yquake2remaster/Makefile

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# ------------------------------------------------------ #
# Makefile for the "Yamagi Quake 2 Client" #
# #
# Just type "make" to compile the #
# - SDL Client (quake2) #
# - Server (q2ded) #
# - SDL OpenGL-Refresher (ref_gl.so) #
# - Quake II Game (baseq2) #
# #
# Dependencies: #
# - SDL 1.2 #
# - libGL #
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# - libvorbis #
# - libogg #
# - zlib #
# #
# Platforms: #
# - Linux #
# - FreeBSD #
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# ------------------------------------------------------ #
# Check the OS type
OSTYPE := $(shell uname -s)
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# Some platforms call it "amd64" and some "x86_64"
ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
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# Refuse all other platforms as a firewall against PEBKAC
# (You'll need some #ifdef for your unsupported plattform!)
ifneq ($(ARCH),i386)
ifneq ($(ARCH),x86_64)
ifneq ($(ARCH),sparc64)
$(error arch $(ARCH) is currently not supported)
endif
endif
endif
# ----------
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# The compiler
CC := gcc
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# ----------
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# 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.
#
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# -g to build always with debug symbols. Please DO NOT
# CHANGE THIS, since it's our only chance to debug this
# crap when random crashes happen!
#
# -MMD to generate header dependencies.
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g -MMD -DCDA -DOGG
# ----------
# Extra CFLAGS for SDL
SDLCFLAGS := $(shell sdl-config --cflags)
# ----------
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# Base include path.
ifeq ($(OSTYPE),Linux)
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INCLUDE := -I/usr/include
else ifeq ($(OSTYPE),FreeBSD)
INCLUDE := -I/usr/local/include
endif
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# ----------
# Base LDFLAGS.
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ifeq ($(OSTYPE),Linux)
LDFLAGS := -L/usr/lib -lm -ldl
else ifeq ($(OSTYPE),FreeBSD)
LDFLAGS := -L/usr/local/lib -lm
endif
# ----------
# Extra LDFLAGS for SDL
SDLLDFLAGS := $(shell sdl-config --libs)
# ----------
# When make is invoked by "make VERBOSE=1" print
# the compiler and linker commands.
ifdef VERBOSE
Q :=
else
Q := @
endif
# ----------
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# Builds everything
all: client server refresher game
# ----------
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# Cleanup
clean:
@echo "===> CLEAN"
${Q}rm -Rf build release
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# ----------
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# The client
client:
@echo '===> Building quake2'
${Q}mkdir -p release
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$(MAKE) release/quake2
build/client/%.o: %.c
@echo '===> CC $<'
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) -o $@ $<
release/quake2 : LDFLAGS += -lvorbis -lvorbisfile -logg -lz
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# ----------
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# The server
server:
@echo '===> Building q2ded'
${Q}mkdir -p release
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$(MAKE) release/q2ded
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build/server/%.o: %.c
@echo '===> CC $<'
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
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release/q2ded : CFLAGS += -DDEDICATED_ONLY
release/q2ded : LDFLAGS += -lz
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# ----------
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# The refresher
refresher:
@echo '===> Building ref_gl.so'
${Q}mkdir -p release
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$(MAKE) release/ref_gl.so
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build/refresher/%.o: %.c
@echo '===> CC $<'
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) -o $@ $<
