burmeister 53a0fc1f5d Remove monster/actor
The "actor" entity are player models moving on scripted pathes,
emulating NPC. They were never finished and thus are used in the
game. In theory the functions shouldn't be referenced anywhere
and thaerefor this change shouldn't break existing savegames.
But I'll habe to check if that stands in praxis.
2013-01-13 10:33:11 +01:00

221 lines
5 KiB
Makefile

# ----------------------------------------------------- #
# Makefile for the xatrix game module for Quake II #
# #
# Just type "make" to compile the #
# - The Reckoning Game (game.so / game.dll) #
# #
# Dependencies: #
# - None, but you need a Quake II to play. #
# While in theorie every one should work #
# Yamagi Quake II ist recommended. #
# #
# Platforms: #
# - FreeBSD #
# - Linux #
# - Windows #
# ----------------------------------------------------- #
# Detect the OS
ifdef SystemRoot
OSTYPE := Windows
else
OSTYPE := $(shell uname -s)
endif
# Detect the architecture
ifeq ($(OSTYPE), Windows)
# At this time only i386 is supported on Windows
ARCH := i386
else
# Some platforms call it "amd64" and some "x86_64"
ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
endif
# Refuse all other platforms as a firewall against PEBKAC
# (You'll need some #ifdef for your unsupported plattform!)
ifeq ($(findstring $(ARCH), i386 x86_64 sparc64 ia64),)
$(error arch $(ARCH) is currently not supported)
endif
# ----------
# Base CFLAGS.
#
# -O2 are enough optimizations.
#
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
#
# -fomit-frame-pointer since the framepointer is mostly
# useless for debugging Quake II and slows things down.
#
# -g to build allways with debug symbols. Please do not
# change this, since it's our only chance to debug this
# crap when random crashes happen!
#
# -fPIC for position independend code.
#
# -MMD to generate header dependencies.
ifeq ($(OSTYPE), Darwin)
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -arch i386 -arch x86_64
else
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -MMD
endif
# ----------
# Base LDFLAGS.
ifeq ($(OSTYPE), Darwin)
LDFLAGS := -shared -arch i386 -arch x86_64
else
LDFLAGS := -shared
endif
# ----------
# Builds everything
all: xatrix
# ----------
# When make is invoked by "make VERBOSE=1" print
# the compiler and linker commands.
ifdef VERBOSE
Q :=
else
Q := @
endif
# ----------
# Phony targets
.PHONY : all clean xatrix
# ----------
# Cleanup
ifeq ($(OSTYPE), Windows)
clean:
@echo "===> CLEAN"
@-rmdir /S /Q release build
else
clean:
@echo "===> CLEAN"
${Q}rm -Rf build release
endif
# ----------
# The xatrix game
ifeq ($(OSTYPE), Windows)
xatrix:
@echo "===> Building game.dll"
${Q}tools/mkdir.exe -p release
${MAKE} release/game.dll
build/%.o: %.c
@echo "===> CC $<"
${Q}tools/mkdir.exe -p $(@D)
${Q}$(CC) -c $(CFLAGS) -o $@ $<
else
xatrix:
@echo "===> Building game.so"
${Q}mkdir -p release
$(MAKE) release/game.so
build/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) -o $@ $<
release/game.so : CFLAGS += -fPIC
endif
# ----------
XATRIX_OBJS_ = \
src/g_ai.o \
src/g_chase.o \
src/g_cmds.o \
src/g_combat.o \
src/g_func.o \
src/g_items.o \
src/g_main.o \
src/g_misc.o \
src/g_monster.o \
src/g_phys.o \
src/g_spawn.o \
src/g_svcmds.o \
src/g_target.o \
src/g_trigger.o \
src/g_turret.o \
src/g_utils.o \
src/g_weapon.o \
src/monster/berserker/berserker.o \
src/monster/boss2/boss2.o \
src/monster/boss3/boss3.o \
src/monster/boss3/boss31.o \
src/monster/boss3/boss32.o \
src/monster/boss5/boss5.o \
src/monster/brain/brain.o \
src/monster/chick/chick.o \
src/monster/fixbot/fixbot.o \
src/monster/flipper/flipper.o \
src/monster/float/float.o \
src/monster/flyer/flyer.o \
src/monster/gekk/gekk.o \
src/monster/gladiator/gladb.o \
src/monster/gladiator/gladiator.o \
src/monster/gunner/gunner.o \
src/monster/hover/hover.o \
src/monster/infantry/infantry.o \
src/monster/insane/insane.o \
src/monster/medic/medic.o \
src/monster/misc/move.o \
src/monster/mutant/mutant.o \
src/monster/parasite/parasite.o \
src/monster/soldier/soldier.o \
src/monster/supertank/supertank.o \
src/monster/tank/tank.o \
src/player/client.o \
src/player/hud.o \
src/player/trail.o \
src/player/view.o \
src/player/weapon.o \
src/savegame/savegame.o \
src/shared/flash.o \
src/shared/rand.o \
src/shared/shared.o
# ----------
# Rewrite pathes to our object directory
XATRIX_OBJS = $(patsubst %,build/%,$(XATRIX_OBJS_))
# ----------
# Generate header dependencies
XATRIX_DEPS= $(XATRIX_OBJS:.o=.d)
# ----------
# Suck header dependencies in
-include $(XATRIX_DEPS)
# ----------
ifeq ($(OSTYPE), Windows)
release/game.dll : $(XATRIX_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) -o $@ $(XATRIX_OBJS)
else
release/game.so : $(XATRIX_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) -o $@ $(XATRIX_OBJS)
endif
# ----------