# ------------------------------------------------------ # # Makefile for the "Yamagi Quake 2 Client" # # # # Just type "make" to compile the # # - Client (quake2) # # - Server (q2ded) # # - Quake II Game (baseq2) # # - Renderer libraries (gl1, gl3, soft) # # # # Base dependencies: # # - SDL 2.0 # # - libGL # # # # Optional dependencies: # # - CURL # # - OpenAL # # # # Platforms: # # - FreeBSD # # - Linux # # - OpenBSD # # - OS X # # - Windows (MinGW) # # ------------------------------------------------------ # # User configurable options # ------------------------- # Enables HTTP support through cURL. Used for # HTTP download. WITH_CURL:=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 # Sets an RPATH to $ORIGIN/lib. It can be used to # inject custom libraries, e.g. a patches libSDL.so # or libopenal.so. Not supported on Windows. WITH_RPATH:=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 YQ2_OSTYPE ?= Windows else YQ2_OSTYPE ?= $(shell uname -s) endif # Special case for MinGW ifneq (,$(findstring MINGW,$(YQ2_OSTYPE))) YQ2_OSTYPE ?= Windows endif # Detect the architecture ifeq ($(YQ2_OSTYPE), Windows) ifdef PROCESSOR_ARCHITEW6432 # 64 bit Windows YQ2_ARCH ?= $(PROCESSOR_ARCHITEW6432) else # 32 bit Windows YQ2_ARCH ?= $(PROCESSOR_ARCHITECTURE) endif else # Normalize some abiguous YQ2_ARCH strings YQ2_ARCH ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/') endif # On Windows / MinGW $(CC) is undefined by default. ifeq ($(YQ2_OSTYPE),Windows) CC ?= gcc endif # Detect the compiler ifeq ($(shell $(CC) -v 2>&1 | grep -c "clang version"), 1) COMPILER := clang COMPILERVER := $(shell $(CC) -dumpversion | sed -e 's/\.\([0-9][0-9]\)/\1/g' -e 's/\.\([0-9]\)/0\1/g' -e 's/^[0-9]\{3,4\}$$/&00/') else ifeq ($(shell $(CC) -v 2>&1 | grep -c -E "(gcc version|gcc-Version)"), 1) COMPILER := gcc COMPILERVER := $(shell $(CC) -dumpversion | sed -e 's/\.\([0-9][0-9]\)/\1/g' -e 's/\.\([0-9]\)/0\1/g' -e 's/^[0-9]\{3,4\}$$/&00/') else COMPILER := unknown endif # ---------- # Base CFLAGS. These may be overridden by the environment. # Highest supported optimizations are -O2, higher levels # will likely break this crappy code. ifdef DEBUG CFLAGS ?= -O0 -g -Wall -pipe else CFLAGS ?= -O2 -Wall -pipe -fomit-frame-pointer endif # Always needed are: # -fno-strict-aliasing since the source doesn't comply # with strict aliasing rules and it's next to impossible # to get it there... # -fwrapv for defined integer wrapping. MSVC6 did this # and the game code requires it. CFLAGS += -std=gnu99 -fno-strict-aliasing -fwrapv # -MMD to generate header dependencies. Unsupported by # the Clang shipped with OS X. ifneq ($(YQ2_OSTYPE), Darwin) CFLAGS += -MMD endif # OS X architecture. ifeq ($(YQ2_OSTYPE), Darwin) CFLAGS += $(OSX_ARCH) endif # ---------- # Switch of some annoying warnings. ifeq ($(COMPILER), clang) # -Wno-missing-braces because otherwise clang complains # about totally valid 'vec3_t bla = {0}' constructs. CFLAGS += -Wno-missing-braces else ifeq ($(COMPILER), gcc) # GCC 8.0 or higher. ifeq ($(shell test $(COMPILERVER) -ge 80000; echo $$?),0) # -Wno-format-truncation and -Wno-format-overflow # because GCC spams about 50 false positives. CFLAGS += -Wno-format-truncation -Wno-format-overflow endif endif # ---------- # Defines the operating system