yquake2remaster/Makefile
Yamagi Burmeister d6f9cf64a4 Enforce 32 bit IO-API for minizip on !Linux and !Windows.
By default minizip uses fopen64(), fseek64() and so on. Those may not
be defined on all system, especially the BSDs. While FreeBSD already
has a special case, for example OpenBSD hasn't. Work around this by
forcing minizip to use fopen(), fseek() and so on everything that's not
Linux or Windows. This is not 100% correct, it may prevent the usage of
ZIPs lager than 2GB on Solaris and other rarely used systems. But I
doubt that anyone has such large ZIPs with assets, they would likely hit
other internal limits.

In the future Quake II should use off_t instead of int were applicable.
With that we could set -D_FILE_OFFSET_BITS=64.

This change is based upon a patch send by @devnexen in pr #279.
2018-02-20 09:43:13 +01:00

1169 lines
29 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. On Windows this option
# is ignored, OpenAL is always loaded at runtime.
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
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 ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/')
endif
# Detect the compiler
ifeq ($(shell $(CC) -v 2>&1 | grep -c "clang version"), 1)
COMPILER := clang
else ifeq ($(shell $(CC) -v 2>&1 | grep -c "gcc version"), 1)
COMPILER := gcc
else
COMPILER := unknown
endif
# Disable CDA for SDL2
ifeq ($(WITH_SDL2),yes)
ifeq ($(WITH_CDA),yes)
WITH_CDA:=no
# Evil hack to tell the "all" target
# that CDA was disabled because SDL2
# is enabled.
CDA_DISABLED:=yes
endif
endif
# ----------
# Base CFLAGS.
#
# -O2 are enough optimizations.
#
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
#
# -fomit-frame-pointer since the framepointer is mostly
# useless for debugging Quake II and slows things down.
#
# -g to build always with debug symbols. Please DO NOT
# CHANGE THIS, since it's our only chance to debug this
# crap when random crashes happen!
#
# -MMD to generate header dependencies. (They cannot be
# generated if building universal binaries on OSX)
ifeq ($(YQ2_OSTYPE), Darwin)
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -fwrapv
CFLAGS += $(OSX_ARCH)
else
CFLAGS := -std=gnu99 -O2 -fno-strict-aliasing \
-Wall -pipe -g -ggdb -MMD -fwrapv
endif
# ----------
# Defines the operating system and architecture
CFLAGS += -DYQ2OSTYPE=\"$(YQ2_OSTYPE)\" -DYQ2ARCH=\"$(YQ2_ARCH)\"
# ----------
# https://reproducible-builds.org/specs/source-date-epoch/
ifdef SOURCE_DATE_EPOCH
CFLAGS += -DBUILD_DATE=\"$(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
# ----------
# Systemwide installation
ifeq ($(WITH_SYSTEMWIDE),yes)
CFLAGS += -DSYSTEMWIDE
ifneq ($(WITH_SYSTEMDIR),"")
CFLAGS += -DSYSTEMDIR=\"$(WITH_SYSTEMDIR)\"
endif
endif
# ----------
# On Windows / MinGW $(CC) is
# undefined by default.
ifeq ($(YQ2_OSTYPE),Windows)
CC := gcc
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
# ----------
# Extra CFLAGS for SDL
ifeq ($(WITH_SDL2),yes)
SDLCFLAGS := $(shell sdl2-config --cflags)
else # not SDL2
SDLCFLAGS := $(shell sdl-config --cflags)
endif # SDL2
# ----------
# Extra CFLAGS for X11
ifneq ($(YQ2_OSTYPE), Windows)
ifneq ($(YQ2_OSTYPE), Darwin)
ifeq ($(WITH_X11GAMMA),yes)
X11CFLAGS := $(shell pkg-config x11 --cflags)
X11CFLAGS += $(shell pkg-config xxf86vm --cflags)
endif
endif
endif
# ----------
# Base include path.
ifeq ($(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 ($(YQ2_OSTYPE),Windows)
