# ------------------------------------------------------ # # Makefile for the "Yamagi Quake 2 Client" # # # # Just type "make" to compile the # # - SDL Client (quake2) # # - Server (q2ded) # # - Quake II Game (baseq2) # # # # Base dependencies: # # - SDL 1.2 or SDL 2.0 # # - libGL # # # # Further dependencies: # # - libogg # # - libvorbis # # - OpenAL # # - zlib # # # # Platforms: # # - FreeBSD # # - Linux # # - OpenBSD # # - OS X # # - Windows (MinGW) # # ------------------------------------------------------ # # User configurable options # ------------------------- # Enables CD audio playback. CD audio playback is used # for the background music and doesn't add any further # dependencies. It should work on all platforms where # CD playback is supported by SDL. WITH_CDA:=yes # Enables OGG/Vorbis support. OGG/Vorbis files can be # used as a substitute of CD audio playback. Adds # dependencies to libogg, libvorbis and libvorbisfile. WITH_OGG:=yes # Enables the optional OpenAL sound system. # To use it your system needs libopenal.so.1 # or openal32.dll (we recommend openal-soft) # installed WITH_OPENAL:=yes # Enables optional runtime loading of OpenAL (dlopen or # similar). If set to "no", the library is linked in at # compile time in the normal way. On Windows this option # is ignored, OpenAL is always loaded at runtime. DLOPEN_OPENAL:=yes # Use SDL2 instead of SDL1.2. Disables CD audio support, # because SDL2 has none. Use OGG/Vorbis music instead :-) # On Windows sdl-config isn't used, so make sure that # you've got the SDL2 headers and libs installed. WITH_SDL2:=yes # Set the gamma via X11 and not via SDL. This works # around problems in some SDL version. Adds dependencies # to pkg-config, libX11 and libXxf86vm. Unsupported on # Windows and OS X. WITH_X11GAMMA:=no # Enables opening of ZIP files (also known as .pk3 paks). # Adds a dependency to libz WITH_ZIP:=yes # Enable systemwide installation of game assets WITH_SYSTEMWIDE:=no # This will set the default SYSTEMDIR, a non-empty string # would actually be used. On Windows normals slashes (/) # instead of backslashed (\) should be used! The string # MUST NOT be surrounded by quotation marks! WITH_SYSTEMDIR:="" # This will set the architectures of the OSX-binaries. # You have to make sure your libs/frameworks supports # these architectures! To build an universal ppc-compatible # one would add -arch ppc for example. OSX_ARCH:=-arch $(shell uname -m | sed -e s/i.86/i386/) # This will set the build options to create an MacOS .app-bundle. # The app-bundle itself will not be created, but the runtime paths # will be set to expect the game-data in *.app/ # Contents/Resources OSX_APP:=yes # This is an optional configuration file, it'll be used in # case of presence. CONFIG_FILE := config.mk # ---------- # In case a of a configuration file being present, we'll just use it ifeq ($(wildcard $(CONFIG_FILE)), $(CONFIG_FILE)) include $(CONFIG_FILE) endif # Detect the OS ifdef SystemRoot OSTYPE := Windows else OSTYPE ?= $(shell uname -s) endif # Special case for MinGW ifneq (,$(findstring MINGW,$(OSTYPE))) OSTYPE := Windows endif # Detect the architecture ifeq ($(OSTYPE), Windows) ifdef PROCESSOR_ARCHITEW6432 # 64 bit Windows ARCH ?= $(PROCESSOR_ARCHITEW6432) else # 32 bit Windows ARCH ?