yquake2remaster/Makefile
Yamagi Burmeister b1ddebf552 Update "unzip" to version 1.01h
This update brings some minor bugfixes, especially for big endian
platforms and LLP64 systems like 64 bit Windows. The support for
encrypted ZIP archives was removed. This is a no-op change, since
there was no way to pass the password to uncrypt. Without the
uncrypt code Yamagi Quake II can be distributed in some countries
with special laws for cryptographic software. The LICENSE was
updated to the most recent version of the INFO-ZIP license.
2012-07-21 12:02:39 +02:00

686 lines
16 KiB
Makefile

# ------------------------------------------------------ #
# Makefile for the "Yamagi Quake 2 Client" #
# #
# Just type "make" to compile the #
# - SDL Client (quake2) #
# - Server (q2ded) #
# - SDL OpenGL-Refresher (ref_gl.so or ref_gl.dll) #
# - Quake II Game (baseq2) #
# #
# Base dependencies: #
# - SDL 1.2 #
# - libGL #
# #
# Platforms: #
# - Linux #
# - FreeBSD #
# - 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 retexturing support. Adds
# a dependency to libjpeg
WITH_RETEXTURING:=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.
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!
WITH_SYSTEMDIR:=
# ====================================================== #
# !!! DO NOT ALTER ANYTHING BELOW THIS LINE !!! #
# ====================================================== #
# Detect the OS
ifdef SystemRoot
OSTYPE := Windows
else
OSTYPE := $(shell uname -s)
endif
# Detect the architecture
ifeq ($(OSTYPE), Windows)
# At this time only i386 is supported on Windows
ARCH := i386
else
# Some platforms call it "amd64" and some "x86_64"
ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
endif
# Refuse all other platforms as a firewall against PEBKAC
# (You'll need some #ifdef for your unsupported plattform!)
ifeq ($(findstring $(ARCH), i386 x86_64 sparc64),)
$(error arch $(ARCH) is currently not supported)
endif
# ----------
# Base CFLAGS.
#
# -O2 are enough optimizations.
#
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
#
# -fomit-frame-pointer since the framepointer is mostly
# useless for debugging Quake II and slows things down.
#
# -g to build always with debug symbols. Please DO NOT
# CHANGE THIS, since it's our only chance to debug this
# crap when random crashes happen!
#
# -MMD to generate header dependencies.
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -MMD
# ----------
# Systemwide installation
ifeq ($(WITH_SYSTEMWIDE),yes)
CFLAGS += -DSYSTEMWIDE
ifneq ($(WITH_SYSTEMDIR),"")
CFLAGS += -DSYSTEMDIR=\"$(WITH_SYSTEMDIR)\"
endif
endif
# ----------
# Extra CFLAGS for SDL
ifneq ($(OSTYPE), Windows)
SDLCFLAGS := $(shell sdl-config --cflags)
endif
# ----------
# Extra CFLAGS for X11
ifneq ($(OSTYPE), Windows)
ifeq ($(WITH_X11GAMMA),yes)
X11CFLAGS := $(shell pkg-config x11 --cflags)
X11CFLAGS += $(shell pkg-config xxf86vm --cflags)
endif
endif
# ----------
# Base include path.
ifeq ($(OSTYPE),Linux)
INCLUDE := -I/usr/include
else ifeq ($(OSTYPE),FreeBSD)
INCLUDE := -I/usr/local/include
endif
# ----------
# Base LDFLAGS.
ifeq ($(OSTYPE),Linux)
LDFLAGS := -L/usr/lib -lm -ldl
else ifeq ($(OSTYPE),FreeBSD)
LDFLAGS := -L/usr/local/lib -lm
else ifeq ($(OSTYPE),Windows)
LDFLAGS := -lws2_32 -lwinmm
endif
# ----------
# Extra LDFLAGS for SDL
ifeq ($(OSTYPE), Windows)
SDLLDFLAGS := -lSDL
else
SDLLDFLAGS := $(shell sdl-config --libs)
endif
# ----------
# Extra LDFLAGS for X11
ifneq ($(OSTYPE), Windows)
ifeq ($(WITH_X11GAMMA),yes)
X11LDFLAGS := $(shell pkg-config x11 --libs)
X11LDFLAGS += $(shell pkg-config xxf86vm --libs)
