mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-30 00:10:53 +00:00
761 lines
18 KiB
Makefile
761 lines
18 KiB
Makefile
# ------------------------------------------------------ #
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# Makefile for the "Yamagi Quake 2 Client" #
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# #
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# Just type "make" to compile the #
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# - SDL Client (quake2) #
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# - Server (q2ded) #
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# - SDL OpenGL-Refresher (ref_gl.so or ref_gl.dll) #
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# - Quake II Game (baseq2) #
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# #
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# Base dependencies: #
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# - SDL 1.2 #
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# - libGL #
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# #
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# Platforms: #
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# - FreeBSD #
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# - Linux #
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# - OpenBSD #
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# - Windows (MinGW) #
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# ------------------------------------------------------ #
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# User configurable options
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# -------------------------
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# Enables CD audio playback. CD audio playback is used
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# for the background music and doesn't add any further
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# dependencies. It should work on all platforms where
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# CD playback is supported by SDL.
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WITH_CDA:=yes
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# Enables OGG/Vorbis support. OGG/Vorbis files can be
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# used as a substitute of CD audio playback. Adds
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# dependencies to libogg, libvorbis and libvorbisfile.
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WITH_OGG:=yes
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# Enables the optional OpenAL sound system.
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# To use it your system needs libopenal.so.1
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# or openal32.dll (we recommend openal-soft)
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# installed
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WITH_OPENAL:=yes
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# Enables retexturing support. Adds
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# a dependency to libjpeg
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WITH_RETEXTURING:=yes
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# Set the gamma via X11 and not via SDL. This works
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# around problems in some SDL version. Adds dependencies
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# to pkg-config, libX11 and libXxf86vm. Unsupported on
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# Windows and OS X.
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WITH_X11GAMMA:=no
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# Enables opening of ZIP files (also known as .pk3 paks).
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# Adds a dependency to libz
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WITH_ZIP:=yes
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# Enable systemwide installation of game assets
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WITH_SYSTEMWIDE:=no
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# This will set the default SYSTEMDIR, a non-empty string
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# would actually be used. On Windows normals slashes (/)
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# instead of backslashed (\) should be used!
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WITH_SYSTEMDIR:=
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# This will set the architectures of the OSX-binaries.
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# You have to make sure your libs/frameworks supports
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# these architectures to build an universal ppc-compatible
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# one would add -arch ppc for example, but I did not tested
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# it!
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OSX_ARCH := -arch i386 -arch x86_64
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# This will set the build options to create an MacOS .app-bundle.
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# The app-bundle itself will not be created, but the runtime paths
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# will be set to expect the linked Frameworks in *.app/Contents/
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# Frameworks and the game-data will be expected in # *.app/
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# Contents/Resources
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OSX_APP := yes
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# ====================================================== #
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# !!! DO NOT ALTER ANYTHING BELOW THIS LINE !!! #
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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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# (amd64 works, but building an 64 bit executable
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# is not that easy. Especially SDL and OpenAL are
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# somewhat problematic)
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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 $(ARCH) is currently not supported)
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endif
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# ----------
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# Base CFLAGS.
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#
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# -O2 are enough optimizations.
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#
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# -fno-strict-aliasing since the source doesn't comply
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# with strict aliasing rules and it's next to impossible
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# to get it there...
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#
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# -fomit-frame-pointer since the framepointer is mostly
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# useless for debugging Quake II and slows things down.
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#
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# -g to build always with debug symbols. Please DO NOT
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# CHANGE THIS, since it's our only chance to debug this
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# crap when random crashes happen!