INCLUDE := -I/usr/include
endif
# ----------
# Extra includes for GLAD
GLAD_INCLUDE = -Isrc/client/refresh/gl3/glad/include
# ----------
# Base LDFLAGS.
ifeq ($(YQ2_OSTYPE),Linux)
LDFLAGS := -L/usr/lib -lm -ldl -rdynamic
else ifeq ($(YQ2_OSTYPE),FreeBSD)
LDFLAGS := -L/usr/local/lib -lm
else ifeq ($(YQ2_OSTYPE),OpenBSD)
LDFLAGS := -L/usr/local/lib -lm
else ifeq ($(YQ2_OSTYPE),Windows)
LDFLAGS := -L/usr/lib -lws2_32 -lwinmm -static-libgcc
else ifeq ($(YQ2_OSTYPE), Darwin)
LDFLAGS := $(OSX_ARCH) -lm
endif
CFLAGS += -fvisibility=hidden
LDFLAGS += -fvisibility=hidden
ifneq ($(YQ2_OSTYPE), $(filter $(YQ2_OSTYPE), Darwin OpenBSD))
# for some reason the OSX & OpenBSD linker doesn't support this
LDFLAGS += -Wl,--no-undefined
endif
# ----------
# Extra LDFLAGS for SDL
ifeq ($(YQ2_OSTYPE), Darwin)
ifeq ($(WITH_SDL2),yes)
SDLLDFLAGS := -lSDL2
else # not SDL2
SDLLDFLAGS := -lSDL -framework OpenGL -framework Cocoa
endif # SDL2
else # not Darwin
ifeq ($(WITH_SDL2),yes)
SDLLDFLAGS := $(shell sdl2-config --libs)
else # not SDL2
SDLLDFLAGS := $(shell sdl-config --libs)
endif # SDL2
endif # Darwin
# ----------
# Extra LDFLAGS for X11
ifneq ($(YQ2_OSTYPE), Windows)
ifneq ($(YQ2_OSTYPE), Darwin)
ifeq ($(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 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_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 ($(CDA_DISABLED),yes)
@echo "WARNING: CDA disabled because SDL2 doesn't support it!"
@echo ""
endif
endif
# ----------
# Special target to compile
# the icon on Windows
ifeq ($(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) $(INCLUDE) -o $@ $<
ifeq ($(WITH_CDA),yes)
release/yquake2.exe : CFLAGS += -DCDA
endif
ifeq ($(WITH_OGG),yes)
release/yquake2.exe : CFLAGS += -DOGG
release/yquake2.exe : LDFLAGS += -lvorbisfile -lvorbis -logg
endif
ifeq ($(WITH_OPENAL),yes)
release/yquake2.exe : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"openal32.dll"' -DDLOPEN_OPENAL
endif
ifeq ($(WITH_ZIP),yes)
release/yquake2.exe : CFLAGS += -DZIP -DNOUNCRYPT
release/yquake2.exe : LDFLAGS += -lz
endif
ifeq ($(WITH_SDL2),yes)
release/yquake2.exe : CFLAGS += -DSDL2
endif
release/yquake2.exe : LDFLAGS += -mwindows
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) $(INCLUDE) -o $@ $<
ifeq ($(YQ2_OSTYPE), Darwin)
build/client/%.o : %.m
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) $(OSX_ARCH) -x objective-c -c $< -o $@
endif
release/quake2 : CFLAGS += -Wno-unused-result
ifeq ($(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 ($(DLOPEN_OPENAL),yes)
ifeq ($(YQ2_OSTYPE), OpenBSD)
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so"' -DDLOPEN_OPENAL
else ifeq ($(YQ2_OSTYPE), Darwin)
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.dylib"' -I/usr/local/opt/openal-soft/include -DDLOPEN_OPENAL
release/quake2 : LDFLAGS += -L/usr/local/opt/openal-soft/lib -rpath /usr/local/opt/openal-soft/lib
else
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so.1"' -DDLOPEN_OPENAL
endif
else # !DLOPEN_OPENAL
release/quake2 : CFLAGS += -DUSE_OPENAL
release/quake2 : LDFLAGS += -lopenal
ifeq ($(YQ2_OSTYPE), Darwin)
release/quake2 : CFLAGS += -I/usr/local/opt/openal-soft/include
release/quake2 : LDFLAGS += -L/usr/local/opt/openal-soft/lib -rpath /usr/local/opt/openal-soft/lib
endif # Darwin
