yquake2remaster/Makefile
Simon McVittie 5887a9e79e Optionally link libopenal at compile time
In Linux distributions, having the executable depend on the right
libraries and arrange for them to be installed is straightforward,
and there's a lot of infrastructure for tracking which library
version a particular executable needs, including making sure we have
a version that contains all of the symbols that were used. Loading
libopenal at runtime defeats that infrastructure.

The ability to substitute a different-but-compatible libopenal,
or operate with reduced functionality without libopenal, might
still be desirable for generic/portable binary releases.

The CMake build system already linked the executable to
${OPENAL_LIBRARY} anyway, so it is already a hard dependency in that
build system.
2016-07-01 09:44:00 +01:00

807 lines
20 KiB
Makefile
Executable file

# ------------------------------------------------------ #
# 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.
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 += $(OSX_ARCH)
else
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -ggdb -MMD -fwrapv
endif
# ----------
# Defines the operating system and architecture
CFLAGS += -DOSTYPE=\"$(OSTYPE)\" -DARCH=\"$(ARCH)\"
# ----------
# Systemwide installation
ifeq ($(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"'
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 ($(OSTYPE), Darwin)
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.dylib"' -I/usr/local/opt/openal-soft/include
release/quake2 : LDFLAGS += -L/usr/local/opt/openal-soft/lib
else
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so.1"' -DDLOPEN_OPENAL
endif
else # !DLOPEN_OPENAL
release/quake2 : CFLAGS += -DUSE_OPENAL
release/quake2 : LDFLAGS += -lopenal
endif # !DLOPEN_OPENAL
endif # WITH_OPENAL
ifeq ($(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
# ----------