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#
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# -MMD to generate header dependencies. (They cannot be
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# generated if building universal binaries on OSX)
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ifeq ($(OSTYPE), Darwin)
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g
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CFLAGS += $(OSX_ARCH)
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else
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g -MMD
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endif
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# ----------
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# Systemwide installation
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ifeq ($(WITH_SYSTEMWIDE),yes)
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CFLAGS += -DSYSTEMWIDE
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ifneq ($(WITH_SYSTEMDIR),"")
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CFLAGS += -DSYSTEMDIR=\"$(WITH_SYSTEMDIR)\"
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endif
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endif
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# ----------
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# Extra CFLAGS for SDL
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ifneq ($(OSTYPE), Windows)
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ifeq ($(OSTYPE), Darwin)
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SDLCFLAGS :=
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else
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SDLCFLAGS := $(shell sdl-config --cflags)
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endif
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endif
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# ----------
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# Extra CFLAGS for X11
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ifneq ($(OSTYPE), Windows)
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ifneq ($(OSTYPE), Darwin)
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ifeq ($(WITH_X11GAMMA),yes)
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X11CFLAGS := $(shell pkg-config x11 --cflags)
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X11CFLAGS += $(shell pkg-config xxf86vm --cflags)
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endif
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endif
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endif
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# ----------
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# Base include path.
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ifeq ($(OSTYPE),Linux)
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INCLUDE := -I/usr/include
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else ifeq ($(OSTYPE),FreeBSD)
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INCLUDE := -I/usr/local/include
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else ifeq ($(OSTYPE),OpenBSD)
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INCLUDE := -I/usr/local/include
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else ifeq ($(OSTYPE),Darwin)
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INCLUDE :=
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endif
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# ----------
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# Base LDFLAGS.
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ifeq ($(OSTYPE),Linux)
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LDFLAGS := -L/usr/lib -lm -ldl
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else ifeq ($(OSTYPE),FreeBSD)
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LDFLAGS := -L/usr/local/lib -lm
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else ifeq ($(OSTYPE),OpenBSD)
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LDFLAGS := -L/usr/local/lib -lm
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else ifeq ($(OSTYPE),Windows)
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LDFLAGS := -lws2_32 -lwinmm
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else ifeq ($(OSTYPE), Darwin)
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LDFLAGS := $(OSX_ARCH) -lm
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endif
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# ----------
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# Extra LDFLAGS for SDL
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ifeq ($(OSTYPE), Windows)
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SDLLDFLAGS := -lSDL
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else ifeq ($(OSTYPE), Darwin)
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SDLLDFLAGS := -framework SDL -framework OpenGL -framework Cocoa
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else
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SDLLDFLAGS := $(shell sdl-config --libs)
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endif
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# ----------
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# Extra LDFLAGS for X11
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ifneq ($(OSTYPE), Windows)
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ifneq ($(OSTYPE), Darwin)
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ifeq ($(WITH_X11GAMMA),yes)
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X11LDFLAGS := $(shell pkg-config x11 --libs)
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X11LDFLAGS += $(shell pkg-config xxf86vm --libs)
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endif
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endif
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endif
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# ----------
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# When make is invoked by "make VERBOSE=1" print
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# the compiler and linker commands.
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ifdef VERBOSE
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Q :=
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else
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Q := @
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endif
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# ----------
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# Phony targets
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.PHONY : all client game icon refresher server
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# ----------
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# Builds everything
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all: client server refresher game
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# ----------
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# Special target to compile
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# the icon on Windows