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release/ref_gl.so : CFLAGS += -fPIC
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release/ref_gl.so : LDFLAGS += -shared -ljpeg
# ----------
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# The baseq2 game
game:
@echo '===> Building baseq2/game.so'
${Q}mkdir -p release/baseq2
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$(MAKE) release/baseq2/game.so
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build/baseq2/%.o: %.c
@echo '===> CC $<'
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
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release/baseq2/game.so : CFLAGS += -fPIC
release/baseq2/game.so : LDFLAGS += -shared
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# ----------
# Used by the game
GAME_OBJS_ = \
src/common/shared/flash.o \
src/common/shared/shared.o \
src/game/g_ai.o \
src/game/g_chase.o \
src/game/g_cmds.o \
src/game/g_combat.o \
src/game/g_func.o \
src/game/g_items.o \
src/game/g_main.o \
src/game/g_misc.o \
src/game/g_monster.o \
src/game/g_phys.o \
src/game/g_spawn.o \
src/game/g_svcmds.o \
src/game/g_target.o \
src/game/g_trigger.o \
src/game/g_turret.o \
src/game/g_utils.o \
src/game/g_weapon.o \
src/game/monster/berserker/berserker.o \
src/game/monster/boss2/boss2.o \
src/game/monster/boss3/boss3.o \
src/game/monster/boss3/boss31.o \
src/game/monster/boss3/boss32.o \
src/game/monster/brain/brain.o \
src/game/monster/chick/chick.o \
src/game/monster/flipper/flipper.o \
src/game/monster/float/float.o \
src/game/monster/flyer/flyer.o \
src/game/monster/gladiator/gladiator.o \
src/game/monster/gunner/gunner.o \
src/game/monster/hover/hover.o \
src/game/monster/infantry/infantry.o \
src/game/monster/insane/insane.o \
src/game/monster/medic/medic.o \
src/game/monster/misc/move.o \
src/game/monster/mutant/mutant.o \
src/game/monster/parasite/parasite.o \
src/game/monster/soldier/soldier.o \
src/game/monster/supertank/supertank.o \
src/game/monster/tank/tank.o \
src/game/player/client.o \
src/game/player/hud.o \
src/game/player/trail.o \
src/game/player/view.o \
src/game/player/weapon.o \
src/game/savegame/savegame.o
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# ----------
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# Used by the client
CLIENT_OBJS_ := \
src/client/cl_cin.o \
src/client/cl_console.o \
src/client/cl_download.o \
src/client/cl_effects.o \
src/client/cl_entities.o \
src/client/cl_input.o \
src/client/cl_inventory.o \
src/client/cl_keyboard.o \
src/client/cl_lights.o \
src/client/cl_main.o \
src/client/cl_network.o \
src/client/cl_parse.o \
src/client/cl_particles.o \
src/client/cl_prediction.o \
src/client/cl_screen.o \
src/client/cl_tempentities.o \
src/client/cl_view.o \
src/client/menu/menu.o \
src/client/menu/qmenu.o \
src/client/menu/videomenu.o \
src/client/sound/snd_dma.o \
src/client/sound/snd_mem.o \
src/client/sound/snd_mix.o \
src/client/sound/snd_vorbis.o \
src/client/sound/snd_wav.o \
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src/common/crc.o \
src/common/cvar.o \
src/common/filesystem.o \
src/common/md4.o \
src/common/misc.o \
src/common/netchan.o \
src/common/pmove.o \
src/common/szone.o \
src/common/zone.o \
src/common/command/cmd_execution.o \
src/common/command/cmd_parser.o \
src/common/command/cmd_script.o \
src/common/common/com_arg.o \
src/common/common/com_clientserver.o \
src/common/message/msg_io.o \
src/common/message/msg_read.o \
src/common/model/cm_areaportals.o \
src/common/model/cm_box.o \
src/common/model/cm_boxtracing.o \
src/common/model/cm_bsp.o \
src/common/model/cm_vis.o \
src/common/shared/flash.o \
src/common/shared/shared.o \
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src/common/unzip/ioapi.o \
src/common/unzip/unzip.o \
src/sdl/cd.o \
src/sdl/sound.o \
src/server/sv_cmd.o \
src/server/sv_conless.o \
src/server/sv_entities.o \
src/server/sv_game.o \
src/server/sv_init.o \
src/server/sv_main.o \
src/server/sv_save.o \
src/server/sv_send.o \
src/server/sv_user.o \
src/server/sv_world.o \
src/unix/glob.o \
src/unix/hunk.o \
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src/unix/main.o \