endif
endif
# ----------
# When make is invoked by "make VERBOSE=1" print
# the compiler and linker commands.
ifdef VERBOSE
Q :=
else
Q := @
endif
# ----------
# Phony targets
.PHONY : all client game icon refresher server
# ----------
# Builds everything
all: client server refresher game
# ----------
# Special target to compile
# the icon on Windows
ifeq ($(OSTYPE), Windows)
icon:
@echo "===> WR build/icon/icon.res"
${Q}stuff/misc/mkdir -p build/icon
${Q}windres stuff\icon\icon.rc -O COFF -o build\icon\icon.res
endif
# ----------
# Cleanup
ifeq ($(OSTYPE), Windows)
clean:
@echo "===> CLEAN"
@-rmdir /S /Q release build
else
clean:
@echo "===> CLEAN"
${Q}rm -Rf build release
endif
# ----------
# The client
ifeq ($(OSTYPE), Windows)
client:
@echo "===> Building quake2.exe"
${Q}stuff/misc/mkdir.exe -p release
$(MAKE) release/quake2.exe
build/client/%.o: %.c
@echo "===> CC $<"
${Q}stuff/misc/mkdir.exe -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
release/quake2.exe : LDFLAGS += -mwindows
else
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) $(INCLUDE) -o $@ $<
ifeq ($(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)
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so.1"'
endif
ifeq ($(WITH_ZIP),yes)
release/quake2 : CFLAGS += -DZIP -DNOUNCRYPT
release/quake2 : LDFLAGS += -lz
endif
endif
# ----------
# The server
ifeq ($(OSTYPE), Windows)
server:
@echo "===> Building q2ded"
${Q}stuff/misc/mkdir.exe -p release
$(MAKE) release/q2ded.exe
build/server/%.o: %.c
@echo "===> CC $<"
${Q}stuff/misc/mkdir.exe -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
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 $@ $<
release/q2ded : CFLAGS += -DDEDICATED_ONLY
release/q2ded : LDFLAGS += -lz
ifeq ($(WITH_ZIP),yes)
release/q2ded : CFLAGS += -DZIP -DNOUNCRYPT
release/q2ded : LDFLAGS += -lz
endif
endif
# ----------
# The refresher
ifeq ($(OSTYPE), Windows)
refresher:
@echo "===> Building ref_gl.dll"
${Q}stuff/misc/mkdir.exe -p release
$(MAKE) release/ref_gl.dll
build/refresher/%.o: %.c
@echo "===> CC $<"
${Q}stuff/misc/mkdir.exe -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(X11CFLAGS) $(INCLUDE) -o $@ $<
release/ref_gl.dll : LDFLAGS += -shared
ifeq ($(WITH_RETEXTURING),yes)
release/ref_gl.dll : CFLAGS += -DRETEXTURE
release/ref_gl.dll : LDFLAGS += -ljpeg
endif
else
refresher:
@echo "===> Building ref_gl.so"
${Q}mkdir -p release
$(MAKE) release/ref_gl.so
build/refresher/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(X11CFLAGS) $(INCLUDE) -o $@ $<
release/ref_gl.so : CFLAGS += -fPIC
release/ref_gl.so : LDFLAGS += -shared
ifeq ($(WITH_X11GAMMA),yes)
release/ref_gl.so : CFLAGS += -DX11GAMMA
endif
ifeq ($(WITH_RETEXTURING),yes)
release/ref_gl.so : CFLAGS += -DRETEXTURE
release/ref_gl.so : LDFLAGS += -ljpeg
endif
endif
# ----------
# The baseq2 game
ifeq ($(OSTYPE), Windows)
game:
@echo "===> Building baseq2/game.dll"
${Q}stuff/misc/mkdir.exe -p release/baseq2
$(MAKE) release/baseq2/game.dll
build/baseq2/%.o: %.c
@echo "===> CC $<"
${Q}stuff/misc/mkdir.exe -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
release/baseq2/game.dll : LDFLAGS += -shared
else
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/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/sdl/cd.o \
src/sdl/sound.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/windows/mem.o \
src/windows/network.o \
src/windows/qal.o \
src/windows/system.o \
src/windows/vid.o
else
CLIENT_OBJS_ += \
src/unix/hunk.o \
src/unix/main.o \
src/unix/network.o \
src/unix/qal.o \
src/unix/signalhandler.o \
src/unix/system.o \
src/unix/vid.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 ($(OSTYPE), Windows)
SERVER_OBJS_ += \
src/windows/mem.o \
src/windows/network.o \
src/windows/system.o
else
SERVER_OBJS_ += \
src/unix/hunk.o \
src/unix/main.o \
src/unix/network.o \
src/unix/signalhandler.o \
src/unix/system.o
endif
# ----------
# Used by the OpenGL refresher
OPENGL_OBJS_ = \
src/refresh/r_draw.o \
src/refresh/r_image.o \
src/refresh/r_light.o \
src/refresh/r_lightmap.o \
src/refresh/r_main.o \
src/refresh/r_mesh.o \
src/refresh/r_misc.o \
src/refresh/r_model.o \
src/refresh/r_scrap.o \
src/refresh/r_surf.o \
src/refresh/r_warp.o \
src/refresh/files/md2.o \
src/refresh/files/pcx.o \
src/refresh/files/sp2.o \
src/refresh/files/tga.o \
src/refresh/files/jpeg.o \
src/refresh/files/wal.o \
src/sdl/input.o \
src/sdl/refresh.o \
src/common/glob.o \
src/common/shared/shared.o
ifeq ($(OSTYPE), Windows)
OPENGL_OBJS_ += \
src/windows/mem.o \
src/windows/qgl.o
else
OPENGL_OBJS_ += \
src/unix/hunk.o \
src/unix/qgl.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
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
# ----------