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ifeq ($(OSTYPE), Windows)
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icon:
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@echo "===> WR build/icon/icon.res"
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${Q}stuff/misc/mkdir -p build/icon
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${Q}windres stuff\icon\icon.rc -O COFF -o build\icon\icon.res
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endif
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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 client
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ifeq ($(OSTYPE), Windows)
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client:
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@echo "===> Building quake2.exe"
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${Q}stuff/misc/mkdir.exe -p release
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$(MAKE) release/quake2.exe
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build/client/%.o: %.c
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@echo "===> CC $<"
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${Q}stuff/misc/mkdir.exe -p $(@D)
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${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) -o $@ $<
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ifeq ($(WITH_CDA),yes)
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release/quake2.exe : CFLAGS += -DCDA
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endif
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ifeq ($(WITH_OGG),yes)
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release/quake2.exe : CFLAGS += -DOGG
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release/quake2.exe : LDFLAGS += -lvorbisfile -lvorbis -logg
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endif
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ifeq ($(WITH_OPENAL),yes)
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release/quake2.exe : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"openal32.dll"'
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endif
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ifeq ($(WITH_ZIP),yes)
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release/quake2.exe : CFLAGS += -DZIP -DNOUNCRYPT
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release/quake2.exe : LDFLAGS += -lz
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endif
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release/quake2.exe : LDFLAGS += -mwindows
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else
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client:
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@echo "===> Building quake2"
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${Q}mkdir -p release
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$(MAKE) release/quake2
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build/client/%.o: %.c
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@echo "===> CC $<"
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${Q}mkdir -p $(@D)
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${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) -o $@ $<
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ifeq ($(OSTYPE), Darwin)
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build/client/%.o : %.m
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@echo "===> CC $<"
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${Q}mkdir -p $(@D)
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${Q}$(CC) $(OSX_ARCH) -x objective-c -c $< -o $@
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endif
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ifeq ($(WITH_CDA),yes)
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release/quake2 : CFLAGS += -DCDA
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endif
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ifeq ($(WITH_OGG),yes)
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release/quake2 : CFLAGS += -DOGG
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ifeq ($(OSTYPE), Darwin)
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release/quake2 : LDFLAGS += -framework Vorbis -framework Ogg
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else
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release/quake2 : LDFLAGS += -lvorbis -lvorbisfile -logg
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endif
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endif
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ifeq ($(WITH_OPENAL),yes)
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ifeq ($(OSTYPE), OpenBSD)
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release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so"'
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else ifeq ($(OSTYPE), Darwin)
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release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"/System/Library/Frameworks/OpenAL.framework/OpenAL"'
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release/quake2 : LDFLAGS += -framework OpenAL
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else
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release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so.1"'
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endif
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endif
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ifeq ($(WITH_ZIP),yes)
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release/quake2 : CFLAGS += -DZIP -DNOUNCRYPT
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release/quake2 : LDFLAGS += -lz
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endif
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endif
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ifeq ($(OSTYPE), Darwin)
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ifeq ($(OSX_APP), yes)
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release/quake2 : LDFLAGS += -Xlinker -rpath -Xlinker @loader_path/../Frameworks
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endif
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endif
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# ----------
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# The server
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ifeq ($(OSTYPE), Windows)
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server:
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@echo "===> Building q2ded"
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${Q}stuff/misc/mkdir.exe -p release
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$(MAKE) release/q2ded.exe
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build/server/%.o: %.c
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@echo "===> CC $<"
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${Q}stuff/misc/mkdir.exe -p $(@D)
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${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
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release/q2ded.exe : CFLAGS += -DDEDICATED_ONLY