endif # !DLOPEN_OPENAL
endif # WITH_OPENAL
ifeq ($(WITH_ZIP),yes)
release/quake2 : CFLAGS += $(ZIPCFLAGS) -DZIP -DNOUNCRYPT
release/quake2 : LDFLAGS += -lz
endif
ifeq ($(WITH_X11GAMMA),yes)
release/quake2 : CFLAGS += -DX11GAMMA
endif
ifeq ($(WITH_SDL2),yes)
release/quake2 : CFLAGS += -DSDL2
endif
ifneq ($(YQ2_OSTYPE), Darwin)
release/ref_gl1.so : LDFLAGS += -lGL
endif
ifeq ($(YQ2_OSTYPE), FreeBSD)
release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$$ORIGIN/lib'
else ifeq ($(YQ2_OSTYPE), Linux)
release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$$ORIGIN/lib'
endif
ifeq ($(WITH_SYSTEMWIDE),yes)
ifneq ($(WITH_SYSTEMDIR),"")
ifeq ($(YQ2_OSTYPE), FreeBSD)
release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$(WITH_SYSTEMDIR)/lib'
else ifeq ($(YQ2_OSTYPE), Linux)
release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$(WITH_SYSTEMDIR)/lib'
endif
else
ifeq ($(YQ2_OSTYPE), FreeBSD)
release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='/usr/share/games/quake2/lib'
else ifeq ($(YQ2_OSTYPE), Linux)
release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='/usr/share/games/quake2/lib'
endif
endif
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) $(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 $@ $<
release/q2ded : CFLAGS += -DDEDICATED_ONLY -Wno-unused-result
ifeq ($(WITH_ZIP),yes)
release/q2ded : CFLAGS += $(ZIPCFLAGS) -DZIP -DNOUNCRYPT
release/q2ded : LDFLAGS += -lz
endif
endif
# ----------
# The OpenGL 1.x renderer lib
ifeq ($(YQ2_OSTYPE), Windows)
ref_gl1:
@echo "===> Building ref_gl1.dll"
$(MAKE) release/ref_gl1.dll
ifeq ($(WITH_SDL2),yes)
release/ref_gl1.dll : CFLAGS += -DSDL2
endif
release/ref_gl1.dll : LDFLAGS += -lopengl32 -shared
# don't want the dll to link against libSDL2main or libmingw32, and no -mwindows either
# that's for the .exe only
DLL_SDLLDFLAGS = $(subst -mwindows,,$(subst -lmingw32,,$(subst -lSDL2main,,$(SDLLDFLAGS))))
else ifeq ($(YQ2_OSTYPE), Darwin)
ref_gl1:
@echo "===> Building ref_gl1.dylib"
$(MAKE) release/ref_gl1.dylib
ifeq ($(WITH_SDL2),yes)
release/ref_gl1.dylib : CFLAGS += -DSDL2
endif
release/ref_gl1.dylib : LDFLAGS += -shared -framework OpenGL
else # not Windows or Darwin
ref_gl1:
@echo "===> Building ref_gl1.so"
$(MAKE) release/ref_gl1.so
release/ref_gl1.so : CFLAGS += -fPIC
release/ref_gl1.so : LDFLAGS += -shared
ifeq ($(WITH_SDL2),yes)
release/ref_gl1.so : CFLAGS += -DSDL2
endif
endif # OS specific ref_gl1 shit
build/ref_gl1/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(X11CFLAGS) $(INCLUDE) -o $@ $<
# ----------
# The OpenGL 3.x renderer lib
ifeq ($(YQ2_OSTYPE), Windows)
ref_gl3:
@echo "===> Building ref_gl3.dll"
$(MAKE) release/ref_gl3.dll
ifeq ($(WITH_SDL2),yes)
release/ref_gl3.dll : CFLAGS += -DSDL2
endif
release/ref_gl3.dll : LDFLAGS += -shared
else ifeq ($(YQ2_OSTYPE), Darwin)
ref_gl3:
@echo "===> Building ref_gl3.dylib"
$(MAKE) release/ref_gl3.dylib
ifeq ($(WITH_SDL2),yes)
release/ref_gl3.dylib : CFLAGS += -DSDL2
endif
release/ref_gl3.dylib : LDFLAGS += -shared
else # not Windows or Darwin
ref_gl3:
@echo "===> Building ref_gl3.so"
$(MAKE) release/ref_gl3.so
release/ref_gl3.so : CFLAGS += -fPIC
release/ref_gl3.so : LDFLAGS += -shared
ifeq ($(WITH_SDL2),yes)
release/ref_gl3.so : CFLAGS += -DSDL2
endif
endif # OS specific ref_gl3 shit
