mirror of
https://github.com/yquake2/xatrix.git
synced 2024-11-14 00:20:38 +00:00
53a0fc1f5d
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.
221 lines
5 KiB
Makefile
221 lines
5 KiB
Makefile
# ----------------------------------------------------- #
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# Makefile for the xatrix game module for Quake II #
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# #
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# Just type "make" to compile the #
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# - The Reckoning Game (game.so / game.dll) #
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# #
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# Dependencies: #
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# - None, but you need a Quake II to play. #
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# While in theorie every one should work #
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# Yamagi Quake II ist recommended. #
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# #
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# Platforms: #
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# - FreeBSD #
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# - Linux #
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# - Windows #
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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 := $(shell uname -s)
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endif
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# Detect the architecture
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ifeq ($(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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else
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# Some platforms call it "amd64" and some "x86_64"
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ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
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endif
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# Refuse all other platforms as a firewall against PEBKAC
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# (You'll need some #ifdef for your unsupported plattform!)
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ifeq ($(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 -arch i386 -arch x86_64
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else
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g -MMD
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endif
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# ----------
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# Base LDFLAGS.
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ifeq ($(OSTYPE), Darwin)
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LDFLAGS := -shared -arch i386 -arch x86_64
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else
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LDFLAGS := -shared
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endif
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# ----------
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# Builds everything
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all: xatrix
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# ----------
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# When make is invoked by "make VERBOSE=1" print
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# the compiler and linker commands.
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ifdef VERBOSE
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Q :=
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else
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Q := @
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endif
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# ----------
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# Phony targets
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.PHONY : all clean xatrix
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# ----------
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# Cleanup
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ifeq ($(OSTYPE), Windows)
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clean:
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@echo "===> CLEAN"
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@-rmdir /S /Q release build
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else
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clean:
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@echo "===> CLEAN"
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${Q}rm -Rf build release
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endif
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# ----------
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# The xatrix game
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ifeq ($(OSTYPE), Windows)
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xatrix:
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@echo "===> Building game.dll"
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${Q}tools/mkdir.exe -p release
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${MAKE} release/game.dll
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build/%.o: %.c
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@echo "===> CC $<"
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${Q}tools/mkdir.exe -p $(@D)
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${Q}$(CC) -c $(CFLAGS) -o $@ $<
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else
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xatrix:
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@echo "===> Building game.so"
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${Q}mkdir -p release
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$(MAKE) release/game.so
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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.so : CFLAGS += -fPIC
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endif
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# ----------
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XATRIX_OBJS_ = \
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src/g_ai.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_func.o \
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src/g_items.o \
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src/g_main.o \
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src/g_misc.o \
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src/g_monster.o \
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src/g_phys.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_trigger.o \
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src/g_turret.o \
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src/g_utils.o \
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src/g_weapon.o \
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src/monster/berserker/berserker.o \
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src/monster/boss2/boss2.o \
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src/monster/boss3/boss3.o \
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src/monster/boss3/boss31.o \
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src/monster/boss3/boss32.o \
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src/monster/boss5/boss5.o \
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src/monster/brain/brain.o \
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src/monster/chick/chick.o \
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src/monster/fixbot/fixbot.o \
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src/monster/flipper/flipper.o \
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src/monster/float/float.o \
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src/monster/flyer/flyer.o \
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src/monster/gekk/gekk.o \
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src/monster/gladiator/gladb.o \
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src/monster/gladiator/gladiator.o \
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src/monster/gunner/gunner.o \
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src/monster/hover/hover.o \
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src/monster/infantry/infantry.o \
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src/monster/insane/insane.o \
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src/monster/medic/medic.o \
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src/monster/misc/move.o \
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src/monster/mutant/mutant.o \
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src/monster/parasite/parasite.o \
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src/monster/soldier/soldier.o \
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src/monster/supertank/supertank.o \
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src/monster/tank/tank.o \
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src/player/client.o \
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src/player/hud.o \
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src/player/trail.o \
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src/player/view.o \
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src/player/weapon.o \
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src/savegame/savegame.o \
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src/shared/flash.o \
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src/shared/rand.o \
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src/shared/shared.o
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# ----------
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# Rewrite pathes to our object directory
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XATRIX_OBJS = $(patsubst %,build/%,$(XATRIX_OBJS_))
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# ----------
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# Generate header dependencies
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XATRIX_DEPS= $(XATRIX_OBJS:.o=.d)
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# ----------
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# Suck header dependencies in
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-include $(XATRIX_DEPS)
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# ----------
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ifeq ($(OSTYPE), Windows)
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release/game.dll : $(XATRIX_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(XATRIX_OBJS)
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else
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release/game.so : $(XATRIX_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(XATRIX_OBJS)
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endif
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# ----------
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