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release/q2ded.exe : LDFLAGS += -lz
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ifeq ($(WITH_ZIP),yes)
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release/q2ded.exe : CFLAGS += -DZIP -DNOUNCRYPT
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release/q2ded.exe : LDFLAGS += -lz
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endif
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else
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server:
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@echo "===> Building q2ded"
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${Q}mkdir -p release
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$(MAKE) release/q2ded
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build/server/%.o: %.c
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@echo "===> CC $<"
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${Q}mkdir -p $(@D)
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${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
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release/q2ded : CFLAGS += -DDEDICATED_ONLY
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ifeq ($(WITH_ZIP),yes)
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release/q2ded : CFLAGS += -DZIP -DNOUNCRYPT
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release/q2ded : LDFLAGS += -lz
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endif
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endif
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# ----------
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# The refresher
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ifeq ($(OSTYPE), Windows)
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refresher:
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@echo "===> Building ref_gl.dll"
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${Q}stuff/misc/mkdir.exe -p release
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$(MAKE) release/ref_gl.dll
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build/refresher/%.o: %.c
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@echo "===> CC $<"
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${Q}stuff/misc/mkdir.exe -p $(@D)
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${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(X11CFLAGS) $(INCLUDE) -o $@ $<
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release/ref_gl.dll : LDFLAGS += -shared
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ifeq ($(WITH_RETEXTURING),yes)
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release/ref_gl.dll : CFLAGS += -DRETEXTURE
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release/ref_gl.dll : LDFLAGS += -ljpeg
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endif
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else
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refresher:
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@echo "===> Building ref_gl.so"
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${Q}mkdir -p release
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$(MAKE) release/ref_gl.so
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build/refresher/%.o: %.c
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@echo "===> CC $<"
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${Q}mkdir -p $(@D)
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${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(X11CFLAGS) $(INCLUDE) -o $@ $<
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release/ref_gl.so : CFLAGS += -fPIC
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release/ref_gl.so : LDFLAGS += -shared
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ifeq ($(WITH_X11GAMMA),yes)
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release/ref_gl.so : CFLAGS += -DX11GAMMA
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endif
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ifeq ($(WITH_RETEXTURING),yes)
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release/ref_gl.so : CFLAGS += -DRETEXTURE
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ifeq ($(OSTYPE), Darwin)
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release/ref_gl.so : LDFLAGS += -framework libjpeg
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else
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release/ref_gl.so : LDFLAGS += -ljpeg
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endif
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endif
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endif
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# ----------
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# The baseq2 game
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ifeq ($(OSTYPE), Windows)
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game:
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@echo "===> Building baseq2/game.dll"
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${Q}stuff/misc/mkdir.exe -p release/baseq2
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$(MAKE) release/baseq2/game.dll
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build/baseq2/%.o: %.c
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@echo "===> CC $<"
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${Q}stuff/misc/mkdir.exe -p $(@D)
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${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
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release/baseq2/game.dll : LDFLAGS += -shared
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else
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game:
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@echo "===> Building baseq2/game.so"
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${Q}mkdir -p release/baseq2
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$(MAKE) release/baseq2/game.so
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build/baseq2/%.o: %.c
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@echo "===> CC $<"
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${Q}mkdir -p $(@D)
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${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
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release/baseq2/game.so : CFLAGS += -fPIC
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release/baseq2/game.so : LDFLAGS += -shared
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endif
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# ----------
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# Used by the game
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GAME_OBJS_ = \
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src/common/shared/flash.o \
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src/common/shared/rand.o \
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src/common/shared/shared.o \
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src/game/g_ai.o \