and architecture CFLAGS += -DYQ2OSTYPE=\"$(YQ2_OSTYPE)\" -DYQ2ARCH=\"$(YQ2_ARCH)\" # ---------- # Fore reproduceable builds, look here for details: # 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 # ---------- # If we're building with gcc for i386 let's define -ffloat-store. # This helps the old and crappy x87 FPU to produce correct values. # Would be nice if Clang had something comparable. ifeq ($(YQ2_ARCH), i386) ifeq ($(COMPILER), gcc) CFLAGS += -ffloat-store endif endif # Force SSE math on x86_64. All sane compilers should do this # anyway, just to protect us from broken Linux distros. ifeq ($(YQ2_ARCH), x86_64) CFLAGS += -mfpmath=sse endif # In ARM mode it cannot generate yield instruction # to cool down the CPU in busy mode ifeq ($(YQ2_ARCH), arm) CFLAGS += -march=armv6k endif ifeq ($(YQ2_ARCH), aarch64) CFLAGS += -march=armv8-a endif # ---------- # Systemwide installation. ifeq ($(WITH_SYSTEMWIDE),yes) CFLAGS += -DSYSTEMWIDE ifneq ($(WITH_SYSTEMDIR),"") CFLAGS += -DSYSTEMDIR=\"$(WITH_SYSTEMDIR)\" endif endif # ---------- # Just set IOAPI_NO_64 on everything that's not Linux or Windows, # otherwise minizip will use fopen64(), fseek64() and friends that # may be unavailable. This is - of course - not really correct, in # a better world we would set -DIOAPI_NO_64 to force everything to # fopen(), fseek() and so on and -D_FILE_OFFSET_BITS=64 to let the # libc headers do their work. Currently we can't do that because # Quake II uses nearly everywere int instead of off_t... # # This may have the side effect that ZIP files larger than 2GB are # unsupported. But I doubt that anyone has such large files, they # would likely hit other internal limits. ifneq ($(YQ2_OSTYPE),Windows) ifneq ($(YQ2_OSTYPE),Linux) ZIPCFLAGS += -DIOAPI_NO_64 endif endif # We don't support encrypted ZIP files. ZIPCFLAGS += -DNOUNCRYPT # ---------- # Extra CFLAGS for SDL. SDLCFLAGS := $(shell sdl2-config --cflags) # ---------- # Base include path. ifeq ($(YQ2_OSTYPE),Linux) INCLUDE := -I/usr/include else ifeq ($(YQ2_OSTYPE),FreeBSD) INCLUDE := -I/usr/local/include else ifeq ($(YQ2_OSTYPE),OpenBSD) INCLUDE := -I/usr/local/include else ifeq ($(YQ2_OSTYPE),Windows) INCLUDE := -I/usr/include endif # ---------- # Local includes for GLAD. GLAD_INCLUDE = -Isrc/client/refresh/gl3/glad/include # ---------- # Base LDFLAGS. This is just the include path. ifeq ($(YQ2_OSTYPE),Linux) LDFLAGS ?= -L/usr/lib else ifeq ($(YQ2_OSTYPE),FreeBSD) LDFLAGS ?= -L/usr/local/lib else ifeq ($(YQ2_OSTYPE),OpenBSD) LDFLAGS ?= -L/usr/local/lib else ifeq ($(YQ2_OSTYPE),Windows) LDFLAGS ?= -L/usr/lib endif # Required libraries. ifeq ($(YQ2_OSTYPE),Linux) LDFLAGS += -lm -ldl -rdynamic else ifeq ($(YQ2_OSTYPE),FreeBSD) LDFLAGS += -lm else ifeq ($(YQ2_OSTYPE),OpenBSD) LDFLAGS += -lm else ifeq ($(YQ2_OSTYPE),Windows) LDFLAGS += -lws2_32 -lwinmm -static-libgcc else ifeq ($(YQ2_OSTYPE), Darwin) LDFLAGS += $(OSX_ARCH) endif # Keep symbols hidden. CFLAGS += -fvisibility=hidden LDFLAGS += -fvisibility=hidden ifneq ($(YQ2_OSTYPE), Darwin) ifneq ($(YQ2_OSTYPE), OpenBSD) # For some reason the OSX & OpenBSD # linker doesn't support this... LDFLAGS += -Wl,--no-undefined endif endif # ---------- # Extra LDFLAGS for SDL ifeq ($(YQ2_OSTYPE), Darwin) SDLLDFLAGS := -lSDL2 else # not Darwin SDLLDFLAGS := $(shell sdl2-config --libs) endif # Darwin # The renderer libs don't need libSDL2main, libmingw32 or -mwindows. ifeq ($(YQ2_OSTYPE), Windows) DLL_SDLLDFLAGS = $(subst -mwindows,,$(subst -lmingw32,,$(subst -lSDL2main,,$(SDLLDFLAGS)))) 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 ref_gl1 ref_gl3 ref_soft # ---------- # Builds everything all: config client server game ref_gl1 ref_gl3 ref_soft # ---------- # Print config values config: @echo "Build configuration" @echo "============================" @echo "WITH_CURL = $(WITH_CURL)" @echo "WITH_OPENAL = $(WITH_OPENAL)" @echo "WITH_SYSTEMWIDE = $(WITH_SYSTEMWIDE)" @echo "WITH_SYSTEMDIR = $(WITH_SYSTEMDIR)" @echo "============================" @echo "" # ---------- # Special target to compile the icon on Windows ifeq ($(YQ2_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/* cleanall: @echo "===> CLEAN" ${Q}rm -Rf build release # ---------- # The client ifeq ($(YQ2_OSTYPE), Windows) client: @echo "===> Building yquake2.exe" ${Q}mkdir -p release $(MAKE) release/yquake2.exe @echo "===> Building quake2.exe Wrapper" $(MAKE) release/quake2.exe build/client/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(ZIPCFLAGS) $(INCLUDE) -o $@ $< release/yquake2.exe : LDFLAGS += -mwindows ifeq ($(WITH_CURL),yes) release/yquake2.exe : CFLAGS += -DUSE_CURL endif ifeq ($(WITH_OPENAL),yes) release/yquake2.exe : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"openal32.dll"' endif else # not Windows client: @echo "===> Building quake2" ${Q}mkdir -p release $(MAKE) release/quake2 ifeq ($(YQ2_OSTYPE), Darwin) build/client/%.o : %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) $(OSX_ARCH) -x objective-c -c $(CFLAGS) $(SDLCFLAGS) $(ZIPCFLAGS) $(INCLUDE) $< -o $@ else build/client/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(ZIPCFLAGS) $(INCLUDE) -o $@ $< endif release/quake2 : CFLAGS += -Wno-unused-result ifeq ($(WITH_CURL),yes) release/quake2 : CFLAGS += -DUSE_CURL endif ifeq ($(WITH_OPENAL),yes) ifeq ($(YQ2_OSTYPE), OpenBSD) release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so"' else ifeq ($(YQ2_OSTYPE), Darwin) release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.dylib"' -I/usr/local/opt/openal-soft/include release/quake2 : LDFLAGS += -L/usr/local/opt/openal-soft/lib -rpath /usr/local/opt/openal-soft/lib else release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so.1"' endif endif ifeq ($(YQ2_OSTYPE), FreeBSD) release/quake2 : LDFLAGS += -lexecinfo endif ifeq ($(WITH_RPATH),yes) release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$$ORIGIN/lib' endif endif # ---------- # The server ifeq ($(YQ2_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) $(ZIPCFLAGS) $(INCLUDE) -o $@ $< release/q2ded.exe : CFLAGS += -DDEDICATED_ONLY 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) $(ZIPCFLAGS) $(INCLUDE) -o $@ $< release/q2ded : CFLAGS += -DDEDICATED_ONLY -Wno-unused-result ifeq ($(YQ2_OSTYPE), FreeBSD) release/q2ded : LDFLAGS += -lexecinfo endif endif # ---------- # The OpenGL 1.x renderer lib ifeq ($(YQ2_OSTYPE), Windows) ref_gl1: @echo "===> Building ref_gl1.dll" $(MAKE) release/ref_gl1.dll release/ref_gl1.dll : LDFLAGS += -lopengl32 -shared else ifeq ($(YQ2_OSTYPE), Darwin) ref_gl1: @echo "===> Building ref_gl1.dylib" $(MAKE) release/ref_gl1.dylib