# ------------------------------------------------------ # # Makefile for the "Yamagi Quake 2 Client" # # # # Just type "make" to compile the # # - SDL Client (quake2) # # - Server (q2ded) # # - SDL OpenGL-Refresher (ref_gl.so) # # - games: # # - Quake II (baseq2) # # - Quake II - Threewave Capture The Flag (ctf) # # # # Dependencies: # # - SDL 1.2 # # - libGL # # - libvorbis # # - libogg # # - X11 (libX11, Xxf86vm) # # - zlib # # # # Platforms: # # - Linux # # - FreeBSD # # - Maybe any other UNIX compliant system # # supported by SDL 1.2 # # ------------------------------------------------------ # # Check the OS type OSTYPE := $(shell uname -s) # Some plattforms call it "amd64" and some "x86_64" ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/) # Refuse all other plattforms as a firewall against PEBKAC ifneq ($(ARCH),i386) ifneq ($(ARCH),x86_64) $(error arch $(ARCH) is currently not supported) endif endif # ---------- # The compiler CC := gcc # ---------- # Base CFLAGS. These are extended later # for each independet target CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer\ -fstack-protector-all -Wall -pipe -g -MMD # ---------- # Base include path. ifeq ($(OSTYPE),Linux) INCLUDE := -I/usr/include else ifeq ($(OSTYPE),FreeBSD) INCLUDE := -I/usr/local/include endif # ---------- # Base LDFLAGS. These are extended later # for each independet target ifeq ($(OSTYPE),Linux) LDFLAGS := -L/usr/lib -lm -ldl else ifeq ($(OSTYPE),FreeBSD) LDFLAGS := -L/usr/local/lib -lm endif # ---------- # Builds everything all: client server refresher baseq2 ctf # Cleanup clean: @echo "===> CLEAN" @rm -Rf build release # ---------- # The client client: @echo '===> Building quake2' @mkdir -p release $(MAKE) release/quake2 build/client/%.o: %.c @echo '===> CC $<' @mkdir -p $(@D) @$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/quake2 : INCLUDE += -I/usr/include/SDL -I/usr/local/include/SDL release/quake2 : LDFLAGS += -lvorbis -lvorbisfile -logg -lz \ -lXxf86vm -lX11 \ $(shell sdl-config --libs) # ---------- # The server server: @echo '===> Building q2ded' @mkdir -p release $(MAKE) release/q2ded build/server/%.o: %.c @echo '===> CC $<' @mkdir -p $(@D) @$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/q2ded : CFLAGS += -DDEDICATED_ONLY release/q2ded : LDFLAGS += -lz # ---------- # The refresher refresher: @echo '===> Building ref_gl.so' @mkdir -p release $(MAKE) release/ref_gl.so build/refresher/%.o: %.c @echo '===> CC $<' @mkdir -p $(@D) @$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/ref_gl.so : INCLUDE += -I/usr/local/include/SDL \ -I/usr/include/SDL -I/usr/X11R6/include release/ref_gl.so : CFLAGS += -fPIC release/ref_gl.so : LDFLAGS += -shared # ---------- # The baseq2 game baseq2: @echo '===> Building baseq2' @mkdir -p release/baseq2 $(MAKE) release/baseq2/game.so build/baseq2/%.o: %.c @echo '===> CC $<' @mkdir -p $(@D) @$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/baseq2/game.so : CFLAGS += -fPIC release/baseq2/game.so : LDFLAGS += -shared # ---------- # The ctf game ctf: @echo '===> Building ctf' @mkdir -p release/ctf $(MAKE) release/ctf/game.so build/ctf/%.o: %.c @echo '===> CC $<' @mkdir -p $(@D) @$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $< release/ctf/game.so : CFLAGS += -fPIC release/ctf/game.so : LDFLAGS += -shared # ---------- # Used by the baseq2 game BASEQ2_OBJS_ = \ src/game/baseq2/g_ai.o \ src/game/baseq2/g_chase.o \ src/game/baseq2/g_cmds.o \ src/game/baseq2/g_combat.o \ src/game/baseq2/g_func.o \ src/game/baseq2/g_items.o \ src/game/baseq2/g_main.o \ src/game/baseq2/g_misc.o \ src/game/baseq2/g_monster.o \ src/game/baseq2/g_phys.o \ src/game/baseq2/g_spawn.o \ src/game/baseq2/g_svcmds.o \ src/game/baseq2/g_target.o \ src/game/baseq2/g_trigger.o \ src/game/baseq2/g_turret.o \ src/game/baseq2/g_utils.o \ src/game/baseq2/g_weapon.o \ src/game/baseq2/monster/actor/actor.o \ src/game/baseq2/monster/berserker/berserker.o \ src/game/baseq2/monster/boss2/boss2.o \ src/game/baseq2/monster/boss3/boss3.o \ src/game/baseq2/monster/boss3/boss31.o \ src/game/baseq2/monster/boss3/boss32.o \ src/game/baseq2/monster/brain/brain.o \ src/game/baseq2/monster/chick/chick.o \ src/game/baseq2/monster/flipper/flipper.o \ src/game/baseq2/monster/float/float.o \ src/game/baseq2/monster/flyer/flyer.o \ src/game/baseq2/monster/gladiator/gladiator.o \ src/game/baseq2/monster/gunner/gunner.o \ src/game/baseq2/monster/hover/hover.o \ src/game/baseq2/monster/infantry/infantry.o \ src/game/baseq2/monster/insane/insane.o \ src/game/baseq2/monster/medic/medic.o \ src/game/baseq2/monster/misc/move.o \ src/game/baseq2/monster/mutant/mutant.o \ src/game/baseq2/monster/parasite/parasite.o \ src/game/baseq2/monster/soldier/soldier.o \ src/game/baseq2/monster/supertank/supertank.o \ src/game/baseq2/monster/tank/tank.o \ src/game/baseq2/player/client.o \ src/game/baseq2/player/hud.o \ src/game/baseq2/player/trail.o \ src/game/baseq2/player/view.o \ src/game/baseq2/player/weapon.o \ src/game/baseq2/savegame/savegame.o # 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 # Used by the client and the server COMMON_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/unzip/ioapi.o \ src/common/unzip/unzip.o # Used by the ctf game CTF_OBJS_ = \ src/game/ctf/g_ai.o \ src/game/ctf/g_chase.o \ src/game/ctf/g_cmds.o \ src/game/ctf/g_combat.o \ src/game/ctf/g_ctf.o \ src/game/ctf/g_func.o \ src/game/ctf/g_items.o \ src/game/ctf/g_main.o \ src/game/ctf/g_misc.o \ src/game/ctf/g_monster.o \ src/game/ctf/g_phys.o \ src/game/ctf/g_save.o \ src/game/ctf/g_spawn.o \ src/game/ctf/g_svcmds.o \ src/game/ctf/g_target.o \ src/game/ctf/g_trigger.o \ src/game/ctf/g_utils.o \ src/game/ctf/g_weapon.o \ src/game/ctf/m_move.o \ src/game/ctf/p_client.o \ src/game/ctf/p_hud.o \ src/game/ctf/p_menu.o \ src/game/ctf/p_trail.o \ src/game/ctf/p_view.o \ src/game/ctf/p_weapon.o # Used by the client, the server and baseq2 GAME_ABI_OBJS_ := \ src/common/shared/flash.o \ src/common/shared/shared.o # 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/wal.o # Used by the OpenGL refresher and ctf LIGHT_GAME_ABI_OBJS_ = \ src/common/shared/shared.o # Used by the client UNIX_CLIENT_OBJS_ := \ src/unix/glob.o \ src/unix/hunk.o \ src/unix/misc.o \ src/unix/network.o \ src/unix/system.o \ src/unix/vid.o # Used by the OpenGL refresher UNIX_OPENGL_OBJS_ = \ src/unix/glob.o \ src/unix/hunk.o \ src/unix/misc.o \ src/unix/qgl.o # Used by the server UNIX_SERVER_OBJS_ := \ src/unix/glob.o \ src/unix/hunk.o \ src/unix/misc.o \ src/unix/network.o \ src/unix/system.o # Used by the client SDL_OBJS_ := \ src/sdl/cd.o \ src/sdl/sound.o # Used by the OpenGL refresher SDL_OPENGL_OBJS_ := \ src/sdl/input.o \ src/sdl/refresh.o # Used by the server SERVER_OBJS_ := \ 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 # ---------- # Rewrite pathes to our object directory CLIENT_COMMON_OBJS = $(patsubst %,build/client/%,$(COMMON_OBJS_)) CLIENT_GAME_ABI_OBJS = $(patsubst %,build/client/%,$(GAME_ABI_OBJS_)) CLIENT_OBJS = $(patsubst %,build/client/%,$(CLIENT_OBJS_)) CLIENT_SERVER_OBJS = $(patsubst %,build/client/%,$(SERVER_OBJS_)) UNIX_CLIENT_OBJS = $(patsubst %,build/client/%,$(UNIX_CLIENT_OBJS_)) SDL_OBJS = $(patsubst %,build/client/%,$(SDL_OBJS_)) SERVER_OBJS = $(patsubst %,build/server/%,$(SERVER_OBJS_)) SERVER_COMMON_OBJS = $(patsubst %,build/server/%,$(COMMON_OBJS_)) SERVER_GAME_ABI_OBJS = $(patsubst %,build/server/%,$(GAME_ABI_OBJS_)) UNIX_SERVER_OBJS= $(patsubst %,build/server/%,$(UNIX_SERVER_OBJS_)) OPENGL_OBJS = $(patsubst %,build/refresher/%,$(OPENGL_OBJS_)) OPENGL_GAME_ABI_OBJS = $(patsubst %,build/refresher/%,$(LIGHT_GAME_ABI_OBJS_)) UNIX_OPENGL_OBJS = $(patsubst %,build/refresher/%,$(UNIX_OPENGL_OBJS_)) SDL_OPENGL_OBJS = $(patsubst %,build/refresher/%,$(SDL_OPENGL_OBJS_)) BASEQ2_OBJS = $(patsubst %,build/baseq2/%,$(BASEQ2_OBJS_)) BASEQ2_GAME_ABI_OBJS = $(patsubst %,build/baseq2/%,$(GAME_ABI_OBJS_)) CTF_OBJS = $(patsubst %,build/ctf/%,$(LIGHT_GAME_ABI_OBJS_)) CTF_GAME_ABI_OBJS = $(patsubst %,build/ctf/%,$(CTF_OBJS_)) # ---------- # Generate header dependencies CLIENT_DEPS= $(CLIENT_OBJS:.o=.d) CLIENT_COMMON_DEPS = $(CLIENT_COMMON_OBJS:.o=.d) CLIENT_GAME_ABI_DEPS = $(CLIENT_GAME_ABI_OBJS:.o=.d) CLIENT_SERVER_DEPS = $(CLIENT_SERVER_OBJS:.o=.d) UNIX_CLIENT_DEPS = $(UNIX_CLIENT_OBJS:.o=.d) SDL_DEPS = $(SDL_OBJS:.o=.d) SERVER_DEPS= $(SERVER_OBJS:.o=.d) SERVER_COMMON_DEPS= $(SERVER_COMMON_OBJS:.o=.d) SERVER_GAME_ABI_DEPS = $(SERVER_GAME_ABI_OBJS:.o=.d) UNIX_SERVER_DEPS= $(UNIX_SERVER_OBJS:.o=.d) OPENGL_DEPS= $(OPENGL_OBJS:.o=.d) OPENGL_GAME_ABI_DEPS= $(OPENGL_GAME_ABI_OBJS:.o=.d) UNIX_OPENGL_DEPS= $(UNIX_OPENGL_OBJS:.o=.d) SDL_OPENGL_DEPS= $(SDL_OPENGL_OBJS:.o=.d) BASEQ2_DEPS= $(BASEQ2_OBJS:.o=.d) BASEQ2_GAME_ABI_DEPS= $(BASEQ2_GAME_ABI_OBJS:.o=.d) CTF_DEPS= $(CTF_OBJS:.o=.d) CTF_GAME_ABI_DEPS= $(CTF_GAME_ABI_OBJS:.o=.d) # ---------- # Suck header dependencies in -include $(CLIENT_DEPS) -include $(CLIENT_COMMON_DEPS) -include $(CLIENT_GAME_ABI_DEPS) -include $(CLIENT_SERVER_DEPS) -include $(UNIX_CLIENT_DEPS) -include $(SDL_DEPS) -include $(SERVER_DEPS) -include $(SERVER_COMMON_DEPS) -include $(SERVER_GAME_ABI_DEPS) -include $(UNIX_SERVER_DEPS) -include $(OPENGL_DEPS) -include $(OPENGL_GAME_ABI_DEPS) -include $(UNIX_OPENGL_DEPS) -include $(SDL_OPENGL_DEPS) -include $(BASEQ2_DEPS) -include $(BASEQ2_GAME_ABI_DEPS) -include $(CTF_DEPS) -include $(CTF_GAME_ABI_DEPS) # ---------- # release/quake2 release/quake2 : $(CLIENT_OBJS) $(CLIENT_COMMON_OBJS) $(CLIENT_GAME_ABI_OBJS) \ $(UNIX_CLIENT_OBJS) $(SDL_OBJS) $(CLIENT_SERVER_OBJS) @echo '===> LD $@' @$(CC) $(LDFLAGS) -o $@ $(CLIENT_OBJS) $(CLIENT_COMMON_OBJS) \ $(CLIENT_GAME_ABI_OBJS) $(UNIX_CLIENT_OBJS) \ $(SDL_OBJS) $(CLIENT_SERVER_OBJS) # release/q2ded release/q2ded : $(SERVER_OBJS) $(SERVER_COMMON_OBJS) $(SERVER_GAME_ABI_OBJS) \ $(UNIX_SERVER_OBJS) @echo '===> LD $@' @$(CC) $(LDFLAGS) -o $@ $(SERVER_OBJS) $(SERVER_COMMON_OBJS) \ $(SERVER_GAME_ABI_OBJS) $(UNIX_SERVER_OBJS) # release/ref_gl.so release/ref_gl.so : $(OPENGL_OBJS) $(OPENGL_GAME_ABI_OBJS) \ $(UNIX_OPENGL_OBJS) $(SDL_OPENGL_OBJS) @echo '===> LD $@' @$(CC) $(LDFLAGS) -o $@ $(OPENGL_OBJS) $(OPENGL_GAME_ABI_OBJS) \ $(UNIX_OPENGL_OBJS) $(SDL_OPENGL_OBJS) # release/bsaeq2/game.so release/baseq2/game.so : $(BASEQ2_OBJS) $(BASEQ2_GAME_ABI_OBJS) @echo '===> LD $@' @$(CC) $(LDFLAGS) -o $@ $(BASEQ2_OBJS) $(BASEQ2_GAME_ABI_OBJS) # release/ctf/game.so release/ctf/game.so : $(CTF_OBJS) $(CTF_GAME_ABI_OBJS) @echo '===> LD $@' @$(CC) $(LDFLAGS) -o $@ $(CTF_OBJS) $(CTF_GAME_ABI_OBJS) # ----------