src/unix/network.o \
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src/unix/signalhandler.o \
src/unix/system.o \
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src/unix/vid.o
# ----------
# Used by the server
SERVER_OBJS_ := \
src/common/crc.o \
src/common/cvar.o \
src/common/filesystem.o \
src/common/md4.o \
src/common/misc.o \
src/common/netchan.o \
src/common/pmove.o \
src/common/szone.o \
src/common/zone.o \
src/common/command/cmd_execution.o \
src/common/command/cmd_parser.o \
src/common/command/cmd_script.o \
src/common/common/com_arg.o \
src/common/common/com_clientserver.o \
src/common/message/msg_io.o \
src/common/message/msg_read.o \
src/common/model/cm_areaportals.o \
src/common/model/cm_box.o \
src/common/model/cm_boxtracing.o \
src/common/model/cm_bsp.o \
src/common/model/cm_vis.o \
src/common/shared/shared.o \
src/common/unzip/ioapi.o \
src/common/unzip/unzip.o \
src/server/sv_cmd.o \
src/server/sv_conless.o \
src/server/sv_entities.o \
src/server/sv_game.o \
src/server/sv_init.o \
src/server/sv_main.o \
src/server/sv_save.o \
src/server/sv_send.o \
src/server/sv_user.o \
src/server/sv_world.o \
src/unix/glob.o \
src/unix/hunk.o \
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src/unix/main.o \
src/unix/network.o \
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src/unix/signalhandler.o \
src/unix/system.o
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# ----------
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# Used by the OpenGL refresher
OPENGL_OBJS_ = \
src/refresh/r_draw.o \
src/refresh/r_image.o \
src/refresh/r_light.o \
src/refresh/r_lightmap.o \
src/refresh/r_main.o \
src/refresh/r_mesh.o \
src/refresh/r_misc.o \
src/refresh/r_model.o \
src/refresh/r_scrap.o \
src/refresh/r_surf.o \
src/refresh/r_warp.o \
src/refresh/files/md2.o \
src/refresh/files/pcx.o \
src/refresh/files/sp2.o \
src/refresh/files/tga.o \
src/refresh/files/jpeg.o \
src/refresh/files/wal.o \
src/sdl/input.o \
src/sdl/refresh.o \
src/common/shared/shared.o \
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src/unix/glob.o \
src/unix/hunk.o \
src/unix/qgl.o
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# ----------
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# Rewrite pathes to our object directory
CLIENT_OBJS = $(patsubst %,build/client/%,$(CLIENT_OBJS_))
SERVER_OBJS = $(patsubst %,build/server/%,$(SERVER_OBJS_))
OPENGL_OBJS = $(patsubst %,build/refresher/%,$(OPENGL_OBJS_))
GAME_OBJS = $(patsubst %,build/baseq2/%,$(GAME_OBJS_))
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# ----------
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# Generate header dependencies
CLIENT_DEPS= $(CLIENT_OBJS:.o=.d)
SERVER_DEPS= $(SERVER_OBJS:.o=.d)
OPENGL_DEPS= $(OPENGL_OBJS:.o=.d)
GAME_DEPS= $(GAME_OBJS:.o=.d)
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# ----------
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# Suck header dependencies in
-include $(CLIENT_DEPS)
-include $(SERVER_DEPS)
-include $(OPENGL_DEPS)
-include $(GAME_DEPS)
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# ----------
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# release/quake2
release/quake2 : $(CLIENT_OBJS)
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@echo '===> LD $@'
${Q}$(CC) $(CLIENT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@
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# release/q2ded
release/q2ded : $(SERVER_OBJS)
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@echo '===> LD $@'
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${Q}$(CC) $(SERVER_OBJS) $(LDFLAGS) -o $@
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# release/ref_gl.so
release/ref_gl.so : $(OPENGL_OBJS)
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@echo '===> LD $@'
${Q}$(CC) $(OPENGL_OBJS) $(LDFLAGS) -o $@
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# release/baseq2/game.so
release/baseq2/game.so : $(GAME_OBJS)
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@echo '===> LD $@'
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${Q}$(CC) $(GAME_OBJS) $(LDFLAGS) -o $@
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# ----------