release/ref_gl1.dylib : LDFLAGS += -shared -framework OpenGL else # not Windows or Darwin ref_gl1: @echo "===> Building ref_gl1.so" $(MAKE) release/ref_gl1.so release/ref_gl1.so : CFLAGS += -fPIC release/ref_gl1.so : LDFLAGS += -shared -lGL endif # OS specific ref_gl1 stuff build/ref_gl1/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) -o $@ $< # ---------- # The OpenGL 3.x renderer lib ifeq ($(YQ2_OSTYPE), Windows) ref_gl3: @echo "===> Building ref_gl3.dll" $(MAKE) release/ref_gl3.dll release/ref_gl3.dll : LDFLAGS += -shared else ifeq ($(YQ2_OSTYPE), Darwin) ref_gl3: @echo "===> Building ref_gl3.dylib" $(MAKE) release/ref_gl3.dylib release/ref_gl3.dylib : LDFLAGS += -shared else # not Windows or Darwin ref_gl3: @echo "===> Building ref_gl3.so" $(MAKE) release/ref_gl3.so release/ref_gl3.so : CFLAGS += -fPIC release/ref_gl3.so : LDFLAGS += -shared endif # OS specific ref_gl3 stuff build/ref_gl3/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) $(GLAD_INCLUDE) -o $@ $< # ---------- # The soft renderer lib ifeq ($(YQ2_OSTYPE), Windows) ref_soft: @echo "===> Building ref_soft.dll" $(MAKE) release/ref_soft.dll release/ref_soft.dll : LDFLAGS += -shared else ifeq ($(YQ2_OSTYPE), Darwin) ref_soft: @echo "===> Building ref_soft.dylib" $(MAKE) release/ref_soft.dylib release/ref_soft.dylib : LDFLAGS += -shared else # not Windows or Darwin ref_soft: @echo "===> Building ref_soft.so" $(MAKE) release/ref_soft.so release/ref_soft.so : CFLAGS += -fPIC release/ref_soft.so : LDFLAGS += -shared endif # OS specific ref_soft stuff build/ref_soft/%.o: %.c @echo "===> CC $<" ${Q}mkdir -p $(@D) ${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) $(GLAD_INCLUDE) -o $@ $< # ---------- # The baseq2 game ifeq ($(YQ2_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 $@ $< release/baseq2/game.dll : LDFLAGS += -shared else ifeq ($(YQ2_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 -Wno-unused-result 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/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/curl/download.o \ src/client/curl/qcurl.o \ src/client/input/sdl.o \ src/client/menu/menu.o \ src/client/menu/qmenu.o \ src/client/menu/videomenu.o \ src/client/sound/sdl.o \ src/client/sound/ogg.o \ src/client/sound/openal.o \ src/client/sound/qal.o \ src/client/sound/sound.o \ src/client/sound/wave.o \ src/client/vid/glimp_sdl.o \ src/client/vid/vid.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/frame.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/miniz.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 ($(YQ2_OSTYPE), Windows) CLIENT_OBJS_ += \ src/backends/windows/main.o \ src/backends/windows/network.o \ src/backends/windows/system.o \ src/backends/windows/shared/hunk.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 # ---------- REFGL1_OBJS_ := \ src/client/refresh/gl1/qgl.o \ src/client/refresh/gl1/gl1_draw.o \ src/client/refresh/gl1/gl1_image.o \ src/client/refresh/gl1/gl1_light.o \ src/client/refresh/gl1/gl1_lightmap.o \ src/client/refresh/gl1/gl1_main.o \ src/client/refresh/gl1/gl1_mesh.o \ src/client/refresh/gl1/gl1_misc.o \ src/client/refresh/gl1/gl1_model.o \ src/client/refresh/gl1/gl1_scrap.o \ src/client/refresh/gl1/gl1_surf.o \ src/client/refresh/gl1/gl1_warp.o \ src/client/refresh/gl1/gl1_sdl.o \ src/client/refresh/gl1/gl1_md2.o \ src/client/refresh/gl1/gl1_sp2.o \ src/client/refresh/files/pcx.o \ src/client/refresh/files/stb.o \ src/client/refresh/files/wal.o \ src/client/refresh/files/pvs.o \ src/common/shared/shared.o \ src/common/md4.o ifeq ($(YQ2_OSTYPE), Windows) REFGL1_OBJS_ += \ src/backends/windows/shared/hunk.o else # not Windows REFGL1_OBJS_ += \ src/backends/unix/shared/hunk.o endif # ---------- REFGL3_OBJS_ := \ src/client/refresh/gl3/gl3_draw.o \ src/client/refresh/gl3/gl3_image.o \ src/client/refresh/gl3/gl3_light.o \ src/client/refresh/gl3/gl3_lightmap.o \ src/client/refresh/gl3/gl3_main.o \ src/client/refresh/gl3/gl3_mesh.o \ src/client/refresh/gl3/gl3_misc.o \ src/client/refresh/gl3/gl3_model.o \ src/client/refresh/gl3/gl3_sdl.o \ src/client/refresh/gl3/gl3_surf.o \ src/client/refresh/gl3/gl3_warp.o \ src/client/refresh/gl3/gl3_shaders.o \ src/client/refresh/gl3/gl3_md2.o \ src/client/refresh/gl3/gl3_sp2.o \ src/client/refresh/gl3/glad/src/glad.o \ src/client/refresh/files/pcx.o \ src/client/refresh/files/stb.o \ src/client/refresh/files/wal.o \ src/client/refresh/files/pvs.o \ src/common/shared/shared.o \ src/common/md4.o ifeq ($(YQ2_OSTYPE), Windows) REFGL3_OBJS_ += \ src/backends/windows/shared/hunk.o else # not Windows REFGL3_OBJS_ += \ src/backends/unix/shared/hunk.o endif # ---------- REFSOFT_OBJS_ := \ src/client/refresh/soft/sw_aclip.o \ src/client/refresh/soft/sw_alias.o \ src/client/refresh/soft/sw_bsp.o \ src/client/refresh/soft/sw_draw.o \ src/client/refresh/soft/sw_edge.o \ src/client/refresh/soft/sw_image.o \ src/client/refresh/soft/sw_light.o \ src/client/refresh/soft/sw_main.o \ src/client/refresh/soft/sw_misc.o \ src/client/refresh/soft/sw_model.o \ src/client/refresh/soft/sw_part.o \ src/client/refresh/soft/sw_poly.o \ src/client/refresh/soft/sw_polyset.o \ src/client/refresh/soft/sw_rast.o \ src/client/refresh/soft/sw_scan.o \ src/client/refresh/soft/sw_sprite.o \ src/client/refresh/soft/sw_surf.o \ src/client/refresh/files/pcx.o \ src/client/refresh/files/stb.o \ src/client/refresh/files/wal.o \ src/client/refresh/files/pvs.o \ src/common/shared/shared.o \ src/common/md4.o ifeq ($(YQ2_OSTYPE), Windows) REFSOFT_OBJS_ += \ src/backends/windows/shared/hunk.o else # not Windows REFSOFT_OBJS_ += \ src/backends/unix/shared/hunk.o endif # ---------- # Used by the server SERVER_OBJS_ := \ src/backends/generic/misc.o \ src/common/argproc.o \ src/common/clientserver.o \ src/common/collision.o \ src/common/crc.o \ src/common/cmdparser.o \ src/common/cvar.o \ src/common/filesystem.o \ src/common/glob.o \ src/common/md4.o \ src/common/frame.o \ src/common/movemsg.o \ src/common/netchan.o \ src/common/pmove.o \ src/common/szone.o \ src/common/zone.o \ src/common/shared/rand.o \ src/common/shared/shared.o \ src/common/unzip/ioapi.o \ src/common/unzip/miniz.o \ src/common/unzip/unzip.o \ src/server/sv_cmd.o \ src/server/sv_conless.o \ src/server/sv_entities.o \ src/server/sv_game.o \ src/server/sv_init.o \ src/server/sv_main.o \ src/server/sv_save.o \ src/server/sv_send.o \ src/server/sv_user.o \ src/server/sv_world.o ifeq ($(YQ2_OSTYPE), Windows) SERVER_OBJS_ += \ src/backends/windows/main.o \ src/backends/windows/network.o \ src/backends/windows/system.o \ src/backends/windows/shared/hunk.