yquake2remaster/Makefile
Yamagi Burmeister f3bead4f6b Add Windows network functions in network.c
This file was taken from ioQuake2 and refactored to match Yamagi Quake
II. It would be nice to have IPv6 support and to remove the old IPX
cruft, but that happen now.
2012-06-04 09:13:30 +02:00

584 lines
14 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 #
# ------------------------------------------------------ #
# 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 (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 in
# Windows.
WITH_X11GAMMA:=no
# Enables opening of ZIP files (also known as .pk3 packs).
# 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
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
ifeq ($(OSTYPE), Windows)
SDLCFLAGS := $(shell sdl-config.exe --cflags)
else
SDLCFLAGS := $(shell sdl-config --cflags)
endif
# ----------
# Extra CFLAGS for X11
ifneq ($(OSTYPE), Windows)
ifeq ($(WITH_X11GAMMA),yes)
X11CFLAGS := $(shell pkg-config x11 --cflags)
X11CFLAGS += $(shell pkg-config xxf86vm --cflags)
else
X11CFLAGS :=
endif
else
X11CFLAGS :=
endif
# ----------
# Base include path.
ifeq ($(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 ($(OSTYPE),FreeBSD)
LDFLAGS := -L/usr/local/lib -lm
endif
# ----------
# Extra LDFLAGS for SDL
ifeq ($(OSTYPE), Windows)
SDLLDFLAGS := $(shell sdl-config.exe --libs)
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 += $(shell pkg-config xxf86vm --libs)
else
X11LDFLAGS :=
endif
else
X11LDFLAGS :=
endif
# ----------
# When make is invoked by "make VERBOSE=1" print
# the compiler and linker commands.
ifdef VERBOSE
Q :=
else
Q := @
endif
# ----------
# Builds everything
ifeq ($(OSTYPE), Windows)
all: server
else
all: client server refresher game
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
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 ($(WITH_ZIP),yes)
release/quake2 : CFLAGS += -DZIP
release/quake2 : LDFLAGS += -lz
endif
# ----------
# The server
ifeq ($(OSTYPE), Windows)
server:
@echo "===> Building q2ded"
${Q}mkdir.exe -p release
$(MAKE) release/q2ded
build/server/%.o: %.c
@echo "===> CC $<"
${Q}mkdir.exe -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
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 $@ $<
endif
release/q2ded : CFLAGS += -DDEDICATED_ONLY
release/q2ded : LDFLAGS += -lz
ifeq ($(WITH_ZIP),yes)
release/q2ded : CFLAGS += -DZIP
release/q2ded : LDFLAGS += -lz
endif
# ----------
# The refresher
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
# ----------
# The baseq2 game
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
# ----------
# 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/crc.o \
src/common/cvar.o \
src/common/filesystem.o \
src/common/md4.o \
src/common/misc.o \
src/common/netchan.o \
src/common/pmove.o \
src/common/szone.o \
src/common/zone.o \
src/common/command/cmd_execution.o \
src/common/command/cmd_parser.o \
src/common/command/cmd_script.o \
src/common/common/com_arg.o \
src/common/common/com_clientserver.o \
src/common/message/msg_io.o \
src/common/message/msg_read.o \
src/common/model/cm_areaportals.o \
src/common/model/cm_box.o \
src/common/model/cm_boxtracing.o \
src/common/model/cm_bsp.o \
src/common/model/cm_vis.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 \
src/unix/glob.o \
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
# ----------
# Used by the server
SERVER_OBJS_ := \
src/common/crc.o \
src/common/cvar.o \
src/common/filesystem.o \
src/common/md4.o \
src/common/misc.o \
src/common/netchan.o \
src/common/pmove.o \
src/common/szone.o \
src/common/zone.o \
src/common/command/cmd_execution.o \
src/common/command/cmd_parser.o \
src/common/command/cmd_script.o \
src/common/common/com_arg.o \
src/common/common/com_clientserver.o \
src/common/message/msg_io.o \
src/common/message/msg_read.o \
src/common/model/cm_areaportals.o \
src/common/model/cm_box.o \
src/common/model/cm_boxtracing.o \
src/common/model/cm_bsp.o \
src/common/model/cm_vis.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/conproc.o \
src/windows/mem.o \
src/windows/network.o \
src/windows/system.o
else
SERVER_OBJS_ += \
src/unix/glob.o \
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/shared/shared.o \
src/unix/glob.o \
src/unix/hunk.o \
src/unix/qgl.o
# ----------
# 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
release/quake2 : $(CLIENT_OBJS)
@echo '===> LD $@'
${Q}$(CC) $(CLIENT_OBJS) $(LDFLAGS) $(SDLLDFLAGS) -o $@
# release/q2ded
ifeq ($(OSTYPE), Windows)
release/q2ded : $(SERVER_OBJS)
@echo "===> LD $@.exe"
${Q}$(CC) $(SERVER_OBJS) $(LDFLAGS) -o $@.exe
else
release/q2ded : $(SERVER_OBJS)
@echo '===> LD $@'
${Q}$(CC) $(SERVER_OBJS) $(LDFLAGS) -o $@
endif
# release/ref_gl.so
release/ref_gl.so : $(OPENGL_OBJS)
@echo '===> LD $@'
${Q}$(CC) $(OPENGL_OBJS) $(LDFLAGS) $(X11LDFLAGS) -o $@
# release/baseq2/game.so
release/baseq2/game.so : $(GAME_OBJS)
@echo '===> LD $@'
${Q}$(CC) $(GAME_OBJS) $(LDFLAGS) -o $@
# ----------