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"
$(MAKE) release/ref_soft.dll
ifeq ($(WITH_SDL2),yes)
release/ref_soft.dll : CFLAGS += -DSDL2
endif
release/ref_soft.dll : LDFLAGS += -shared
else ifeq ($(YQ2_OSTYPE), Darwin)
ref_soft:
@echo "===> Building ref_soft.dylib"
$(MAKE) release/ref_soft.dylib
ifeq ($(WITH_SDL2),yes)
release/ref_soft.dylib : CFLAGS += -DSDL2
endif
release/ref_soft.dylib : LDFLAGS += -shared
else # not Windows or Darwin
ref_soft:
@echo "===> Building ref_soft.so"
$(MAKE) release/ref_soft.so
release/ref_soft.so : CFLAGS += -fPIC
release/ref_soft.so : LDFLAGS += -shared
ifeq ($(WITH_SDL2),yes)
release/ref_soft.so : CFLAGS += -DSDL2
endif
endif # OS specific ref_soft shit
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/backends/generic/qal.o \
src/backends/generic/vid.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/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/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/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/common/shared/shared.o \
src/common/md4.o
ifeq ($(YQ2_OSTYPE), Windows)
REFGL1_OBJS_ += \
src/backends/windows/shared/hunk.o
else # not Windows
REFGL1_OBJS_ += \
src/backends/unix/shared/hunk.o
endif
# ----------
REFGL3_OBJS_ := \
src/client/refresh/gl3/gl3_draw.o \
src/client/refresh/gl3/gl3_image.o \
src/client/refresh/gl3/gl3_light.o \
src/client/refresh/gl3/gl3_lightmap.o \
src/client/refresh/gl3/gl3_main.o \
src/client/refresh/gl3/gl3_mesh.o \
src/client/refresh/gl3/gl3_misc.o \
src/client/refresh/gl3/gl3_model.o \
src/client/refresh/gl3/gl3_sdl.o \
src/client/refresh/gl3/gl3_surf.o \
src/client/refresh/gl3/gl3_warp.o \
src/client/refresh/gl3/gl3_shaders.o \
src/client/refresh/gl3/gl3_md2.o \
src/client/refresh/gl3/gl3_sp2.o \
src/client/refresh/gl3/glad/src/glad.o \
src/client/refresh/files/pcx.o \
src/client/refresh/files/stb.o \
src/client/refresh/files/wal.o \
src/common/shared/shared.o \
src/common/md4.o
ifeq ($(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_polyse.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/common/shared/shared.o \
src/common/md4.o
ifeq ($(YQ2_OSTYPE), Windows)
REFSOFT_OBJS_ += \
src/backends/windows/shared/hunk.o
else # not Windows
REFSOFT_OBJS_ += \
src/backends/unix/shared/hunk.o
endif
# ----------
# Used by the server
SERVER_OBJS_ := \
src/common/argproc.o \
src/common/clientserver.o \
src/common/collision.o \
src/common/crc.o \
src/common/cmdparser.o \
src/common/cvar.o \
src/common/filesystem.o \
src/common/glob.o \
src/common/md4.o \
src/common/frame.o \
src/common/movemsg.o \
src/common/netchan.o \
src/common/pmove.o \
src/common/szone.o \
src/common/zone.o \
src/common/shared/rand.o \
src/common/shared/shared.o \
src/common/unzip/ioapi.o \
src/common/unzip/unzip.o \
src/server/sv_cmd.o \
src/server/sv_conless.o \
src/server/sv_entities.o \
src/server/sv_game.o \
src/server/sv_init.o \
src/server/sv_main.o \
src/server/sv_save.o \
src/server/sv_send.o \
src/server/sv_user.o \
src/server/sv_world.o \
src/backends/generic/misc.o
ifeq ($(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 $@
# the wrappper, quick'n'dirty
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) $(X11LDFLAGS) -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
# ----------