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_)) REFGL1_OBJS = $(patsubst %,build/ref_gl1/%,$(REFGL1_OBJS_)) REFGL3_OBJS = $(patsubst %,build/ref_gl3/%,$(REFGL3_OBJS_)) REFSOFT_OBJS = $(patsubst %,build/ref_soft/%,$(REFSOFT_OBJS_)) SERVER_OBJS = $(patsubst %,build/server/%,$(SERVER_OBJS_)) GAME_OBJS = $(patsubst %,build/baseq2/%,$(GAME_OBJS_)) # ---------- # Generate header dependencies. CLIENT_DEPS= $(CLIENT_OBJS:.o=.d) REFGL1_DEPS= $(REFGL1_OBJS:.o=.d) REFGL3_DEPS= $(REFGL3_OBJS:.o=.d) REFSOFT_DEPS= $(REFSOFT_OBJS:.o=.d) SERVER_DEPS= $(SERVER_OBJS:.o=.d) GAME_DEPS= $(GAME_OBJS:.o=.d) # Suck header dependencies in. -include $(CLIENT_DEPS) -include $(REFGL1_DEPS) -include $(REFGL3_DEPS) -include $(SERVER_DEPS) -include $(GAME_DEPS) # ---------- # release/quake2 ifeq ($(YQ2_OSTYPE), Windows) release/yquake2.exe : $(CLIENT_OBJS) icon @echo "===> LD $@" ${Q}$(CC) build/icon/icon.res $(CLIENT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ $(Q)strip $@ release/quake2.exe : src/win-wrapper/wrapper.c icon $(Q)$(CC) -Wall -mwindows build/icon/icon.res src/win-wrapper/wrapper.c -o $@ $(Q)strip $@ else release/quake2 : $(CLIENT_OBJS) @echo "===> LD $@" ${Q}$(CC) $(CLIENT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ endif # release/q2ded ifeq ($(YQ2_OSTYPE), Windows) release/q2ded.exe : $(SERVER_OBJS) icon @echo "===> LD $@.exe" ${Q}$(CC) build/icon/icon.res $(SERVER_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ $(Q)strip $@ else release/q2ded : $(SERVER_OBJS) @echo "===> LD $@" ${Q}$(CC) $(SERVER_OBJS) $(LDFLAGS) -o $@ endif # release/ref_gl1.so ifeq ($(YQ2_OSTYPE), Windows) release/ref_gl1.dll : $(REFGL1_OBJS) @echo "===> LD $@" ${Q}$(CC) $(REFGL1_OBJS) $(LDFLAGS) $(DLL_SDLLDFLAGS) -o $@ $(Q)strip $@ else ifeq ($(YQ2_OSTYPE), Darwin) release/ref_gl1.dylib : $(REFGL1_OBJS) @echo "===> LD $@" ${Q}$(CC) $(REFGL1_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ else release/ref_gl1.so : $(REFGL1_OBJS) @echo "===> LD $@" ${Q}$(CC) $(REFGL1_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ endif # release/ref_gl3.so ifeq ($(YQ2_OSTYPE), Windows) release/ref_gl3.dll : $(REFGL3_OBJS) @echo "===> LD $@" ${Q}$(CC) $(REFGL3_OBJS) $(LDFLAGS) $(DLL_SDLLDFLAGS) -o $@ $(Q)strip $@ else ifeq ($(YQ2_OSTYPE), Darwin) release/ref_gl3.dylib : $(REFGL3_OBJS) @echo "===> LD $@" ${Q}$(CC) $(REFGL3_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ else release/ref_gl3.so : $(REFGL3_OBJS) @echo "===> LD $@" ${Q}$(CC) $(REFGL3_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ endif # release/ref_soft.so ifeq ($(YQ2_OSTYPE), Windows) release/ref_soft.dll : $(REFSOFT_OBJS) @echo "===> LD $@" ${Q}$(CC) $(REFSOFT_OBJS) $(LDFLAGS) $(DLL_SDLLDFLAGS) -o $@ $(Q)strip $@ else ifeq ($(YQ2_OSTYPE), Darwin) release/ref_soft.dylib : $(REFSOFT_OBJS) @echo "===> LD $@" ${Q}$(CC) $(REFSOFT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ else release/ref_soft.so : $(REFSOFT_OBJS) @echo "===> LD $@" ${Q}$(CC) $(REFSOFT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@ endif # release/baseq2/game.so ifeq ($(YQ2_OSTYPE), Windows) release/baseq2/game.dll : $(GAME_OBJS) @echo "===> LD $@" ${Q}$(CC) $(GAME_OBJS) $(LDFLAGS) -o $@ $(Q)strip $@ else ifeq ($(YQ2_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 # ----------