= $(PROCESSOR_ARCHITECTURE) endif else # Normalize some abiguous ARCH strings ARCH ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/') endif # Disable CDA for SDL2 ifeq ($(WITH_SDL2),yes) ifeq ($(WITH_CDA),yes) WITH_CDA:=no # Evil hack to tell the "all" target # that CDA was disabled because SDL2 # is enabled. CDA_DISABLED:=yes endif endif # ---------- # Base CFLAGS. # # -O2 are enough optimizations. # # -fno-strict-aliasing since the source doesn't comply # with strict aliasing rules and it's next to impossible # to get it there... # # -fomit-frame-pointer since the framepointer is mostly # useless for debugging Quake II and slows things down. # # -g to build always with debug symbols. Please DO NOT # CHANGE THIS, since it's our only chance to debug this # crap when random crashes happen! # # -MMD to generate header dependencies. (They cannot be # generated if building universal binaries on OSX) ifeq ($(OSTYPE), Darwin) CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \ -Wall -pipe -g -fwrapv CFLAGS += $(OSX_ARCH) else CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \ -Wall -pipe -g -ggdb -MMD -fwrapv endif # ---------- # Defines the operating system and architecture CFLAGS += -DYQ2OSTYPE=\"$(OSTYPE)\" -DYQ2ARCH=\"$(ARCH)\" # ---------- # https://reproducible-builds.org/specs/source-date-epoch/ ifdef SOURCE_DATE_EPOCH CFLAGS += -DBUILD_DATE=\"$(shell date --utc --date="@${SOURCE_DATE_EPOCH}" +"%b %_d %Y" | sed -e 's/ /\\ /g')\" endif # ---------- # Systemwide installation ifeq ($(WITH_SYSTEMWIDE),yes) CFLAGS += -DSYSTEMWIDE ifneq ($(WITH_SYSTEMDIR),"") CFLAGS += -DSYSTEMDIR=\"$(WITH_SYSTEMDIR)\" endif endif # ---------- # On Windows / MinGW $(CC) is # undefined by default. ifeq ($(OSTYPE),Windows) CC := gcc endif # ---------- # Extra CFLAGS for SDL ifeq ($(WITH_SDL2),yes) ifeq ($(OSTYPE),Windows) SDLCFLAGS := $(shell /custom/bin/sdl2-config --cflags) else SDLCFLAGS := $(shell sdl2-config --cflags) endif else # not SDL2 ifeq ($(OSTYPE),Windows) SDLCFLAGS := else SDLCFLAGS := $(shell sdl-config --cflags) endif endif # SDL2 # ---------- # Extra CFLAGS for X11 ifneq ($(OSTYPE), Windows) ifneq ($(OSTYPE), Darwin) ifeq ($(WITH_X11GAMMA),yes) X11CFLAGS := $(shell pkg-config x11 --cflags) X11CFLAGS += $(shell pkg-config xxf86vm --cflags) endif endif endif # ---------- # Base include path. ifeq ($(OSTYPE),Linux) INCLUDE := -I/usr/include else ifeq ($(OSTYPE),FreeBSD) INCLUDE := -I/usr/local/include else ifeq ($(OSTYPE),OpenBSD) INCLUDE := -I/usr/local/include else ifeq ($(OSTYPE),Windows) INCLUDE := -I/custom/include endif # ---------- # Base LDFLAGS. ifeq ($(OSTYPE),Linux) LDFLAGS := -L/usr/lib -lm -ldl -rdynamic else ifeq ($(OSTYPE),FreeBSD) LDFLAGS := -L/usr/local/lib -lm else ifeq ($(OSTYPE),OpenBSD) LDFLAGS := -L/usr/local/lib -lm else ifeq ($(OSTYPE),Windows) LDFLAGS := -L/custom/lib -lws2_32 -lwinmm else ifeq ($(OSTYPE), Darwin) LDFLAGS := $(OSX_ARCH) -lm endif # ---------- # Extra LDFLAGS for SDL ifeq ($(OSTYPE), Windows) ifeq ($(WITH_SDL2),yes) SDLLDFLAGS := $(shell /custom/bin/sdl2-config --libs) else # not SDL2 SDLLDFLAGS := -lSDL endif # SDL2 else ifeq ($(OSTYPE), Darwin) ifeq ($(WITH_SDL2),yes) SDLLDFLAGS := -lSDL2 -framework OpenGL -framework Cocoa else # not SDL2 SDLLDFLAGS := -lSDL -framework OpenGL -framework Cocoa endif # SDL2 else # not Darwin/Win ifeq ($(WITH_SDL2),yes) SDLLDFLAGS := $(shell sdl2-config --libs) else # not SDL2 SDLLDFLAGS := $(shell sdl-config --libs) endif # SDL2 endif # Darwin/Win # ---------- # Extra