yquake2remaster/Makefile
Yamagi Burmeister dca3db9426 Add $ORIGIN/lib the RPATH on FreeBSD and Linux
This should ease the overwriting of systemwide installed libs with
specialized versions. Also distributors may use this facility to supply
libraries next to the binaries. Maybe the same should be added for the
other platforms, but I'm not sure if and how they support RPATHes.
2013-11-09 13:47:04 +01:00

772 lines
19 KiB
Makefile

# ------------------------------------------------------ #
# 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 #
# #
# Platforms: #
# - FreeBSD #
# - Linux #
# - OpenBSD #
# - 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.
# was yes
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
# 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!
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, but I did not tested
# it!
OSX_ARCH := -arch i386 -arch x86_64
# 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 linked Frameworks in *.app/Contents/
# Frameworks and the game-data will be expected in # *.app/
# Contents/Resources
OSX_APP := yes
# ====================================================== #
# !!! 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
# (amd64 works, but building an 64 bit executable
# is not that easy. Especially SDL and OpenAL are
# somewhat problematic)
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 ia64),)
$(error arch $(ARCH) is currently not supported)
endif
# Disable CDA for SDL2
ifeq ($(WITH_SDL2),yes)
ifeq ($(WITH_CDA),yes)
WITH_CDA:=no
# Evil hack to tell the "all" target
# that CDA was disabled because SDL2
# is enabled.
CDA_ENABLED:=yes
endif
endif
# ----------
# Base CFLAGS.
#
# -O2 are enough optimizations.
#
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
#
# -fomit-frame-pointer since the framepointer is mostly
# useless for debugging Quake II and slows things down.
#
# -g to build always with debug symbols. Please DO NOT
# CHANGE THIS, since it's our only chance to debug this
# crap when random crashes happen!
#
# -MMD to generate header dependencies. (They cannot be
# generated if building universal binaries on OSX)
ifeq ($(OSTYPE), Darwin)
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g
CFLAGS += $(OSX_ARCH)
else
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-Wall -pipe -g -MMD
endif
# ----------
# Systemwide installation
ifeq ($(WITH_SYSTEMWIDE),yes)
CFLAGS += -DSYSTEMWIDE
ifneq ($(WITH_SYSTEMDIR),"")
CFLAGS += -DSYSTEMDIR=\"$(WITH_SYSTEMDIR)\"
endif
endif
# ----------
# Extra CFLAGS for SDL
ifneq ($(OSTYPE), Windows)
ifeq ($(OSTYPE), Darwin)
SDLCFLAGS :=
else # not darwin
ifeq ($(WITH_SDL2),yes)
SDLCFLAGS := $(shell sdl2-config --cflags)
else # not SDL2
SDLCFLAGS := $(shell sdl-config --cflags)
endif # SDL2
endif # darwin's else
endif # not windows
# ----------
# Extra CFLAGS for X11
ifneq ($(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 ($(OSTYPE),Darwin)
INCLUDE :=
endif
# ----------
# Base LDFLAGS.
ifeq ($(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 ($(OSTYPE),Windows)
LDFLAGS := -lws2_32 -lwinmm
else ifeq ($(OSTYPE), Darwin)
LDFLAGS := $(OSX_ARCH) -lm
endif
# ----------
# Extra LDFLAGS for SDL
ifeq ($(OSTYPE), Windows)
ifeq ($(WITH_SDL2),yes)
SDLLDFLAGS := -lSDL2main -lSDL2 -mwindows -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid
else # not SDL2
SDLLDFLAGS := -lSDL
endif # SDL2
else ifeq ($(OSTYPE), Darwin)
ifeq ($(WITH_SDL2),yes)
SDLLDFLAGS := -framework SDL2 -framework OpenGL -framework Cocoa
else # not SDL2
SDLLDFLAGS := -framework SDL -framework OpenGL -framework Cocoa
endif # SDL2
else # not Darwin/Win
ifeq ($(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 refresher server
.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_RETEXTURING = $(WITH_RETEXTURING)"
@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 ($(CDA_ENABLED),yes)
@echo "WARNING: CDA disabled because SDL2 doesn't support it!"
@echo ""
endif
endif
# ----------
# Special target to compile
# the icon on Windows
ifeq ($(OSTYPE), Windows)
icon:
@echo "===> WR build/icon/icon.res"
${Q}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 ($(WITH_ZIP),yes)
release/quake2.exe : CFLAGS += -DZIP -DNOUNCRYPT
release/quake2.exe : LDFLAGS += -lz
endif
ifeq ($(WITH_RETEXTURING),yes)
release/quake2.exe : CFLAGS += -DRETEXTURE
release/quake2.exe : LDFLAGS += -ljpeg
endif
ifeq ($(WITH_SDL2),yes)
release/quake2.exe : CFLAGS += -DSDL2
endif
release/quake2.exe : LDFLAGS += -mwindows -lopengl32
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) $(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 ($(WITH_OGG),yes)
release/quake2 : CFLAGS += -DOGG
ifeq ($(OSTYPE), Darwin)
release/quake2 : LDFLAGS += -framework Vorbis -framework Ogg
else
release/quake2 : LDFLAGS += -lvorbis -lvorbisfile -logg
endif
endif
ifeq ($(WITH_OPENAL),yes)
ifeq ($(OSTYPE), OpenBSD)
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so"'
else ifeq ($(OSTYPE), Darwin)
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"/System/Library/Frameworks/OpenAL.framework/OpenAL"'
release/quake2 : LDFLAGS += -framework OpenAL
else
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so.1"'
endif
endif
ifeq ($(WITH_ZIP),yes)
release/quake2 : CFLAGS += -DZIP -DNOUNCRYPT
release/quake2 : LDFLAGS += -lz
endif
ifeq ($(WITH_X11GAMMA),yes)
release/quake2 : CFLAGS += -DX11GAMMA
endif
ifeq ($(WITH_RETEXTURING),yes)
release/quake2 : CFLAGS += -DRETEXTURE
ifeq ($(OSTYPE), Darwin)
release/quake2 : LDFLAGS += -framework libjpeg
else
release/quake2 : LDFLAGS += -ljpeg
endif
endif
ifeq ($(WITH_SDL2),yes)
release/quake2 : CFLAGS += -DSDL2
endif
ifeq ($(OSTYPE), Darwin)
ifeq ($(OSX_APP), yes)
release/quake2 : LDFLAGS += -Xlinker -rpath -Xlinker @loader_path/../Frameworks
endif
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
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 $@ $<
release/q2ded : CFLAGS += -DDEDICATED_ONLY
ifeq ($(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}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/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/tga.o \
src/client/refresh/files/jpeg.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
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
# ----------
# 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 $@
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 $@
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 $@
else
release/baseq2/game.so : $(GAME_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(GAME_OBJS) $(LDFLAGS) -o $@
endif
# ----------