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src/game/g_chase.o \
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src/game/g_cmds.o \
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src/game/g_combat.o \
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src/game/g_func.o \
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src/game/g_items.o \
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src/game/g_main.o \
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src/game/g_misc.o \
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src/game/g_monster.o \
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src/game/g_phys.o \
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src/game/g_spawn.o \
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src/game/g_svcmds.o \
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src/game/g_target.o \
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src/game/g_trigger.o \
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src/game/g_turret.o \
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src/game/g_utils.o \
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src/game/g_weapon.o \
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src/game/monster/berserker/berserker.o \
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src/game/monster/boss2/boss2.o \
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src/game/monster/boss3/boss3.o \
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src/game/monster/boss3/boss31.o \
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src/game/monster/boss3/boss32.o \
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src/game/monster/brain/brain.o \
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src/game/monster/chick/chick.o \
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src/game/monster/flipper/flipper.o \
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src/game/monster/float/float.o \
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src/game/monster/flyer/flyer.o \
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src/game/monster/gladiator/gladiator.o \
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src/game/monster/gunner/gunner.o \
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src/game/monster/hover/hover.o \
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src/game/monster/infantry/infantry.o \
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src/game/monster/insane/insane.o \
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src/game/monster/medic/medic.o \
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src/game/monster/misc/move.o \
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src/game/monster/mutant/mutant.o \
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src/game/monster/parasite/parasite.o \
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src/game/monster/soldier/soldier.o \
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src/game/monster/supertank/supertank.o \
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src/game/monster/tank/tank.o \
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src/game/player/client.o \
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src/game/player/hud.o \
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src/game/player/trail.o \
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src/game/player/view.o \
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src/game/player/weapon.o \
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src/game/savegame/savegame.o
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# ----------
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# Used by the client
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CLIENT_OBJS_ := \
|
|
src/backends/generic/qal.o \
|
|
src/backends/generic/vid.o \
|
|
src/backends/sdl/cd.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/menu/menu.o \
|
|
src/client/menu/qmenu.o \
|
|
src/client/menu/videomenu.o \
|
|
src/client/sound/snd_al.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 \
|
|
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
|
|
|
|
ifeq ($(OSTYPE), Darwin)
|
|
CLIENT_OBJS_ += src/backends/sdl_osx/SDLMain.o
|
|
endif
|
|
|
|
# ----------
|
|
|
|
# Used by the server
|
|
SERVER_OBJS_ := \
|
|
src/common/argproc.o \
|
|
src/common/clientserver.o \
|
|
src/common/collision.o \
|
|
src/common/crc.o \
|
|
src/common/cmdparser.o \
|
|
src/common/cvar.o \
|
|
src/common/filesystem.o \
|
|
src/common/glob.o \
|
|
src/common/md4.o \
|
|
src/common/misc.o \
|
|
src/common/movemsg.o \
|
|
src/common/netchan.o \
|
|
src/common/pmove.o \
|
|
src/common/szone.o \
|
|
src/common/zone.o \
|
|
src/common/shared/rand.o \
|
|
src/common/shared/shared.o \
|
|
src/common/unzip/ioapi.o \
|
|
src/common/unzip/unzip.o \
|
|
src/server/sv_cmd.o \
|
|
src/server/sv_conless.o \
|
|
src/server/sv_entities.o \
|
|
src/server/sv_game.o \
|
|
src/server/sv_init.o \
|
|
src/server/sv_main.o \
|
|
src/server/sv_save.o \
|
|
src/server/sv_send.o \
|
|
src/server/sv_user.o \
|
|
src/server/sv_world.o
|
|
|
|
ifeq ($(OSTYPE), Windows)
|
|
SERVER_OBJS_ += \
|
|
src/backends/windows/network.o \
|
|
src/backends/windows/system.o \
|
|
src/backends/windows/shared/mem.o
|
|
else
|
|
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
|
|
|
|
# ----------
|
|
|
|
# Used by the OpenGL refresher
|
|
OPENGL_OBJS_ = \
|
|
src/backends/generic/qgl.o \
|
|
src/backends/sdl/input.o \
|
|
src/backends/sdl/refresh.o \
|
|
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/common/shared/shared.o
|
|
|
|
ifeq ($(OSTYPE), Windows)
|
|
OPENGL_OBJS_ += \
|
|
src/backends/windows/shared/mem.o
|
|
else
|
|
OPENGL_OBJS_ += \
|
|
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_))
|
|
OPENGL_OBJS = $(patsubst %,build/refresher/%,$(OPENGL_OBJS_))
|
|
GAME_OBJS = $(patsubst %,build/baseq2/%,$(GAME_OBJS_))
|
|
|
|
# ----------
|
|
|
|
# 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)
|
|
|
|
# ----------
|
|
|
|
# Suck header dependencies in
|
|
-include $(CLIENT_DEPS)
|
|
-include $(SERVER_DEPS)
|
|
-include $(OPENGL_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 $@
|
|
else
|
|
release/quake2 : $(CLIENT_OBJS)
|
|
@echo "===> LD $@"
|
|
${Q}$(CC) $(CLIENT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -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 $@
|
|
else
|
|
release/q2ded : $(SERVER_OBJS)
|
|
@echo "===> LD $@"
|
|
${Q}$(CC) $(SERVER_OBJS) $(LDFLAGS) -o $@
|
|
endif
|
|
|
|
# release/ref_gl.so
|
|
ifeq ($(OSTYPE), Windows)
|
|
release/ref_gl.dll : $(OPENGL_OBJS)
|
|
@echo "===> LD $@"
|
|
${Q}$(CC) $(OPENGL_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@
|
|
else ifeq ($(OSTYPE), Darwin)
|
|
release/ref_gl.so : $(OPENGL_OBJS)
|
|
@echo "===> LD $@"
|
|
${Q}$(CC) $(OPENGL_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@
|
|
else
|
|
release/ref_gl.so : $(OPENGL_OBJS)
|
|
@echo "===> LD $@"
|
|
${Q}$(CC) $(OPENGL_OBJS) $(LDFLAGS) $(X11LDFLAGS) -o $@
|
|
endif
|
|
|
|
# release/baseq2/game.so
|
|
ifeq ($(OSTYPE), Windows)
|
|
release/baseq2/game.dll : $(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
|
|
|
|
# ----------
|