LDFLAGS for X11 ifneq ($(OSTYPE), Windows) ifneq ($(OSTYPE), Darwin) ifeq ($(WITH_X11GAMMA),yes) X11LDFLAGS := $(shell pkg-config x11 --libs) X11LDFLAGS += $(shell pkg-config xxf86vm --libs) X11LDFLAGS += $(shell pkg-config xrandr --libs) endif endif endif # ---------- # When make is invoked by "make VERBOSE=1" print # the compiler and linker commands. ifdef VERBOSE Q := else Q := @ endif # ---------- # Phony targets .PHONY : all client game icon server # ---------- # Builds everything all: config client server game # Print config values config: @echo "Build configuration" @echo "============================" @echo "WITH_CDA = $(WITH_CDA)" @echo "WITH_OPENAL = $(WITH_OPENAL)" @echo "WITH_SDL2 = $(WITH_SDL2)" @echo "WITH_X11GAMMA = $(WITH_X11GAMMA)" @echo "WITH_ZIP = $(WITH_ZIP)" @echo "WITH_SYSTEMWIDE = $(WITH_SYSTEMWIDE)" @echo "WITH_SYSTEMDIR = $(WITH_SYSTEMDIR)" @echo "============================" @echo "" ifeq ($(WITH_SDL2),yes) ifeq ($(CDA_DISABLED),yes) @echo "WARNING: CDA disabled because SDL2 doesn't support it!" @echo "" endif endif # ---------- # Special target to compile # the icon on Windows ifeq ($(OSTYPE), Windows) icon: @echo "===> WR build/icon/icon.res" ${Q}mkdir -p build/icon ${Q}windres src/backends/windows/icon.rc -O COFF -o build/icon/icon.res endif # ---------- # Cleanup clean: @echo "===> CLEAN" ${Q}rm -Rf build release # ---------- # The client ifeq ($(OSTYPE), Windows) client: @echo "===> Building quake2.exe" ${Q}mkdir -p release $(MAKE) release/quake2.exe build/client/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) -o $@ $< ifeq ($(WITH_CDA),yes) release/quake2.exe : CFLAGS += -DCDA endif ifeq ($(WITH_OGG),yes) release/quake2.exe : CFLAGS += -DOGG release/quake2.exe : LDFLAGS += -lvorbisfile -lvorbis -logg endif ifeq ($(WITH_OPENAL),yes) release/quake2.exe : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"openal32.dll"' -DDLOPEN_OPENAL endif ifeq ($(WITH_ZIP),yes) release/quake2.exe : CFLAGS += -DZIP -DNOUNCRYPT release/quake2.exe : LDFLAGS += -lz endif ifeq ($(WITH_SDL2),yes) release/quake2.exe : CFLAGS += -DSDL2 endif release/quake2.exe : LDFLAGS += -mwindows -lopengl32 else # not Windows client: @echo "===> Building quake2" ${Q}mkdir -p release $(MAKE) release/quake2 build/client/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(X11CFLAGS) $(INCLUDE) -o $@ $< ifeq ($(OSTYPE), Darwin) build/client/%.o : %.m @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) $(OSX_ARCH) -x objective-c -c $< -o $@ endif ifeq ($(WITH_CDA),yes) release/quake2 : CFLAGS += -DCDA endif ifeq ($(WITH_OGG),yes) release/quake2 : CFLAGS += -DOGG release/quake2 : LDFLAGS += -lvorbis -lvorbisfile -logg endif ifeq ($(WITH_OPENAL),yes) ifeq ($(DLOPEN_OPENAL),yes) ifeq ($(OSTYPE), OpenBSD) release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so"' -DDLOPEN_OPENAL else ifeq ($(OSTYPE), Darwin) release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.dylib"' -I/usr/local/opt/openal-soft/include -DDLOPEN_OPENAL release/quake2 : LDFLAGS += -L/usr/local/opt/openal-soft/lib else release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so.1"' -DDLOPEN_OPENAL endif else # !DLOPEN_OPENAL release/quake2 : CFLAGS += -DUSE_OPENAL release/quake2 : LDFLAGS += -lopenal endif # !DLOPEN_OPENAL endif # WITH_OPENAL ifeq ($(WITH_ZIP),yes) release/quake2 : CFLAGS += -DZIP -DNOUNCRYPT release/quake2 : LDFLAGS += -lz endif ifeq ($(WITH_X11GAMMA),yes) release/quake2 : CFLAGS += -DX11GAMMA endif ifeq ($(WITH_SDL2),yes) release/quake2 : CFLAGS += -DSDL2 endif ifneq ($(OSTYPE), Darwin) release/quake2 : LDFLAGS += -lGL endif ifeq ($(OSTYPE), FreeBSD) release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$$ORIGIN/lib' else ifeq ($(OSTYPE), Linux) release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$$ORIGIN/lib' endif ifeq ($(WITH_SYSTEMWIDE),yes) ifneq ($(WITH_SYSTEMDIR),"") ifeq ($(OSTYPE), FreeBSD) release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$(WITH_SYSTEMDIR)/lib' else ifeq ($(OSTYPE), Linux) release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$(WITH_SYSTEMDIR)/lib' endif else ifeq ($(OSTYPE), FreeBSD) release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='/usr/share/games/quake2/lib' else ifeq ($(OSTYPE), Linux) release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='/usr/share/games/quake2/lib' endif endif endif endif # ---------- # The server ifeq ($(OSTYPE), Windows) server: @echo "===> Building q2ded" ${Q}mkdir -p release $(MAKE) release/q2ded.exe build/server/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/q2ded.exe : CFLAGS += -DDEDICATED_ONLY release/q2ded.exe : LDFLAGS += -lz ifeq ($(WITH_ZIP),yes) release/q2ded.exe : CFLAGS += -DZIP -DNOUNCRYPT release/q2ded.exe : LDFLAGS += -lz endif else # not Windows server: @echo "===> Building q2ded" ${Q}mkdir -p release $(MAKE) release/q2ded build/server/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/q2ded : CFLAGS += -DDEDICATED_ONLY ifeq ($(WITH_ZIP),yes) release/q2ded : CFLAGS += -DZIP -DNOUNCRYPT release/q2ded : LDFLAGS += -lz endif endif # ---------- # The baseq2 game ifeq ($(OSTYPE), Windows) game: @echo "===> Building baseq2/game.dll" ${Q}mkdir -p release/baseq2 $(MAKE) release/baseq2/game.dll build/baseq2/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/baseq2/game.dll : LDFLAGS += -shared else ifeq ($(OSTYPE), Darwin) game: @echo "===> Building baseq2/game.dylib" ${Q}mkdir -p release/baseq2 $(MAKE) release/baseq2/game.dylib build/baseq2/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/baseq2/game.dylib : CFLAGS += -fPIC release/baseq2/game.dylib : LDFLAGS += -shared else # not Windows or Darwin game: @echo "===> Building baseq2/game.so" ${Q}mkdir -p release/baseq2 $(MAKE) release/baseq2/game.so build/baseq2/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/baseq2/game.so : CFLAGS += -fPIC release/baseq2/game.so : LDFLAGS += -shared endif # ---------- # Used by the game GAME_OBJS_ = \ src/common/shared/flash.o \ src/common/shared/rand.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 # ---------- # Used by the client CLIENT_OBJS_ := \ src/backends/generic/misc.o \ src/backends/generic/qal.o \ src/backends/generic/vid.o \ src/backends/generic/qgl.o \ src/backends/sdl/cd.o \ src/backends/sdl/input.o \ src/backends/sdl/refresh.o \ src/backends/sdl/sound.o \ 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/refresh/r_draw.o \ src/client/refresh/r_image.o \ src/client/refresh/r_light.o \ src/client/refresh/r_lightmap.o \ src/client/refresh/r_main.o \ src/client/refresh/r_mesh.o \ src/client/refresh/r_misc.o \ src/client/refresh/r_model.o \ src/client/refresh/r_scrap.o \ src/client/refresh/r_surf.o \ src/client/refresh/r_warp.o \ src/client/refresh/files/md2.o \ src/client/refresh/files/pcx.o \ src/client/refresh/files/sp2.o \ src/client/refresh/files/stb.o \ src/client/refresh/files/wal.o \ src/client/menu/menu.o \ src/client/menu/qmenu.o \ src/client/menu/videomenu.o \ src/client/sound/ogg.o \ src/client/sound/openal.o \ src/client/sound/sound.o \ src/client/sound/wave.o \ src/common/argproc.o \ src/common/clientserver.o \ src/common/collision.o \ src/common/crc.o \ src/common/cmdparser.o \ src/common/cvar.o \ src/common/filesystem.o \ src/common/glob.o \ src/common/md4.o \ src/common/movemsg.o \ src/common/misc.o \ src/common/netchan.o \ src/common/pmove.o \ src/common/szone.o \ src/common/zone.o \ src/common/shared/flash.o \ src/common/shared/rand.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 ifeq ($(OSTYPE), Windows) CLIENT_OBJS_ += \ src/backends/windows/network.o \ src/backends/windows/system.o \ src/backends/windows/shared/mem.o else CLIENT_OBJS_ += \ src/backends/unix/main.o \ src/backends/unix/network.o \ src/backends/unix/signalhandler.o \ src/backends/unix/system.o \ src/backends/unix/shared/hunk.o endif # ---------- # Used by the server SERVER_OBJS_ := \ src/common/argproc.o \ src/common/clientserver.o \ src/common/collision.o \ src/common/crc.o \ src/common/cmdparser.o \ src/common/cvar.o \ src/common/filesystem.o \ src/common/glob.o \ src/common/md4.o \ src/common/misc.o \ src/common/movemsg.o \ src/common/netchan.o \ src/common/pmove.o \ src/common/szone.o \ src/common/zone.o \ src/common/shared/rand.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/backends/generic/misc.o ifeq ($(OSTYPE), Windows) SERVER_OBJS_ += \ src/backends/windows/network.o \ src/backends/windows/system.o \ src/backends/windows/shared/mem.o else # not Windows SERVER_OBJS_ += \ src/backends/unix/main.o \ src/backends/unix/network.o \ src/backends/unix/signalhandler.o \ src/backends/unix/system.o \ src/backends/unix/shared/hunk.o endif # ---------- # Rewrite pathes to our object directory CLIENT_OBJS = $(patsubst %,build/client/%,$(CLIENT_OBJS_)) SERVER_OBJS = $(patsubst %,build/server/%,$(SERVER_OBJS_)) GAME_OBJS = $(patsubst %,build/baseq2/%,$(GAME_OBJS_)) # ---------- # Generate header dependencies CLIENT_DEPS= $(CLIENT_OBJS:.o=.d) SERVER_DEPS= $(SERVER_OBJS:.o=.d) GAME_DEPS= $(GAME_OBJS:.o=.d) # ---------- # Suck header dependencies in -include $(CLIENT_DEPS) -include $(SERVER_DEPS) -include $(GAME_DEPS) # ---------- # release/quake2 ifeq ($(OSTYPE), Windows) release/quake2.exe : $(CLIENT_OBJS) icon @echo "===> LD $@" ${Q}$(CC) build/icon/icon.res $(CLIENT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ $(Q)strip $@ else release/quake2 : $(CLIENT_OBJS) @echo "===> LD $@" ${Q}$(CC) $(CLIENT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) $(X11LDFLAGS) -o $@ endif # release/q2ded ifeq ($(OSTYPE), Windows) release/q2ded.exe : $(SERVER_OBJS) icon @echo "===> LD $@.exe" ${Q}$(CC) build/icon/icon.res $(SERVER_OBJS) $(LDFLAGS) -o $@ $(Q)strip $@ else release/q2ded : $(SERVER_OBJS) @echo "===> LD $@" ${Q}$(CC) $(SERVER_OBJS) $(LDFLAGS) -o $@ endif # release/baseq2/game.so ifeq ($(OSTYPE), Windows) release/baseq2/game.dll : $(GAME_OBJS) @echo "===> LD $@" ${Q}$(CC) $(GAME_OBJS) $(LDFLAGS) -o $@ $(Q)strip $@ else ifeq ($(OSTYPE), Darwin) release/baseq2/game.dylib : $(GAME_OBJS) @echo "===> LD $@" ${Q}$(CC) $(GAME_OBJS) $(LDFLAGS) -o $@ else release/baseq2/game.so : $(GAME_OBJS) @echo "===> LD $@" ${Q}$(CC) $(GAME_OBJS) $(LDFLAGS) -o $@ endif # ----------